Mediterranean Syndicate
From RA:3 Paradox Mod Wiki
| Mediterranean Syndicate | |
| |
| The Mediterranean Syndicate Logo | |
| Faction Color | Teal |
| Playstyle | Tactical Infantry and Urban Warfare |
| Type | Paradox Faction |
| Dev. Status | Conceptualized |
The Mediterranean Syndicate, or the Syndicate, is a new faction exclusive to Red Alert 3 Paradox, designed by theSniperDevil, then expanded upon by Open Sketchbook, Kerensky287 and Ferriswheel42. The faction is made up of a conglomerate of defense corporations and contractors known for their shady involvement in sub-legal activities. They are characterized by their heavy use of battlesuits and artillery units, which are well-suited to urban environments.
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[edit] Background
The Company
At first glance, the Syndicate is an international electronics, weapons and industrial mega-corporation with an unusual obsession for the Classical Era. Neon lights and glass skyscrapers mingle with columns and frescoes of long-dead heroes and the golden statues of pagan gods, and grim-faced security personnel mix ancient armour with high-powered weapons and cybernetic prosthetics. Though initially the Syndicate appear nothing more than eccentric, under the corporate facade lies ancient secrets.
The company was first formed in the 1920's as the industrial age was coming to a climax, and a young man under the alias "Romulus" was seeking to share his inherited fortune. His goal was to create a group of security companies that worked and operated under one headquarters situated in Rome, Italy. At first, the idea was a success as many contractors were looking for a source of consistent research funding, though the 1930's hit them hard and fast. By 1932, the organization had recovered from near bankruptcy, though their methods of acquiring the money were questioned. When an inquiry was made by the Italian Special Anti-Mafia General Attorney, the Syndicate cited that they were not to be held responsible for the actions of their clients. Numerous reports were filed regarding the aforementioned "clients", though all the cases fell through due to a lack of evidence (and possible forgery).
During the War of 1949, the Syndicate attempted to sell their services to the Soviet Union but was ultimately turned down both because of the lack of high-powered weaponry, and its shady dealings with the underworld. Through the next decade, the Syndicate began to buy out science and engineering companies in order to improve their technology. By 1960, they had become the world's largest military corporation, and unknown to the public, possessed some of the world's most dangerous weaponry.
What happened to Romulus since then has been a mystery. His alias has allowed him to become shrouded in complete secrecy. The top executives of the Syndicate are rarely mentioned and require heavy security to even exchange a few words with. The only legacy of his that remains is the fantastic Classical architecture that adorns every Syndicate structure, as he has an obsession for everything from the age of the Roman Empire.
The Technology
In the later 1960's, the Syndicate fought a marketing battle against another corporation - FutureTech - over who would provide their services to the Allies. They campaigned long and hard, but ultimately lost to the creators of such technologies as the cryobeam and S.H.R.I.N.K. ray. Though the official statement was that FutureTech, with its hard engineering and solid physics background, could simply deliver a better technological edge to the Allies, the truth was the Allied Nations were deeply disturbed by the Syndicate's eagerness to ignore morality and the rules of war to create their weaponry and equipment. The Syndicate's greatest advance and most closely guarded secret, the Integrated Circuit, has advanced the Syndicate's electronics to a level unrivaled by any power until the Empire of the Rising Sun came out of isolation. Their computer technology is actually becoming their greatest financial asset; corporations and nations pay millions of dollars to have numbers crunched by the advanced Artificial Intelligence machines of the Syndicate. Computers permeate every level of Syndicate technology, from the server farms running billions of calculations a second tracking the world's finances, to the Cyber-Decks of the Syndicate's engineers and technicians, or the tiny micro-soft drives plugged directly into the nervous system, enabling users to speak any language flawlessly.
As their computers get smaller and more advanced, the members of the Syndicate seem ever more eager to incorporate it into every element of life, including their own bodies. In the centers of many cities in the developing world one can find the newly risen skyscrapers, squat factories and techno-slums that the Syndicate call "The Sprawls", where neon lights and digital monitors lining the walls of the concrete caverns and smog from countless factories darken the sky. Some Sprawls even find themselves under the cover of geodesic domes to protect from the merciless acid rains caused by the industrial excess. Everywhere is the touch of Syndicate technology, from electronics to bioengineering to cybernetics. These Sprawls are areas absolutely owned by the Syndicate, who simply buy up every building, street and alleyway for almost nothing and turn them into freewheeling centers of commerce away from prying eyes in which they may develop and manufacture everything from new lines of cars to computer systems to the world's most modern firearms. There, their word is law and money buys anything.
