Electrical Protectorate
From RA:3 Paradox Mod Wiki
| Electrical Protectorate | |
| |
| The Electrical Protectorate Logo | |
| Faction Color | Purple |
| Playstyle | Spam Tactics |
| Type | Paradox Faction |
| Dev. Status | Conceptualized |
The Electrical Protectorate Infinite Army, also known as the EP, is a new faction exclusive to Red Alert 3 Paradox, designed by Open Sketchbook, Ferriswheel42 and Kerensky287. They feature quick-build units and structures in order to promote spam tactics.
Contents |
[edit] Background
The Experiment
The story behind the Protectorate starts with the Empire of the Rising Sun. During the development of their trademark nanotechnology, the Empire conducted hundreds of experiments in the fields of robotics and artificial intelligence in order to seek new ways to reinforce their armies. Unfortunately, one of their largest research laboratories was compromised in a massive-scale security malfunction, and much of the experimental technology was lost. The scientists were able to rebuild and move on, but they never sought to recover their lost technology.
While the GWWIII was taking place, the experimental technology began to take in its surroundings and formed a colony of independent artificial intelligence systems. They observed from afar the techniques that the major factions were using in their great war, and discovered the limitless possibilities that the Earth's ore possessed. What happened next was the emergence of a massive society of autonomous robots created nearly instantly by crude construction factories. At the center of it all lay the Core Mind Collective, the original group of AI systems.
Through all the advancements, the Core Mind Collective kept analyzing the world, becoming highly sentient beings while keeping their distance from humanity. Ultimately, there came a point where they came to an existential dilemma: They existed in a world that was doomed, and their existence was coincidental. As the Collective continued to mull this over, they fell into a downward spiral, eventually shutting down all systems and production facilities before the close of GWWIII.
The Resurrection
After some time, a Soviet advisor named Jacob escaped from an Allied POW camp and wandered into the Siberian wasteland. There, he encountered the defunct robot army and grew interested. Eventually he came to the East coast of Asia, where he stole a submarine to find the source. In a dark underwater cave, he discovered the Core Mind Collective, who probed him with questions. Over the course of a few weeks, Jacob told the Collective about the "pure state" of the universe, and how they were going to attain it. Refueled with purpose, the machines began to hum again, and the army came to life. They retitled themselves the Electrical Protectorate, with Jacob as their leader. Now the army stands poised to strike back at the world, and to attain the "pure state" by any means necessary.[edit] Characteristics
The Electrical Protectorate is unique in that they are composed solely of robots and machines. Most of the combat units have a special domed "heads" through which they trade information with the Core Mind Collective. They use the hexadecimal numerical system for all their major transmissions.
At the center of every Protectorate base lies the Singularity Core which provides the energy for all units and structures. Though it can't move from its position, it can take a heavy beating. If it is destroyed, the power of the black hole within it is unleashed in a massive radius.
[edit] Units
[edit] Deployers and Infantry
| Malacostraca | A three-strong unit of crablike scout robots, the Malacostraca can kill with a swipe of a claw. Their secondary fire transforms them into small buggy-like vehicles that move very quickly to better facilitate their scouting role. | |
| Attack Deployer | Creates and deploys Aggressors, the treaded Attack Deployer also heals Aggressors in a radius.
Sub-Unit - Aggressors - These basic infantry come in units of 6 and are used by the Electrical Protectorate the way other armies might use ammunition. Their utter lack of health or personal defense makes them laughably weak (a peacekeeper shotgun might conceivably wipe the whole squad out in a single blast) but their overwhelming numbers and automatic weapons make them a threat even to vehicles; they can literately drown an enemy in cheap troops, and are typically used literately hundreds at a time. Their secondary function rushes them forward into enemy garrisons as suicide bombs, quickly clearing them out. | |
| Air Defense Deployer | The walking Air Defense Deployer creates Shapers and heals them.
Sub-Unit - Shaper - 4 man units of walking anti-air machines, the Shapers appear unarmed, but hidden under their shells are massive gatling guns that can tear apart aircraft by filling the sky with shells. | |
| Hunter Deployer | The wheeled Hunter Deployer creates and heals Exterminators.
