Shadow Operatives

nametagg0
nametagg0
Unicorn Overlord
Joined Jan 2016 Posts: 5,826
edited 23 Feb 2020, 3:09AM
made in association with @dragonsun428 @HotSausage @Adel Wael @MX36 and @Avireous_Ryx


 relevant tunes(links)


 ---------------- story [links]
The story of the shadow alliance begins just after operation The Divide: as Brother Jeremiah lie dead in his herald sarkis' forces disguise themselves as his troops and retrieve it for an unknown purpose.

during the onyx events sarkis and his men dressed as survivors to antagonize the eastern horde into invading while infiltrating corpus HQ to gain a Resurrection serum they were developing.

following that sarkis dressed as corpus troops to test the zombie serum that was accidentally produced during the Resurrection serum's development.

once Sarkis confirmed they work he began making negotiations with Mutoto to gain Eastern Horde support for his faction promising to reunite him with Hannibal.


with the deal made sarkis instigates hannible into attacking by destroying a base dressed as survivors

upon the death of RUBI Sarkis extracted Mutoto from his prison and gave him the zombie virus 

while mutoto was making a scene of getting back to Hannibal sarkis goes to the grounds of RUBI and Onyx's death to find Highway zealots already there, after clearing them out however sarkis' forces are ambushed by a surviving pack of onyx spiders.

having seen onyx's power sarkis uses her tech to modify brother Jeremiah's body and bring him back to life.

not long after his escape however Mutoto unleashed the virus making the "Eastern Horde" Strain of zombies in OP:Burning Dead.

with the factions distracted, sarkis tracks down Sergey Kalashnikov and orders his men to kill him while disguised as a sentinel, he then convinces sasha to help him develop weapons in exchange for allowing her to kill Malachi.

this leads to sasha becoming the main force of the faction's attention as she takes many prisoners and executes sentinels while trying to turn the factions on eachother, 

with the faction's alliance strained the prisioners taken by sasha are converted into True Believers and sarkis leads the newly revived brother jeremiah to obtain "the gateway" from corpus granting them access to RUBI's Code

with this power the true beleivers use the code to fix more of onyx's equipment to outfit to the true believers as they crusade against the factions, along the way they reveal to the factions that rubi has onyx code inside of her and after the true believers are believed to be warded off the factions begin to skirmish among themselves prompting sarkis to rerelease the zombie plague.

with the factions disorientated the shadow alliance reveal themselves and begin their war against the factions in War of Shadows as they need to construct large reactors to power the ressurection of onyx.

they begin the war by staggering the survivors and forcing their starting war efforts to be focused on rescuing kara after sarkis captures her but allows weaver to escape, shadow becomes increasingly desperate throughout the war causing her to be wreckless and expose herself causing corpus members to question their leadership, in her rage shadow charges corpus forces on their own while sheila splits off to save kara, while kara is saved  the shadow alliance acts to isolate the sisters and capture rubi and sheila.

this causes malachi to enter the war whilst true beleivers enter on the shadow alliance's side, the shadow alliance gives sheila to sasha who converts her to a true beleiver while the rest of their allies stall the faction's advance on them. however sarkis is slain by malachi and the sentinels.

[current] 

------------------ Faction traits




Smokescreen- this faction utilizes smoke that reduces our range by [50-70%] and increases damage taken [unknown by how much]

Liquidized armor- units take less fire damage so dont use the following:
Hammer/Roland-Fire Ammo
Romero-Flame unit rounds
War Rig-Mounted Flamethrower
Bonesaw+Rick
-Fire Cannon Z
Disruptor-Flame rig
Technicals+Kyle-Burning Man

Blackout-Fire Rocket Drones
Darkstorm-Firestorm rounds
Spartan ZK+Luke-Fire Grenades
Apollo/Oren-True Fire Damage

Acolyte-Flamethrower
Valiant+Dylan-Fire Rounds
Chaplains+Burnside (any).
Juggernaut-Fire Bombs
Prophet-Molten ammo

Breacher+Skipjack
-Dragon`s breath

Cyclopes+Polly-incendiary beam

purifier+Ardre-Magnesium rods

Lancer
-Fire Shells

Sphinx+Neil-Fire Training
KrakenIncendiary Condenser 

Judge-Ammo Igniter.
Bishop+Tony-Immolation Aura

Reinforced structures: buildings take less damage from fire burst and area:
this means plasma and sustain weapons are your most reliable anti-building equipment.

