|Insignia of the Allied Nations|
|Type||Original Red Alert 3 Faction|
|Dev. Status||90% In-game/ Being Balanced|
"You may say that I'm a dreamer,
But I'm not the only one,
I hope someday you'll join us,
And the world will be as one."
- - "Imagine" by The Beatles, written at the end of WWIII
The Allied Nations, also known as the Allied Forces, or simply the Allies, is a previously existing faction being expanded upon for Red Alert 3 Paradox. The original faction was designed and created by Electronic Arts. The Allies are a military alliance between the nations of Europe during World War II. By the time of World War III its primary members were America, France, Germany and Great Britain. It originally served as a unified military command of European armies. The Allies fought to protect the nations of Europe, and later, the world with about 60 member states with varying types of contributions.
The Allies are symbolized by a stylized silver bird-of-prey with a silver-and-blue triangle pointed downwards behind it. This is supposedly meant to represent freedom similar to how birds-of-prey fly freely in the wilderness.
At a Glance Edit
|Preferred Theatre of Operations||Urban/plain terrain|
|Strengths||Air dominance, split tech tree hard to predict, high impact weapons, good transport options, very powerful experimental tree, powerful late game defenses.|
|Weaknesses||High costs, very slow expansion, limited heavy options, below average armour, experimental tree fragile and unreliable.|
|Intended Players||Any RTS Player|
The War Edit
"All that is necessary for evil to triumph is for good men to do nothing."
- - Arthur Balfour
When Stalin's Red Army began its march against Europe in 1949, there was no united front against the Soviet Offensive except for a web of alliances held over from the imperial days of Europe. When Poland was brought to battle, Germany was obliged to join in, which in turn brought France and Britain into the war, and so forth. However, the vast disparities between equipment, ammunition, strategy and philosophy almost brought the newly united powers of Europe to their knees before Stalin's army.
Setback after setback plagued the European armies; Germany was still limited to a hundred thousand men, France insisted that their tanks remain attached to infantry formations, Italy refused to fight altogether unless highly specific and hopelessly obsolete obligations were met in their treaties. All the while the Red Army pushed deeper west, gaining huge amounts of territory and easily routing the lacklustre defence presented by the backward and inexperienced European forces.
They were saved by President Truman's radical decision to bring the United States out of its self-imposed isolation and into the war effort. Truman resurrected an old idea from his predecessor, President Roosevelt, tentatively called the United Nations, with a more warlike attitude. A new Alliance, more closely knit than any other, with one army and one purpose, to stand united. With Poland overrun and Germany rapidly falling to the Soviet juggernaut, the writing on the wall was clear for Europe's leaders.
The Treaty Edit
By the signing of the historic Treaty of Geneva in June of 1950 by the four founders of the Allied Nations: Britain's Prime Minister Churchill, Germany's Chancellor Claus von Stauffenberg, France's Charles de Gaulle and America's President Truman; a complete restructuring of the various armies of Europe into a united combat force, a blue steel fighting machine to stand against the red iron of communism. Bowl helmeted American GIs fought alongside British Tommies, French Maginot Defenders stood side by side with jackbooted German shock troopers.
The entire war industry was totally reformed to the production of the most effective international designs like the German Mastiff or American Beagle, and within a year of signing the treaties, nobody could have recognized the army that stood against the Soviet forces. The powers of Europe and America had, for the first time in history, laid aside their differences and the result was the most powerful fighting force and industrial base in history. Over the next five years the Soviet Union was first stalled, then forced back into Russia. Though individually outmatched by the Russian T-40s and T-51 Anvils, not to mention the deadly JS-1 Elephant and JS-2 Mammoth tanks, the Allies could outproduce the Soviets and outmanoeuvre the sluggish Soviet armies. As the war dragged on the various elements of the war industry began to congregate into massive corporations, the most famous of which, FutureTech, invented the physics defying GAP Generators based on the notes of Albert Einstein, a famous scientist whose 1927 disappearance was considered one of the great mysteries of the early 20th century.
