Artistic Forces/Mutant Horde

"Our mutant lives for the Horde!"

- The voice when the Mutant Horde is selected in the Campaign mode. The Mutant Horde is one of the factions in Artistic Forces.

Description
A derivative of the humanity itself, as a result of radiation and genetic mutation, the surviving humans have forgotten their humanly regular ways and have been resorted to irregularity and mutational humanity by necessary means of mutation, militancy, trickery and stealth. With these useful tactics, they have formed the Mutant Horde, a paramilitary syndicate that mainly involves mutants as an answer to humanity. Like their human ancestors, its membership consists of mutants, private military contractors, militants, mercenaries, black marketers, underground organizations, renegade Russian, American, Serbian, Czech and Arab military offshoots, and other paramilitary groups.

The technological level of this faction is nowhere near, but instead, they decided to possibly learn the ways of relying and utilizing the power of genetic mutation, attrition warfare, hit-and-run tactics, chemical warfare, high mobility, and guerrilla warfare, which includes unconventional, underhanded and sneaky tactics. In order to employ its usefulness in many of their effective skills and provide the strength of their military doctrine for fighting its enemies and their tactics, they are contracted by the private military contractors of Russia, Czech Republic, Serbia, Italian, French and America to commonly supply them and equip with the arsenal of outdated military weapons, vehicles, aircraft and vessels, especially those of the former Soviet Union, but some of them are came from the stockpiles in the Middle East and Africa with their signed contracts from the Arab and African military contractors. Also, they use mutated creatures like eagles, dire wolves, arthropods, wasps and beetles as their biological weapons, and their chemical weapons consist of poison, anthrax, Ebola, hydrochloric acid and other toxically deadly substances. Even though some rival factions knew how to use firepower, which includes incendiary devices, it was the Mutant Horde which uncovered its secrets.

During the events, the Mutant Horde seeks the next evolution of humanity by defeating its known enemy: the humankind, and replace the population with the mutants themselves.

History
TBA

Strategy
The Mutant Horde is a mutationally insidious paramilitary faction, composed of a loosely connected confederation of private military contractors, mercenaries, militants, black marketers, underground organizations, renegade military offshoots, and other nomadic and paramilitary communities, consisting of guerrillas and even mutants that exposed to materials, chemicals, radiation, and a variety of mutative maladies, causing genetic mutation of humans and other creatures. Their single common goal is to seek the next evolution of humanity by defeating their enemies, and replace the humankind with mutant-kind. With the paramilitary force in their side, the Mutant Horde also have no official nationality nor organized armed forces backing them up as they require to resort to stealth, mutations, and paramilitarily improvised and makeshift weaponry in order to help them fight for their cause. Most of their weapons, vehicles, aircraft, and vessels are old and long abandoned by the regularly official or legitimate modern-day armed forces that they used to serve, most prominently Soviet, Czech, French, Italian, and American military forces, but have been acquired, recycled, revitalized, and modified extensively, and given a new life in the ranks of the Mutant Horde for their paramilitary needs. The military personnel of the Mutant Horde is fanatically and relentlessly great, and cannot be stopped no matter what.

Tactics
As a paramilitary faction, the military doctrine of the Mutant Horde relies on mutation, stealth, attrition warfare, high mobility, Salvage technology, and hit-and-run tactics as their main battle tactics, as well as surprise attacks and guerrilla tactics. They were also known to emphasize biological and chemical weaponry, especially the potent toxins (poison, anthrax, Ebola, hydrochloric acid and other toxically deadly substances) that can nearly instantly dissolve flesh and bones and even melt vehicle armor, and animalistic mutants, in various ways to fight their enemies alongside their devious subterfuge, such as the incendiary weapons and dirty bombs.

Due to the effects of radiation and genetic mutation, the Mutant Horde has recruited the surviving mutants as their troops, mainly from private military companies, militants, black market organizations, underground organizations, renegade military offshoots, and other paramilitary groups, including the irregular militias, of the Third and Eurasian World, and some of the First World, in order to do their commanders' biddings. There were no shortage of these recruits, and the Mutant Horde is able to build up their forces quickly to challenge their enemies, either militarily superior or inferior, on the battlefield. The typical infantry of the Mutant Horde is armed with weapons that are both cheap and expensive, and often have little training, although they employed overwhelming numbers, and the element of surprise to challenge and defeat their foes.

Like most paramilitaries, the structures of the Mutant Horde need no power, but some of them require more power to operate and improve their factional performance. In order to provide more power, select any of their construction units and build Wind Generators, Power Generators, Solar Generators or Bioreactors. When one or more power providers are operational, their build times are now reduced by 50%. The Mutant Horde recruited mutated civilians to construct buildings and base defense, and carry supplies for their military forces. They are either cheap or expensive, and quickly or slowly replaceable if they fall in the battlefield.

