Mutual Security Enhancing Simulation/Synthesized Intel
Last updated 2026-02-11
Combat Unit
| Name | Information & Description |
|---|---|
|
A gamepiece based on Pyro Slimes. A small monster created by the sedimentation of Pyro dispersed throughout nature, it is one of the most common dangers faced by adventurers and the security services of various nations alike. For a human warrior with a given amount of training, a single slime poses a very limited threat. But when moving in groups, they become far more dangerous. They can be considered a standard unit for executing Elemental warfare, and discovering effective tactics for dealing with other Elemental creatures. | |
|
A gamepiece based on Electro Slimes. A small monster created by the sedimentation of Electro dispersed throughout nature, it is one of the most common dangers faced by adventurers and the security services of various nations alike. For a human warrior with a given amount of training, a single slime poses a very limited threat. But when moving in groups, they become far more dangerous. They can be considered a standard unit for executing Elemental warfare, and discovering effective tactics for dealing with other Elemental creatures. | |
|
A gamepiece based on Blazing Axe Mitachurls. Muscular hilichurls who wield large, two-handed axes. Strong enough to infuse their battle axes with remarkably destructive Pyro Elemental energy, they can seriously pressure a defensive line made up of ordinary humans. In addition, Blazing Axe Mitachurls are widely distributed, and their numbers are nothing to sneeze at. They can be considered a "mainstay frontline unit" among monsters, and by focusing research on understanding the characteristics of their combat, generalized tactics for dealing with similar-sized monsters may be formulated. | |
|
A gamepiece based on Hilichurl Fighters. The primitive wandering inhabitants of Teyvat's wildernesses, they are tribal warriors with a simple belief in the power of their physical prowess. Compared to the massive Mitachurls, they are far nimbler. In battle, their club-wielding style of fighting is more similar to ordinary soldiers, and they can sometimes even cooperate well with their companions, making them an excellent sample for researching teamfighting tactics. | |
|
A gamepiece based on Kairagi: Dancing Thunder. Samurai who have fallen into banditry. They possess highly advanced martial arts skills, and can use the Kamuna art, which should have been lost, to infuse their blades with the power of Electro using talismans. This type of foe has a robust physique, and are individually quite powerful. They are up to being used as the tip of the spear in assaults, breaking through defensive lines with evenly distributed forces. Researching their tactical tendencies is useful for resisting enemy units capable of rapidly penetrating defensive lines, or for setting up agile defense systems that allow for quickly concentrating forces to defend against dangerous foes before they can get through to the rear and cause a breakthrough. | |
|
A gamepiece based on Kairagi: Fiery Might. Samurai who have fallen into banditry. They possess highly advanced martial arts skills, and can use the Kamuna art, which should have been lost, to infuse their blades with the power of Pyro using talismans. This type of foe has a robust physique, and are individually quite powerful. They are up to being used as the tip of the spear in assaults, breaking through defensive lines with evenly distributed forces. Researching their tactical tendencies is useful for resisting enemy units capable of rapidly penetrating defensive lines, or for setting up agile defense systems that allow for quickly concentrating forces to defend against dangerous foes before they can get through to the rear and cause a breakthrough. | |
|
A gamepiece based on Eremite Sunfrosts. A professional mercenary who cares about nothing outside of work and the mission at hand. As a warrior who has long wandered the harsh and unforgiving sands, they are formidable in combat even without unleashing the broken ominous spirits sealed within their weapons. Due to how their fighting style balances power and speed, the efficacy of a Sunfrost in battle is comparable to that of a squad. Using Cryo skills can provide significant control over the battlefield... | |
|
A gamepiece based on Eremite Desert Clearwaters. A young lady lost in the ancient dream of the desert songs. To her, the thrill of bloody battle is her true reward. The Desert Clearwater is the classic example of an agile yet deadly light unit that can use their mobility to take advantage of weak points while two sides are locked in combat to play a decisive role in deciding the outcome. The way she locks onto a single enemy and launches a continuous and ferocious assault is enough to make the soldiers of any army consider their tactics carefully before facing such a foe... | |
|
A gamepiece based on Geovishap Hatchlings. A young vishap with a hard Geo exoskeleton. Vishaps are exceptionally agile creatures that one would be wise not to underestimate in battle. Thanks to their special way of moving, Geovishap Hatchlings have the ability to execute surprise attacks, covering distance quickly. The protection their armor offers against ordinary weapons is also an important part of their overall combat efficacy. Understanding the combat capabilities of such monsters is an effective way to increase the ability of each nation's military forces to deal with fast-moving, heavily armored units. | |
|