The GAP generator was the last straw on the back of the Soviet war machine, already suffering from the loss of air superiority to the British Hawker Jumpjet; the introduction of a machine that could hide enemy forces in plain sight left the Soviet Union completely unable to respond, even with their mighty Iron Curtain or fearsome Tesla Coils. However, there existed no means of striking the heart of the Motherland itself and the war had dragged on too long, for both sides, to have a truly decisive end either way. The war ended on Christmas Day, 1955, and the borders were the same as when the war started. Twenty million people had died for no gain of territory on either side.
|Allied Nations Minor Diplomatic Relations|
|Army of the Republic of Vietnam||Alliance|
|National Revolutionary Army||Alliance|
|Global Liberation Army||War|
During the war, the Allied leaders met in New York. This happened after the fall of Greece, making it imperative to the Allies to decide how to better fight the Soviet Union in the future. It was decided that a multinational task force would be assembled with the best equipment, finest trained soldiers, and best available resources. Initially called the Global Defence Initiative, it was quickly renamed to the Peacekeepers, keeping in line with the Allies' image of peace loving nations. While the bulk of the Allied military strength would still be in the national armies of its member states, the Peacekeepers were mobile enough to be taken from theatre to theatre.
The Aftermath Edit
After Second World War, it was generally thought that the Allies would dissolve, but the rather militant and slightly paranoid government of Germany and the violently anti-communist administration of President McCarthy helped to keep the Allies together through the peacetime. Though all Allied leaders were accused, at the time, of paranoia, the suspected assassination of Stalin and his replacement with Premier Cherdenko in 1962 validated their fears, as the new Premier seemed all too eager to once again plunge the world into war. However, around the same time the death of President McCarthy lead to a rise in isolationism in the United States, and their partial withdrawal from the Allied Nations. Whatever happened next, the Allies would face it with their most powerful member on the sidelines, at least at first.
The Allies were the first faction to be released on July 4, 2010 along with the Confederates.
The faction, including the new elements from Red Alert 3 Paradox, will have a total of 13 buildings, 7 defensive structures and 51 units (10 Infantry, 12 vehicles, 8 experimental vehicles, 8 aircraft, 5 heavy aircraft and 8 watercraft).
Units and Structures Edit
"The Global Liberation Army has a nickname for when an Allied strike force is coming to attack one of their bases: they say the Sandstorm is coming. The North Vietnamese refer to a Typhoon; the American revolutionaries call it a Hurricane. They all fit, for an Allied Peacekeeping Force in battle is akin to vengeance from the heavens. Men are swept away before it, pin-point strikes take out vulnerable areas of the enemy no matter how far away they are, the skies themselves turn upon the ground and wipe away even the most protected of positions. And when the offenders have been destroyed by the fury of the storm...it moves on."
- - Dr. Mohammad Salim, Allied specialist in Middle-Eastern modern relations
Elements in italics in the list designate Paradox-Exclusive units and structures.
