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==Mechanics== |
==Mechanics== |
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− | *'''[[Kalran: Tales of the four nations/Ouroboros Specialization|Specialization]]:''' Specializations are required to advance beyond Tier 1 for Ouroboros, unlocked by the Precinct. They do not require a build time, but are not reversible; once selected, that is the specialty for the entire battle. |
+ | *'''[[Kalran: Tales of the four nations/Ouroboros Specialization|Specialization]]:''' Specializations are required to advance beyond Tier 1 and unlock Peacekeepers for Ouroboros, unlocked by the Precinct. They do not require a build time, but are not reversible; once selected, that is the specialty for the entire battle. |
**'''SWAT Razzia:''' Trained for putting damage on a single point to break an enemy advance or defensive line, the SWAT Razzia specialty creates a hard-charging, death-dealing Ouroboros force. All units gain an increase in both damage and rate of fire. |
**'''SWAT Razzia:''' Trained for putting damage on a single point to break an enemy advance or defensive line, the SWAT Razzia specialty creates a hard-charging, death-dealing Ouroboros force. All units gain an increase in both damage and rate of fire. |
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**'''Logistics Base:''' Holding the line against enemy forces, the Logistics Base specialty involves tougher defenses and improved logistics to wear down the enemy advance. All buildings and defenses built or occupied by Ouroboros forces gain additional health and armor. |
**'''Logistics Base:''' Holding the line against enemy forces, the Logistics Base specialty involves tougher defenses and improved logistics to wear down the enemy advance. All buildings and defenses built or occupied by Ouroboros forces gain additional health and armor. |
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*'''Governors mandate:''' While the government has one of the more powerful protocols, upgrades, and the deadliest infantry in the peacekeeper units. They are limited by the people's support, with the higher up refusing to grant the commander use of a protocol or a unit unless the people see it as necessary. Most of the protocols, Peacekeepers, and their upgrades require to pay a secondary price, known as mandate, to cast their abilities or purchase them. But in turn they’re significantly more powerful. But it generates slowly through time, but can be accelerated by indoctrinating their forces through the Government witness, numbers of volunteer units on the field, and among each of the commanders passive |
*'''Governors mandate:''' While the government has one of the more powerful protocols, upgrades, and the deadliest infantry in the peacekeeper units. They are limited by the people's support, with the higher up refusing to grant the commander use of a protocol or a unit unless the people see it as necessary. Most of the protocols, Peacekeepers, and their upgrades require to pay a secondary price, known as mandate, to cast their abilities or purchase them. But in turn they’re significantly more powerful. But it generates slowly through time, but can be accelerated by indoctrinating their forces through the Government witness, numbers of volunteer units on the field, and among each of the commanders passive |
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*'''Tech tree:''' Unlike the other earthborn factions. Ouroboros tech tree is also limited by their specialization, as half of their tier 2 and entire tier 3 upgrades are only accessibly by the chosen specialization. But, unlike the other Earthborn factions, tiers up to 2 by building all three of their tier 2 tech buildings, and tier up to 3 by expanding Propaganda Center, Surveillance Center, or Laboratory, depending on the chosen specialization. But, unlike other upgrades, their upgrades comes with drawback, especially in the higher tiers. |
*'''Tech tree:''' Unlike the other earthborn factions. Ouroboros tech tree is also limited by their specialization, as half of their tier 2 and entire tier 3 upgrades are only accessibly by the chosen specialization. But, unlike the other Earthborn factions, tiers up to 2 by building all three of their tier 2 tech buildings, and tier up to 3 by expanding Propaganda Center, Surveillance Center, or Laboratory, depending on the chosen specialization. But, unlike other upgrades, their upgrades comes with drawback, especially in the higher tiers. |