A gamepiece based on Hydro Mimic Finches. A Hydro Mimic creature created by the concentrated life force of Oceanids. Only a very small number of elite soldiers among the participating forces have seen such beings before. Their pure Hydro-elemental body structure and area of effect Hydro attacks are both highly worthy of study, for any force that can effectively resist Hydro Mimic Finches can fend off other creatures with devastating offensive capabilities and maintain the integrity of their defensive line. | |
|
A gamepiece based on Nimble Harvester Meks — Pneuma. A clockwork meka designed to excavate and transport sand and soil that is powered by the energy produced from pneuma-ousia annihilation reactions. For this wargame simulation, it was designed as a unit that can only have the Pneuma alignment. Thanks to its unique appearance, it can quickly buzzsaw forward, striking targets along a straight line with considerable destructive force. Tactics developed to deal with this kind of meka can be adapted to defend against and respond to the attacks of catapults, rolling boulders, and all kinds of other tough monsters that make use of spinning movement. | |
|
A gamepiece based on Ruin Guards. An ancient humanoid war machine armed with "explosive firepower" that can be found all over Teyvat. The armed services of various nations often use it as the default hypothetical enemy, and look for ways to destroy them from medium to long range. This is because the immense power they possess would utterly overwhelm ordinary people, and engaging in close combat with them is a very bad idea. Based on preliminary analysis, Ruin Guards are far more destructive towards buildings than to small, agile units, and so they have been designated as playing the role of the terrifyingly strong battering ram in this simulation. | |
|
A gamepiece based on Cryo Specters. A monster born from highly-concentrated Cryo elements that can float in the air. As a relatively compact and resilient flying monster, Specters have long been considered the touchstone for anti-aerial defensive capabilities by the armies of various nations. The results of attacking them with ordinary bows are far from ideal, and the mobility of more powerful ballistae and cannons is quite limited. Perhaps a highly mobile firing platform with significant firepower is required to deal with them... | |
|
A gamepiece based on Pyro Specters. A monster born from highly-concentrated Pyro elements that can float in the air. As a relatively compact and resilient flying monster, Specters have long been considered the touchstone for anti-aerial defensive capabilities by the armies of various nations. The results of attacking them with ordinary bows are far from ideal, and the mobility of more powerful ballistae and cannons is quite limited. Perhaps a highly mobile firing platform with significant firepower is required to deal with them... | |
|
A gamepiece based on Electro Cicins. A very small creature that can manipulate Electro a little bit. Its strength isn't anything to write home about, but under certain conditions, it can exert considerable power — Thanks to its compact dimensions and ability to fly beneath the treetops, it is difficult to detect Cicins, making early warning difficult. When conducting raids, they are often already nearly on top of their targets before they are discovered, by which point it is far too late to organize a defense. For this reason, using groups of Cicins as the hypothetical enemy is more than sufficient when training soldiers to deal with small, agile targets. | |
|
A gamepiece based on Hydro Cicins. A very small creature that can manipulate Hydro a little bit. Its strength isn't anything to write home about, but under certain conditions, it can exert considerable power — Thanks to its compact dimensions and ability to fly beneath the treetops, it is difficult to detect Cicins, making early warning difficult. When conducting raids, they are often already nearly on top of their targets before they are discovered, by which point it is far too late to organize a defense. For this reason, using groups of Cicins as the hypothetical enemy is more than sufficient when training soldiers to deal with small, agile targets. | |
|
A gamepiece based on Floating Anemo Fungi. A spore organism of some intelligence. It possesses extreme adaptability. Its hollow umbrella-like structure gives it excellent buoyancy, allowing it to float, suspended in midair. It is a classic small to mid-size Flying unit. When using the power of Anemo to attack, it can affect targets within a certain area of effect — a trait worthy of study. Its relatively moderate movement speed makes it an easy target for most soldiers, but its cuteness in both appearance and habit makes it difficult to pull the trigger... | |
|
A gamepiece based on Electro Hilichurl Shooters. The primitive wandering inhabitants of Teyvat's wildernesses. These archers wield simple crossbows, and their arrowheads are crafted from carved Electro Crystals that will deliver an electric shock upon impact. Based on field observations, Hilichurl Shooters will cooperate with their comrades who are better suited to close-quarters combat, forming the basic elements of combined arms combat tactics by coordinating ranged fire with melee attacks, and understand concentrating firepower on key targets. Hilichurl Shooters are therefore considered a standard ranged unit, useful for undertaking in-depth research that will produce easily applicable results... | |
|
A gamepiece based on Cryo Hilichurl Shooters. The primitive wandering inhabitants of Teyvat's wildernesses. These archers wield simple crossbows, and unmelting ice shrouds their arrowheads. Based on field observations, Hilichurl Shooters will cooperate with their comrades who are better suited to close-quarters combat, forming the basic elements of combined arms combat tactics by coordinating ranged fire with melee attacks, and understand concentrating firepower on key targets. Hilichurl Shooters are therefore considered a standard ranged unit, useful for undertaking in-depth research that will produce easily applicable results... | |