Intelligence officers and arms dealers- can use playable units on top of rouge units

Hated enemy


Opposing factions develop units that deal ~150% [between 50-250%] more damage vs shadow operatives and take reduced damage from shadow operatives.

Fellowship builders- can combine forces with units from the Eastern Horde, Kane, Red Lokust, and True Believer Rouge factions.


 --------------- Units



 Infantry 

Shadow Trooper:



Targets:land and air
moderate health
speed: 3?
Range 550 (500 for grenades)
Damage: sustain
Size:100-7 can be in a max bunker (note watchtowers also increase their grenade range)

this unit is the bulk of the shadow forces and is thus far the most dangerous of their units due to their versitility however are easilly beaten back by most vehicles and specialized infantry.

*fires a smoke grenade every 15 seconds that applies smoke to an area for 10 seconds.
giving you a 5 second window between smokes-smoke grenades cannot be fired at air units.

immune to concussion, and cryo

but can be to carrosioned,and lit on fire


Shadow Guard

A high priority (if left to their own devices units will shoot at this first) infantry that can fire rockets while moving, these rockets are capable of homing in on their target and cannot be dodged

Targers:land and air
health: above average
Speed: 2.5
range:500
Damage: seemingly burst
Size:100-7 can be stuffed into a bunker

Upon death shadow guard spawn a cloud of smoke over their body.

Weak to fire effect, plague,  and concussion (a bad mix when allied to a deacon)

"Harmless Sarkis Clones"


early results from sarkis' replication technology,
able to charge at the enemy but are unable to fire,
there is also a variant of these that will randomly explode. 
both forms produce smoke when they die.


Vehicles [land]

Shadowbane



Targets:ground
speed 1.5
Range 300-500 [depending on level]
Damage:Plasma
size:412

weak to shock and scramble

due to its slow speed and short range this tank isnt a vary big threat if you have any support pieces that can disable it.




Darkshroud.



Targets:ground
speed 1.5
Range 700
Damage:Burst?
size:240

this unit is used mostly as a support peice by shadow forces but deals low damage so is not dangerous as anything other than that.

depoys smoke,disables aura effects, and applies cryo.

weak to scramble,plague, napalm,and cryo

Shadowstalker

Targets:Air
Low durability
speed: 2.5
Range: 800
Damage: Burst
fires 1 range reducing shot that reduces range by 50% then 3 tracking missiles.

size:???

Weak to scramble, turncoat,shock and napalm
can be destracted by drones (thus making them miss their highly important range reducing shot)





Shadow hound

a fast vehicle with only slightly less health than a shadowbane, fires 2 rounds (making them semi immune to adaptive armor) every 4 seconds at first but slowly build to 3 second reloads (potentially higher if allowed to)


Range=700
Damage=Burst

Weak to scramble,plague and cryo

Air

Darkblade.


Targets: ground
speed: 15
low health
Range near 0
Damage:burst?

applies shock and fires many rockets in rapid succession.
these craft typically run triangles where they are in a base before they engage a target.

weak to tracking and lock on

Shade

Targets: land+air
speed 5.5
Range ~600
Damage: Sustain 
size:???

weak to scramble

heavy sustain resistance
after loosing 25% health fires 3 smoke launchers




 Minibosses


Smokestorm



a smaller scale darkstorm with an aura of roughly 200 range  that deals large amounts of damage to those inside aswell as an extremely short range cannon (also 200) that deals a large burst of damage to those inside it.

Targets ground
Speed 1
health is 2nd highest in faction.


the aura of the smokestorm reduces range by 75%
and is unaffected by lumos aura however it is turned off by "lights on" spec ops, 
smokestorms are classified as unique so it is only vulnerable to the marked status effect.


overall you dont want to get close to them however they dont necessarily need to be taken down with much priority, better to focus on shadow guard and artillery.


SA Bro J
In the Sarkis track you are given acess to the gifted version of Bro J
this unit is immune to carrosion, but weak to fire

he has a long reload that fires 4 rounds is rapid succession, and a splash radius of ~120

vary powerful against buildings and infantry, but weak to vehicles.


Bro J does not count as being a Hero for the purposes of heroic deployment so it is recommended to being an anti-tank hero along.



Shadow Sheila



similar to an ordinary shadow soldier in that at 650 range she will fire in bursts and launch a smoke grenade, however sports a much harder hitting gun in comparison

Sheila is immune to all status effects.

engaging sheila is not recommended without shadow killer units as most other units will be dead within 2 bursts of her rifle, uniques can last a bit longer and survive around 4-5 bursts, dealing damage to sheila is difficult, recommended using drones, shadow killers, or high altitude to engage


when allied sheila does not count as a hero so any other hero can be deployed alongside her.


