Confederate Revolutionaries
From RA:3 Paradox Mod Wiki
| Confederate Revolutionaries | |
| |
| The Confederate Revolutionaries Logo | |
| Faction Color | Yellow |
| Playstyle | Guerrilla Warfare |
| Type | Paradox Faction |
| Dev. Status | 70% In-game |
The Confederate Revolutionaries, also known as the Confederates, the Rebels or simply the Rebs, is a new faction exclusive to Red Alert 3 Paradox; it was designed by Open Sketchbook and Kerensky287. They feature underhanded abilities and stealth gameplay to promote guerrilla warfare tactics.
Contents |
[edit] Background
The Federalists
The Confederate Revolution has its roots in the Federalist Party of the United States, which originated in the early 1950s with then-Senator McCarthy. After the death of former President McCarthy in 1957, the Federalist party was left leaderless and lost out to the Democrats under President Kennedy. When Kennedy stepped down in 1964, this gave the Federalist party a new opportunity under a charismatic, strong-willed leader, Howard T. Ackerman. Ackerman was a legend in his own time, whose patriotic, anti-communist rhetoric, strong sense of community spirit and enthusiasm took America by storm. Ackerman defeated his opponents, Republican Barry Goldwater and Democrat Lyndon Johnson, by an unprecedented landslide.
When war broke out, Ackerman seemed to be everywhere at once. He rallied the United States into the fight immediately; unlike in the previous world wars, America would be on the forefront against Soviet aggression. Under his leadership America was able to prop up the failing European powers against the single largest army ever assembled and it is generally agreed that without him, Britain would have fallen to the Red Army. Ackerman was said to have worked tirelessly, sleeping in the Oval Office most nights so he could be beside the phones if an important message came through. He poured his heart and soul into ending the Red Menace once and for all.
The Madness
When the Empire of the Rising Sun entered the war in spectacular fashion, the American government initially wanted to ignore the threat, which they deemed as relatively minor, and continue the focus on the Soviet Union. This all ended when the Japanese made a surprise amphibious assault on the coast of California, bringing the war to America's doorstep. The war dragged on for two more years, Ackerman reluctant to divide his attention away from his hated foe. That's when the most devastating blow was struck against Ackerman; the Soviets were suing for peace.
The war was over.
Ackerman was devastated. Finally ridding the world of communism was his life's work and it had been snatched from him without warning or, in his mind, without reason. Ackerman unveiled his secret weapon in response; a giant Spectrum cannon that had been built into Mount Rushmore during its construction, a secret gift to future Presidents from President McCarthy. Planning to reflect the beam off a network of orbiting satellites and onto Moscow, Ackerman was foiled by Commander Warren Fuller, who personally shot the President when he attempted to pull a strange bladed weapon on the peacekeepers arresting him. After his death, the Allied forces took control of the government, and, rather than allow a potential security breach, put their own candidate in government as interim president.
The Revolution
The Allies had underestimated the huge support base the Federalist party, and Ackerman himself, possessed when they took control of the government. Unlike Europe, fresh from Soviet control and willing to take any measures to ensure security, America would not tolerate a foreign, appointed leader over their own elected representatives. The federalist headquarters in Dallas, Texas became the focus point of a new movement to take the country back, by force if necessary. Taking up the identity of American rebels throughout history, the Confederate Revolution descended upon Washington DC just in time for Independence Day, striking without warning. The rest, as they say, is history.
Facts
The Confederates use Hit and Run Tactics and Guerrilla Warfare. Despite being severely depleted of strong military units, their spirit and salvage skills more than make up for it. Along with the Allied Nations they are one of the most environmentally concerned sides. For more details, see Confederate Environmental Concern.
The Future
Despite rejection by the appropriate authorities, many Ranger Scout cars have been spotted in Europe. These rumors could be the result of an antique car fan club, or secret invasion. The seizure of Mastiff tanks and Beagles with UK flags painted on the sides has also been denied by the highest Allied authorities. Reporters also making claims of minor skirmishes in the Soviet Union have strangely disappeared. Whether the Confederates have turned to full-scale liberation is unknown, but one thing is sure- their guns are cocked and men ready.
[edit] Development Progress
The Confederates are part of the first release of Red Alert 3 Paradox, coming out in the same package as the Allied faction. They have a total of 11 buildings, 8 defense structures, 9 fake buildings and 44 units (8 sea, 7 air, 20 ground vehicles, 9 infantry).
