Technocratic Combine

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Technocratic Combine/Gameplay Faction Archive

Technocratic Combine
The Pax Cultura, symbol of peace, of the Technocratic Combine
Playstyle Quagmire Warfare
Faction Colour Hunter Green
Type Echoes Faction
Dev. Status Lore

"To right the unrightable wrong,
To be better far than you are,
To try when your arms are too weary,
To reach the unreachable star."

- "The Impossible Dream" by Richard Kiley, written for the 1965 musical Man of La Mancha

The Technocratic Combine, also known as the Combine or the Technocracy, is a faction of the Red Alert Paradox Expanded Universe conceived and developed by ProudAmerikan. Central America has risen to spread the word of peace and Utopia, with their words first and their mad science second. Their gilded equipment and old-fashioned strategies is but a cover for the biological abominations, esoteric technologies, and inventions straight of science fiction they bring forth into battle.

At a Glance

Faction Color Hunter green.
Playstyle Entrenchment.
Theatre of Operations Cities.
Strengths High health, good armour and repair options, long range, wide array of buffing/debuffing units
Weaknesses Poor alpha damage and overall DPS, slow speed, slow expansion, less effective against close-ranged enemies,
Motives Protection, Knowledge, Creation.
Visual Themes Art Deco geometric designs and Streamline Moderne curvature, sun and light iconography, team color speed lines, clean and shiny materials, wood paneling, marble stones, plated metals, headlights and spotlights abound. Damaged units have gold flaking off to reveal steel underneath.


The Region

Technocratic Combine Diplomatic Relations
AlliedLogoThumb.png Allied Nations IconMixed.png Mixed
ConfederateLogoThumb.png Confederate Revolutionaries IconFriendly.png Friendly
SovietLogoThumb.png Soviet Union IconNeutral.png Neutral
EmpireLogoThumb.png Empire of the Rising Sun IconNeutral.png Neutral
TalonLogoThumb.png Order of the Talon IconUnknown.png Unknown
ChinaLogoThumb.png Atomic Kingdom of China IconHostile.png Hostile
SyndicateLogoThumb.png Mediterranean Syndicate IconMixed.png Mixed
ProtectorateLogoThumb.png Electrical Protectorate IconUnknown.png Unknown

The opening half of the 20th century marked interesting and difficult times for the nations of Latin America. The United State's entry onto the world stage as a new imperialist power sparked the evolution of the protectionist Monroe Doctrine into the interventionist Big Stick Doctrine. Revolutions, dictatorships, and the intrusion of foreign companies like United Fruit lead to waves of orderly albeit authoritarian states and chaotic liberal action. The rise of communist and fascism onto the world stage only allowed more political factions into the ring, and when the Great Depression struck worldwide in the 30s the nations of Central America felt its effects as well. Foreign powers that had propped up dictatorships and encouraged infighting pulled out of Latin America to protect their own home industries, and with the loss of foreign intrusion came the loss of foreign benefits: jobs, income, and trade.

The misery of this period, however, would result in two new parties entering Latin America: the Columbia Future Society, and Technocracy.

The Columbia Future Society was a North American regional philanthropic organization, in existence since the mid 19th century and borne out of the Late Enlightenment. An alliance of socialites, entrepreneurs and intellectuals rooted in existentialist and pragmatic philosophies, the largely US-dominated Future Society concerned itself with matters of societal and individual improvement. They championed the marriage of the sciences to the arts and philosophies on a platform of practical application, and espoused that the recurring ills of the world - sickness, poverty, crime and unhappiness - could be solved by a combination of scientific inquiry and sufficient application of technology.

By the 1920s the Society - disheartened and radicalized by the horror that had been World War One - turned to a radical new idea of governance that could address both issues: technocracy. Technocracy advocated for a restructuring of existing economic and political systems, replacing politicians and businessmen with engineers and scientists as deciding forces and abolishing unmanageable wealth with theoretically manageable energy. At heart, it sought to replace the current order of capitalism entirely. And as such, despite the attempts of the Society to popularize it, the movement found little traction in the communist and anarchist-wary western world.

Even as Technocracy foundered as a revolutionary movement in the United States, sympathetic members of the Society - including many Central American figures who had joined the Society - brought it south. It merged and evolved symbiotically with existing movements, incorporating industrial democracy and populist rhetoric into itself until the technocracy of Latin America was a different beast than that which had been proposed in the United States. One state it found traction in was Mexico - where in the 1940s, with American isolationism back in force and forced to rely on its own industries for economic rebuilding, the introduction of liberal and technocratic experiments gave rise to what would later be called the Mexican Miracle.