Shadow Widowmaker

Targets:ground
health of ~100 million
speed increases as health decreases (up to ~3)
applies crush damage to those within 50 range of it, this crush damage is, however extremely powerful and can quickly kill many units if not avoided.

weak to plague and smoke

BOSS


Sarkis utilizes a mix of smoke grenades and a 700 range rifle, sarkis also hides what health he is at,

upon reaching a health threshold sarkis will deploy smoke and 3 fake sarkis units,

 the real one will continue to fire grenades while the fakes simply fire their rifles,
 upon death fakes will explode into smoke similar to the shadowguard,


as more health thresholds are reached sarkis will deploy more fakes so it is best to kill a few, or to kite the main one further to manage their numbers easier.




the marked status effect can be applied to both real and fake sarkises.


Image result for free to play vs pay to win gif

"the optimist looks up and loses his footing.
  the pessimist looks down and loses the path
  the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    edited 23 Feb 2020, 9:36PM

     -------- [Enemy]buildings


    Smoke Mines- mines that give off smoke when detonated.

    Note all mines are located near a dead body


    Stealth turrets have been set on non-cc turret platforms.





    https://www.youtube.com/watch?v=NadzqYQcYIg&feature=youtu.be&t=137

    powerplant that gives intel on sarkis' operations and destroys other powerplants when destroyed.

    Found in:




    Shadow headquarters, while turrets appear on the cc they are purely cosmetic and do not fire when units enter their range.


    Flag, a standard using the iconography of the shadow alliance mercenary group.

    -----------------------
    Allies: [name links to the guide of that faction]

    Kane
    Eastern Horde
    Red Lokusts
    True Beleivers



     ------- what we use (units)
     
    Survivors.

    Faction buff- due to the high numbers of EH in bases warlust is easy to build from the weaker troops before engaging the shadow troopers.

    Standards
    Technicals+Kyle-main force- due to being sustain with corrosion technicals can negate all shadow alliance resistances, and move and shoot allows them to do so while safely avoiding smokescreens.

    Sharpshooters+Malcolm-long range support-not the best for the tough buildings but are great for sniping enemy troops from a safe distance, only darkshrouds can pose threat to them but stealth usually means they are safe even with them around.

    Hammer+Roland-supportive tank-due to being immune to shock with tech the only danger to hammers are reliable tanks against shadow alliance groups.

    Excavators-oddball-doesnt take as much damage from darkblades but can still be shocked by them, with its armor on it doesnt take much damage from the majority of the shadow operators though so its good for tanking.

    Ace-main air- due to not using much range to begin with Aces are comfortable with the stalker's  range reduction.
    Bonesaw+Rick- kamakaze- since theyre only used for suicide runs anyway bonesaws do exactly how you would expect.

    Uniques

    Romero-unit hunter-range being reduced is not a problem when you have 1 mil dps and a tendancy to get in close anyway.
    Siege-Sheild-spawns ravagers from relative safety when paired with a chopper company, can be extremely useful as a sheild for other air when taking the range reducing shot from a stalker, however this is not as effective as the chopper company's and is only recommended if you have a standard chopper company or your chopper company is otherwise unavailable.
        Ravager-Cannon Fodder-quickly gunned down due to smoke however they do allow your main forces room to breathe as it takes the smoke off of the main force when the shadow alliance is focused on ravagers.
    Chopper company-vehicle hunter- when inching your way forward such that your drone is in front you can ensure the drone takes all stalker attention off your main ship making every base easy
    screamer-support-slows darkblades significantly in base defence and holdouts.

    Controller-Artillary/Elemental support- Due to being a shadow killer and having long range controllers are easilly able to snipe a large veriety of shadow operatives, and can be equipped with shock to stun any vehicles that arnt quickly wiped out by their drones, so long as they have some kind of fodder to draw smoke away controllers should easilly earn victory.

    Cautionary
    Detonator-elemental support-kills itself when used, best used against hostile vehicles with shock tech.
    liberators+weaver-swarm-weak individually, can be useful behind allied support.
    breachers+skipjack-swarm-can be cut down quickly when charging large clusters of shadow soldiers however can quite easilly overwhelm smaller groups when in large numbers.
    Disruptor-mikey-elemental support-useful for disabling enemy vehicles but needs other units to kill them
    War dog-max-minesweepers-due to shadow troopers being immune to concussion war dogs can experience difficulty but are useful for finding dogs.
    Gunship+Dennis-clean up- stalker range reduction really messes with gunships so theyre best used after stalkers are either dead or tied up in a chopper decoy
    Lancer-vehicle hunters/elemental support-generally good against shadow troopers but can be screwed up by smoke.
    War Rig.-supportive tank-best in elite status to mix convoy and reflective tiles.