The Underworld
What is not immediately obvious about the Syndicate is their deep connections with the criminal elements of society, worldwide. Throughout its history there have been many inquires and investigations, digging deep into the complex web of hundreds of companies that make up the Syndicate, but it has always been fruitless. The Syndicate is simply too big, covers too many areas, and often operates in the remote, lawless regions of the Earth. To be sure, everyone knows something is a bit off about the megacorporation, and most intelligence agencies consider them to be a criminal organization, if only they could get any proof. The fact is, the Syndicate has its hooks in everything, every level of criminality all over the world. They are the ultimate mafia with the perfect front.
By far the most profitable areas of underground Syndicate activity is the drug trade and arms dealing. The Syndicate, in addition to controlling the conventional drug trade, have a wide variety of pharmaceutical companies that have turned themselves over to the manufacture of ever more potent and addicting synthetic drugs; Nuke, 'Slaught, Octagons, Spice, Dust, under a million names from a million alleyways the Syndicate has its stamp on the world. Not only that, but they have hundreds of associated companies dedicated to the creation of tools of war for the lesser nations in their constant petty squabbles across the globe. They are where the GLA get their Scorpion Tanks, the ones that sold North Vietnam the T-40, the ones who provided the Confederates with the ammunition for their ancient guns. Wherever life is taken, the Syndicate make a profit.
Lately, though, the corporation has released many press reports dealing with the advancement of spacecraft and seem to have their eyes focused on the stars; for that is the future of the Syndicate, to provide the most advanced security systems on the planet, even if it means annihilating the competition.
[edit] Gameplay Mechanics
The Mediterranean offers a variety of unique gameplay elements that use a variety of new technologies. Below are summaries of what they offer.
[edit] Build Mechanic
The Headquarters constructs Construction Lifters, which are basically reusable Nanocores. Costs are split between the lifter and the building; it is far cheaper for the Syndicate to build multiple of the same structure. Defenses are constructed in the style of the Allies. Each building generates a build radius.
[edit] Resource Mechanic
The Syndicate don't need refineries due to their resource system, which enables them to turn most of their structures into cash generators temporarily, sacrificing the ability to do anything else. However they still require their ore mines to fuel their...
[edit] Power Mechanic
The Syndicate use their power plants to turn ore into power, which is transported around their base with power lines. Destroy their power lines and they lose power to anything that isn't connected!!
[edit] Tier Mechanic
The Research Department projects tier levels to up to three buildings, as selected by the player. They can be moved around instantly by the player's choice.
[edit] Upgrade Mechanic
The Research Department allow the researching of field upgrades. Field upgrades carry global improvements to certain units for a flat cost, and can be accessed under the Defenses tab. The tier upgrade from 2 to 3 must be purchased at the Research Department.
[edit] Auras
Auras are radii generated by certain units, that effect infantry and battlesuits. Each is basically a buff to the effectiveness of each unit.
[edit] Weapons
Gyrojets : These weapons appear to be guns but instead of bullets they fire tiny fin-less rockets, which accelerate as they travel. The farther away you are from these anti-infantry weapons, the more damage they do.
Railguns : Railguns are recoil heavy, maintenance intensive weapons that use high-powered magnets to propel long needles of iron at hypersonic velocities. These are not the low-velocity, low maintenance weapons found on the Allied Assault Destroyer; the Syndicate keep their best toys for themselves. The anti-tank weapon acts like Natasha's sniper rifle, passing clean through each target onto the one behind. They tend to do less damage as they do not explode or leave much impact force, but they are deadly against massed enemies.
