Factions

Enforcers

Plague

Marauders

Rebs



Forge Fathers
(Upcoming)

Asterians
(Upcoming)



Enforcers

"The Enforcers are the Corporation’s elite, dispatched to tackle threats that are beyond the scope of regular military units. Each one is a superior soldier, trained in countless forms of combat and equipped with the best technology available. As a unit they are disciplined and fearless, ready to lay down their lives to carry out the orders of their captain without a single question. When a Plague outbreak is detected, the Enforcers are the first line of defence, ready to do whatever it takes to stop the contagion spreading off-planet."


Enforcers are the elite soldiers of the Deadzone universe, extremely resilient and capable of unleashing devastating firepower. With good armour and jump packs, Enforcers are capable of shrugging off most threats and escaping to safe places where they can retaliate against their enemies. The standard Enforcer can lay down a heavily suppressing hail of fire and can be further upgraded with assault and specialist weapons. This capability comes at a steep points cost, however, with most Enforcers having double the points cost of their counterparts from other factions. This army therefore requires careful planning, as each suppressed Enforcer represents a waste of almost 15% of your strikeforce.


Plague

"Bloodthirsty monsters created by an alien virus, the Plague exist for one thing only – to spread their contagion as far as possible. The virus affects its hosts in a variety of ways; its earliest victims become towering hulks, filled with a steadfast will which drives their lesser kin. In its second generation, the Plague creates smaller, faster, but no less deadly monsters. The third stage infected show considerably less extreme physical changes, but they retain the ability to use technology, laying down covering fire with looted weapons while their larger brethren advance."


The Plague are lead by a powerful Stage 1 lifeform, a slow but unstoppable juggernaut that annihilates anything it catches in close combat. This monster is preceded by Stage 2 lifeforms, which are faster yet still deadly, and Stage 3s, which can used ranged weapons to suppress their enemies. With these tools, the goal of a Plague strikeforce is to tie up and pin the opposition until their powerful combat monsters can reach them. Plague models are able to begin the game in an Enraged state, increasing their close combat effectivness. They are also subject to unpredictable mutations that might give your models wings, razor claws or acid breath, but might also make them slower or more vulnerable to enemy weapons.


Marauders

"The Marauders were trained by the Corporation as shock troops and guards, but that’s in the past - since the Mandrake Rebellion they’ve become the terror of the shipping lanes. They strike out at the GCPS with the very weapons with which they were outfitted, combining well-honed battle drill with brute force and low cunning. A Deadzone presents a great opportunity – a chance to both pillage for supplies and take a shot at their erstwhile employers."

Marauder strikeforces are built around a core of Commandos, capable models that are both tough and cheap. This capability is then augmented by the use of specialist models such as savage Mawbeasts, precise Goblin Snipers and powerful Ripper suits. Marauders are able to bring devastating firepower to the battlefield at reasonable points costs. Perhaps the true power of a Marauder strikeforce, however, is in its cunning and military professionalism, represented by the Commando Captain. This is a cheap yet incredibly useful model that can issue orders to enhance the rest of your army, such as allowing snipers to move into better vantage points, or allowing heavy weapons to fire more often. In this way, your specialist models can then be utilised to their maximum.


Rebs

"The free-thinkers, anarchists and dissidents of the Corporation will always find a home with the Rebellion. They do not stand alone, either; the galaxy is large and full of life, and most races have reasons to hold a grudge against the GCPS. Coordinating their efforts from hidden bases deep in unoccupied space, Rebs raid isolated outposts to build stocks of munitions and technology, hoping one day to have the strength to stand up wholesale against the oppressive rule of the Council of Seven."


The standard Rebel Human is cheap but not good at fighting, shooting or surviving. Indeed, if a Rebel strikeforce is engaged in a straight-up firefight it will almost certainly lose. However, it would be a foolish Rebel commander to allow such an engagement to happen in the first place. Rebel missions minimise aimless fighting and instead focus on alternative goals such as stealing intel, infiltrating off the battlefield and surviving with forces intact. These missions are easier to achieve than those of the other factions and are served well by the flexible and specialised Rebel models. As missions are kept secret in Deadzone, even during the game, a Rebel strikeforce can focus on misdirection and accomplish his goals while keeping his enemy guessing. A successful Rebel commander must play to his own missions, refusing to engage the enemy on anything other than his own terms.


Forge Fathers (Upcoming)

"The moment that a Deadzone is declared, Forge Father ships are ready to move in and scour the area for the rich pickings they imagine must have attracted the Corporation in the first place. Often they are right, and their strike teams will be able to pinpoint likely sources of ores and other minerals that can be exploited by follow-up units. However, even the most avaricious of Forge Fathers knows that they must be wary of the original cause of the Containment Protocol, and so their forces arrive encased in the best armour money can buy, armed to the teeth and prepared for anything."


This is one of the two newer factions that will be released mid-year. The ancient and proud culture of the Forge Fathers has managed to retain its independence from the Corporation while others have fallen. Masters of science, artisans beyond compared, the Forge Fathers are the only aliens to trade with the Corporation on anything approaching even terms. Fewer in numbers than even the Enforcers, Forge Fathers strike forces are renowned across the galaxy for their use of advanced technology. Their battle-suits are slow but nigh-on impregnable, and each is equipped with devastating firepower.


Asterians (Upcoming)

"From the Asterians’ point of view, things look very different. The Corporation seems to have an unending ability to stir up hornets’ nests of violence and disorder and the Plague is just the latest in a long line of calamities. Quite how a race can become so ungainly and inelegant is beyond the average Asterian who is horrified by the way that humanity rampages across the stars leaving nothing but carnage in its wake."



This is one of the two newer factions that will be released mid-year. The Asterians are a race of technologically advanced aliens that exist mostly outside of Corporation control. Their missions to the Deadzones are usually scientific in nature, such as investigating the plague or studying human technology, but are always well-defended with advanced alien weaponry. When a strike force is sent to a Deadzone, it usually contains only a single actual living Asterian. This is the Commander, and all other warriors are mindless Cyphers that fight under his complete control.

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