User:$17/Sandbox

This is my sandbox, there are many like it, but this one is mine.

Composite RTS Faction's abilities
A list of all the strengths and capabilities of a Composite RTS Faction (that is to say, just about every faction from every RTS game combined).

Also Slug, feel free to add whatever has to be added to this list.

Time Travel

 * A key point in the game Achron. Allows tactical time travel several minutes into the past or future of a given battle, has applications including chronocloning existing forces. Also allows for the creation of stable time loops lasting at least millenia, as per Achron's big plot twist.
 * Chronotechnology from the Command & Conquer: Red Alert series. Allows for strategic time travel at least several decades before the point of origin using specialised time machines. Upon arrival in the past the time traveller(s) may erase individuals they encounter from history by shaking their hand, which causes significant and unpredictable alterations to the timeline if major historical figures are erased.
 * Temporal Mechanics from Star Trek, available via the existence of the Star Trek Armada games. Details pending.
 * Total Annihilation: The ARM faction have made tentative forays into time travel, but the mechanics and whether it actually works are unknown.

Stealing and Utilizing Enemy Assets

 * Stealing and Utilizing of Enemy Combatants
 * Mind Control from Red Alert (the main ability/quirk of Yuri's army) and StarCraft (Protoss Dark Archons and Zerg Infestor Neural Parasites).
 * Ship Salvaging from Homeworld (notably through use of Salvage Corvettes).
 * Unit Conversion from Age of Empires (Monks and their infamous WOLOLO chant).
 * Also present in Star Wars: Galactic Battlegrounds, where it is utilized by Jedi and Sith.
 * Flood Spores via the Flood's appearance in Halo Wars.
 * Capture Beams from Supreme Commander and Total Annihilation, used by Commanders, Armoured Command Units and Engineers. Also works against structures.
 * Resurrection of enemy combatants via the Necro from Total Annihilation. Also works against structures.
 * Stealing and Utilizing of Enemy Structures
 * Capturing via Engineers from Command and Conquer (alongside the basic infantry in Generals and Dune II).
 * Conversion via Heroes, Generals and Keeps from Warlords Battlecry.
 * More coming soon...

Construction/industry

 * Rapid in-field construction of fighting forces
 * Nanolathe technology from Total Annihilation.
 * Fabricators from Planetary Annihilation may or may not be the same thing.
 * ​Protocrafter technology from Supreme Commander.
 * Industrial Teleporters and the associated Liquid Crystal nanotechnology from Achron.
 * Nanocores from the Empire of the Rising Sun in Red Alert 3. Also whatever means are used by the Allies and Soviets to keep pace with this.
 * Tiberium nanofabrication from Command and Conquer: Tiberium Wars.
 * Creation Engines and the associated nanotechnology from Hostile Waters: Anateus Rising.
 * More coming soon...

Fanon Vampire Bloodline (to be named)
Ideas for a fan-made Vampire Counts Bloodline discussed with T42, originally based on the Pillar Men from JoJo's Bizarre Adventure, but seem to be becoming more of their own thing.

Because they do not have a proper name yet, they will be referred to as Jungle Vampires for now.

Origin
During the fall of Lahmia, a Dark Elf raiding party captures an injured Vampire from Neferata's army in addition to a number of Nehekaran slaves. All hell breaks loose as the Vampire turns the slaves into more Vampires and feeds off the Elves. They then crash into the Lustrian coast and make their way into the jungles.

Some time afterward, the escaped Vampire discovers he has potent shapeshifting powers, and begins to explore their potential. He eventually founded the four Beast Cults, and saw these shapeshifting powers as a step towards becoming what he deems to be the perfect being. He soon vanished under unknown circumstances, perhaps to further chase his goals. It is rumored that he has since then, turned into an utterly nightmarish monster, a blend of all four Cults' aspects, and hunts the most deadly creatures of the jungles to absorb and take their aspects as well.

No one knows when he will return, though on rare occasions, some armies and expeditions report of a terrifying creature that matches his description appearing in battles, taking down and devouring an individual or force that would pose great threat to his bloodline.

Culture and Aesthetic
Aesthetic has aspects based on those of Khemri/Nehekara and the Amazons, giving both an Egyptian and Tribal Mesoamerican vibe. Also totem animal motifs.

