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RP : Dunkelheit - Zero Factions

Whampoan Shogunate

Taiwanese Empire

Empire of Harkiu

Empire of Pherith


Whampoan Shogunate
Wongpounye Shoguntum


"Jatko Hati, Jatko Gaist"

Infantry

Bedilwan

Panzarfaust

Shadowhound

Machinist

Apprentice

Commissar (WIP)

Stormtrooper

Prism Hoplite

Darkslayer

Harbinger

Battle Druid

Cost : 150

Weapons : Basic Pulse Assault Rifle

Abilities : N/A

Notes : Basic combat infantry with decent training, usually amassed in large numbers. Armed with a pulse rifle with bayonets.
Cost : 225

Weapons : Rocket Launcher with Laser Guidance

Abilities :
  • Deploy : Deploys a steel barrier surrounding the Guardian, and crouches down thereafter, protecting him from small arms fire and bolstering his attacks.

Notes : Heavy infantry armed with a rocket launcher, effective against armored land units and most air units.
Cost : 200

Weapons : Ranged Spikes, Fangs, Husks, Claws and Quills

Abilities :
  • Shadowmeld : Invisible when stationary during the night. Invisible from moderate distance onwards when lurking inside very dark areas.
  • Rear Ends : Turns invisible as the Shadowhound approaches its target from behind before shredding it to pieces and then fades in invisibility. Chances of instant kill increases the more there are units near the target.
  • (Passive) Sensor : Can detect cloaked units.
  • (Passive) Spy Hunter : Can see spy units.
  • (Passive) By Fang and Claw : Deals high melee damage to ground targets when close enough.

Notes : WIP
Cost : 300

Weapons : Toolbox

Abilities :
  • Repairs : Repairs a target building or mechanical unit for free, slowly. Stacks.
  • Capture : Captures a target building or empty vehicle, taking control of the target.
  • Fortification : Builds field defenses such as sandbags, foxholes, trenches, barbwire, mines and tank traps.

Notes : xxx
Cost : 500

Weapons : Basic Mystic Assault Rifle

Abilities :
  • Heal : Heals a target organic unit slightly with each cast.
  • Elemental Bolt : Hurls a bolt of elemental energy to a target enemy unit. The elemental energy is randomized for each cast.
  • Healwave : Sends a wave of energy that heals a target and bounces to nearby friendly units. Each bounce heals less damage.
  • Minor Summoning : Summons several minor elementals, usually Mud Golems and Reef Elementals. On occasions, Lesser Treants and Lesser Dunkelhantumun may get summoned as well.

Notes : Apprentices are young, aspiring battlemages undergoing training in the arts of sorcery and combat. They have a few useful gimmicks up their sleeves, and are decently equipped as well. While not as powerful as other battle-hardened battlemages, they are still very helpful for a commander's cause.
Cost : 600

Weapons : SMG

Abilities :
  • Elemental Bolt : Hurls a bolt of elemental energy to a target enemy unit. The elemental energy is randomized for each cast.
  • (Passive) Discipline : For every friendly unit around the Commissar, increases performance for the Commissar and the accompanying unit. Increases movement speed, attack rate, armor and evasion rate.
  • (Passive) Rhetorical Aura : Constantly emits an aura of inspiration, discipline and bullcrapping. This aura boosts nearby friendly units' movement speed and life regeneration rate.
  • ??? : WIP

Notes : Commissars are officers of the Revival Society, often serving in the frontlines and are responsible for political education and organization as well. Although they wield lesser magikal potency compared to Apprentices, their experience in combat and discipline serve very well to bolster the Revival Army.
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Tanks and Giant Creatures

Harvester

``Gepard`` SUV

``Leopold`` Amp. Medium Tank

Assault Bike

Battle Golem

War Golem

Phantasm Tank

``Falcon`` Spectrum Hovercraft

Guardian

Cost : 1200

Weapons : N/A

Abilities :
  • Harvest : Harvest nearby resources, be they in mineral chunks, mines or mineral fields.

Notes : Although unarmed, the Harvester is quite heavily armored. A Harvester comes free when a Refinery is successfully constructed.
Cost : 450

Weapons : Raider Gun (*2)

Abilities :
  • Transport Slot (4) : Has a transport slot of 4 for infantry units.
  • (Passive) Drive-By : Allows certain infantry units to shoot from the windows.

Notes : A decently armored vehicle that carries its own twin raider guns, usually used for reconnaissance and anti-infantry tasks.
Cost : 800

Weapons : Tank Shell Turret, Gatling Guns (*2)

Abilities :
  • (Passive) Firing Enhancement : Allows the tank to fire shells faster after prolonged engagement with a single target. A linear red light is visible after the enhancement takes effect.

Notes : WIP
Cost : 650

Weapons : Machine Gun (*2), Rocket Pods (*10)

Abilities :
  • Transport Slot (1) : Has a transport slot of 1 for infantry units.

Notes : xxx
Cost : 850

Weapons : Shoulder Cannons, Bare Fists and Legs

Abilities :
  • (Passive) Plagueproof : Immune to radiation and poison.
  • (Passive) Amphibious : Can traverse over both land and sea.
  • (Passive) Psyche Immunity : Cannot be mind-controlled.
  • (Passive) Sensor : Detects cloaked units.
  • Mech Accessorials : Can be outfitted with a variety of giant accessorial armaments.