|
A gamepiece based on Suppression Specialist Meks. A specialist clockwork meka adapted from the Cal. Scherbius type. They are primarily designed for offensive purposes. Outside of Fontaine, they can use pre-prepared Energy Blocks to move over short distances for short periods of time. As an autonomous weapon of similar size to ordinary human soldiers, the dimensions and offensive capabilities of this meka have reached a certain balance, making it easier to deploy, move, and conceal. The combination of formidable ranged firepower and robust armor allows it to manifest significant offensive and defensive capabilities at the same time, and it is thus rated as a pillar of the battlefield. | |
|
A gamepiece based on Nobushi: Kikouban. Samurai who have fallen into banditry. They possess highly advanced sword skills and also use crossbows to ambush opponents, using any means to win. Compared to ordinary bandits or Treasure Hoarders, this kind of foe has many more combat styles at their disposal. Their movements can be quite varied and difficult to predict, making them a subject worthy of detailed study. Using them as a unit during the wargame is conducive to training the thinking capabilities of soldiers, such that they might avoid suffering losses should they cross swords with such foes in the future. | |
|
A gamepiece based on Treasure Hoarder Pyro Potioneers. A member of the decentralized criminal organization that has footprints all over the continent and even deep within unknown domains. Risk-takers who utilize their knowledge of chemistry to mix volatile and flammable brews that aid in their comrades' dastardly deeds. Though as individuals, their combat skills are completely unremarkable, the Pyro Element reagent bottles they hurl create dangerous areas that continually burn, giving them the ability to effectively pin down their enemies. Learning about suppressive tactics and area denial from such a classic example is beneficial to soldiers of all stripes. | |
|
A gamepiece based on Hydro Samachurls. A wizened, mumbling hilichurl, one that chants of the power of Hydro. For reasons unknown they have mastered the secret of summoning water and rain. "Hydro" often plays a pivotal role on the battlefield, and effectively using the effects created by its power can yield considerable advantages. Using these commonly-found Hydro Samachurls as a starting point to research water-based tactics not only acts as a cost-saving measure, but allows for steady, incremental progress. |
Frontline Building
| Name | Information & Description |
|---|---|
|
An improved defensive mechanism based upon existing, proven designs that can unleash Pyro attacks against any enemy within range, protecting the stronghold. Resilient and powerful firing platforms are an indispensable part of any defensive line. | |
|
An improved defensive mechanism based upon existing, proven designs that can unleash Cryo attacks against any enemy within range, protecting the stronghold. Resilient and powerful firing platforms are an indispensable part of any defensive line. | |
|
An improved defensive mechanism based upon existing, proven designs that can unleash Electro attacks against any enemy within range, protecting the stronghold. Resilient and powerful firing platforms are an indispensable part of any defensive line. | |
|
An improved defensive mechanism based upon existing, proven designs that can unleash Hydro attacks against any enemy within range, protecting the stronghold. Resilient and powerful firing platforms are an indispensable part of any defensive line. | |
|
An improved defensive mechanism based upon existing, proven designs that can unleash Anemo attacks against any enemy within range, protecting the stronghold. Resilient and powerful firing platforms are an indispensable part of any defensive line. | |
|
An improved defensive mechanism based upon existing, proven designs that can be used as a type of trap, effectively blocking the enemy's advance and buying precious time. | |
|
An improved defensive mechanism based upon existing, proven designs that can be placed at fixed locations, ambushing enemies with an explosion that thwarts their assault, helping your forces gain local superiority. | |
|
When there are only units from a single faction nearby, this Stronghold Flag will be captured by the faction after a certain period. A banner that represents the frontline zone of control and the zone for deploying combat units. Only a very few elite units can penetrate through enemy lines to their rear. When most soldiers participate in battle, they must begin engaging from their own zone of control. | |
|
In Defense scenarios, defeated enemies may drop Support Beacons. An item required for deploying combat units, symbolizing an order from the commander containing all the required intelligence and providing combat units with their targets and combat objectives. | |
|
With no ability of its own to attack, it is the objective we must protect. The Monoliths that represent your stronghold have the same significance as your camp, headquarters, or base. They are the most important and valuable installation in the wargame. There is a saying about cutting off the head of the snake to achieve victory. In an evenly matched battle, both sides should know to attack weak points, and so the side with the tighter defenses will be able to hold on until victory... |