[edit] Units
[edit] Infantry
| War Wolf | Cybernetically altered packs of wolves are used by the Syndicate as guards, scouts, assassins and pets. Their steel jaws tear apart infantry, while their computer implanted minds can hack and disable vehicles, allowing them to slip past or disrupt the enemy battle-line. | |
| Auxiliary | Recently inducted members of the Syndicate, these soldiers are junkies for the wide range of illicitly produced designer drugs the Syndicate has flooded the underground with for years. Fanatical to the cause if it means a steady supply, they charge enemy positions with machine-pistols and pipe bombs. Though they do very little damage, they affect infantry, buildings and tanks equally, and are very cheap, making them excellent troops to lead the charge. When faced with an insurmountable obstacle they inject their entire drug reserve and throw themselves into combat. Though the anapheletic shock will eventually overwhelm their system, they are immune to damage in the meantime, and will clear garrisons in this mode. | |
| Legionnaire | Highly trained, well motivated and grim to a fault, the Legionary Mercenary Corporation provides the basic infantry of the Syndicate. Armed with high-powered, rocket-propelled rifles and shaped charge grenades, Legionaries do more damage the farther the enemy is from their location. Their heavy armour keeps them safe from most small arms fire, while their grenades slow down enemies and can harm multiple vehicles. | |
| Hoplite | The Hoplite is the prototypical infantry package of the late 20th Century as seen by the Spartan National Security Corperation, a heavy infantry unit armed with a highly advanced railgun weapon, a light carbon nanotube shield/bipod, and a wetware/hardware targeting interface. The emotional partways of these soldiers have been trimmed, making them merciless, machine-like killers. | |
| Certaman | The Certaman Project may have lost the bid as the Allies anti-air infantry, beaten out by the American manufactured Javalin, but the anti-air mortar has gotten a new lease on life due to its low cost. Each two and a half foot long missile is an intelligent, AI-controlled machine; the intelligence behind it concerned only with ending as many lives with its own as possible, possibly what put the Allies off the concept. In addition, the Certaman can lay a powerful explosive mine that will leap into the air and strike all nearby units. | |
| Immune | The Immune is the Syndicate field engineer, a man with a computerized brain which allows him to make any modification necessary to capture a structure, repair a building or construct an Obelisk, which is a light structure with a large sight range. The Immune captures structures from a distance; this takes several seconds longer than normal, but can be done over walls! | |
| Helios Security | These professional corporate security forces use non-lethal zero point energy to shunt, slow and damage enemies, or else freeze them entirely at short range. Lightly armoured and slowed by their weapon's considerable weight, Helios are excellent at keeping the enemy at arm's length where the long-ranged Syndicate are better equipped to deal with them. | |
| Satyr | The strange leg projections from Wilderness Solutions Co equips this quick-moving, lethal infiltrator and assassin, who employs the spring-loaded machines to leap huge distances and travel at extreme speeds. Their mono-molecular wire implants allow them to slice apart troublesome enemies of the Syndicate at close range, cutting their targets apart with casual ease. Psych profiles have indicated these soldiers have a jovial attitude to life, treating everything from their training to murderous acts with the same carefree smile. Treatment priority is low. | |
| Centurion | The Centurions are high-ranking members of Legionary Mercenary Corp, and they use the traditional weapon of an officer; a long-barrelled sniper rifle. He projects a minor aura of health regeneration, activating reserves which heals nearby infantry units, and possess a long thermo-optic cloak that allows him temporary invisibility so he can take a shot unseen. |
[edit] Battlesuits
Battlesuits are uber-infantry, which have the combined features of tanks and infantry. Battlesuits are uncrushable, and in fact some of the heavier ones can crush infantry. They receive damage like tanks, making them mostly immune to anti-infantry weapons but more venerable to anti-tank. They can garrison structures as well. Battlesuits requiring controlling monitors which keep close tabs on these expensive assets; you are limited to eight battlesuits per control node. Like infantry they gain bonuses from Auras.
