Talk:Mikaela - The Eastern Zone
Note: This is just some ideas. Not official. :p
For traits, they are intended to be relatively mix-and-match so people can customize their group. 2-3 'doctrine' type traits should probably be assumed.
Resistance Groups
Resistance Groups are the primary PC powers in the Zones; organized militant groups that have long (or not-so-long) histories fighting the Chosen. These rootless groups can and do travel between various city-states, nations and conflict areas, adding their skills and power to local uprisings and fading away when overwhelming force appears. However, while made up of elite troops and hand-crafted gear much more effective than the mass-produced norm in the Zones, they also lack access to nation-sized economies - they are not national armies, nor could they fight one alone.
Focus
Each resistance group has one Focus - this is their fundamental strength and strongest base of knowledge and skill. Any trait that requires a Focus they do not have costs double.
Steel Focus
- Your commanders, engineers and mechanics have studied hard at the Great Library, taking advantage of every scrap of literature that touches upon matters of guns, steel and machinery. Unlocks the Pioneer unit type, an elite infantry unit with useful abilities.
Ether Focus
- The Ether of the Stone Circle has enlightened your leaders and swelled your ranks with magi. Unlocks the Druid unit type, a powerful healer that can ressurect (heal) non-mechanized units after battle.
Soul Focus
- Instead of putting your trust in guns or magic, you put your trust in your fellows. Your leader is so inspirational that he or she gains +1 level - moreover, if they die or otherwise get removed from play, this level transfers to your new leader.
Resistance Traits
Steel Focus
Achtung Panzer
- Your resistance doctrine is to strike hard and strike fast, shattering the enemy with advanced wheeled, tracked or multiped vehicles far superior to the crude trench-crawlers of Mikaela.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Panzers, Mobile Artillery
Rolling Hot
- Your soldiers travel in style, trained to dismount and fight from armored vehicles like Panzer Dragoons.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Mechanized Infantry
- Effects: Tankrider ability for all other infantry
Lead Zeppelins
- The resistance air fleet always operated as a Fleet in Being . . . but now you are a fleet in action.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Skycarrier, Overstriker
Doolitle's Raiders
- Forget biplanes. You have two and four engine bombers. Jibril's cities will burn in the light of incendiaries.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Bomber
The Big Wing
- He who controls the air controls the war.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Attack Plane, Interceptor
Seas of Steel
- Battleships are cool. Nuff said.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Fast Battleship, Torpedo Cruiser
Run Silent, Run Deep
- Under the waves were one of the few places where the Chosen's overwhelming air dominance could not be brought to bear.
- Cost: ?
- Requires: Steel Focus
- Unlocks: U-Boat
Bullet Train (thanks Arc)
- Armed, Armored and Coming Your Way.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Railway Artillery
Impractical Engineering
- Nazi Superscience is the bridge between Genius and Madness.
- Cost: ?
- Requires: Steel Focus
- Unlocks: Land Dreadnought
Ether Focus
Onyx Circle
- The innermost of the Stone Circle sometimes take to the field, trailing regiments of lesser magi to punish the interlopers.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Warcasters
Opal Circle
- The Opal Guardians have protected the Stone Circle for a millenia. While individually weak magi, they are deadly personal and disciplined warriors.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Opal Guardians
Quartz Circle
- A dash of magic and some mass produced enchantments.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Battlepikes
Applied Stone Lore
- Properly applied geomancy can turn even the ground itself against the enemies of the world.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Golems, Stonefist Infantry
Iron Giants
- The Stone Circle's trump card were the immense Iron Giants, golems that could shake the mountains with their strides.
- Cost: ?
- Requires: Ether Focus, Onyx Circle, Applied Stone Lore
- Unlocks: Iron Giants
Jurassic Park Rangers
- They grow them big on Rafaela. Really big. Big enough to mount a 155mm howitzer.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Dinosaur Cavalry, Galloper Guns
Killosaurus Rex
- They have slept since the Cataclysm. Is it truly wise to awaken them?
- Cost: ?
- Requires: Ether Focus, Jurassic Park Rangers
- Unlocks: Behemoth, Kraken
The Dark Tower
- In the deepest and darkest corners of the Zones are the things that go bump in the night. But even these can be heroes.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Werewolf Regiments, Frankenstein's Monsters
Ghost Regiment
- The spirits can be terrible forces in battle when roused.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Spirit Warriors
Deathknights
- Any qualms about using the dead as weapons of war have long since vanished. Besides, if the enemy didn't want you to raise their dead against them, they'd have burned their corpses.
- Cost: ?