Technocratic Combine Diplomatic Relations
EmiratesLogoThumb.png African League IconFriendly.png Friendly
CombineLogoThumb.png Technocratic Combine N/A
IndustryLogoThumb.png Industrial Guild IconFriendly.png Friendly
SouthernContingentLogoThumb.png Southern Contingent IconNeutral.png Neutral
UnionistLogoThumb.png American Unionists IconHostile.png Hostile
Commonwealth.png Greater Indian Commonwealth IconNeutral.png Neutral
FederationLogo.png Cybernetic Federation IconHostile.png Hostile
ImilkiLogoThumb.png Imilki Ecumene IconUnknown.png Unknown

For the next two decades, Latin America would see technocratic influence spread like wildfire. From Mexico to the Yucatan to even the shores of South America, the Columbia Future Society and native Technocratic Parties would work within and without the local governments to create both stable economies and popular platforms. While World War Two raged overseas, many Central American nations grew their domestic industries exporting first to warring states and then each other, even as foreign companies were gradually forced out. Infrastructure improved, educational funds were increased, and technical schools for the working poor and the rural boomed. Even as the nation-states grew closer together, in relations and economies, their relationships with both the new Allies and old Soviets crumbled. The coldness of Mexican-US relations before WW2; the aborted OSS-backed coup in Guatemala; the replacement of United States puppet Nicaragua with Soviet puppet Nicaragua and the ongoing chaos of La Violencia soured attitudes towards both capitalism and communism. As World War Two gave way to a cold stand-off between the Allies and the Soviets, things came to a head.

On the 15th of January 1959, only thirteen days after Fidel Castro triumphantly entered Santiago as the new leader of Cuba, the ruling presidents of Mexico, Guatemala, and Honduras came together in a public televised meeting on Telesistema Mexicano. They solemnly announced the formation of a new union between the states, an union open to all peoples and populaces who desired a greater future for the Americas. It would be an alliance of mutual societal, political economic, and military cooperation beholden neither to the imperialist Allied Nations or the oppressive Soviet Union, but to industry for the masses and progress for the people - a grand Technocratic Combine.

The Combine

Technocratic Combine Diplomatic Relations
ARVNLogoThumb.png Army of the Republic of Vietnam IconMixed.png Mixed
ReserveLogoThumb.png Allied Reservists IconMixed.png Mixed
BlueChinaLogoThumb.png National Revolutionary Army IconMixed.png Mixed
RedChinaLogoThumb.png Communist China IconNeutral.png Neutral
VietcongLogoThumb.png Vietcong IconNeutral.png Neutral
GLALogoThumb.png Global Liberation Army IconHostile.png Hostile
IntIncLogoThumb.png International Inc IconHostile.png Hostile
BlackHandLogoThumb.png Cult of the Black Hand IconWar.png War

Three months after the formation of the Combine, the first anti-technocratic coup began.

While the Allied Nations (particularly the United States) had reserved concerns over the declaration of the Combine as a security threat and potential destabilizing domino event, most members were content to avoid confrontation given the group's lack of communist leadership and past rejection of pro-Soviet trade agreements. Several organizations however - including the ACIN-affiliated Office of Secret Services and the private Syndicate Para-Intelligence Division - saw the increasingly protectionist and interventionist trends of the Combine's member states as a danger to both the regional market and stability in the Western Hemisphere. With the Cuban Revolution throwing a Caribbean power into the Communist Bloc and La Violencia raging unchecked in Colombia and Venezuela. at a time when both the Allied Nations and the Comintern were engaged in a build up of arms to keep the other power in check, a loose cannon so close to a major Allied Nations member could not be allowed to flourish.

On the 30th of March several senior generals declared a coup d'état against the Mexican government, backed by rightist revolutionary groups and renegade military bases. On the 14th of April, Honduras President Morales narrowly escaped an assassination attempt when his assailant's MAP-11 blew up in their face. On the 2nd of June Guatemala City was rocked by explosions as an unmarked Phoenix suicide bombed the National Palace of Culture, followed by claims of responsibility by the nationalist Guatemalan National Liberation Front. Within a year, the member states of the Combine found themselves less an alliance of economic and political progress but a survival pact as guerilla groups, political assassinations, and renege military commanders spread. From 1959 to 1963, the region would find itself caught in the Technocratic Civil Wars.

Although Mexico, Guatemala, and Honduras were the original three members of the Technocratic Combine, they would not be alone by the end of the Civil Wars. Costa Rica - which had enjoyed a decade-long period of peace and prosperity after a brief but bloody civil war - had been the first to join, less than a month before the attempted Mexican coup d'état. In 1961 headlines were made when the impoverished Salvadoran government joined after a bloodless Technocratic coup, after which their first action was to seize and repatriate the newly built La Canela Sprawl whose exclusive resource rights had sparked outrage in the general populace. Nicaragua, under communist rule since World War 2 and a dictatorship of one ideology or another since the mid-20s joined the fighting with the rise of the Sandinista Technocratic Liberation Front. Even far off Ecuador inexplicably applied to the Combine in 1962, its citizenry having grown tired of paralyzing governmental instability. And still, the Combine held as both Technocracy and war spread through Central America. Honduran FU40 Buccaneers dueled with mercenary WP-501 Stallions over the Caribbean; Salvadoran peasant militias with Mexican .45 Obregons and newly-made M1961 Tecnocracias stormed BeanTil black plantation sites; Sandinistas in captured ICV-3s raided Loyalist T-55 Anvil columns.