[edit] Buildings
| Construction Yard | Allows the construction of ‘Dozers and Construction Trucks. | |
| Power Plant | Similar in most respect to the Allied Power Plant. It is slightly tougher thanks to more robust building materials. | |
| Tent Barracks | Trains infantry. It has a special ability that disguises it as a civilian building, allowing you the ability to deploy infantry away from your base. | |
| Refinery | Identical to the Refineries of other factions. | |
| Vehicle Warehouse | Constructs combat vehicles. | |
| Service Pad | Repairs any nearby vehicles, and constructs non-combat vehicles. | |
| Airpad | Supports a single helicopter or attack airplane, and allows their construction. | |
| Shipyard | Builds naval units. | |
| Radar Dome | Your Tech Building, the Radar Dome constructs any Stolen Tech units. It reveals a large area around it when constructed, and allows you to reveal small areas of the map. |
[edit] Defenses
| Sandbags | These free walls stop infantry movement, and increase the defense of infantry that are standing nearby. Any unit can fire over these walls. | |
| Concrete Wall | The classic concrete wall, it functions identically to other walls. | |
| Security Gate | The Confederate gate opens opportunities for a secure base exit point. See link for more details. | |
| Camo Pillbox | This concrete bunker is equipped with six machine-guns, each of which fires in its own 90 degree arc at enemy units. Toggling its secondary function activates its camouflage mode, which disguises it from view until it fires. | |
| Turret | A tank turret on a concrete frame, the Turret is highly resistant to damage and is effective against vehicles of all types. Secondary fire turns the gun into a short ranged howitzer, allowing it to fire over walls and increases splash damage radius, though it does less overall damage. | |
| Quad Gun | A pair of powerful flak guns on a swivel base, the AA Guns have a very limited range but is extremely powerful, making it excellent against slower moving targets. | |
| PAWI Tower | Using its ability to paint out objects from it's surroundings, turning the PAWI tower on makes it and all friendly units completely invisible to the enemy. Despite it's massive power draw it is one of the most effective tools in the Confederate arsenal. | |
| Pumpjack Tower | A turret containing a powerful resonance hammer, the Pumpjack stuns groups of enemies with it's attack. Its power is limited by its own structural integrity, but activating its toggle function allows it to do damage and stun for a longer period, though it takes damage from every attack it makes. | |
| PAWI Array | The defensive superweapon, the jury-rigged PAWI Array renders a group of units invisible for a period of time. | |
| Resonance Jackhammer | This Offensive Superweapon is adapted from oil rigs, the Resonance Jackhammer shatters enemies with a pulse of seismic energy. Infantry and aircraft are immune, but the weapon does extra damage against sea-based units and structures. |
[edit] Fake Buildings
Fake buildings are buildings created by the Construction Truck capable of imitating other buildings in the manner of the Spy, but by activating their special ability the disguise disappears and the units' function occurs. They are cheap and quick to build, so use 'em to throw the enemy off track. Fake Buildings have no sight radius.
Decoy Structure : No special function at all, the Decoy Structure is simply very cheap, and can be used to make whole fake bases in seconds.
Small Bomb : These buildings explode with the force of an Allied Time Bomb when activated or destroyed.
Medium Bomb : These buildings explode with the force of a Level 2 Time Bomb when activated or destroyed.
Large Bomb : These buildings explode with the force of a Level 3 Time Bomb when activated or destroyed.
Machine Gun Turret : Dealing light damage to all attackers when activated, the Machine Gun turret has a limited store of ammunition before it self-destructs. It cannot be reloaded.
Rocket Turret : Similar to the Machine Gun Turret, but more damaging.
Jammer Array : When activated, all enemy vehicles in a very large radius are stunned. Great for starting the ambush.
Observation Post : No secondary function, the Observation Post has a sight range, unlike other fake buildings.
Trigger Node : Trigger Nodes are designed to destroy (and therefore set off) all Bomb-related fake buildings in a radius, allowing them all to be detonated at the same time!