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− | **'''Suppression:''' Through their use of riot gear and equipment for the volunteers. This tree grants commander access to Ouroboros more powerful, if considered controversial, weapons for the |
+ | **'''Suppression:''' Through their use of riot gear and equipment for the volunteers. This tree grants commander access to Ouroboros more powerful, if considered controversial, weapons for the Peacekeepers, from potassium k rounds to napalm, to further suppress and eliminate any opposition and dissidents. Requires SWAT Razzia to advance |
**'''Surveillance:''' Tasked to root out sedition and watch for sabotage. This tree grants the commander Ouroboros advance surveillance systems, defenses, and rapid response. Making it so that their enemies can't evade their sight and that they are hunted down like dogs once spotted. Requires Logistics Base to advance |
**'''Surveillance:''' Tasked to root out sedition and watch for sabotage. This tree grants the commander Ouroboros advance surveillance systems, defenses, and rapid response. Making it so that their enemies can't evade their sight and that they are hunted down like dogs once spotted. Requires Logistics Base to advance |
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**'''Propaganda:''' Using the power of media and control. This tree allows the commander to not only access to Ouroboros more powerful protocols but also increase the ways and amount they can generate mandate. Allowing them to both call protocols and volunteers more frequently. Requires Intelligence Network to advance |
**'''Propaganda:''' Using the power of media and control. This tree allows the commander to not only access to Ouroboros more powerful protocols but also increase the ways and amount they can generate mandate. Allowing them to both call protocols and volunteers more frequently. Requires Intelligence Network to advance |
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|[[Kalran: Tales of the four nations/Laboratory|Laboratory]] |
|[[Kalran: Tales of the four nations/Laboratory|Laboratory]] |
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− | |Unlocks suppression tech tree |
+ | |Unlocks suppression tech tree. Can be upgraded with Razzia Expansion |
|Dwight Schultz |
|Dwight Schultz |
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|[[Kalran: Tales of the four nations/Surveillance Station|Surveillance Station]] |
|[[Kalran: Tales of the four nations/Surveillance Station|Surveillance Station]] |
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− | |Unlock surveillance tech tree |
+ | |Unlock surveillance tech tree. Can be upgraded with Logistics Expansion |
|Haviland Stillwell |
|Haviland Stillwell |
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| TBA: They won't evade our sights. |
| TBA: They won't evade our sights. |
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|[[Kalran: Tales of the four nations/Propaganda Center|Propaganda Center]] |
|[[Kalran: Tales of the four nations/Propaganda Center|Propaganda Center]] |
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− | |Unlock propaganda tech tree |
+ | |Unlock propaganda tech tree. Can be upgraded with Network Expansion |
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|TBA: Channels are all approved. |
|TBA: Channels are all approved. |
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|Razzia/Logistics/Network Expansion |
|Razzia/Logistics/Network Expansion |
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− | |Grants access to tier 3 units/technology |
+ | |Grants access to tier 3 units/technology. Can only be built upon tech 2 building, depending on specialization. |
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Revision as of 14:52, 17 May 2022
The Ouroboros Peacekeeper Division, known as the Ouroboros military police force, are one of the twenty-four factions in Kalran: Tales of the four nations.
Description
Tactics
The Ouroboros is an elite faction specializing in counter-insurgency, consisting of the peacekeeper volunteers, an elite but expensive force costing harder to gain mandate, fast and powerful artillery, though most of them lacking in ways of razing structures, and the penitent legion, which are cheaper in supplies and can be revived who acts as meat shields. With their battles relying scouting out the enemy for their weakest point before sending in the penitent legion to take the hits while the volunteers and their artillery strike at their foes. Also their air units, consisting only of helicopters or airship, have unlimited ammo to compensate being only a support force to the infantry rather than a combat force, since a police force doesn't need much of an airforce.