| Praetorian Battlesuit | These infantry cyborg suits, armed with a pair of over-sized burst-fire pistols, which are great against infantry. Their heavy armour renders them mostly immune to infantry retribution, allowing them to simply stride through large groups of foot soldiers. They are the lightest battlesuit. | |
| Odyssey Aquatic Armour | Armed with a set of torpedo harpoons, the Odyssey acts like a submarine in water, highly effective against sea-based targets and capable of firing without surfacing. On land it is awkward in both movement and combat, losing its effectiveness against vehicles but becoming deadly against infantry units. While underwater it can fill the sea with crude oil from the tanks on it's back, instantly slaying any animals in the water and forcing subs to surface. | |
| Hercules Heavy Armour | Armed with a light railgun, the extremely mobile Hercules contains the cybernetically incorporated body of an elite Hoplite, whose suppressed emotional core doesn't allow him to appreciate his new found power. Extremely mobile, the Hercules can easily flank enemy armour, leaping on it's piston legs and jetpack to crush enemy infantry or just navigate obstacles. | |
| Brutus Gladiator Armour | Nothing deals with aircraft, says manufacturing corporation Olympus Technologies, like a net of monomolecular wire heated to thirteen hundred degrees. Any aircraft caught in this net are invariably heavily damaged; most are destroyed instantly. The "Trident" sear gas system allows them to support their allies in ground-based conflicts as well. | |
| Hector Suppression Armour | It is rumoured that the controlling force behind these machines are now little more than a brain, spine and upper torso, that of an uncontrollable addict to psychotropic drugs, no less. The sear gas launchers mounted on the shoulders of these machines allows them to flush enemies from cover and stun them while their heavy chain-guns tear them to pieces. Cutting off the soothing feeds of narcotics to controlling wetware results in a violent outburst, causing the machine to charge into nearby targets, flipping tanks and splattering infantry with its great strength. In normal movement the Hector can crush infantry. | |
| Harpy Air-Mobile Armour | Flying infantry created with data stolen from the Allied Rocketeer, the Harpy uses an EMP rifle to shut down and damage vehicles, as well as to temporarily take buildings off-line. Switching to their flechette cannons gives them decent anti-aircraft power as well. | |
| Titan Security Armor | The TSA depends on its stiff synthetic flesh to absorb damage while his cold steel hands shatter bronze and bone alike. It's secondary allows the TSA to unleash a powerful wave of raw energy in a given general direction or shoot rocket punches (whichever is easier to code for). Also the TSA is a fairly slow Battlesuit and would could get easily cornered by enemy Tanks so it should only be used as a supplement to the more flexible vehicles as a dedicated escort. When Garrisoned the Titan would do it's secondary. | |
| Mars Artillery Armour | Using massive quad railguns, the Mars has to deploy to overcome the extreme recoil of its armaments. The weapons it carries as so powerful that these railguns are essentially indirect weapons; firing through the ground, cliffs, buildings, or any other objects is trivial to these hypersonic weapons. The machine maintains a decent rate of fire by cycling the weapon firing at the time; this makes up for the weapon's lackluster damage compared to other heavy artillery. | |
| Spartan Assault Armour | Armed with a long-barreled rocket launcher, the Spartan is controlled by a bare minimum of wetware, being mostly a robotic machine. Its armour-piercing flechette rockets slice any enemy unit to pieces while it's heavy shield makes resistant to most damage. When enemies get too close, the Spartan becomes a deadly close combat machine, striking with inhuman fluidity and grace against tanks and infantry alike. Deployed into Phalanx Mode, the Spartan gains a defense bonus for each nearby Spartan around it. | |
| Minerva | Exactly how much of this woman is human anymore is a subject of much debate, but the fact of the matter is Minerva is one of the deadliest people alive (if that word even still applies). Wicked fast and unnaturally skilled with her gyrojet rifle and its underslung grenade launcher, Minerva is highly effective against infantry, buildings and structures. Enemies that get past the hail of rocket bullets and grenades face her monomolecular blades, built directly into her fingers. Unfortunately, Minerva lacks the ability to swim, a grave restriction to an otherwise incredible warrior. |
[edit] Vehicles
| Hydra | The Tessier-Ashpool Hydra Scout AFV is an extremely quick AFV with a low profile, computer assisted aiming protocols and a brutal reputation as an urban combat vehicle. The Hydra's turret contains two independently operated automatic gyrojets on ball mounts, allowing the damaging of multiple targets at the same time. In between bursts the Hydra fires sear gas grenades, choking chemicals that burn at the throat and lungs stunning and immobilizing infantry targets, making them easy prey. By deactivating its weapons, the Hydra can project the Digitech Maneuvering Aura, which increases the speed of nearby units. | |
