Gaiaterra: Elysea's Conflict/The Board of Institute

The Board of Institue is one of the forty-four DLC factions in Gaiaterra: Elysea's Conflict.

Relations

 * Minutemen Survivors: At War

Notable Characters

 * Commandant Steele
 * General Knox
 * Udom Bedford
 * Justin Ayo

Legendary Generals

 * Father Shaun
 * Charles Rockwell
 * Handsome Jack
 * Cobra Commander

Commandos

 * X6-88
 * Baroness
 * Sophia Akande
 * MT Foxtrot

Sub-factions

 * Institute Rapid Deployment
 * The Board Security
 * Cobra Shock Corps
 * Cruelty HQ

Arsenal
Main Article: Gaiaterra: Elysea's Conflict/Institute Arsenal

Opening to a mall near you
Though a standalone Institute factory can produce some vehicles on its own, it can't produce all the needed parts for more ingenious or heavier units, thus requiring other factories to make specialized parts. Most factories are capable of supporting each other in a range around themselves, and the Waste Facility acts similarly.

Buy your own gear
Almost every Institute unit, with exceptions such as Commandoes, enter the battlefield without weapons or equipment, but this makes them far cheaper compared to their counterparts. A Storefront provides these troops with weapons and equipment. When a Storefront is activated, it will gives all units in a large radius around it the weapon or ability associated with it.

Each Store has a specialized role and has an effect upon their wielders death, and mixing each units equipment is important to win the battle:

H&D (Hammersmith and Dahl)
Using basic military designs. H&D weapons are simple with average damage and armor which aren't fancy, but get the job done. Abilities revolve around simple burst damage. Upon the wielder's death they would buff their allies in a radius, and while its effects are small they stack.

Tediore Choice
Focusing on affordable products to the detriment of reliability. TC weapons are extremely cheap but their damage and armor are rather pathetic in turn. Abilities revolve around tossing their gun to create turrets to double their firepower. Upon the wielder's death their guns will turn into a bomb and/or a temporary turret, allowing them to soften up the enemy for the others to finish.

TLJ (Tucker, Lain, and Jakobs)
Focusing on precision and power. TLJ weapons deal high damage and possess superior range but their rate of fire is slow, lack of AOE weaponry, and their units tend to be fragile. Abilities revolve around dealing high damage to specific targets, often eliminating high-priority targets. Upon the wielder's death they will take a final, powerful, shot to their killer.

JM (Joch-Maliwan)
Focusing on advanced technology. JM weapons have various debuff effects but their damage tends to be low for their price. Abilities deal debuffs and control effects on their enemies.

Hyperion Salvage & Atlas Shipping
Focusing on high-end equipment at high prices. HS-AS weapons are superior to their counterparts but are expensive as a result. Abilities focus on boosting their wielder's stats. And in the event units wielding their weapons die it would drop, leaving them to be taken by a new batch of units.

Vladof Vault
Focusing on rate of fire to the detriment of damage. VV weapons have superior rate of fire and their units are fast but their damage is lower and their range is shorter. Abilities tend to increase their already high fire rate and their damage or switch to firing bursts of explosives but the effects but are temporarily unable to attack once the effect ends. And in the event units wielding their weapons die they would be brought back to full health and gain increased stats for 5 seconds, but will die once timer is up.

Torgue
Focus on high powered explosives as the cost of speed. Torgue weapons deal high damage in large AOEs but their fire and and speed is slow, and they risk hurting their allies. Abilities focus on stunning their foes or setting them up for an attack. In the event they die they will charge at the enemy before exploding.

Auntie Cleo's
Focus on healing and support. Auntie Cleo's equipment focus on healing and supporting their allies and have the strongest armor and health but they have little to no damage. Abilities focus on healing, buffing, and protecting their allies. Upon death they heal their allies by a small amount and grants a small shield.

Abilities
Institute units, barring some such as transports, start without any ability. Only gaining them once equipped with a weapon.

Structures
Basic Structures