When the last of the MLNG laid down their arms in 1963, the Technocratic Combine emerged bloodied but victorious. The OSS could no longer afford to sustain what had become an increasingly apparent loss: technocracy had shown itself resistant to overthrow, and South America looked to instead be the next hotspot of possible Communist influence. What had started as three nations in an alliance of interests had become something more: a union of six nations, their military forces and economies and populaces intermingled through war and necessity, who had fought back to back against soldiers of the old ideologies and in the process sharpened their own.

The United Technate was an idea that had sprouted in the Technocratic Civil Wars and came to fruition in the rebuilding period afterwards. It was the idea of a Pan-American state, and to some radicals a Pan-Global state. It was an end to the wars and conflicts that had been regular life for Latin America, and the creation of a superstate where quality of life and progress was key. It was the acknowledgement of technology as capable of causing great harm - but the greater belief in technology as tools for better living. And with the idea of the United Technate came the idea of Utopia: a future state that the present generation was incapable of reaching for now - but a state that could be reached by others, if only people stepped up now and took action to ensure it.

And action the Combine took, in the rebuilding that had to be done. Militaries were reformed and re-consolidated. Schools, factories, and churches were rebuilt. Laboratories and the scientists in them no longer operated in ivory towers, but pressed their research and their projects to the task of remaking industry and infrastructure. Great automated machine-factories allowed entire villages to begin automating their farms, mines, and mills, while educational and entrepreneurial subsidies soared. Laborers and soldiers broke new construction ground by day and pursued degrees by correspondence in the evening. Stranger stories still began to come out of Central America: reports of mysterious unknown species appearing in the wild, a sudden interest in certain exotic materials and metals, grainy films of backfiring gauss accelerators and vivisection on anesthetized coyotes. When the Soviets invaded in 1965, the self-proclaimed United Technate declared neutrality and retreated behind their increasingly ornate and imposing defense perimeters. Aside from the export of materials for the war efforts in nearby nations, the Combine's position on the war was one of guarded ignorance. Their neutrality only officially broke with the invasion of the Galapagos Islands by the Empire of the Rising Sun.

In 1959, the nations of the Combine had fought with the foreign guns and foreign weapons of a war they had not been a part of. In 1967, as whirling cyclocopters swept Naginata decks with grenade net barrages and enormous landing ships disgorged troops onto invaded environmental sites, the outside world could see what Technocratic war looked like. It was anachronistic and unsettling: barrages of gas interspersed with leaflets imploring surrender, infantry-portable particle accelerators employed alongside upscaled anti-tank rifles, ostentatiously decorated soldiers riding on monstrously large crabs the size of a truck, and more. After the horrific death of the invasion's regimental psychic and Imperial retreat from the island, the Combine retreated back into neutrality - but not into isolation.

Technocratic Combine Diplomatic Relations
PahitLogo.png Pahit Dictatoriat IconHostile.png Hostile
IconMigrationThumb.png Mongolian Migration IconUnknown.png Unknown
InkarriLogoThumb.png Inkarri Theocracy IconHostile.png Hostile
MIRLogoThumb.png Movement for International Revolution IconWar.png War
NetworkLogoThumb.png Network of Truth Seekers IconPeace.png Peace
PhoenixLogoThumb.png Phoenix Front IconFriendly.png Friendly
CoalitionLogoThumb.png Coalition of Arabian Monarchies IconMixed.png Mixed
ASGLogoThumb.png Arabian Socialist Government IconNeutral.png Neutral

As 1969 drags on, the Technocratic Combine spreads its wings and opens to the world. Pictures and images of the Technate pour out in magazines and brochures and on the news channel, showing gleaming skyscrapers and pneumatic tube tunnels and parks containing natural wonders never before seen by men. Powered networks span the length of Central America, giving electricity to the masses. The tools of industry and economy are built to produce and given unto the masses, giant machines and mobile factories married to equitation distribution models designed to ensure no one goes hungry, sick, or unhoused. Every week new papers and new patents emerge, devices of the future to improve the home and experiments to test theories that could revolutionize biology, chemistry, physics, mathematics. Gilded hotels open up to admit new foreign tourists, and monuments to the spirit of truth and humanity are lit up with spotlights at night. And when peace is threatened, the Humanitarian Guard is brought out: a brilliant display of armour, technology and aesthetics mobilized in defense of the Technate and all humanity itself.

Now it is the United States in civil war. Now it is the Allies finding themselves beset by guerillas and revolutionaries in Latin America. Now it is the Combine's time to take its place in the world: to show them the light, through words and deeds and science.

Units and Structures

"It's all hearts and minds with the Technate. Everything. I saw tank drivers putting blackboards on their tank treads so children could draw chalk flowers and animals on them while they refueled. Saw soldiers clear a village of guerilla fighters by day and sit down to have a community dinner with that same village at night. Saw them drop aid packages over the MIR camps they were fighting and mount speakers on their cars to tell Inkarri suicide bombers to stop because they had families who loved them. Of all the forces gathering in the is them I am the most worried about."

- Allied correspondent Pratibha Joshi, after a trip to the State of Guatemala


All Combine buildings are Towers: huge, hulking behemoths, quite literally skyscrapers on treads. They crush foes when mobile and on the move, but once deployed into position cannot be packed up while the battle still rages.