| Testudo | A heavy infantry carrier which can transport four men, the Testudo is well armoured, amphibious, and fairly nimble for a vehicle of its size. The infantry inside can fire their weapons out the front of the vehicle; though a limited arc, this gives the Syndicate a very powerful mobile vehicle to project their considerable offensive force. When not transporting troops, the Testudo can project the Digitech Defensive Aura, which increases the defenses and overall health of nearby units. The Testudo is amphibious. | |
| Talos | This wheeled AFV from AdvanceArmour Inc. is a vehicle for the future of warfare; light, mobile and armed with an extremely high-powered railgun, which will put a 6mm spike through the armour of multiple vehicles without stopping. The lightly armoured design will not hold up to much damage from enemy anti-armour weapons, so the weapon's extreme range is very important. By shutting down the electromagnets powering the railgun, power can be diverted to the projection of the Digitech Aggressive Aura, which increases weapon damage of receiving units. | |
| Lamia | The Lamia Launcher is a fairly heavy anti-aircraft platform which launches and controls a small swarm of intelligent missiles which it uses to down enemy fighters, bombers or helicopters. The missiles have minds of their own and controlling them can be difficult; missiles will attack all targets in the vicinity, not necessarily the one you targeted. Its secondary function is a pulsed electronic signal that disables all weapons, friend or foe, in the vicinity; this can save you from bombers or ground attack planes if well timed. | |
| Cerberus | A triple-turreted tank with a railgun, a gyrojet and an AA missile launcher, the Cerberus, in normal operation, cannot use its guns, so it must first deploy into a defensive turret. This is a fairly slow process, but if completed, it will prove its worth as one of the strongest turrets. In addition, the Cerberus can pack back up and move to different locations as needed. | |
| Colossus | Armed with a pair of massive Gladius missiles, the Colossus is an effect and fairly fast artillery piece whose slow-moving missiles are uniquely deadly. Just before impact, the Gladius splits apart into hundreds of tiny monomolecular flechettes which slide through steel and flesh with no resistance. Lethal to infantry, they do much less damage to vehicles, but will slay the crew, allowing the vehicle to be taken over by infantry units. Its secondary function detonates the missiles early, losing their damaging effect to vehicles but killing infantry in a huge radius. Despite its power the vehicle has many drawbacks; slow speed, a downright massive minimum range, and a tiny sight radius requiring the support of spotters to use its long range. | |
| Medusa | The Medusa is an extremely heavy transport vehicle, the largest in the world, in fact. More a self-contained barrack than a fighting vehicle, the thick slabs of armour and huge wheels of the Medusa allow it to crush other vehicles with ease, while it's massive zero-point energy freezes whole groups of targets to be crushed. Transporting up to ten men, who can fire with limited targeting arcs from the vehicle's sides, this vehicle can punch many times above it's cost when filled with infantry. The Medusa is amphibious. |
[edit] Aircraft
| Phoenix | The anti-aircraft copter relies on its huge range to counteract its crippling lack of armour. Its enemy-seeking gyrojets strike rapidly, quickly knocking enemy craft from the air, but its lack of ability to shoot and move gives it a definite restriction against enemy craft. By activating its boosters, it can join a dogfight for a short amount of time, where its more effective flechette cannons give it more damage and splash. When it dies, gelled gasoline packets lining inside of the fighter detonate to prevent the technology falling enemy hands, turning the Phoenix into flaming bomb that affects anything it strikes, air or ground. | |
| Chariot Transport | These twin-rotor craft are highly effective at transporting groups of infantry through the air. Capable of carrying five men, it can also use its zero-point energy system, either to tow a friendly vehicle or to lift an enemy one high in the air. | |
| Stymphalian | A tiny spinning drone, it's unclear exactly how the Fury stays airborne. The array of blades, drills and claws lining its body makes it a great deal more clear how it damages enemies. Diving into the fuselage of enemy planes, it quickly tears them apart and then stands by for further orders. There is a chance that the Fury doesn't escape a downed aircraft, but such is the life for these unfortunate drones. The Fury can also bury itself into the ground, waiting like a mine for a passing aircraft before springing up into its underside. Unfortunately this tactic greatly decreases its chances of survival. | |
