This is from a user named 'newbie.' who made these , I thought Id want to share them.
The Tan
The Tan are a high-tech faction of the game; They start with Weak Militia Like units, Then to Troopers, then to Guardsmen.. Following much like the Soviets in EF.
Field HQ
Field Engineer
a 2 Man Builder unit, armed with Pistols.
160MP.
Trooper Recruitment Stand [Tier1]
Miltia
a 5 man Sqaud, the Volksgrenadiers of the Tan, armed with 5 Assault Rifles/Carbines, can upgrade to a Anti-Material Heavy sniper rifle (Strangely, without a scope!)
230MP. 4POP.
Troopers
Requires the Upgrade from the Research Centre "Recruit the Masses 1"
Strelky of The Tan.
a 4 man Unit, armed with 3 Assault Carbines and 1 LMG.
265MP. 5POP.
Guardsmen
Requires the Upgrade from the Research centre "Recruit the masses 2"
KCH of the Tan.
A 4 man unit, armed with Automatic Carbines and FRAG Greandes.
6 Pop. 345 MP. 5 Munitions.
APC
Must have both Recruit the masses upgrade. a Transport, Armoured, Armed with a HMG.
Abilitys: Fast Wheels - for 10 seconds, It moves REALLY fast! 25MUNI.
Cost: 390MP. 20Plastine.
Upgrades: Field Gun - Replace the HMG with a Light 25mm Cannon. 50 MUNI. 10 Plastine.
Support Masses
MMG Unit
a 2 man unit, 1 Medium Machine Gun, 1 Pistol.
250MP. 10 MUNI. 2POP.
Demo Guy
5 men armed with 3 Bolt-action rifles and 2 Greande lauchers, can throw a Bacon Greande (Heavy AT Greande, Mock of the British Gammon Greande xD)
450MP. 25MUNI. 4 POP.
Abilitys: Throw Bacon - 50 MUNI - Throw a Heavy AT Greande.
Smoke Screen - Drop a Smoke Green - FREE, Recharge.
Upgrades: bombers: 20 Muni - When the sqaud dies, the last man sets off 3 Greandes as he dies. This can cause friendly fire!
Marks-men
A Single man armed with a Automatic Scoped Carbine
440MP. 5MUNI. 2Pop.
Robotic Mk. 1
A Small man sized robot, armed with a Flamethrower and a Minigun.
500MP. 25MUNI. 5POP. Always has the effect of Light Cover, When in negative cover, has the effect of No cover.
Enemy's of the will Barracks
Guerilla Unit
a 7 man unit, armed with S.M.G's.
600MP. 8POP.
Ability: Throw a Molotov Cocktail - 5MUNI.
Robotic Storm Unit
A 3 men unit with Jetpacks, move very fast, armed with Revolver's
580MP.5POP.15MUNI
Hunter Unit
Armed with 3 AT Rifles, VERY BAD V. INFANTRY!
490MP. 15MUNI. 4POP.
The General
The General of the Tan forces. Armed with a Machine Pistol.
Ability:
Light Arty Strike - Only Non-Doctrinal Arty the tan has, and it's Very weak. No cost, Recharge.
Disposable Flame-thrower: Use a short-range Disposable Flame-thrower to burn down Plastine. 50MUNI.
Plant Mines - Plant 3 Low-power mines. 10 muni.
Upgrades:
Heavy SMG - Arm him with a Heavy SMG. 20MUNI.
Cost: 560MP. 3POP.
Light War-wagon
A Light Tank, 50mm Gun, Reskinned Puma.
Can Fire off a canister of 6 Toxic shells from it's side. - 75 MUNI - Burns down Infantry
560MP. 50Plastine.
Robotic Mk. 2
A Heavy AT/AI Unit - Armed with a Armour-Piercing Minigun - and a 3-Barreled Rocket-Laucher.
780MP. 50FUEL. 10POP.
Armour Factory;
Tan Medium War-wagon
A Reskinned M4Sherman-76 High power, low speed, Not good vs Infantry. Can upgrade to a Minigun ontop to Add more power.
Upgrades: M1634 Minigun - Arm with a top mounted Minigun.
Cost: 580MP. 80Plastine.
Tan Storm-wagon
A Reskinned King-Tiger tank. Armed with a Superheavy Gun, a Flame-thrower and 2 strapped together Miniguns, But is Vularble to even the weakest mines.
800MP. 100Plastine.
Tan Plasma-Tank
Akalonor's Tank. Badass. Nuff 'sed.
1000MP. 135Plastine. 20 MUNI.
Roboto-con Mark XXII
Heavy, Most powerful unit ingame. But very slow. Armed with:
1 Flame-thrower
1 Canister-Shotgun
1 Minigun.
2 Missle Lauchers.
And Ofcourse, a Anti-Tank Greande Thrower.
1500MP. 150FUEL. (MASSIVE Price)
Tan have 3 Doctrines, or "Tactics"
Storm (Offensive)
Hold the Border (Defence)
Artillery - What it says on the tin.
Storm
1CP - For The General ------1CP - Tan Shockers - 10 man with
All Men Fight Harder!-------- Carbines, but very weak.
2CP- For the General---------2CP - Tank Destroyer
Mark 2...................---------Call in light TankD estroyer.
All the men Fight ALOT------4CP - Defend the front
Harder, and .............------When your HQ is lost, 5 Miltia
can throw FRAG's......------Spawn at your HQ.
3CP - AA-Tank, Armed
with 2 AA Guns,
Good v Aircraft
and Infantry.