Panopticon The Panopticon is the brain of the Combine's field forces, being responsible for directing construction of most of the buildings on the field. It boasts tremendous health as well as the ability to repair nearby units.
Refinery Plant Refinery Plants are specialized industrial factories whose internal workings break down, smelt, and refine ore to a sellable and usable extent.
Geobacter Plant Vats of Geobacter organisms are kept inside this facility, taking in chemicals, pollutants, and other toxic by-products, and outputting energy to power Combine bases.
Wireless Tower Acting as enormous power transmitter, the Wireless Tower beams electrical power from a truly enormous capacitor to smaller transmitters on other buildings to power them...somehow. Regardless, it keeps defenses and building effects operational and units coming out on time.
Recruitment Block Recruitment Blocks are akin to militarized apartment buildings, unpack permanently to house all the infantry called into battle by the Technate as well as medical facilities and kitchens to heal them.
Manufactory Block Manufactory Blocks build and store parts for all the ground vehicles of the Combine, unpacking permanently to both produce ground vehicles as well as act as a repair stop for damaged ones.
Naval Port Naval Ports are gargantuan boat-shaped Towers that can unpack on the open water to construct all naval craft used by the Humanitarian Guard, as well as the supplies to repair them.
Aerozone Block Unlike most Towers, the Aerozone can only support a limited amount of monoplaned units - five. However, once it unpacks, the Aerozone Block can build up to five normal aircraft and any number of autorotors, as well as repair and resupply them when needed.
Mooring Mast Airships are ponderously large, slower than normal planes, more expensive to build and create, and need their own building to be housed in - but their damage output and augmentory capabilities are well worth it.
Archives Tower Archives Towers are storehouses of information, archival data, and networking links. It is from here that the assorted research tracks for the Combine are purchased and distributed to nearby bases.
Propaganda Centre Viva la Tecnocracia! Espouse the glories of Utopia, peaceful resolution, and the necessity of harm to prevent further harm with the Propaganda Centre. Regenerates morale and dampens morale loss by units in the vicity. Unlocks and generates points for the Rhetoric research track.
Radio Relay An enormous radio tower that provides coordination and support for situations where the Technate needs stronger communication channels. Boosts the max range of units around it. Unlocks and generates points for the Communication research track.
Chemical Storage When truly prodigious amounts of chemical weaponry needs to be brought to bear on the battlefield. Can convert into a chemical-launching defense system by draining power. Unlocks and generates points for the Chemical Warfare research track.
Eugenics Lab More of a greenhouse than a battle-hardened structure, the Eugenics Lab houses on-site data and information related to employing eugenic agents in the field. Heals nearby biological units at a faster rate than other structures and deals damage over time to nearby enemies. Unlocks and generates points for the Eugenics research track.
Accelerator Complex Why a building-sized cyclotron and attached lab is necessary for augmenting the offensive weaponry of Technocratic forces is little-known. What is known is that in times of need, the Complex can also draw power to act as a long-ranged, accurate direct artillery piece against enemies. Unlocks and generates points for the High Energy research track.
Astrogate Lambda A highly sinister stargate that can link to universes beyond this one. Can teleport units between itself and any other Astrogate Lambda on the field. Unlocks and generates points for the semi-secret Metaphysics research track.
Statue of Utopia A giant golden statue of Lady Science with atom and thurible in hand, the Support Superweapon of the Combine both looks visually impressive and serves as a launching platform for numerous Ophanim and Asclepius Automatons that, when triggered, will rapidly regenerate the health of friendly forces while buffing their armour. Requires the Archives Tower.
Chiroptera Chamber The Ultimate Superweapon of the Combine, the Colony is home to a colony of Mexican free-tailed bats and an airstrip for Emancipator Bombers. Able to fire relatively quickly for a Superweapon, it showers units or buildings in the area with bats which do no damage but are stealthy and unable to be removed. The secondary triggers the bats, which do different things based on the Specialization - or lack of one! - in use. Requires the Archives Tower.

Field Defences

When the Combine march to war, they seed the battlefield ahead of them with all manner of emplacements and defenses to cripple anticipated counterattacks. Most are laid by infantry and specialized vehicles, but others are deployed ahead of time.

Combat Statue A robotic Combat Automaton that acts as both a rallying point for your units as well as basic battlefield emplacement. Land-based Comendador’s wield dual medium machineguns, aerial Seraphim’s deploy dual flak autocannons, and submarine Ahuizotl’s feature dual micro-torpedos.
Strategic Minefield The larger brother to the Proximity Minefield, lays either Land Mines, Naval Mines, or Balloon Mines depending on theatre. Will hit even the most agile of vehicles, but are generally too light to seriously damage heavy armour
Buster Hive Technically Automatons, Buster Hives (Schools when underwater, Swarms in the air) are akin to sentient, highly explosive metal crabs that pop out and scuttle under nearby targets before detonating. While they will damage even the hardiest of vehicles, faster vehicles can easily escape the limited range before they go off.
Atalaya Deployer Deploys whirling explosive panjamdrums that rely on rockets or waterjets to erratically chase down targets at high speed while dodging return fire. Long reload time and vulnerable to direct damage.
Worm Boil Psionic mindworms that immobilize enemy units within a short distance and slowly-but-surely rip them apart while ignoring armor. They are basically SMAC mindworms, what did you expect?