|Construction Yard||The deployed version of the MCV, the Allied Construction Yard constructs buildings and defences, and also generates power. It can be upgraded to unlock higher tier production within its build radius or to unlock the Experimental Tier.|
|Power Plant||Allied Power Plants burn clean fuel to generate power, and can be upgraded to Fusion Power Plants, tripling their power output.|
|Boot Camp||The home-from-home for all Allied infantry, Boot Camps train Allied soldiers for use in battle and can receive signals from Construction Yards or Command Hubs to train higher-tier infantry. It can also hold and heal up to eight infantry.|
|Ore Refinery||Prospectors unload their ore here, where it is refined to fund your war effort. The Ore Refinery can build new Prospectors.|
|Armour Facility||The War Factory constructs Allied ground vehicles, and can receive signals from Construction Yards or Command Hubs to unlock higher tier production. It comes with three repair drones that automatically repair units in the War Factory’s radius and remove terror drones.|
|Airbase||Allied airbases construct Allied aircraft, and can support up to four aircraft at a time. They will also repair friendly units in the vicinity. Construction Yards or Command Hubs can grant clearance to construct more advanced aircraft.|
|Strategic Air Command||Dedicated airfields for supporting the massive Century Bombers, these structures unlock at Tier 3 and are specialised for the refueling and rearming of these majestic craft.|
|Seaport||Constructs Allied naval vessels, and can also repair nearby friendly units with repair drones. Higher tier production can be unlocked via signals from Construction Yards or Command Hubs.|
|Defence Bureau||The Defence Bureau unlocks advanced defences and the Allied superweapons, in addition to granting a commander access to a vast array of powerful protocols.|
|Experimental Workshop||Unlocked by the Experimental Tier upgrade, the Experimental Workshop is home to all sorts of mad physics defying experiments, and is also where the experimental vehicles of the Allies are constructed. It can also be upgraded to produce power for your base.|
|Aeronautics Complex||This space centre requires the Experimental Tier upgrade before it can be built and can only hold 2 aircraft at a time, but it is also the only structure that can support the Allies’ experimental aircraft.|
|Chronosphere||Chronoshifts a group of surface units to any point on the battlefield using space-time manipulation technology. Note that moving non-amphibious units onto terrain they were not designed for will result in their destruction. The Chronosphere is also lethal to unprotected infantry.|
|Proton Collider||Fires an annihilating barrage of relativistic protons, which devastates everything in the impact zone and has the potential to initiate a destructive chain reaction. Recent changes make it possible for each shot to be individually targeted.|
|Command Hub||The deployed version of the Prospector, it projects a build radius, acting as an expansion building. It can also be upgraded to unlock higher tier production for Allied structures in its build radius.|
|Barricade||Quickly set up walls, Barricades can be used to keep engineers and infiltrators out of your base and are also cheaper than other walls, though they have no fancy features and are somewhat weaker.|
|Security Gate||Allied gates can be closed or opened at will, providing a secure entry point in and out of your base.|
|Reduct||Stopgap defences, Reducts are simple bunkers with shotguns that can fire within a limited arc. Reducts have a large variety of upgrades that can be applied to enhance their supportive role.|
|Multigunner Turret||A versatile defence system, the Multigunner Turret fires anti-ground and anti-air missiles by default, though a single infantry can man the turret to customise it for a specific role. The infantry inside are vulnerable to garrison clearing weapons, however.|
|Spectrum Tower||This advanced base defence consumes large amounts of power, but will wreck surface vehicles of any armour thickness and can also link up with other Spectrum Towers to increase their destructive power.|
|GAP Tower||Working like a stationary version of the Mirage Tank's GAP Bubble generator, GAP Towers can hide Allied base defences and units, or generate bubbles in far away regions to fool enemies, though they consume a significant amount of power.|
|Singularity Tower||With a Black Hole field generator similar to that of the Assault Destroyer, Singularity Towers draw enemy fire towards themselves, protecting units and structures within its radius of effect.|