| Fury Combat Drone | The Lamia Launcher is a fairly heavy anti-aircraft platform which launches and controls a small swarm of intelligent missiles which it uses to down enemy fighters, bombers or helicopters. The missiles have minds of their own and controlling them can be difficult; missiles will attack all targets in the vicinity, not necessarily the one you targeted. Its secondary function is a pulsed electronic signal that disables all weapons, friend or foe, in the vicinity; this can save you from bombers or ground attack planes if well timed. | |
| Alexander Private Jet | Nothing says "class" quite like this extremely effective aircraft, and there is no better way for a trio of infantry to fly in style. Landing (and automatically, if somewhat reluctantly, disembarking) with secondary fire, the Alexander is hugely fast and immune to most weapons due to its wide range of sensor disruptors and safety features; you can only harm it once it has touched down. There is no better way of ensuring a unit reaches its destination than the Alexander J-34 Private Jet, and that's a fact! | |
| Pegasus Combat Helicopter | The strange spectacle of a three rotor combat helicopter is often the last sight of many enemies of the Syndicate; its huge number of missiles, gyrojets, and mononet launchers boggle the mind about as much as they tear apart ground targets. Normally, it keeps the mononet in reserve for special targets, which can be designated by the commander. |
[edit] Seacraft
| Argonaut | Brave men armed with explosive-tipped harpoon guns and C4 charges, Argonauts wreack havoc against enemy boats, sea-based scouts and bases. They can waddle slowly from the water to sneak attack enemy bases, but they are slow to move or fire on land. They cannot be detected by radar. | |
| Neptune Speedboat | Three torpedo launchers line the front of this rapid moving vessel, allowing it to tangle with enemy boats with surprising skill. | |
| Scylla Speedboat | The Scylla is a sea-based transport that can move up to six men extremely quickly over water. It is just barely amphibious, capable of slowly crawling onto land to disembark troops. It's armed with a flechette shotgun for self-defense. | |
| ILIAD Platform | The Intelligent Linked-Interface Air Defense platform, or ILIAD, is a ship armed with an immense cyclic railgun array. The array cannot be self-directed; the ILIAD has a massive contingent of spotter drones belowdecks that attach onto a prospective target, providing any ILIAD in the combat zone with the opportunity to turn the target (and the drone) into ash. | |
| Siren Speedboat | The Siren pulls in enemy forces with its zero-point energy gun before shooting them with a large toxic dart which quickly kills the crew and leaves the vehicle free for the taking if nothing is done. It can also pull submarines to the surface in this mode. Secondary unleashes the virus into the vehicle, turning it into a floating plague-ship which will infect nearby units! | |
| Smuggler Sub | Built to sneak illegal cargo ashore to foreign ports, this compact submarine can actually somehow carry a vehicle in its hold. It can also use a specialized zero-point energy gun to steal ore straight out of an enemy ore collector! | |
| Terramerene Gunboat | The heaviest ship used by the Syndicate, the Terramerene is technically a converted merchant vessel with hidden guns. By activating its civilian mode, the Terramerene changes its appearance to resemble an enemy ship, before converting back to gunship mode and letting loose with its sea-based railguns! | |
| Pluto Airmobile Submarine | This heavy, tracking torpedo-armed "Submacopter" is notable for its inbuilt twin rotor system that can turn the submarine into a somewhat unusual flying machine. In the air, it uses its torpedoes to attack other aircraft as missiles, while dropping clusters of bomb mines onto unfortunate targets below. A class-action lawsuit was filed against the Syndicate claiming that they stole the original design, but the judge found it unlikely that a teenage girl working at a coffee shop could possibly create something so sophisticated. |
[edit] Structures
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Paradox-Exclusive Faction. | |
| Infantry | War Wolf • Auxiliary • Legionnaire • Hoplite • Certaman • Immune • Helios Security • Satyr • Centurion |
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| Battlesuits | Praetorian Battlesuit • Odyssey Aquatic Armour • Hercules Heavy Armour • Brutus Gladiator Armour • Hector Suppression Armour • Harpy Air-Mobile Armour • Titan Security Armor • Mars Artillery Armour • Spartan Assault Armour • Minerva |
| Vehicles | Hydra • Testudo • Talos • Lamia • Cerberus • Colossus • Medusa |
| Aircraft | Phoenix • Chariot Transport • Stymphalian • Fury Combat Drone • Alexander Private Jet • Pegasus Combat Helicopter |
| Watercraft | Argonaut • Neptune Speedboat • Scylla Speedboat • ILIAD Platform • Siren Speedboat • Smuggler Sub • Terramerene Gunboat • Pluto Airmobile Submarine |
| Structures | |
| Defenses | |
| Technology | Gyrojets • Railguns • Cybernetics • Auras • Syndicate Drugs |
| Detailed Information | The Sprawl • Mediterranean Syndicate Chain of Command |
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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