Conventional defenses, notable only able to be built on Trench or Wall sections.

Deco Wall These breathtaking and solid walls combine form and function to protect against enemies of the Technate, giving a greater level of protection against normal walls for the same cost. They can be placed on water.
Deco Wall Gate Combining function and form into a work of beauty, Deco Wall Gate will keep the wonders of Utopia in, and the spoils of war out. They can be placed on water.
Searchtower A reinforced tower with a searchlight that can garrison a squad of infantry and act as a detector against infiltrator units.
Gunner Nest An entrenched heavy machinegun crewed by youth for strategic anti-infantry deterrence.
Field Gun An entrenched large calibre anti-tank gun crewed by youth for strategic anti-vehicle deterrence.
Pom-Pom Nest An entrenched quadruple-autocannon system crewed by youth for strategic anti-air deterrence.
Mortar Platform An entrenched heavy trench mortar emplacement crewed by youth for indirect strategic fire support.
Peace Ray A Death Ray. Crewed by mad engineers, of course.

Garrison Infantry

Rurales Humble militia folk called up to serve because they happened to be in the area. Armed with semi-auto rifles, shotguns, frag grenades, and often acting in concert with Chupacabrae, they are poorly armed and armoured but serve as the fastest, most mobile first response forces available to the Combine.
Chupacabra Chupacabrae are a previously-unknown canine species from Central America used as guard animals and hunters, adorned with gas masks and fitted armour like the rest of the Technate's forces. Spiked footpads slash open infantry's vulnerable bits while the scent of blood inflames them, making them faster on the move and on the leap.
Custodian The front-line archetypical trooper of the Humanitarian Guard is the Custodian: their bolt-action rifles are accurate at long-range, their armour is proof against return fire, and their Smoxin grenades can be used as both chemical or smoke bombs in a pinch. They are able to deploy into Waystations to provide medical aid to nearby troops.
Prosecuter When fire support is needed, the Prosecuters are called. Their light machineguns can be fired on the move providing steady suppression as they go, and their mine-laying tools are put to good use making Proximity Minefields.
Protector Specialized troopers for anti-vehicular and anti-material support, Protectors are equipped with anti-tank rifles and rifle-mounted AP grenades for usage against armoured opponents and the means to construct small Anti-Tank Minefields for added defense.
Personnel Dedicated marksman troops of the Technate, Personnel have neither the full range nor damage of the average sniper but are both cheaper and tougher, making up in durability and numbers what they lack in raw killing power.
Mediator Heavy weapons troopers, Mediators come in two-person groups collectively responsible for operating a heavy machinegun on the field. They can only use the machinegun when immobile, though the point-man carries a semi-auto rifle for defense on the move, and can construct Blast Walls to cheaply block off sections of the battlefield from enemy movement or sight.
Arbitrator The anti-vehicular equivalent to the Mediator, Arbitrators man an anti-tank field cannon on the field for immobile anti-vehicle work. When on the march, they operate a grenade rifle in self-defense, as well as the means to construct vehicle-blocking Tank Traps.
Warden When aerial deterrence is needed, Wardens are called forth to operate a twin-autocannon AA system for stationary air defense. Their mobile weaponry is limited to the archaic Fliegerfaust T multiple rocket system, as well as the deployment of aerial Wire Mesh that shreds aircraft trying to run through it.
Ordinator The versatile infantry artillery of the Technate, Ordinators operate heavy field mortars that can reach out and touch both ground and sea with their HE munitions or aircraft with their Airburst shells. Large minimum range encourages their use further back in the conflict.
Field Technician Armed with nothing but engineering tools and protective equipment, Field Technicians go out onto the field to repair defenses, capture buildings, and construct fortified bunker-like Redoubts on the field. When garrisoned, they mitigate a large portion of incoming fire to the vehicles or structures occupied.
Outrider Hard-riding horsmen that excel at reconnaissance and harassment, Outriders are most often used as raiders and advanced scouts with their semi-auto rifles, satchel charges, cavalry sabres, and ability to call in artillery strikes when dismounted.
Explorer Action-seeking professors, civilians eager for adventure in war, former tomb raiders, and other assorted personages make up the ranks of the Explorers, infiltrators and support infantry without peer. Their radio backpacks are capable of infiltrating buildings at range while their fists stun and throw aside enemy infantry at melee, and they can temporarily fill themselves with grit to run faster and receive less damage from all sources.
Stormtrooper The Stormtrooper is not a man, but a golden humanoid Automaton that uses its particle gun to smash apart anything in the field. When ordered to charge, it lowers its cleaver-sized bayonet and sprints forward, cleaving through infantry and battlesuits alike.
Genevieve A crack shot with her custom elephant gun, the infamous Genevieve is capable of destroying infantry and vehicles from afar. Her riding spider allows her to climb walls and skip across the seas, as well as perform a hypnotizing 'dance' that stuns all enemies within visual range.


