"We will End this War, Before it Destroys us All..."
NOTE: As a part of the redesigning of the role-play's mechanics, this page now exists for information purposes only. Units can no longer be bought.
The Colonel's Underground Fortress
It doesn't look like much on the surface, but underground, it is an elaborate complex.
The Deserters
Founded near the beginning of the War by Ex-UCR Spartan Colonel John Knight, The Deserters are made up of soldiers from all sides of the conflict who believe the only outcome of this war is the destruction of both sides. They fight to end the conflict, but they aren't all "good." They have been branded radical Terrorists by the UCR, and Heretics by the IGOC. They use any tactic they have at their disposal, no matter how dirty. From bombings, to murder, to biological attacks, they are both feared and hated.
Notable Figures
Colonel John Knight (The Colonel), Desomnd "Ghost" Ward, Vincent Lorane, Doctor Kunal Sundi.
Motto
Infernus est Ultio. (Revenge is Hell)
Emblem
Red Peaceafist (toggled)
Any Steel Background
Any Steel Background
Infantry
Deserter Trooper
These ex-UCR Rangers are the main force of the Deserters. Trained, hyper-lethal vectors. Non-Playable. 30 P per unit. Start with 10 000.
Deserter Flamethrower
These fearsome Deserters use makeshift Flamethrowers to scorch and burn their foes. They wear sealed suits resembling Spartan II Armour, but they are not Spartans. Non-Playable. 70 P per unit. Start with 4000.
Deserter Spartan
Spartans that left the UCR and followed "The Colonel." Playable. 50 P per unit.
Deserter ODST
ODST that left the UCR and followed "The Colonel." Playable. 50 P er unit.
Deserter Elite
The Deserters of the IGOC forces, these troopers are fierce combatants and extremely intelligent. Playable. 50 P per unit.
"Infection" Bio-Weapon
Created by Doctor Sundi, this is the Deserter's secret weapon. Unpredictable, and liable to turn on it's masters. This creature jumps onto a target and inserts itself into it's central nervous system, effectively taking it over. 200 P per group. Start with 500, deployed in groups of 5.
Infected Human
Humans the Bio-Weapon has taken over. The mere sight inspires soldiers to cut and run. No cost as the unit must be infected to be deployed.
Infected Elite
Elites the Bio-Weapon has taken over. Stronger then the Human version. No cost, as the unit must first be infected.
Infected Brute
Brutes the Bio-Weapon has taken over. Stronger then the Elite version. No cost, as the unit must first be infected.
"Handler" Form
This is a special variant of the already deadly Infected. They are Deserter troops who willing let the Bio-Weapon take them over. They have limited memory and control, allowing them to control the other, more primitive forms. Can be either Human or Elite. Needed otherwise the Bio-Weapons may turn on your forces. Start with 60. 600 P per unit. At most, 5 per battle.
Carrier Form
This is what happens when an infected body gets too old to fight. These create "Infection" forms within themselves, and burst open when near a potential host. 400 P per unit. Start with 200.
"Pure" Form: Tank
Extremely strong unit. Pure Bio-Weapon. 2000 P per unit. Start with 50.
"Pure" Form: Stalker
Fast, agile unit able to climb walls and jump onto it's prey from distances. Pure Bio-Weapon. 2000 P per unit. Start with 50.
"Pure" Form: Ranged
Ranged form able to climb walls. Shoots spikes that regenerate shortly after being shot. Pure Bio-Weapon. 2000 P per unit. Start with 50.
Vehicles
Falcon
Stolen UCR Falcons. 2000 built and ready. 400 P to build 40 more.
Warthog
Stolen UCR combat-vehicles. 500 built and ready. 200 P to build 40 more.
Grizzly
Prototype UCR tank designs stolen by "The Colonel" before he left. 150 built and ready. 500 P to build 10 more.