Notes : xxx
Cost : 2000

Weapons : Giant Blades Attached to Forearms (*2), Palm Inferno Cannons (*2), Giant Bare Fists (*2), Giant Legs (*2), Horns (*2)

Abilities :
  • (Passive) Resistant Skin : Reduces the duration of negative spells, reduces damage taken from magik attacks and renders the unit very resistant to certain spells.
  • (Passive) Plagueproof : Immune to radiation and poison.
  • (Passive) Crippling Blow : Attacks done by the War Golem will reduce the target's movement speed, attack rate and damage for a few moments. Has a chance to stun the target.
  • Earth Stomp : Slams the ground with great force, dealing damage to nearby enemy ground units. Has a chance to stun them.
  • Bull Rush : Bolts toward the front for a short distance, hitting any enemies severely on the way.
  • (Passive) Psyche Immunity : Cannot be mind-controlled.
  • (Passive) Sensor : Detects cloaked units.
  • Mech Accessorials : Can be outfitted with a variety of giant accessorial armaments.
Notes : xxx
Cost : 1120

Weapons : Energy-Ray Gun

Abilities :
  • (Passive) Mirage : Can disguises into a terrain object, usually a tree.
  • Energy-Ray : Unleashes a ray of concentrated energy on a target unit for each attack. Can choose among different energy types to fire, including elemental energy types.

Notes : xxx
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Cost : xxx

Abilities : xxx

Notes : xxx


Ships

Aircrafts

Creatures

Summons

Mud Golem

Reef Elemental

Lesser Treant

Lesser Dunkelhantu

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Basic Buildings

Basic Command Depot

Coal Plant

Encampment

Scrapyard

Workshop

Radar Dome

Cost : 1050Abilities :
  • (Passive) Basic Base Materials : Enables construction of basic buildings.
  • (Passive) Forward Post : Ensures a stable flow of supplies to the battlefield, boosting army performance. Mildly improves coordination and communication among deployed units, making military operations smoother.
  • Basic Construction : Builds basic structures from the foundation, by deploying all required materials at a chosen location within the build range. The build range expands with each new structure placed, until a certain moderate limit.
  • Repack : The Basic Command Depot packs itself into a Basic Command Wagon, allowing relocation.

Upgrades to : Construction Yard

Notes : xxx
Cost : 400

Abilities :
  • (Passive) Power Generation : Provides 80 power units.

Upgrades to : Thermal Plant

Notes : xxx
Cost : 200

Abilities :
  • Basic Training : Trains basic infantry units.
  • (Passive) Campfire : Improves health regeneration and provides brightness.

Upgrades to : Boot Camp

Notes : xxx
Cost : 1000

Abilities :
  • Basic Resource Processing : Serves as a drop-off point for harvest. Low amount of resources can be processed with primitive tools.

Upgrades to : Refinery

Notes : xxx
Cost : 1200

Abilities :
  • Basic Manufacturing : Trains basic vehicles. Also produces improved armaments for troops.

Upgrades to : War Factory

Notes : xxx
Cost : 600

Abilities :
  • (Passive) Basic Radar : Provides a basic radar with a limited but still considerably vast range. Establishes closer communications with other bases. Moderately improves coordination and communication among deployed units in the battlefield, making military operations smoother.

Upgrades to : Airbase

Notes : xxx


Standard Buildings

Construction Yard

Thermal Plant

Boot Camp

Refinery

War Factory

Airbase

Bestiary

Sanctuary

Fortress

Tech Center

Industrial Plant

Upgraded From : Basic Command Depot
Upgrade Cost : 2600
Direct Cost : 3000

Abilities :
  • (Passive) Base Materials : Enables construction of standard buildings.
  • (Passive) Minor Power Generation : Provides 60 power units.
  • (Passive) Headquarters : Ensures a steady flow of supplies to the battlefield, boosting army performance. Mildly improves coordination and communication among deployed units, making military operations smoother.
  • Construction : Assemble all construction materials in-site before deploying them at suitable locations within build range. The build range expands with each new structure placed, until a certain wide limit.
  • Repack : The Construction Yard packs itself into a Mobile Construction Vehicle, allowing relocation.

Upgrades to : Fortress

Notes : xxx
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Defenses

Pillbox

Flak Cannon

Garrison

Laser Turret

SAM Site

Concrete Bunker

Spectrum Tower

Blueray Cannon

T3 Cannon thingy WIP

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Notable Characters

(Shogun) Helmina

Ibrahim

Berthold

Moritz

Tsih-kuo


Full Name : Helmina Teau von Saantau

Alias :
  • Crimson Sun
  • Bloody Whore

Status :
  • [Shogun] Head of state and commander-in-chief. Has the final say in all federal matters.
  • [General Secretary] Supreme leader of the Whampoan Revival Society.

Background :
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Skills and Talents :
  • Crimson Curse : Holds mastery and power over blood and plasma. Enjoys vastly greater regeneration. Able to summon blood minions to do her bidding.
  • War Veteran : Helmina has a lot of war experiences.

Notes : A mysterious lady blessed, or rather cursed, with paranormal powers of crimson blood. Together with her wits, she is a great ally to depend on, and a horrifying opponent to deal with. Helmina was the great lady who put an end to the inner bickerings and brought the Whampoan clans under a united banner, after around ten years of everlasting fracture.
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Notes


Taiwanese Empire / Yong Dynasty
Kaisartum Taiwan / Yong-Dinasti



Infantry

Ground Vehicles

Ships

Aircraft

Buildings

Notable Characters

Notes

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