Bigfoot Ore Truck The Ford Bigfoot is a lumbering beast of an ore collector, capable of carrying ore and armored with a heavy hull to resist attacks. By gunning the engine and going full speed, they will automatically shoot forward in a straight line for several seconds.
Adventure Armoured Car Designed for quick insertion and smooth operation when traveling to hostile territories, the Adventure is an amphibious armored car armed with a pair of .30 machine guns and .50 calibre heavy machine gun for anti-infantry defence. It's ball turret can be configured on the fly between a 37mm machinegun for chasing light vehicles and aircraft, and a SPUD gun that shoots rolling, mobile weapons-scramblers.
Agouti Tankette A heavily armoured amphibious support tankette, the Agouti is loaded down with a multitude of engineering and logistical equipment. It can clear mines with a frontal plow, provides light cover for nearby infantry, and can immobilize itself to provide light repairs to nearby vehicles
Resolution Linebreaker Though older than even the Retriever APC, the slow but well-armored Resolution remains the favoured armoured personnel carrier for the Humanitarian Guard. Capable of safely holding and transporting up to six infantry, the Resolution is armed with Smoxin launchers that pump gas onto the field to suppress and debuff enemy infantry. When disembarking, the Resolution pops smoke to prevent leaving infantry from being targeted.
Malice Tank The Malice Medium Tank is the workhorse of the Combine's armoured shield: a 90mm cannon, twin 57mm sponsons, and a cupola machinegun give it respectable if not overly powerful firepower, and its curves and armour bounce shots like there's no tomorrow.
Contender Strider More akin to a walking gun platform than a vehicle, the Contender mounts an impressive quad-mounted 40mm autocannon battery and pigeon-guided missile launcher to shoot aircraft out of the sky when stationary. It can angle the autocannons down in a limited radius to suppress the shit out of ground targets as well, also when stationary.
Jaguar Assault Gun A 105mm cannon and low profile allows the Jaguar to be a dependable tank destroyer, though it lacks the killing power of other systems like the Bulldog. It can deploy a remarkably versatile amount of possible munitions on the field, depending on situation and need.
Dominion Siege Device Effectively a heavy truck mounting an enormous Peace Ray, the Dominion fires radioactive waves of highly agitated particles at whatever needs a good melting. It is best against buildings and structures, as well as keeping areas denied by irradiating them with less concentrated blasts.
Sovereign Assault Strider Sovereign Striders are heavy and slow bipedal assault walkers that spews black boiling goo and superheated steam onto targets, hideously effective against units in cover. Their broadcasters can be amped up periodically to literally shake apart nearby structures and disable units in garrisons.
Gnosis Tower A mobile superheavy unit the size of a building because it IS a building. It’s so big it increases the armour and evasiveness of lesser friendly units around it, regularly sends out engineering teams to repair and restore health and morale, and when deployed can disintegrate incoming projectiles with its top-mounted wireless ionizer


Spirit Autogyro Meant for air reconnaissance and scouting formations, Spirits are light autogyros militarized with a machinegun against other aerial targets and hand grenades for ground forces. It is akin, perhaps, more to aerial infantry than a proper aircraft.
Vigilance Cyclocopter Commonly used by both the police and the Humanitarian Guard in urban areas, Vigilance Cyclocopters serve as both transport craft and anti-garrison support, blasting grenade nets into structures or defenses to take defenders out of the fight.
Raven Fighter The primary fighter aircraft of the Technate and Combine, the Raven Fighter is armed with a 20mm autocannon and six .50 calibre machineguns.
Buzzard Dive Bomber Specializing in divebombing, the Buzzard Dive Bomber uses butterfly bombs and twin autocannons to attack enemy ground-formations, operating best against infantry formations and lighter vehicles.
Microbat Rocket Plane A small and bulbous VTOL craft equipped with four cruise missiles and a communications jamming suite, when loaded the Microbat is a slow attack aircraft that delivers extreme-range accurate bombardment against ground targets, inflicting damage and EMPing nearby targets; unloaded, it becomes a fast support craft that jams the weapons of enemy aerial units.
Cormorant Flying Boat An enormous flying boat armed with depth charges, rocket batteries, and a prow-mounted death ray. A dominant naval superiority unit in the seas, a terrifying radiation beam-firing interceptor in the skies.
Cacique Bomber Cacique Bombers are flying wings, designed to get rid of any ground structures in the area with up to six dumb-fire bombs filled with chemical systems, degrading targeted weapon systems and making defenses shut down. The secondary returns it to repair and rearm.


Burro Cargo Airship
Providence Intelligence Airship
Unity Transport Airship
Excelsior Carrier Zeppelin Excelsiors are the natural conclusion to the Combine's experiments in military defensive positioning - enormous metal-skinned airships, Excelsiors carry multiple wings of both fighter and bomber biplanes, as well as multipurpose parasite fighter-bombers. They are also capable of unleashing hordes of mines over an area the same way a bomber drops bombs.