    Corpus.

    Faction buff- no major benefit against shadow troopers.

    Standards
    Spartans+luke-stealth teams- stealth means that they can avoid smoke when used carefully, biggest issue is remembering to leave off their fire tech, best in groups of 6
    Phalanx-Andrew:-main unitsdue to move and shoot and sustain phalanx are able to dodge smoke and avoid damage resistances used by the shadow operatives.
    Escort-main force- due to being considered aircraft escorts are both immune to smoke and unable to be hit by most of the enemy units.
     in groups of 5 with one taking the brunt of the fire escorts can quickly overwhelm stalkers.
    Hades+Artimis-AA support- best for going after darkblades.
    Hermes-stealth teams-due to stealth and scramble Hermes are handy for disabling support pieces, move and shoot also allows them to move away from smoke while firing.
    Manticore-anti infantry support-high altitude and anti-infantry capabilities makes the manticore able to take out the dangerous threats from relative safety, will need the assistance of elemental support to protect itself from stalkers however
    Cycoplse-stealth teams-stealth and sustain allows cyclopses to sneak around to kill buildings without shadow troopers noticing.
    polly-stealth teams/elemental support-stealth and scramble means she can disable most support units safely and take out most buildings because they arnt resistant to sustain, she may only need a bit of support for the infantry.
    Cerberus-Leonard-main battle tank- smoke doesn't actually effect Cerberus that much because their auras dont really work to begin with 
    (due to the main way Cerberus are used being to send the drones out of the aura's range) and units are still prone to shooting their drones.
    Santiago-support-deals high damage but is a bit squish so will need a tank to support him.

    Ogers-due to a high natural range with splitting projectiles that extend its range to damage those behing the initial target makes it good as an artillary type unit, however it shouldnt be deplyed to fight against  darkblade heavy bases

    --->Shadow operative killer.

    Uniques

    Hive-swarm-used for spawning drones which are easy to kill individually but as long as the hive can consistantly produce them they draw large amounts of fire and smoke away from your actual platoon.
    Nova-unit hunter-since most units in the shadow soldiers rely on debuffs and not large amounts of health the nova can form a charge relatively quickly allowing it to kill large numbers without much worry besides smoke.
    blackout,-air support- air means its easy to steam over them.
    Kracken-anti-swarm- due to stealth an a tendancy to get into close range anyway the kracken isnt really effected by the majority of the tactics employed by the shadow alliance.

    Cautionary
    Fury+Nyx: -hit and run-sustain poses a large threat to them but otherwise are fine
    Drakon-support unit-smoke can ruin their dps because of how their plasma works.
    DS-support/tank-darkshrouds can disable its aura but is otherwise ok.
    Appollo+Oren-air support-can be messed up by shadow soldiers especially due to their immunity to stuns but are good at warding off the other units. 
    Sphinx and Neils-Backup units-being able to ignore smoke is a good benefit of sphinx however stalkers can damage them pretty heavilly if your wreckless with them, best to keep them as a reserve after your main forces have done the heavy lifting.

    Sentinels.

    Faction buff- no shock or cryo from Shadow support pieces making it extremely difficult for them to slow you down with anything that isnt smoke.

    Sentry+Laura-main unit- best used in large groups to counter enemy infantry, not reccomended for combating shadow guard unless supported by a devout with a concussive grenade.
    Devouts-main unit- with concussion to stun shadowguard and heavy machine guns to kill shadow soldiers and enemy aircraft, a trait that gives them extra damage and damage reduction against shadow alliance and a spec op that makes them immune to smoke, devouts are capable of denying any advantage the enemy has
    seraph-AA support-best used for quick defences against darkblade harassment

    Purifier-Ardre-battle tank- tanks capable of taking most the damage put out but keep an eye on shadowbanes/
    Annihilator-see above
    Standards
    Seeker-support unit-due to lockon seekers are relatively unaffected by smoke.


    Uniques

    Herald+Shepard: -main force-due to being high altitude none of the shadow alliances units can properly target them only turrets can pose some threat.