Sub-Unit - Exterminators - Operating in fire teams of three, the Exterminators use fractal and laser weapons to cut apart enemy tanks and destroy buildings, and are highly resistant to anti-infantry weapons, unlike other Protectorate infantry. However, they're not so tough when it comes to anti-tank, and do little anti-infantry damage. | |
| Engineer Deployer | The Engineer Deployer creates Technics and repairs buildings in a radius.
Sub-Unit - Technic - These little engineer machines repair and capture like other engineers, but carry a hidden explosive charge that they can employ when threatened; after stunning nearby infantry, it detonates with staggering force. | |
| Bomber Deployer | The crawling Bomber Deployer makes Seeker Swarms.
Sub-Unit - Seeker Swarm - These crawling mobile mines, bearing a freakish resemblance to a human hand, crawl across the ground in a numberless wave and leap onto enemies, exploding with a lethal burst. Those easily destroyed by area of effect weapons, but can damage any target on the ground. They can also bury themselves like a Tankbuster, springing up as enemies attack and exploding. | |
| Nanodeployer | The Nanodeployer creates and deploys Effigy.
Sub-Unit - Effigy - Vaguely humanoid, these nanite blobs can leap into enemy vehicles like a terror drone; after destroying their targets, they convert the target's matter into another Effigy. In addition, they are almost completely immune to conventional anti-infantry, but are easily killed by explosive weapons. They seem to be the Protectorate's infiltrators, as well. |
[edit] Special Infantry
| Venus | Venus is the name of a mysterious female individual seen in the ranks of the Protectorate's armies. Though she appears as a young woman, under her skin is a skeleton of impossibly tough steel. With extremely high defenses, she is almost invincible in a conventional sense; if that wasn't enough, she always seems to possess the weapon for the task, armed with a strange transforming weapon that fires the optimal munitions for the intended target. She seems to be able to blend in with her foe, as she may possess a layer of nanites under her skin to shape herself into any disguise. In the unlikely even that her outer layer is removed by enemy weapons, it is rumoured she may become even more deadly. |
[edit] Weapon Modules
| Conventional | The basic loadout, Conventional Modules are not constructed, but rather come with vehicles when constructed. | |
| Kinetic Ramshell | Long range and anti-armour, Kinetic Ramshells are simply solid cylinders of metal propelled to hypersonic speeds. They must always follow a flat trajectory. | |
| Chemical Explosive | Chemical Explosive tends to cause a large amount of splash damage, and is great against infantry. | |
| Gatling Automatics | Consisting of a set of rotating conventional weapons, Gatling Automatics simply enhance the rate of fire of whatever the default weapon of a vehicle is, at the cost of some damage. | |
| Sonic Weapon Module | These audio-based weapons stun enemy infantry in a cone in front of the vehicle and cause heavy damage to buildings. | |
| Repair Module | Depending on the unit type, the Repair module will heal damage to a wide variety of units. | |
| Support Module | The support functions offered by the Support Module are myriad indeed. Experiment to discover their full potential! | |
| Nanite Swarm | Though the nanite swarm may not do the most damage, it has a long range and seeks enemy targets, not to mention that it converts enemy health directly into funds! | |
| Potassium K-Rounds | The closer you are with these shells, the more damage you do! In addition, K-rounds do huge damage to units who are currently in the water, even submarines! | |
| Fractal Module | These bizarre, physics-defying weapons spread as they fire, so it does more damage if your closer, but splashes over a wider area as you move away. Easily the most powerful module, Fractal weapons do devastating damage to all targets. |
[edit] Ground Vehicles
| Eliminator Gun Carrier | A light vehicle, the Eliminator uses light anti-infantry modules which fire rapidly against their targets. Armoured just enough to survive return fire from its victims, using the Eliminator against tanks is not recommended. | |
| Reflex Light Tank | The Reflex is a cheap and numerous light tank that uses a light turret mounted module weapon against enemy vehicles. Best used in a large swarm, the Reflex is lucky if it can defeat a Beagle Light Tank, but is so cheap that it rarely matters. | |