Strength
- Has the greatest infantry in the volunteers
- Volunteer's weapons are extremely long-range and devastating
- Penitent, vehicles, and aircraft have powerful support abilities to empower volunteer forces
- Devastating protocols with powerful buff/debuff effects
- Multiple methods to detect stealth and demoralize their foes
Weakness
- Volunteers are extremely fragile and cost Mandate to deploy
- Have the absolute worst vehicles and aircraft of all the factions
- Higher tier upgrades come with drawbacks, forcing the commander to play in a certain, predictable, style
- Terrible base razing abilities
- Many of their powerful protocols cost hard to acquire mandate. And is the only factions whose protocols cost resources
Lore
Technology
- The Volunteers, Ouroboros super soldiers
- Panacea, the origin
- Ouroboros cybernetics
- Ouroboros small arms and equipment
Commanders
- Ordoza: Ouroboros Supreme Judicator (Classic)
- Yui Pavolini: Propaganda officer. Voiced by Tiana Camacho
- Naofumi Franco: Surveillance officer. Voiced by James Earl Jones
- Izanami Ishii: Black ops officer. Voiced by Allegra Clark
- Francisco Iwatani: Heavy riot control officer. Voiced by Dwight Schultz
- Iden Piett: Sea watch offficer. (Clash at Sea DLC)
- Saraya Veers (announcer)
Mechanics
- Specialization: Specializations are required to advance beyond Tier 1 and unlock Peacekeepers for Ouroboros, unlocked by the Precinct. They do not require a build time, but are not reversible; once selected, that is the specialty for the entire battle.
- SWAT Razzia: Trained for putting damage on a single point to break an enemy advance or defensive line, the SWAT Razzia specialty creates a hard-charging, death-dealing Ouroboros force. All units gain an increase in both damage and rate of fire.
- Logistics Base: Holding the line against enemy forces, the Logistics Base specialty involves tougher defenses and improved logistics to wear down the enemy advance. All buildings and defenses built or occupied by Ouroboros forces gain additional health and armor.
- Intelligence Network: Relying on government agents to subvert foes with covert tactics, the Intelligence Network specialty emphasizes supportive capabilities and a greater focus on 'conditioning' enemies and recruiting civilians into allies in due time. Units gain an increased range of sight and are stealthed when not moving or attacking.
- Veterancy: As enemies of Ouroboros dies, whether by the volunteers, the penitents, or the defenses, experience are granted nearby volunteers. If there are no nearby volunteers when an enemy is killed, the experience is instead split between all volunteers in the field, as volunteers gains experience they gain a rank, up to six times, which improves their damage, armor, health, and gains health regeneration
- Governors mandate: While the government has one of the more powerful protocols, upgrades, and the deadliest infantry in the peacekeeper units. They are limited by the people's support, with the higher up refusing to grant the commander use of a protocol or a unit unless the people see it as necessary. Most of the protocols, Peacekeepers, and their upgrades require to pay a secondary price, known as mandate, to cast their abilities or purchase them. But in turn they’re significantly more powerful. But it generates slowly through time, but can be accelerated by indoctrinating their forces through the Government witness, numbers of volunteer units on the field, and among each of the commanders passive
- Tech tree: Unlike the other earthborn factions. Ouroboros tech tree is also limited by their specialization, as half of their tier 2 and entire tier 3 upgrades are only accessibly by the chosen specialization. But, unlike the other Earthborn factions, tiers up to 2 by building all three of their tier 2 tech buildings, and tier up to 3 by expanding Propaganda Center, Surveillance Center, or Laboratory, depending on the chosen specialization. But, unlike other upgrades, their upgrades comes with drawback, especially in the higher tiers.
- Suppression: Through their use of riot gear and equipment for the volunteers. This tree grants commander access to Ouroboros more powerful, if considered controversial, weapons for the Peacekeepers, from potassium k rounds to napalm, to further suppress and eliminate any opposition and dissidents. Requires SWAT Razzia to advance
- Surveillance: Tasked to root out sedition and watch for sabotage. This tree grants the commander Ouroboros advance surveillance systems, defenses, and rapid response. Making it so that their enemies can't evade their sight and that they are hunted down like dogs once spotted. Requires Logistics Base to advance
- Propaganda: Using the power of media and control. This tree allows the commander to not only access to Ouroboros more powerful protocols but also increase the ways and amount they can generate mandate. Allowing them to both call protocols and volunteers more frequently. Requires Intelligence Network to advance
Structures
Basic structures
Structure | Cost | summary | Voice actor(s) | Quote(s)/Sound effect(s) |
---|---|---|---|---|
Precinct | $5000 | Hq, can garrison 6 volunteers. Produces Penitent Miners | Erica Mendez | Erica: No sight of criminals yet. |
Volunteer center | $1000 | Produces volunteer units | ||
Penance center | $500 | Produces penitent units | Tiana Camacho
Ciaran Strange |
TBA: You shall atone for your crimes against Ouroboros!