[edit] Infantry
| Guard Dog | Much like the Allied Attack Dog, the Guard Dog is faster, but has lower health. Being a huge doberman, the Guard Dog is understandably a menacing beast; enemy animal scouts can be stunned by its Dominance power, which lasts for several seconds and confers an immunity to stunning for a short period. | |
| Minuteman | The best, and most expensive, standard infantry in the game, Minutemen are armed with an assault rifle and a rocket launcher. Minutemen are excellent anti-infantry soldiers on par with the Peacekeeper, but are also good against vehicles and helicopters with their rockets. They run at a very quick pace. They suffer against heavy tanks and fast-moving aircraft. | |
| Mortar Infantry | A soldier armed with a Second World War era mortar, capable of laying down long ranged anti-infantry fire. Secondary fire is a targeted flare that uncovers fog-of-war. When garrisoned, Mortar Infantry cannot fire their mortars, so they use heavy anti-infantry revolvers which do high amounts of close range damage. When firing into garrisoned buildings, they have a good chance of killing enemy soldiers inside. | |
| Marksman | Armed with a hunting rifle and an anti-materiel rifle, Marksmen are useful additions to the Confederate army. They can kill infantry at long range and use the anti-material rifle against light vehicles and tanks at similar range, though it isn't as effective as rockets. Secondary fire switches weapons. When garrisoned, they use whichever weapon is appropriate for the target. | |
| Mechanic | More expensive than regular engineers, Confederate Mechanics repair buildings and capture structures like regular engineers, but are also armed with a Peacekeeper-style shotgun, can repair vehicles, and can set up hidden claymore mines that can kill large numbers of infantry in a fan-shape. | |
| Thief | These stealthy infiltrators rely on their optical camouflage to stay hidden, which makes them invisible to a casual glance by enemy sentries; however an attentive commander may notice them and order an attack. Thieves steal enemy funds by tapping into the electrical systems of enemy structures and diverting money to Confederate accounts; this requires them to be in contact with the structure in question, but they can stay there indefinitely. As a targeted ability, the thief can carjack enemy vehicles; unable to handle all the functions of a modern day battle tank by herself, the Thief will use the vehicle as a disguise. | |
| Delta Ranger | Elite infiltrators armed with silenced pistols and micro-charges. Ineffective against vehicles, they are none-the-less vicious against infantry, as they are cloaked when not moving and can remain cloaked even when firing. They possess a blind which allows them go to ground and hide for a short time from enemy forces. They are amphibious. Their high cost prevents their use as basic infantry. | |
| Tunnel Rat | Tunnel Rats have personal drilling kits and demolition charges. They can tunnel into enemy bases and rig explosive charges to buildings before escaping again with another tunnel. With no cooldown for digging, they can use the tunnels much like the Tankbuster spider holes. Multiple charges are usually required to destroy a building. They have a carbine for self-defense, and can use their charges against vehicles. | |
| Dixie | Commando Unit. Armed with an Assault Rifle and a satchel of dynamite, Dixie is lethal against infantry and buildings at mid-range. She is capable of repairing large amounts of damage on friendly vehicles in seconds. Secondary fire lassos and, using a mechanical winch, drags an enemy vehicle towards her, where she turns it into a lethal remote-controlled bomb, still disguised in enemy colours! |
[edit] Combat Vehicles
(constructed at the Vehicle Warehouse)
| Ranger Scout Car | A quick and nimble scout car with a machine gun capable of engaging infantry or helicopters, the Ranger has a very small amount of health and is venerable to all weapons, but is very fast and can deploy scanner mines.