|Cryo Tower||This tower quickly and effectively freezes surface and even air units, allowing you to shatter them with other weapons. It can also switch to keeping frozen units in its radius frozen, though it will be unable to attack.|
|Valkyrie Self-Propelled Gun||Rolling out of the Construction Yard on a truck platform, the Swedish-designed Valkyrie is an extremely long ranged artillery piece on a truck. Though it has a painfully long deployment time, it can pack up very quickly to dodge counter battery fire.|
|Grand Collider||This advanced turret fires barrages of relativistic protons will devastate any and all surface units in its range. Can discharge protons in a 360 degree radius in case of emergencies, but this may also damage friendly units.|
|Attack Dog||Dogs trained for military use, Attack Dogs’ keen senses make them excellent scouts. Additionally, their bites kill infantry instantly, and their technologically enhanced barks can stun enemy infantry long enough for them to go in for the kill.|
|Peacekeeper||Peacekeepers deal considerable anti-infantry damage with their shotguns, though they are shorter ranged than most. Their armour lets weather quite a bit of damage and gives limited protection from chemical and stun weapons, and they can also switch to their riot shields for protection from frontal attacks.|
|Javelin Soldier||Specialists armed with Javelin missile launchers effective against tanks and heavy aircraft, Javelin Soldiers can also switch to their target painters, taking longer to acquire a lock but boosting the range and power of each shot.|
|Heavy Defender||While on the move, Heavy Defenders use grenade launchers good against light vehicles, if little else. Once deployed or garrisoned, however, their machine gun can be used to shred and suppress enemy infantry.|
|Engineer||Allied engineers can capture and repair structures, or set up medical tents to heal friendly infantry in the vicinity.|
|Rifleman||With their semi-auto sniper rifles, Allied Riflemen can pick off enemy infantry from far away. They can also call in cryostrikes to freeze infantry and light vehicles, before shattering them with a well placed shot.|
|Riot Agent||Specially trained operatives armed with flash-bang grenades, these women are highly effective at clearing out structures and stunning enemy units. Alternatively, they can employ GOOP canisters to lock enemies in place.|
|Spy||These British spies can disguise themselves as enemy infantry and infiltrate buildings, and their ability to swim means that even structures located on water are not safe, though their lack of weapons leaves them exposed if they are detected. They can also bribe enemies for a price, causing them to defect to your side.|
|Rocketeer||Flying infantry with proton collider gauntlets, Rocketeers can blast apart enemy tanks with relativistic protons and punch holes in aircraft with rocket assisted punches. They can also land on the ground, allowing them to rocket punch enemy infantry and light vehicles.|
|Tanya||Tanya excels at doing what commandos do best, gunning down enemy infantry with her dual pistols and destroying enemy vehicles and structures with C4. Additionally, her Time Belt lets her go back to where she was several seconds ago, in case she finds herself in a sticky situation.|
|Pathfinder||Pathfinders are the elite paratroopers of the Allied Nations, entering the battlefield via the Airborne Attack Protocol. Armed with MX-15 assault rifles and HE grenades, they are the main recon force for airborne operations, and work best when quickly garrisoned.|
|Rocket Pathfinder||Rocket Pathfinders are the airborne equivalent of Javelin Soldiers. They can switch between anti tank and anti air modes to defend against whichever threat is most pressing. As with regular Pathfinders, they appear via the Airborne Attack Protocol.|
|Prospector||The ore collectors of the Allies, their special ability allows them to turn into Command Hubs, allowing for the expansion of bases or forward bases. This is irreversible, however.|
|Multigunner IFV||A fast and flexible IFV that takes on the weapons of infantry that enter it, the Multigunner IFV's default autocannon performs best against light vehicles, and can also be used against aircraft.|
|Riptide ACV||Amphibious, armoured transports capable of carrying 3 infantry, Riptides have machine guns for anti-infantry work, as well as torpedoes that can sink smaller vessels, though these can only be used on water.|
|Armoured Response Vehicle||This heavily armoured 8-man transport draws fire away from more vulnerable assets, while reducing the amount of damage taken by nearby units and slowing down enemies with a GOOP sprayer. It can also neutralise dangerous chemicals and clear mines, but has no weapons of its own.|