Many units of the Mutant Horde are generally cheap and quick to produce in their production buildings, but some of these units are either expensive or slower like most factions with mass numbers and brute force. Their animalistic beasts are genetically mutated, trained in their Enclosures, and made for their mounts or combat as their biological weapons. Their vehicles, mainly from the Soviet, Czechoslovak, American, and French military assets, are contemporarily assembled with the use of spare parts, and deployed in their Light and Heavy Motor Pools. Their aircraft, mainly the rotary-wing and fixed-wing, are purchased from the Soviet, Czechoslovak, Italian, and French military asset markets, recycled, revitalized, and reassembled altogether, making them into the better, deadlier forms in their Helipads and Airfields. Their vessels are purchased and imported from the post-Soviet naval fleets to make them look recycled since the Cold War era. However, it means to say that some of these non-infantry units lack the firepower or armor of technologically advanced and improved factions. For the better improvement of their units' firepower, armors and performances, the commanders of the Mutant Horde are able to purchase more upgrades via the Arms Warehouses, Research Laboratories, and Chemical Labs. When fully upgraded, they can possibly be quite strong, powerful, and even better on the field of battle. Whatever weakness the Mutant Horde can't be compensated by these upgrades, they do much so with such tactical advantages. In this case, the Mutant Horde paramilitarily excels at emphasizing attrition, urban, irregular and guerrilla warfare, most notably hit-and-run tactics and surprise attacks, as its military forces are highly mobile, and reliable to win a war by wearing down enemies to the point of collapse through continuous losses in both personnel and materiel. They also employed ambushes and traps. With these useful tactics, the Mutant Horde will probably do anything and everything that is necessary to achieve victoriously over their foes.

Technological level
The technological level of the Mutant Horde is inferiorly nowhere near as other technologically advanced factions, which may outsmart theirs. In that case, the Mutant Horde, despite being technologically disadvantaged, as a paramilitary syndicate can also be handled by having any modern air power via old arsenal of the Soviet, French, Italian and Czechoslovak aerial assets, recycling the old fleet of the Soviet Navy, using classical and makeshift weaponry, and employing ex-Soviet, African and Eastern European scientists, as well as their own scientists, who conducted research to help improve their factional arsenal. Technologies known to be used by them included chemical and biological weapons, missiles, and GPS scrambler technology, which allows their forces to stay their enemies away from their sight.

Veterancy ranks
As a paramilitary force, the military ranks of this faction are different to those of the regular armed forces.

Sub-factions
The Mutant Horde has one and only sub-faction focusing on chemical warfare.

Chemical Division
Brewing countless cocktails of toxins and poisons within their labs. The Chemical Division saturates the battlefield with their noxious creations, with fields of gas that slowly poison their foe while empowering themselves while their chemicals melt infantry to the bones and vehicles into sludge.

Commanders

 * Field Marshal Gregor Zach: Supreme Commander of the Mutant Horde
 * General Fillip Carmel: Mutant Horde Legion Commander
 * Lieutenant General Targus Beland: Mutant Horde War Commander
 * Dr. Anthony "Anthrax" Racks: Head of Research and Development and Mutant Horde Chemical Commander
 * Brigadier Ivan Chekhov (Иван Чехов): Mutant Horde Stealth Commander
 * Commandant Monty Reynar: Mutant Horde Renegade Commander
 * General Ethan Morris: Mutant Horde Mutation Commander

Agents

 * Ziggy Franken: Terrain Agent (hero unit)
 * Deakin Musta: Communications Officer (announcer)

Factional theme
The following theme songs for the Mutant Horde must be mixed with post-apocalyptic and fundamentally salvaged themes and similarities of Mad Max, the Brazilian Militia from Call of Duty: Modern Warfare 2, the Global Liberation Army (GLA) from Command & Conquer: Generals, and Mutants from Command & Conquer: Tiberian Sun.

Trivia

 * The Mutant Horde itself, as the name implies, is inspired and influenced by the Evolved from the KKND series, the Global Liberation Army or GLA from Command & Conquer: Generals (including Rise of the Reds and Contra mods) and its canceled sequel, the Soviets and Yuri from the Command & Conquer: Red Alert universe, the Forgotten and the Brotherhood of Nod from the Command & Conquer series, World Energy Consortium from Act of War, Cartel from Act of Aggression, House Ordos from the Dune series, the Junkers and the Wastelanders from Overwatch, various organizations from Mad Max, the Tempest Dynasty from Tempest Rising, private military companies, and other paramilitary and guerrilla organizations around the world, such as Triple Canopy and the Wagner Group.
 * Similarly, the gameplay of the Mutant Horde plays similar to those said factions in different RTS game titles.
 * The Mutant Horde is also similar to the World Energy Consortium from the Act of War series, Cartel from Act of Aggression, and the Global Liberation Army (GLA) from Command & Conquer: Generals as they commonly possess a mix of Russian, American, and European military equipment.
 * The military grade arsenal of the Mutant Horde consists of many countries of origin, such as the Soviet Union, France, Czechia, Serbia, and even America.