Sub Unit Scanner Mine : Small immobile mines, default mode is visible, and acts as a scout, watching the terrain in a large radius. Secondary mode is as an invisible, reusable mine that becomes uncloaked as it pounds the ground around it in a seismic attack that stuns infantry and damages vehicles. | |
| Dustrunner Buggy | An extremely speedy, armourless buggy with a fragmentation grenade launcher, the Dustrunner excels at suppressing enemy infantry, destroying non-combat vehicles, and taking out unguarded expansions. True to it's name, it can kick up vast quantities of dust and dirt, obscuring itself and units nearby to allow for a quick escape. | |
| Beagle Light Tank | A nimble light tank with a rapid-fire 30mm autocannon, the Beagle is effective against infantry and light vehicles. Secondary fire sacrifices the cannons of both vehicles to boost nearby medium tanks to the Light Tank's impressive speed. | |
| Mastiff Medium Tank | The Mastiff was the mainstay Allied tank throughout the 50s and is even now an effective combatant. It has a heavy cannon that does decent anti-building and anti-tank damage. Secondary fire reduces nearby Light tanks to it's speed, while boost their rate of fire to double the norm. | |
| Jackson APC | A tough as nails transport for six infantry, the APC is a useful vehicle because of its impressive resistance to damage. It is unarmed. | |
| Lee AA Half-Track | A classic design mounting quad flak guns capable of swatting planes from the sky, also capable of attacking ground targets. Special ability "Scramble" causes the vehicle to become cloaked to air units when not firing or moving, but heavily reduces its defenses. | |
| Bulldog Tank Destroyer | Powerful mid-range, direct-fire artillery designed for anti-vehicle use. Despite its rather short range it is capable of deploying into cameo mode, which prevents it from moving but camos it, allowing it to ambush enemies. It moves rather slowly and has less armour than the Mastiff. | |
| M100 Artillery Track | A powerful heavy vehicle, the Artillery Track can hit targets from long range, killing buildings and infantry with a large splash radius. Secondary fire is a target-able "supershell" that flattens most anything and leaves a deep crater that slows movement. It has little health and has a large dead zone around it. It is also very, very slow. | |
| Piledriver Tank | An unusual vehicle armed with an oversized hammer, the Piledriver sends vicious seismic forces through the ground to throw vehicles high through the air. The Piledriver is an effective direct-fire artillery vehicle against vehicles and buildings, but has no effect on infantry. Secondary fire is a one-shot charged attack that damages all buildings in a radius and stuns infantry. | |
| Sidewinder Burrow Tank | This strange vehicle is armed with a pair of high-powered wind turbines that send infantry flying, knock down buildings and pull aircraft from the sky. However it is not nearly as effective against vehicles. The secondary fire activates the front-mounted drill, allowing the vehicle to burrow under any terrain a fair distance, to emerge and attack. Any unit above the Sidewinder when it emerges tend to take very heavy damage. |
[edit] Non-Combat Vehicles
(constructed at the Service Pad)
| Transport Truck | A combination of amphibious transport and resource gatherer, the Transport Truck is faster than other resource gatherers, but carries less per load. The Transport Truck can carry five infantry, who can shoot out for a surprise attack. | |
| Ambulance | This light noncombatant will not be fired upon by enemy units unless targeted by the other player. It deploys permanently into an Aid Station that heals all infantry, friend or foe, around it. Obviously, this means enemies can "capture" the deployed Ambulance and use it for themselves. | |
| Minelayer | An amphibious vehicle that places down clusters of mines. It can place up to 10 mines down before having to return to the Service Pad for reloading. Each mine will kill an infantryman or damage a vehicle. | |
| Jammer Truck | A radar scrambling amphibious vehicle that jams enemy vehicles, disabling a single target vehicle at long range. It can also disable the weapons of all vehicles in a large radius around it, friend or foe. | |
| PAWI Truck | The Projected Alternate Worlds Imager confers a stealth effect on all units in a radius around this truck when it is stationary, while it's secondary effect generates self-sustaining holograms that can take the appearance of any unit. | |
| Demo Truck | No attack, next to no defense, this amphibious truck places a high explosive charge onto the target, which can then be remotely detonated. These bombs go off with frightful force, destroying anything (anything) in the radius. Bombs can be placed on the ground or sea, onto Confederate fake buildings, enemy structures and units, Remote Cars, tech or civilian structures, and pretty much anything else not a living unit on your side. | |
| Remote Car | A very cheap, amphibious remote controlled toy car, the Remote Car cannot travel into fog-of-war or reveal territory, but its Spotter Package lowers enemy defenses in a fashion not unlike the Guardian laser pointer in a radius. The Remote Car must be manually targeted by vehicles or defenses; only infantry will automatically target it. It has a limited effective lifespan due to its batteries; when they run out, they need to be recharged by a Mechanic in order to move. It is also a good delivery system for the Demo Truck's bombs. Armed with a nail bomb. | |