| Convex AA Tank | This light and cheap module using AA tank is a great support weapon which can down any aircraft given sufficient numbers. It's best used mixed in with the rest of the horde, and while it isn't normally as effective as the Shaper, its mobility is very useful. | |
| Equalizer Mobile Gun | The Equalizer uses a module gun to great effect as either an indirect or direct artillery piece. Its range is fairly impressive, and usefully it can fire on the move, allowing it to chase down foes or cover a retreat. | |
| Hunter-Killer Tank | The Hunter-Killer is a large and imposing anti-infantry machine that gets great use out of modules. Immune to most infantry weapons, it kills enemy infantry in very few shots and is capable of independently tracking multiple targets. | |
| Executor TripleTank | The Tripletank is a huge, rapid-fire anti-tank machine that quite simply tears enemy vehicles apart with its rotating primary weapon array. While not as armoured as most other heavy tanks, it more than makes up for it with offensive potential. | |
| Starkiller Anti-Air Artillery | This high-powered, expensive anti-air vehicle uses its module weapon array to clear the skies of enemy vehicles, and even a single vehicle poses a serious threat to even Centuries and Kirovs. | |
| Obliterator Superheavy Artillery | The Obliterater Superheavy Artillery is the largest and most expensive vehicle in the Electrical Protectorate's arsenal. It quite simply flattens anything it points its oversized weapons at, and can use modules to become even more deadly. | |
| Acquisition Mobile Refinery | This vehicle deploys into a refinery, where it unleashes a swarm of nanites to quickly extract as much ore as possible. |
[edit] Air Units
| Suppressor Ground Attack Plane | Armed with multiple gatling guns, the Suppressor dives in low and guns down enemy infantry. Its secondary function cloaks it, reducing its speed and weapon capabilities, but allowing it to scout without damage of being attacked; it must be activated while on the landing pad. | |
| Locust Gunship | These cheap and useful gunships form the basis of the Infinite Army's airforce, and they flood the skies above their vehicle forces. Designed to move at the same speed as their light vehicles, the Locust uses a small conventional machine-gun and a set of one-shot kinetic ramshot guns to do damage to enemy forces. Once its ammo is expelled, it can shut itself down to reload; after a brief period, it's ready to fire again! | |
| Harpoon Suicide Fighter | The one-shot Harpoon is an effective, if not terribly cost-efficient, way to down enemy aircraft; it attaches to them with a long 'tongue' of nanites before spinning on a deadly path to the ground, a process obviously lethal to the Harpoon and its target. Larger targets require more time on the Harpoon's part, and if shot down no damage will be done. | |
| Corrupter Support Copter | The nanite spray from the Corrupter eats into enemy armour, reducing their defenses against the weapons of its comrades while causing them small amounts of damage. The secondary ability releases of burst of nanites that infect enemy under the copter, causing large amounts of damage over time. The Corrupter can easily run out of nanites, so requires a pad at the airfield. | |
| Beacon Drone | These cheap units drop into the ground to create a Beacon, a small tower with a minute long lifespan the buffs and heals nearby units. | |
| Screamer Speaker Craft | The Screamer uses a wild variety of high-pitched sounds to cause heavy damage to buildings and stun infantry in its path. By varying the tones, it can induce an audio Basilisk, a series of sounds which cause an irreparable breakdown of mental functions in human beings; this will instantly kill infantry and vehicle drivers in the targeted radius, though the sounds must play through or it has no effect. The Screamer can run out of fuel and so needs to be careful about long-range missions. | |
| Shrapnel Bomber | A heavy strike craft, the Shrapnel uses a pair of Fractal cannons to strike large areas of the battlefield. Its strikes are great against packed enemy units, but not so much against buildings. Using its secondary fire, it glides along the ground cutting enemy units with a long burst consisting of all of its energy. | |
| Eviscerator Copter | This heavy copter fires K-rounds at ground targets from its twin turrets, good against land, great against sea and deadly against subs. It can also fly low to the ground to increase its damage, but it opens itself to targeting by both land and air units. The Eviscerator can run out of ammunition, so requires a spot at the airfield. | |