    For the shephard you may need to watch for stalkers but overall they should be fine if you can throw some valients ahead to keep the stalkers off them

    Judge-artillary- if another unit can keep the shadow alliance's attention or the shadow alliance gets stuck in low wire or dragon's teeth its easy for the judge to take out large numbers of them due to their close proximity.
    Executioner-vip hunter- because only one of their unit types is a true threat the executioner does well enough when targeting them.

    Adam-unit hunter- one shots all non-heavy vehicles, 2 shots heavy vehicles, deals large amounts of damage to sarkis, when paired with artillary and infantry as a tank adam is capable of spearheading any push against SA

    Cautionary
    Acolyte-swarm- best used in large numbers if used at all.

    Valient-Auxilary air- not good enough to combat the shadow alliance on their own merits but are great for tanking the range reducing shots of stalkers for their more range dependent other air.

    Envoy+Martin- air support-generally safe for taking out most of the shadow troopers, just need to watch for their infantry and shadestalkers as they cannot fire after being hit by a shadestalker

    Prophet-sniper-due to its tech's heavy use of fire, auras and damage types shadow troopers are resistant to can make your prophet weaker if you build it wrong.

    Juggernaut-dps support-low health makes it easy for enemy troops to pick off a jugg, best used with a tank or caretaker.

    Vindicator+Sunder-class 1 artillary.-easilly taken down by shadowshroud smoke and a mix of shadow soldier and shadow bane fire, best used behind a more sturdy vehicle while targeting SA vehicles.

    Overseer-class 2 artillary. smoke and shock can threaten overseers, but if the sentinel buff is on and you can micromanage to relocate your overseers quickly after they fire they should be fine.
    caretakers-bishops-tony-galen: -supportive units- since darkshrouds can disable their auras it can be difficult to successfully use these units as they are entirely aura based support, however they can be used if you avoid the smoke with them.

    Kane


    zombies,walkers,and hunters are good lne troops for soaking up damage

    tank should deal pretty high damage to them and thus spread more zombies

    runners are your best anti-building.

    Rocket zombie is handy against the aircraft but need to keep it safe

     -------------- spec ops and status effects  ------------













    Shock and scramble disable their vehicles allowing you to focus on the infantry.



    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    edited 7 Nov 2019, 11:00PM
    https://www.kixeye.com/forum/discussion/740369/p1

    see also the guide to eastern horde units as they are often seen alongside Shadow troopers.
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • ED1204023
    ED1204023
    Strike-force Captain
    Joined Jul 2018 Posts: 647
    so that why we gonna have tracker because the new faction gonna be more stealth specialist and maybe... deal extra damage aganist uniques and take less damage from them since sarkis know uniques weakness 

  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    ED1204023 said:
    so that why we gonna have tracker because the new faction gonna be more stealth specialist and maybe... deal extra damage aganist uniques and take less damage from them since sarkis know uniques weakness 

    maybe
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • ED1204023
    ED1204023
    Strike-force Captain
    Joined Jul 2018 Posts: 647
    edited 7 Oct 2019, 2:29AM
    nametagg0 said:
    ED1204023 said:
    so that why we gonna have tracker because the new faction gonna be more stealth specialist and maybe... deal extra damage aganist uniques and take less damage from them since sarkis know uniques weakness 

    maybe
    would make sense if the new faction  be more focused on anti unique power
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    ED1204023 said:
    nametagg0 said:
    ED1204023 said:
    so that why we gonna have tracker because the new faction gonna be more stealth specialist and maybe... deal extra damage aganist uniques and take less damage from them since sarkis know uniques weakness 

    maybe
    would make sense if the new faction  be more focused on anti unique power
    it does,

    stealth, healing effects, and anti unique, and multiple firing methods are the main things that im guessing from them since sarkis' sf form had 3 or 4 ways to shoot.
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • ED1204023
    ED1204023
    Strike-force Captain
    Joined Jul 2018 Posts: 647
    @nametagg0 you forgot corpus trait helps alot when comes to H.I.V.E drones since it can´t be 1 shooted by darkbane or rocket silo so corpus trait is really usefell 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    ED1204023 said:
    @nametagg0 you forgot corpus trait helps alot when comes to H.I.V.E drones since it can´t be 1 shooted by darkbane or rocket silo so corpus trait is really usefell 
    if your using support units correctly you arnt going to be shot by shadowbanes period. 
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    added the new units other than controllers
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    added sheila and final round of reactors, good job to all who kept up and got every reactor.
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,826
    added sheila and final round of reactors, good job to all who kept up and got every reactor.
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
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