| MCV | The Confederate MCV is radar invisible and much faster than other MCVs, but has less health. Boasts considerable run-away potential. |
[edit] Construction Vehicles
(Produced at Construction Yard)
| Dozer | This amphibious bulldozer can be used to construct buildings from scaffolds placed down by the construction yard. It can also be used to construct Earthworks, which are free 4x1 walls that can be placed in mere seconds. The 'Dozer can be used offensively due to it's ability to crush infantry and collapse enemy walls. | |
| Construction Truck | A fast-moving amphibious vehicle that projects a small build radius and offers the ability to create fake buildings, identical visually to regular buildings but packed with high explosives that are triggered when the building is destroyed. Secondary fire makes the truck look like (and move as fast as) a ‘Dozer. |
[edit] Aircraft
| Sparrow Scout Helicopter | This useful light vehicle is armed with a weapon spoofing system which shuts down the offensive functions of a single enemy vehicle. Its secondary fire, Radar Pulse, gives a long range radar pulse that can show you a great deal of the field (several screens) but reveals its location to the enemy. | |
| Hawker Jumpjet | Basic VTOL craft, armed with eight Rattler Heat-seeking Missiles. Slower and less nimble than most fighters, the secret to the Hawker lies in the Ambush mode. Secondary fire drops the Hawker to the ground and engages the active camouflage system, like the pillbox. When a plane flies overhead, the Hawker automatically boosts itself airborne and launches its missiles, usually enough to down most fighters instantly. Rattler missiles are also capable of attacking ground targets, and are effective against tanks. | |
| Duster Bomber | An ancient propeller plane, the Duster is armed with powerful whirlwind bombs, which kill infantry and vehicles by creating tornadoes. Slow and lightly armoured, the Duster can land and reload on any area of flat ground as its secondary function. The Duster is capable of landing in water. | |
| Pelican Subhunter Helicopter | This Helicopter with outside rotors can fire at submarines and ships. It can also, to a limited extent, fire at ground units. | |
| Bluejay Transport Helicopter | A simple gunship, the Bluejay carries five soldiers who can shoot out the sides at targets on the ground. | |
| Longbow Helicopter MK I | Armed with heavy anti-tank missiles, the Longbow fires individual missiles at long range, slowly sniping enemy vehicles to death. Its special ability, Alpha Strike, fires all of its missiles at once, but causes it to remain still for some seconds afterwards as the racks cool. | |
| Skyfortress | Predecessor to the Stratofortress, the Skyfortress is a Century-style bomber that can lay down a huge number of explosives. Secondary fire, activated before taking off, switches between building-destroying Seismic and everything-else destroying Firestorm (basically Napalm). |
[edit] Seacraft
| Patrol Boat | This simple craft is basically a floating machine gun, capable of engaging other sea targets and air targets. It can transport a group of three soldiers, providing that they are amphibious. | |
| Torpedo Boat | A light attack boat with torpedoes for long-ranged, slow-loading sea attacks. The Torpedo Boat can also lay magnetic sea mines, which slowly move towards targets and can be ordered to shift to new locations. | |
| Razor Sub | The Razor is a simple ballistic submarine that fires mole torpedoes at enemy seacraft (including subs), which then infect them can causes damage-over-time as well as impact damage. Razor Subs are also equipped with mole missiles, which can be fired onto land, controlled to go to a certain position, then drill upwards into a unit or structure. | |
| Turtle Mini-Sub | This slow, but steady, mini-sub can attach powerful explosives to enemy ships, but it has to be able to catch them; usually, this means they need to be sitting still. They have very little health, so if forced to surface they will be easily destroyed. Secondary toggle switches to Parasite mode, where the Turtle can ride a friendly or enemy ship, hidden, so it can move to a new area faster. | |
| Destroyer | The first of the larger boats, the Destroyer is the predecessor to the Assault Destroyer, and is a flexible staple of the Confederate Navy. It is armed with a cannon and depth charges. | |
| Frigate | Festooned with missiles and anti-air rockets, the Frigate dominates the skies. Secondary fire turns on the Radar Scrambler, which disables the weapons of all aircraft nearby while disabling the frigates own weapons. | |
| Cruiser | Heavy ship nearly on par with the Shogun, the Cruiser has four devastating heavy cannons and a large dead zone. A group of four flak cannons defend against air threats. Secondary fire points these guns downward, where they tear apart enemies that stray into the cannon's dead zone, while disabling the cannon. | |
| Omni-Lander | A bizarre square vehicle with omnidirectional landing ramps, the Transport can carry five tanks of any kind. It is unarmed and slow, but heavily armoured. |
[edit] Characteristics
Remember how RA1 used to feel? Well, the Confederates are known for using old Allied technology from the original Red Alert games, thus most of their units have a rusted, gritty feel to them.
[edit] External Links
Confederate unit list on ModDB
Factions
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| Original Red Alert 3 Factions |
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| Paradox Factions |
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| Paradox Minor-Factions |
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