TBA: *screaming* KILL ME! SOMEONE KILL ME! |
Aerodrome | $500 | Produces aircrafts | ||
Vehicle forge | $1000 | Produces vehicles | Paul Castro Jr. | |
Dry Docks | $1000 | Produces naval vessels | ||
Concentration camp | Tech building/POW containment | Allegra Clarke | Allegra: KEEP MARCHING! *whip crack* | |
Laboratory | Unlocks suppression tech tree. Can be upgraded with Razzia Expansion | Dwight Schultz
Dorah Fine |
TBA: Commencing weapon tests.
TBA: *screams in pain* | |
Surveillance Station | Unlock surveillance tech tree. Can be upgraded with Logistics Expansion | Haviland Stillwell | TBA: They won't evade our sights. | |
Propaganda Center | Unlock propaganda tech tree. Can be upgraded with Network Expansion | TBA: Channels are all approved. | ||
Razzia/Logistics/Network Expansion | Grants access to tier 3 units/technology. Can only be built upon tech 2 building, depending on specialization. | |||
Heavy Mooring | Special structure. Produces commander epic unit |
Support structures
Name | Cost | Summary | Voice actor(s) | Quote(s)/sound effect(s) |
---|---|---|---|---|
Bureau Center |
Defenses
Name | Cost | Requirement | Summary | Voice actor(s) | Quote(s)/sound effect(s) |
---|---|---|---|---|---|
Tier 1 | |||||
Wall | Impedes units | ||||
Gate | Allows units to go through wall | ||||
Disperser ordnance | $200 | Artillery defense. Unlocks bombardment protocols | |||
Observation/Infrared Post | Support defense. Detects stealth units | ||||
Defensive/Reinforced Emplacement | Emplacement. Tier 2 and 3 defense must be built on it, Reinforced Emplacement can be built on wall hub | ||||
Tier 2 | |||||
Assault Pit | SWAT Razzia | Garrison defense. Equipped with an anti-infantry turret | |||
Reinforced Bunker | Logistics Base | Garrison defense. Immune to degarrison weapons | |||
Reinforced Turret | Logistics Base | Anti-tank defense | |||
Reinforced Flak Gun | Logistics Base | Anti-air defense | |||
Reinforced Pillbox | Logistics Base | Anti-infantry defense | |||
Target Painter | Intelligence Network | Support defense. Detects stealth units and debuffs targets | |||
Sniper Nest | Intelligence Network | Anti-infantry defense | |||
Tier 3 | |||||
Assault Sentry | SWAT Razzia | All-round defense | |||
Coordination Dome | Logistics Base | Support defense. Buffs surrounding defenses | |||
Forcefield Projector | Logistics Base | Support defense. Projects a defensive forcefield | |||
Active Denial Turret | Logistics Base | Heavy defense. Attack slows target | |||
Antlion Pit | Intelligence Network | Anti-vehicle/anti-air defense. Fires a barrage of missiles at nearby enemies, long cooldown between salvos |
Classic
Name | Cost | Summary |
---|---|---|
Airforce
Name | Cost | Summary |
---|---|---|
Defense
Name | Cost | Summary |
---|---|---|
Infantry
Name | Cost | Summary |
---|---|---|
Armor
Name | Cost | Summary |
---|---|---|
Upgrades
Basic
Name | Cost | Requirements | Summary |
---|---|---|---|
Tier 1 | |||
Spacious Interiors | Doubles the infantry capacity of all garrisonable vehicles or structures. | ||
Enchanted Scopes | Gives a universal range increase to all ranged weapons. | ||
Ocular Implants | Increases the sight range of volunteers. | ||
Tier 2 | |||
Lethal force authorized | All volunteer weapons gains increased damage, unlocks sergeant rank, and unlocks additional volunteer units | ||
Potassium-k rounds | Guns now deal afterburn | ||
Nerve gas | Replaces mustard gas with nerve gas, which does heavy damage to infantry and debuffs vehicles | ||
Tier 3 | |||
Protocols
Structures
Name | Requirements | Cost | Cooldown | Summary |
---|---|---|---|---|
Repentance | Penance center
At least one POW |
1 POW | 0:00 | For X amount of POW spent. Halves the cost for X amount of penitent units trained |
Crackdown | Laboratory | A zone is designated, all friendly units outside that zone gain a speed boost and a firepower debuff and all units inside the zone gain the opposite effects.