- Requires: Ether Focus
- Unlocks: Zombie Riflemen, Skeletal Dragoons
Soul Focus
Supreme Commander Commanding Supremely
- You have the nerve center of the entire Zone resistance. What you bring is not unusual weapons or magical powers, but experience and effectiveness.
- Cost: ?
- Requires: Soul Focus
- Unlocks: Stormtroopers
- Effect: All of your Military-type heroes gain +1 level.
New Model Army
- You have mass-produced vehicles a step beyond the Zone norm.
- Cost: ?
- Requires: Soul Focus
- Unlocks: Infantry Tank, Fighter, Dreadnought
Old Model Army
- You've taken steps to spread the techniques of magic more widely among your troops.
- Cost: ?
- Requires: Soul Focus
- Unlocks: Flying Cavalry, Warcasters, Golems
Shells, Not Lives
- The Zones have access to good artillery pieces and doctrines. You have access to superlative artillery.
- Cost: ?
- Requires: Soul Focus
- Unlocks: Siege Artillery, The Jibril Gun
Revolutionary Vanguard
- Under your tutelage the revolution will spread, bringing the Zones into a new age! (Note: You get both Effects)
- Cost: ?
- Requires: Soul Focus
- Unlocks: Partisans
- Effect 1: All of your Diplomat-type heroes gain +1 level.
- Effect 2: You may spawn Partisans in any occupied Zone territory that borders the nation or hex any of your Diplomats are currently in.
Captain Harlock
- Somehow you have seized a Chosen weapon of unprecedented power and now you wage your lone war against those who betrayed (?) you.
- Cost: ?
- Requires: Soul Focus
- Effect: You may buy from the Chosen list.
Looters
- Your troops are experts at turning the weapons of the enemy against them.
- Cost: ?
- Requires: Soul Focus
- Effect: You may buy (at normal cost) any unit that you have just killed in combat - it becomes a Looted unit and you pay the normal 1x upkeep for it. Looted units lose the Magic ability. Gifted units do not become Looted - for good or for ill.
100thlurker's Suggestion
In keeping with Shrike's specialized army theme, but with a very different take on implementation more in line with the current trait system.
New Model Army (E)
- The old ways are have failed us: pitiful massed armies too easily destroyed by the Chosen's immense firepower, too slow to evade their wrath, too large to hide. The Great Library's secrets have shown us a new way. A better way. Fast, mobile forces independent of the infant states. Their herald is the howl of propeller engines, the shock of their onset is squealing treads and their passing is the bow wave of new cruisers.
- Your army fights. Can always recruit and support minimum of production.
General's Staff (E)
- The Zones have won their freedom from the Chosen and their slave-soldiers. Let others play with finicky toys, it is time to guide the fledging states that have arisen to glory. They have the industry, organization, and ingenuity that the ten thousand times accursed Chosen stamped out in Jibril. With these they can grind their enemies under their boots.
- Your army provides expertise. Free control of a Host nation and the ability to lay advanced railroads.
Stone Circle (E)
- The Chosen tried to rape our culture; they murdered our wise elders, burned our children - innocent of any crime - at the stake because they feared them. They tried to tell us this was Good. But they did not succeed, not by half.
- Your Army can recruit Hedge Wizards possessing Low Magic into its forces.
Steel Circle (E)
- Heylel is steeped in the traditions and lore of a thousand years of unfettered magic has a thousand years of magic. Our gifts are raw and uncultivated by comparison. The Zenith have much to teach us.
- Your Army can recruit (expensive) mages of Heylel caliber in your forces. Requires Stone Circle and tutelage by a Heylel power. Cannot begin the game this trait.
Panzer General (E)
- The Jibrilites were not prepared to face warmachines capable of battling their warjacks. The armored fist of the zones.
- An army with this trait can recruit advanced Panzers and mechanized infantry. Requires New Model Army.
Air Marshall (E)
- Far too too long have Jibril's slave soldiers occupied our skies. Sleek monoplanes and zeppelin carriers disabused them of that arrogance.
- An army with this trait can recruit advanced aircraft and zeppelins. Requires New Model Army.
High Seas Fleet (E)
- The waves are the highway of invasion. We must secure them with with innovative designs both above and under the waves.
- An army with this trait can recruit advanced warships.
Field Marshall (E)
- A mountain of bayonets and shells, carefully applied, overcomes all obstacles. This we taught the Jibrilites.
- An army with this trait can recruit Stormtroopers. Requires General's Staff.
Attaque l'Outrance (E)
- Superior firepower is no use when your troops are overrunning their positions.
- Gives Zoner infantry in the host nation the Close Assault trait. Requires General's Staff.
Fracture Doctrine
- Jibril has no answer to our artillery. Let us think of how best to use them.
- An army with this trait can construct heavy artillery. Requires General's Staff.