Riverboat A low-upkeep riverboat that can transport up to five infantry across water, the Riverboat can also patch up underwater defenses faster than an aquatic Field Technician and comes with a sonar scrambler forcing enemy subs to rise. It has no defenses otherwise.
Orchid Sloop The mainstay of Combine defensive naval craft, Orchid Sloops are armed with twin autocannons against infantry and light ships in the water. They can launch a cage filled with modified piranhas at an area to make life miserable for others in the water
Sturgeon Sloop Rather than autocannons, Sturgeons mount both AA gun systems and a Porcupine anti-submarine projector for use against air and submerged units, respectively. They thus act similarly to the role of a frigate, albeit through numbers and bulk rather than raw individual power.
Nemesis Carrier Sub A submarine armed with both torpedos and a long-ranged Kestral Seaplane for hunting ships. Torpedos fire quicker and don’t take as long to reload, but the Kestral has a vastly improved range letting you hit targets from out of retaliatory range.
Axolotl Landing Ship An amphibious transport often mistaken for a glamorous civilian cruise liner at a distance, at least until it opens up its prow and disgorges up to three vehicles from within.
Cormorant Flying Boat An enormous flying boat armed with depth charges, rocket batteries, and a prow-mounted death ray. A dominant naval superiority unit in the seas, a terrifying radiation beam-firing interceptor in the skies.
Flight-Deck Cruiser A combination of cruiser and carrier, three sets of triple-mounted 203mm cannons ward off enemy craft while a wing of Golgotha Bombers stand ready to blow the shit out of structures.
Abyssal Viperfish Humongous beasts dredged up from the deep blue sea and 'tamed', these enormous forty-foot long fish are elite ambushers. Naval infantry and battlesuits are simply eaten whole, and ships and subs will be ravaged over time. Their power, however, comes from their distinct alien terror: hostile units in close range can't attack or move once the Viperfish is upon them.

Auxiliary Forces

While not formally incorporated into the military structure of the Technocratic Combine, Auxiliary Forces may appear in the battlefield under specialized circumstances - normally being unlocked as part of a tech structure.

Folk Hero
CBURA Investigator
Fungal Zombie
Giant Ant
Corvette Crab
Anvil Hawk
Luminary Metanaut Espaconauts trained and suited up for exploration of the multiverse, Luminaries are terrifying armoured infantry that benefit from all Metaphysics upgrades without suffering the Morale drawbacks. Destabilizer Rifles automatically Rout infantry squads and cause severe shock to ground vehicles, while Nullification Batons instantly slay foes in melee range. Their secondary calls in a temporary force of Geomancer Hexagons to the field.
Geomancer Hexagon Allies of the Technate from the not-of-this-universe Ascendancy of Pyramids, Geomancer Hexagons appear as flashing geometric fluctuations in space encased in 'suits' of rolling shadows. They are invulnerable to damage and are utterly without weaponry, but emit constant shock and suppression to nearby hostiles and cause Routed opponents to turn hostile to all sides. As this reality is poisonous to their existence, they can only stay for a limited amount of time before astrojaunting out.

Ciencia Popular!