|Pavlov Handler Tank||This quick moving, specialized little amphibious vehicle boosts the effectiveness of friendly animals, in addition to healing them. It can also trick enemy animals into joining your side, though it is completely unarmed and rather fragile. Note that it is small enough to be assembled inside a Boot Camp.|
|Guardian Tank||Guardian Tanks hit hard with their 90mm guns, though they have a slower rate of fire and lesser durability compared to their Soviet counterparts. They can also switch over to their Spyglass target designators to paint air and ground units, doubling the damage they take.|
|Icarus Mobile AAA||An anti aircraft rotary cannon mounted on a lightly armoured chassis, this vehicle's extremely powerful turret can easily knock enemy aircraft out of the sky, though it must deploy, thereby reducing its speed, to fire.|
|Horizon Artillery Tank||A rapid fire, low calibre artillery piece on a half-track chassis, the Horizon has little health, but moves fairly quickly and is an effective support weapon against all ground-based targets.|
|Mirage Tank||These tank destroyers disguise themselves as innocuous objects when not moving or heavily damage, allowing them to ambush enemy armour with their spectrum dispersion cannons. Their special ability activates their gap generators, shielding their fellow units from sight, but deactivating their cloaking system.|
|Athena Cannon||Athena Cannons mark their targets from long range, calling down solar beams that devastate everything they hit. Their special ability activates the Aegis Shield, blocking attacks from both sides of the shield, but letting units pass through freely.|
|Assault Striker||A massive transport with room for up to 5 infantry who can fire out, the Assault Striker is large enough to crush smaller vehicles beneath its treads, and armoured enough to weather heavy damage. Additionally, it can salvage material from crushed units to repair itself with its Gravametric Inductor.|
|MCV||The Allied MCV is the vehicle that deploys into Allied Construction Yards, making it vital to base construction. Its amphibious capability lets it cross water, and its heavy treads allows it to crush lesser vehicles while on land.|
|Stewart Tank||Deployed via the Airborne Attack Protocol, these airmobile tanks make use of a 155mm cannon to smash ground targets, and a machine gun to pick off infantry and aircraft. They can switch between tracking missiles most effective against tanks and HE rounds better suited to destroying fortifications. They are also amphibious, if severely wanting for armour.|
Experimental Vehicles Edit
(Built at the Experimental Workshop)
New to the Allied army is the experimental tier of vehicles, all of which are built at the Experimental Workshop. Warning: These vehicles have not been thoroughly tested, so please use them with caution!
|Particle Expeller||Mounted on an amphibious German WWII chassis, the Particle Expeller’s accelerator fires bursts of relativistic particles that blow apart armour of any thickness, and can also switch firing splash damage dealing rounds.|
|Fusion Torchtank||Though it suffers from short range, a long lock-on and thin armour, the Fusion Torchtank will utterly destroy anything it comes across, so long as it is on the ground. The Torchtank can also take to the air to bypass terrain and enemies, though it can’t attack while like this.|
|Barkhausen Projector||This Leopard LAV mounted anti-air microwave emitter fires bursts of microwaves that damage aircraft within a large area of effect, and can also disable the safeties to fire continuously at the cost of damaging itself.|
|Planck Compressor||This time manipulating vehicle can switch between slowing down a targeted unit, or speeding them up. It should be noted that units near the targeted unit are also affected.|
|Rosen Bridging Tank||A transport that can warp its passengers to their destination, the Rosen is armed with a spacefold gun that can be used against structures and nothing else.|
|Pion Isospin Array||The Pion can degarrison structures and pick off individual infantry from long range, or switch to generating a field that kills all infantry (friend or foe) in the area surrounding it.|
|Higgs MASS Tank||Gradually grows friendly units in size and shrinks enemy ones. It also serves as a mineclearer and is capable of crushing shrunken vehicles.|
|Ares Mobile Solar Cannon||The Ares’ solar beam cannon is devastating to enemy armour, and it can also heat up its frontal prow, allowing it to be used to ram enemy units.|