| Devastator Air Battleship | A huge floating unit with many turrets, the Devastator's fractal guns, chem explosives and gatling guns give it a huge number of potential lethal targets. Though less armoured than other superheavy aircraft like the Kirov and the Flying Junk, it has the incredible lethal ability to unleash all its guns on the same target at the same time, the effect of which is best left to the imagination. |
[edit] Sea
| Aggravator Leaping Sub | A combination between a gun-packing submarine and a tank, the Leaping Sub can, true to its name, jump from the water to the land, even over cliffs, to use its kinetic cannon. While still in the sea, this light sub is an effective 'swarm' vehicle. | |
| Twister AA Sub | This vehicle is better described as a gatling gun with a sub on the bottom; the huge weapon can cause whirlpools while firing. By increasing the spin speed (and sacrificing actually shooting) the Twister Sub can cause a major maelstrom that will pull ships and torpedoes off course. | |
| Undertow Fractal Sub | The underwater fractal gun of the Undertow does an admirable job to destroy other submersible craft, though it cannot target anything else. By using low intensity beams of fractal energy, it can carve apart the supports holding up sea-based buildings, causing them to crash into the sea. | |
| Kraken | These terrifying robotic creatures, modeled after giant squid but many, many times larger, can pull a ship to its doom beneath the waves. To escape enemy fire, it can unleash an inky cloud of nanites that heal it while obscuring it from view and slowing pursuers. | |
| Nanocolony | Floating on the waves, looking much like a colony of silver algae, the nanocolony absorbs units into itself by sending out tendrils of nanites to pull enemies apart, while healing itself. It can use its secondary ability to convert its health into small, one shot clumps of nanites that infect enemy units. | |
| Eradicator Battlesub | Massive and deadly submarine battleships, the Eradicator uses module-based weapon turrets to destroy its targets, its massive turrets unleashing deadly broadsides to strike down the foe. |
[edit] Structures
| Singularity Core | The Singularity Core functions as a combination of Construction Yard and Power Plant. It cannot undeploy, limiting the EP to their starting location, but is extremely tough. As your power consumption increases, you will need to construct Stabilizers, which can take a rather long time. Note that when destroyed, the Singularity Core is known for a rather impressive explosion in line with a Chinese Atomic Bomb, so try not to let that happen. The Singularity Core cannot be repaired as easily as other buildings; you must send a Technic into the building to repair it, and more than one may be necessary in cases of extreme damage. If you do lose your Core, it will leave behind an empty core, a tough structure that can, slowly, regenerate into a new core, though you may have bigger issues at that point! | |
| Refinery | Using a simple ore cart, the Refinery collects resources inside your base. The cart is capable of carrying additional ore per load as a nanite slurry, which empties the mine faster than you actually gain in money. | |
| Artificer | The Artificer creates deployers, which in turn create infantry. | |
| Foundry | The Foundry creates ground vehicles. | |
| Aerodyne | The Aerodyne creates and supports up to seven aircraft. | |
| Planary | The Planary creates the Electrical Protectorate naval units. | |
| Locus Chamber | Creates weapon modules. | |
| Disassembler | Recycles units into cash! The Disassembler also creates Stolen Tech units. | |
| Incubator | Releases 'Venus', the most powerful commando unit in the game! | |
| Tech Upgrades 1-8 | Each of these buildings gives you a little more tech, and their destruction will prevent you from constructing these units. | |
| Summoner | The EP superweapon, slowly constructs (draws forth?) the Icon.
Sub-Unit – The Icon - A dread and terrible being from beyond the stars bound to a frame of metal, the Icon represents horrors that man was never intended to know. Its true name an unpronounceable and impossible sound, the Icon is a power not even the Protectorate truly understand, but its power cannot be underestimated; with its myriad of attachments it will destroy, engulf or otherwise eliminate any enemy. Anything that comes close to this machine dies, even other Electrical Protectorate units. Nothing short of a massive artillery barrage or another superweapon will defeat the Icon, and even then it does not die; merely returning to its dreamless slumber until roused again to bring misery and death to the foe. |
[edit] External Links
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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