Hold the Border Tactics
2CP - You can build.........-------3CP - Build a Heavy AT Gun
a Light Minigun Nest, armed ---- Placement, 17-Pdr like
with 3 Miniguns................------1CP- Pyro-Call in a pyro
2CP- Heavy Bunker - Build a -----2 units with Flamers.
2Minigun and 2 Flamer armed-----3CP- Call in a Osprey
Bunker.............................-----Heli with Missle lauchers
5CP - Build a Seige Gun.----------
Only built once, Superheavy AT---
Gun - Power of thets say,---------
a Maus.
Artillery Tactics
1CP- Mortar----2CP-Better Arty. General can call in a more powerful
call in a Mortar.--- Arty Strike now!
2CP-LeIG----------4CP - Arty Command Truck - call in a Arty
Call in a Inf.Gun----Command truck, has long sight, can built
Good vs Infantry---- Demo Sqauds and Mortar-APC's
3CP- Call in a---------4CP - Mobile Arty - a Reskinned Hummel.
SPG - Reskinned-------Much more powerful, however.
StuG-IV-------------
_____________________________________________________________
The Blue
The Blue are the French Resistance Infulenced.
They have low-combat units, that Are allied with the Green. They support the greens behinde enemy lines.
Buildings:
Espionage HQ
Can build:
Saboteurs:
a 2 Man unit, armed with Silenced Pistols. Very weak
Can build Buildings.
Can plant all Defences (Plastic Tank Traps, Plastic Wire, Plastic Sand Bags, and Hydro-Mines (10MUNI)
Can Cloak.
100MP. 2POP.
Recon Bike.
A 1 man Bike, cannot attack, but can run away!
Can cloak whilst moving, and Recon out Territory.
Abilitys: 50MUNI - Lower Resources in the Sector.
120MP. 5FUEL. 2 POP.
Resistance HQ
Guerilla-Troopers:
3 men, armed with Machine Pistols, Low combat power, but very cheap.
Can Cloak.
Abilitys: Plant Plasto-TNT {50MUNI_
Throw AP-Greande - Throw a Anti-Plastine Greande, rip through vechicles. 70MUNI.
Upgrades:
Resistance Fighters - Arm with Plastic Armour and SMG's. 75MUNI.
240MP. 3POP.
Marksman:
a 3 Man team, 1 Sniper with a Scoped Hunting rifle, 1 Spotter with a Hunting Rifle, and 1 Radio Operator with a Carbine.
280MP. 4POP.
Explosive Sniper;
1 man armed with a Crossbow with a Explosive End and a Scope, when it hits, it is like a Greande!
500MP.50MUNI.2POP.
Support & Sabotarge Barracks
Medical Officer
a 2 Man Pistol Sqaud, Heals nearby Units.
220MP. 5MUNI.2POP.
Mechanic.
a 2 Man Shotgun Sqaud, can repair tanks.
250MP. 10MUNI. 3POP.
Grenadiers
a 2 man Pyrotenic-Greande laucher team, fires Flame-greandes.
450MP. 3POP. 25MUNI.
Vechicle Assembly
Cloaker Tank -
Light tank with 2 MG's and can Cloak AND Retreat.
320MP. 50FUEL. 4POP.
Flamer-Tank:
A Flame-tank, With 2 Flamers and a MG.
550MP. 50FUEL. 6POP.
Stolen Medium War-Wagon:
A Stolen Tan War-wagon.
600MP. 80FUEL. 10POP.
Brigadier -
Commander of the Blue. hAs 5 Abilitys, all for free apart from 2:
1: Throw Bundelled FRAG.
2: Throw Bundelled PYRO.
3: Switch from Pistol to sniper rifle (And Vice-Versa)
4: Call in Red Support (Call in 3 Red Army Sqauds, 2 Riflemen armed with 5 Assault rifles, and 1 Captured Tan APC Carrying a AT Sqaud with 2 RPG's. Cost: 600MP.
5: Call in a Galatic Army unit: 2 Space-Marines with Heavy Weapons, and 2 Light Plasma Tanks.
1200MP.
Doctrines:
Stealth, Combat Resistance, and Tank-Destroyer.
Stealth:
Left Side: Sneaky.
1CP: Infiltration - Sneak in a Unarmed, Permately cloaked (Only uncloaked by the General) Recon sqaud.
2CP: Recon better!
Recon Sqaud can now cap points.
1CP: Arm em up - Arm the Recon with Pistols so they can fight.
Right side:
Stealthy
1CP:
99%.. Loading...
Increase your Resource income when the abilityis active.
2CP: Cloaker Bunker - a Light Bunker armed with 5 Scoped Hunting Rifle troops. 340MP and 45 MUNI to Build.
3CP: Really sneaky...
Hidden Offmap Guerilla's sneak supplys from your unlinked Sectors back, but 25% Less than normal.
Combat Resistance - Sneak in some TOTALLY Powerful troops!
Left side: Call upon
2CP: Call in a Commando trupp armed with LMG's and Greandes.
Can take on Guardsmen 1-on-1.
3CP: Storm-Tank - Sneak in a Paratrooper sqaud (Same as Green) And a Airborne Tank (Reskinned Tetarch)
5CP: Rockets - Fire a A.C.I.D Missle to crush them!
(Power of V1 but has a Acid affect after)
Right side: elite Troops
1CP: Captured Guardsmen - call in some Gaurdsmen from the Tan, but they fight worse.
2CP: Fake combat troops - Spawn a group of 5 Saboteurs, But they're unarmed and can only build defences/cap points.
6CP: For the Homeland! Call in a UH-1 Huey Helicopter with 2 Miniguns and 2 Greande Lauchers to Patrol a Area.
Edited by: Akalonor