|Bohr Wavefunction Adjuster||A powerful support vehicle, the Adjuster alters materials at the atomic material, allowing it to switch between making nearby units resistant to anti tank weapons or anti infantry weapons.|
|Vindicator||Vindicators are armed with anti tank bombs that are highly effective against vehicles, if not much else. They can also activate their afterburners and speed back to base.|
|Apollo Fighter||Apollo Fighters are well suited to taking out enemy aircraft with their powerful autocannons, and can also return to base using their afterburners.|
|Cardinal Transport Copter||This transport helicopter can carry up to five infantry, and is also armed with a Spyglass target designator that can paint air or ground units to increase the damage they take.|
|Nightingale Carryall||This muscular helicopter can lift a single vehicle of any size (from Pavlovs to Aircraft Carriers) and quickly transport it to another location, before literally dropping it onto the battlefield.|
|Cryocopter||Cryocopters are armed with cryobeams which can freeze surface units over time, and can also use their S.H.R.I.N.K rays to shrink down enemy units, increasing their speed but making them vulnerable to crushing.|
|Longbow Liberator||This gunship is armed with a heavy autocannon, useful for infantry and light vehicles, and powerful missiles that can be used against both tanks and enemy helicopters. It can switch to using its missiles to fire a sustained barrage for eight seconds.|
|Century Bomber||The Century Bomber carries a load of high explosive bombs, which it uses to carpet bomb enemies into oblivion. It can also transport up to ten infantry in its hold and release them via paradrop, though it cannot carry both bombs and infantry at the same time.|
Heavy Aircraft Edit
(Produced at the Aeronautics Complex)
|Pulsar Drone Missile||A stealthy surveillance drone, the Pulsar has the ability to launch flares that draw fire. It also carries a single Singularity missile that is monstrously effective against structures, though it has no way to reload after firing.|
|Mesofortress Gunship||An expensive, high tech bomber with a loadout of small, anti-tank proton missiles, the Mesofortress also has a complement of Lamprey Parasite Fighters for protection against hostile aircraft.|
Sub-Unit - Lamprey Parasite Fighters - These quick, miniature fighters are armed with low damage missiles that disrupt enemy fighters' targeting.
|Achilles Superiority Fighter||Blindingly fast and armed with quad spectrum guns effective against everything that flies, the Achilles will punch anything out of the sky in the blink of an eye, if you can afford the absurd price.|
|Heisenberg Assault Copter||The Heisenberg is armed with an anti-unit quark beam that increases in power the longer it is fired, and an EMP leech that disables structures while repairing itself, though it cannot use both weapons simultaneously. The Heisenberg can also warp into a different dimension, making it invulnerable but incapable of seeing anything.|
|Quasar Drone||Stealthy, cheap and with stealth detecting sensors, the Quasar’s Scramblegun disables a unit’s ability to fight over time. The Quasar can also drop magnetised strips which disable the weapons of vehicles within the area of effect.|
|Dolphin||Submerged when not attacking, dolphins employ their amplified sonic clicks against enemy vessels to good effect, and are especially effective against submarines. They can also jump into the air in order to avoid enemy fire.|
|Hydrofoil||Dedicated anti-air vessels, these fast moving watercraft drop enemy aircraft like flies. They can switch to their Scrambleguns, which disable the weapons of their targets.|
|Swan Amphibious Plane||While on water, the Swan launches barrages of rockets that shred infantry and light vehicles; while in the air, it drops cryo bombs that can freeze units.|
|Assault Lander||A large craft that can carry 2 ground vehicles or 10 infantry and crawl onto land, the Assault Lander’s hydraulic howitzer allows it to lay down light artillery fire capable of stunning groups of units near the point of impact.|
|Assault Destroyer||These heavily armoured, amphibious vessels are armed with main guns good against heavy ships and tanks alike, and can also activate their Black Hole Armour to draw fire towards themselves at the cost of deactivating their main gun.|
|Subhunter Frigate||An aggressive but fragile twin-hulled Q-ship, the Subhunter can disguise itself as an enemy vessel prior to attacking. Its torpedoes can chew up ships and subs alike, while its missile array shreds lighter targets.|
|Alert Icebreaker||A tough, dependable capital ship armed with a heavy cryoblaster and an armoured prow, the Alert Icebreaker freezes groups of enemy targets and then rams them to finish them off. Its secondary is to release a massive cryo-burst, which freezes anything within a large area--though this can also affect the Alert itself.|