A few of the pyramids in Lustria that aren't of Lizardman origin might likely be made by the Jungle Vampires.

Unlike the Pillar Men they were originally based on, the Jungle Vampires are not exactly fabulous, but rather a lot freakier and monstrous, a foil or mirror to the Strigoi bloodline in that instead of trying to escape their monstrous transformation, they embrace it. This results in a lot of their number turning into Varghulfs, or undergoing rituals to transform them into other feral forms, much like how the Von Carsteins turn rival Vampires into Vargheists. The Jungle Vampires' most powerful Lords are those who have mastered their feral form, gaining control over their willful and their feral sides and becoming excellent shapeshifters.

The Jungle Vampires' method of delivering the Blood Kiss, or turning humans into Vampires, involves the use of a stone mask in a ritual, much like what the Pillar Men use. Compared to the other Bloodlines, they are more willing to make use of the Blood Kiss and thus, they are more numerous in terms of individuals, but each individual Vampire (except the lords) is significantly weaker in comparison.

This Vampire Bloodline runs four "Beast Cults", each centered around a particular spirit or totem animal. The more savage tribes of local Pygmies have turned to worshiping the Vampires and their Cults, serving as their agents in daytime and capturing sacrifices for their masters in return for protection. These Beast Cults have got nothing to do with Beastmen, but rather the feral and monstrous side of the Vampires, as well as certain creatures they may have come to associate themselves with.

The four Beast Cults are:
 * Blood Bats - The most straightforward and "classic" of the Cults. The Blood Bats take on a bat-like aspect and are closest to the original Varghulfs and Vargheists of the Old World.
 * Ghost Serpents - A shady Cult with inclination towards magic and terror. The Ghost Serpents take on serpentine and wraith-like aspects, with their most powerful members resembling ethereal entities with snake-like lower bodies.
 * Biting Bugs - A Cult that excels at scouting and fast raids. The Biting Bugs take on the aspect of blood-sucking insects, notably mosquitoes.
 * Gore Apes - The most brutish of the Cults. The Gore Apes take on hulking, ape-like aspects and are usually the toughest and physically strongest out of the Cults.

Forces
(New details coming soon...)

Possible Army Roster
Names for new/made-up units are pending...

Tabletop

 * Lords
 * Vampire Lord/Beast Cult King
 * Heroes
 * Vampire/Beast Cult Savant
 * Pygmy Chief
 * Pygmy Shaman
 * Mounts
 * Rotten One (zombified Cold One, used by Cult Kings and Savants)
 * Bony One (skeletal Cold One/Horned One, used by Pygmies)
 * Dread Raptor (larger zombie eagle, used by Savants)
 * Hellsucker (huge zombie mosquito, used by Pygmy Shamans)
 * Zombie Carnosaur
 * Deathrattler (reanimated giant centipede/millipede exoskeleton)
 * Core
 * Cult Pygmies
 * Beast Cult Novices
 * Skeleton Warriors
 * Zombies (Skeletons and zombies have smaller starting and max. model count/limit than for regular Vampire Counts)
 * Special
 * Ebon Jaguars (fast monstrous beasts, animated jaguar statues, stronger and less common/numerous counterpart to Dire Wolves)
 * Beast Cult Adepts
 * Pygmy Corpse Altar (Corpse Cart equivalent)
 * Pygmy Bloodstew Cauldron (Corpse Cart equivalent with different ability)
 * Bug Swarms (costlier equivalent to Bat Swarms, with armour piercing capabilities)
 * Fell Raptors (zombie eagles, equivalent to Fell Bats)
 * Rare
 * Rotten Riders (Vampire Rotten One cavalry)
 * Beast Cult Elders
 * Mapinguari (reanimated remains of once-docile ground sloths, turned into giant mutated undead monstrosities)
 * Deathrattler (aforementioned reanimated exoskeletons of extinct giant centipedes/millipedes, armed with a poisonous bite and a death coil attack effective against other large monsters)
 * Dread Simian (once wiped out by the Dread Saurians, these giant apes have been reanimated to guard Vampire temples and serve as powerful shock units)

Total War

 * Lords
 * Heroes
 * Infantry
 * Cavalry
 * Monsters/Warbeasts