| ||
Propaganda warfare | Propaganda center | A bomber flies over the targeted area, dropping small parachuted tape-fed speakers that boost morale and stats of your troops and allies while decreasing the morale and stats of your enemies
| ||
Machine Men, Machine Hearts | Increases the power of all volunteers in an area, but debuffs other forces. However, volunteers are damaged from being overworked, while the rest heal/repair when not in combat because they are resting | |||
Bombardment | At least one Disperser ordnance | 0 | 0:00 | All Dispersers in range will bombards at target location, randomly delivering payloads near that location, debuffing enemies hit. Once lethal forces are authorized rounds will be switched to high explosive, dealing heavy damage to units hit |
Contaminated strike | At least one Disperser ordnance | Loads all your Disperser ordnance with a tear gas, nerve gas once lethal force is authorized, shell to target any location on the map. Payloads randomly land near the target location, saturating the area in either tear gas or nerve gas and causing all enemies who enter to be heavily debuffed, and take afterburn damage for 10 seconds once lethal force is authorized. Affected units cannot cloak |
Classic
Name | Requirements | Cost | Cooldown | Summary |
---|---|---|---|---|
Decimation | Lethal forces authorized | $4000
300 mandate |
Call down a barrage of high explosive rockets at targeted area, effective against all ground forces
| |
Eradication Call | Calls in nearby warships to bombard targeted area until nothing is left |
Airforce
Name | Cost | Summary |
---|---|---|
Defense
Name | Cost | Summary |
---|---|---|
Infantry
Name | Cost | Summary |
---|---|---|
We can make you talk | At least 1 POW | Spend a POW to reveal all enemies on the map |
Dogs of war | Call in a group of uncontrollable demons that will attack surroundings
| |
Black Shirts Reveal | Squads of Black Shirts emerge from an civilian structure to assist in the current battle |
Armor
Name | Cost | Summary |
---|---|---|
Trivia
- The Ouroboros Battlegroup is based off the empire from star wars, the world government from One Piece, Lenin era soviet, and ww2 era japan and unit 731, with the capital, the floating city Rapture, is a fusion of the castle in the skies, bioshock infinite Columbia, and Atlas from rwby while named after the city from Bioshock. While their penitent legion battlesuits are based on the big daddies, and big sister, from Bioshock and the songbird, firemen, and handyman from Bioshock infinite. While the volunteer's cybernetics are based on the ones from Levius.
- Their factions gameplay is based on Starcraft 2 coop commander Mensk and the Mediterranean syndicate from red alert paradox.
- Their panacea is based off plasmids and vigor's from Bioshock while eve is a fusion of ADAM from Bioshock and whale oil from Dishonored.
- The faction is based off the adeptus arbites from warhammer 40k, secret/military police, and police states. Notable the Kenpeitai, Gestapo, waffen ss, cheka and Pinkertons. With designs based off colonial-era forces, mainly Spain, England, and Portugal, ww2 japan and fascist Italy with a little bit of the Nazis, particularly Wolfenstein, fused with police uniforms and clockpunk. Though their ideology is based on fascist Italy.