|Aircraft Carrier||With their complement of Sky Knight UCAVs, these vessels can bomb surface targets from across the map, and can also launch Blackout missiles which completely disable units in the area of impact.|
|Surveillance Sweep||Sends three Hermes UAVs over two defined points, revealing everything on the path which they cross. Upgrades to Air Recon Sweep upon building an Airfield.|
Boot Camp Edit
|Chemical Mortars||The targeted area is bombarded with tear gas canisters, forcing enemies out of garrisons and significantly hindering them. Automatically upgraded as tier increases, with higher levels increasing the number of canisters and radius of effect. At the highest level, six flash-bombs are included.|
|Surgical Strike||An Artemis Precision Bomber drops a bomb at the designated target. Automatically upgraded as tier increases.|
|Airborne Attack||Drops a team of Paratroopers from a JU-52 transport plane. Automatically upgraded as tier increases.|
|Air Recon Sweep||Sends a B-8 Thrush (The spy plane version of the B-9 Artemis) over two defined points, revealing everything on a wide path and detecting stealth immediately under the vehicle.|
Armour Facility Edit
|Blitzkrieg!||All combat ground vehicles experience a sudden speed and ROF boost, allowing you to plough through enemy positions with abandon! Automatically upgraded as tier increases.|
|Cryo Sat||A thin line of supercooled helium snakes down from orbit under the control of the player, allowing them to precisely freeze enemy units. Automatically upgraded as tier increases.|
Defense Bureau Edit
|Disinformation||A rolling cloud of radar contacts and vague reports filter back to the enemy HQ, sending them into a panic! Between the two points you designate, a group of radar contacts and fake EVA contacts will travel, confusing your opponent.|
|GPS Lock||Placed on any area you can see, the GPS Lock prevents the Fog of War from rolling back onto a position, making scouting last longer and keeping buildings revealed for targeting.|
|Time Bomb||A time bomb is chronoshifted into the area! It is stealthed until activated by the player; it is then revealed and the timer starts counting down!|
|Chrono Swap||Exchanges the position of two units on the battlefield. The longer the distance, the longer the cool down time for the units, which are chronofrozen and thus vulnerable to attack whilst reappearing.|
Aeronautics Complex Edit
|Wire-Guided Missile Strike||A wire-guided cluster cruise missile sails into the target, scattering into eight hard-hitting projectiles that wreck all targets with ease! However, these missiles are vulnerable to being shot down.|
|Microwave Burst||An orbiting power relay is redirected to unleash a microwave beam onto a location, scrambling targeting hopelessly. All anti-aircraft and aircraft based weapons under the effect are disabled for the duration, allowing you to slip past even the toughest defence. Must be purchased in order to use, and upgrades must also be purchased.|
|GOOP Strike||An Artemis Precision Bomber drops a bomb at the designated target ... but this one contains sticky GOOP! Must be purchased in order to use, and upgrades must also be purchased.|
Experimental Workshop Edit
|Clockstop||Everything inside the affected area is slowed to a crawl for the duration of the effect. Leaving the field frees you from the effect, but entering it subjects you to it. Must be purchased in order to use, and upgrades must also be purchased.|
|Shrink Vortex||Everything under the designated area is shrunk down to size and sucked into a small area, allowing for easy squishing. Be warned, however, that the moment the effect ends they will revert to original size! Must be purchased in order to use, and upgrades must also be purchased.|
|Chrono Rift||Everything in a small targeted area is phased out of temporal sync, and thus made invulnerable. The units cannot function, and do not block other unit movement. Must be purchased in order to use, and upgrades must also be purchased.|
See Also Edit
BCN News, July 4 1969: A seemingly common news report, but it contains some rather delicate information for the Allied citizens.
|Original Red Alert 3 Factions|
|Allied Nations • Soviet Union • Empire of the Rising Sun|
|Confederate Revolutionaries • Order of the Talon • Atomic Kingdom of China • Mediterranean Syndicate • Electrical Protectorate|
| Army of the Republic of Vietnam • Allied Reservists • National Revolutionary Army • Vietcong |
People's Liberation Army • Global Liberation Army • International Inc • Cult of the Black Hand