Positive Propaganda Rhetoric 1 - An emphasis on psychological warfare leads to the integration of new developments in semiotics, neo-sophistry, and behavioral modification into existing propaganda projects, increasing their persuasiveness and making the Technocratic Mandate easier to teach. Max morale cap and regen rates of Rhetoric units increased. Unlocks the Folk Hero.
Subliminal Broadcasts Rhetoric 2 - Ongoing research into improved radio acoustics pays off indirectly in the form of subliminal broadcasting, extremely low radio frequencies that can stimulate feelings of discomfort, nausea, and fear when felt. Enemy units that can detect Rhetoric units take ongoing morale damage.
Doublethink Conditioning Rhetoric 3 - Studies of applied battlefield psychiatry result in the implementation of Cognitive Dissonance Convergence Conditioning or 'doublethink', allowing Technocratic soldiers to disregard the horrors of war without ignoring them. Rhetoric units can now enter Doublethink stance; while in Doublethink, Morale slowly depletes but cannot be positively or negatively affected by other sources.
Memetic Catalysts Rhetoric 4 - Research into persuasive information transferral and applied cultural replication has created a breakthrough in the form of memetic catalysts, packets of information that self-replicate in the psyches of those that receive them in order to propagate and react when in combination with the Technocratic Mandate. Enemy units in close range to Rhetoric units convert instead of rout.
Cognitohazard Armour Rhetoric 5 - The Combine's grasp of rhetoric and neuroscience has come so far they have weaponized thought itself, spraying semiotic viruses on their armour that when seen or heard by unprotected individuals lethally infect their neural pathways. Enemy units that can detect Rhetoric units take ongoing crew or squad damage if they have positive morale. Unlocks the CBURA Investigator
AM/FM Radios Communications 1 - The introduction of new AM/FM portable radios into squad units allows for stronger coordination at the local level even while maintaining long-range communication back to headquarters.
Vehicular Comm Relays Communications 2 - By mounting communication relay suites in Technocratic vehicles, Combine forces will always have a friendly mechanical force to report back to if cut off from headquarters in the field.
Multispectrum Sensors Communications 3 - With increasing variety in stealth technology comes increasing variety in stealth-negating detection methods. Bundling these methods into large sensor arrays allows the Technate to increasingly sniff out hidden enemy forces.
Upper-Atmospheric Aeronautics Communications 4 - The future of surveillance is here! The creation of Airborne Early Warning and Control zeppelins that float high in the upper atmosphere above the battlefield allows for unparalleled monitoring, coordination, and control of friendly forces fighting below.
Gun Automatons Communications 5 - Miniaturization has allowed for the creation of autonomous sensory Gun Automatons, bulky firearms that use an animal's brain and multiple sensors to work alongside its user (handler?) in providing maximum responsiveness on the field of battle.
Enhanced Smoxicity Chemical Warfare 1 - Investing funding into chemical and industrial fields leads to further refinement of the chemical necessary to create the nonlethal but toxic gas that is Smoxin.
Auxiliary Chemical Guards Chemical Warfare 2 - In the wake of increased chemical production and usage, a variety of garment modifications and equipment has been developed to mitigate the negative effects of such chemical by (and on) friendly troops.
Niebla Naranja Chemical Warfare 3 -
Exothermic Munitions Chemical Warfare 4 -
Self-Sustaining Reactions Chemical Warfare 5 -
Military Ecology Eugenics 1 - Specialized military training in eugenically-created environments had been approved: the result is an improvement in how troops operate and fight in even the most dangerous of terrain
Fungal Deployment Eugenics 2 -
Macrozoology Eugenics 3 -
Hazardous Neowilderness Eugenics 4 -
Microbe Cloud Sporing Eugenics 5 -
Post-Newtonian Propellants High Energy 1 -
Magnetic Spall Liners High Energy 2 -
Coilgun Rifling High Energy 3 -
Particle Projectors High Energy 4 -
Indirect Energy Weapons High Energy 5 -
Spatial Manipulation Metaphysics 3 - Aleph Zones are strange fields which create odd distortions and anomalies in their localized topographic landscape: gravity seems to change directions, objects expand or curve in on themselves, and waves wildly fluctuate among other abnormalities. The Combine's discovery of how to generate them leads to oddly effective, if unnerving, shields for their forces. Metaphysics units can activate Aleph Zones, which drains morale while active but drastically increases the time it takes for enemy units to lock on and fire at them.
Multiversal Travel Metaphysics 4 - By bombarding contained anomalous fields with exotic matter, the secrets to creating and sustaining white holes has been found - and in the process, enabling travel between universes! Metaphysics units can choose to Astrojaunt rather than physically move to their destination, which drains morale but makes them invulnerable (and unable to attack) while mobile.
Anomalous Armoury Metaphysics 5 - Immateria Shells. Death Lamps. Brane Charges. Splinar Reticulators. With strange science and stranger materials from foreign realities at their fingertips, the products of the Technate's military-entrepreneurial complex grows increasingly varied, bizarre, deadly - and popular. Metaphysics units can choose to permanently upgrade themselves from the Anomalous Armoury, allowing them to ignore armor and instantly hit targets at the cost of draining their morale with each shot/burst. Unlocks the Luminary.

Behind the Scenes

The Technocracy's overall design inspiration comes from Decopunk.

Technocratic Combine Humanitarian Guard
Paradox Fan-Faction.
Detailed Information Combine Infantry ForcesCombine Aircraft PlansCombine Vehicle PlansCombine AuxiliariesCombine Supply SourcesMembers of the CombineTomorrowlandCBURA SupervisorsCharacters of the Combine
Technologies BiologyRhetoricCommunicationChemistryHigh EnergyMetaphysicsCombine Small Arms and Equipment
Structures PanopticonRefinery PlantGeobacter PlantWireless TowerRecruitment BlockManufactory BlockNaval PortAerozone BlockMooring MastArchives TowerPropaganda CentreRadio RelayChemical StorageEugenics LabAccelerator ComplexAstrogate LambdaStatue of UtopiaChiroptera Chamber
Defenses Combat StatueStrategic MinefieldBuster HiveAtalaya DeployerWorm BoilDeco WallDeco Wall GateSearchtowerGunner NestField GunMissile NestMortar PlatformPeace Ray
Infantry RuralesChupacabraCustodianProsecuterProtectorPersonnelMediatorArbitratorWardenOrdinatorField TechnicianOutriderExplorerStormtrooperGenevieve
Vehicles Bigfoot Ore TruckAdventure Armoured CarAgouti TanketteResolution LinebreakerMalice TankContender StriderJaguar Assault GunDominion Siege DeviceSovereign Assault StriderGnosis Tower
Aircraft Spirit AutogyroVigilance CyclocopterRaven FighterBuzzard Dive BomberMicrobat Rocket PlaneCormorant Flying BoatCacique BomberBurro Cargo AirshipProvidence Intelligence AirshipUnity Transport AirshipExcelsior Carrier Airship
Navy RiverboatOrchid SloopSturgeon SloopNemesis Carrier SubAxolotl Landing ShipCormorant Flying BoatFlight-Deck CruiserAbyssal Viperfish