Category:Scrapbook

=Air Mecha= Currently uncertain if this unit should be an AircaftType (revert), or deploying JJ UnitType.

=Antlion Tank= The Antlion was a tank design for the Brotherhood. Presumably the Tick Tank, which currently has made its way into the scheduled units (although it's not added yet).

Skills

 * 90mm Cannon
 * 110mm Cannon - Some battle-hardened Antlion crews have managed to get their hands on more powerful 110mm cannons from their felled enemies. These are superior in all aspects to their old 90mm guns.

=Chemical technology=
 * New method: All gas types inflict DoT.

=Corkscrew Transport= The Corkscrew Transport, also known as Turtle Transport and War Turtle, is a naval transport vehicle employed by the Asian Alliance, capable of carrying both infantry and vehicles. Like many of their amphibious vehicles, it employs a magnetohydrodynamic drive, consisting of two magnetized, rotating "corkscrew" barrels (hence the name), which enables it to cross both land and water. The Turtle is otherwise insignificant, being simply an unarmed dedicated transport. It can crush infantry and has firing ports for transported troops to fire out.

The Corkscrew used a unique variation of the "Deploy Passengers" function, which would deploy its passengers when attacking a target (it had a dummy weapon), and those infantry and vehicles would be deployed already attacking the same target as the Corkscrew had been told to attack.

Skills

 * Movement (Magnetohydrodynamic)

Skills

 * Movement (Wheeled) -
 * Dismount - Dismount passengers.
 * Autocannon - A small autocannon for self-defense. Effective against infantry and light vehicles.
 * Drone Launch - Launches a drone which supports the Crawler.
 * Drone - These drones carry sensors, a machine gun and a set of missiles, capable of complimenting the Crawler in any role.

Stats

 * Race: Machinæ
 * Class: IFV
 * Equipment:
 * AI (self-reliant, calm, simple, single-minded)
 * Lots of supplies

Drone
The Boar carries a piggyback support drone that it can deploy for additional firepower. The drone is fitted with sensors, a flechette launcher and guided missiles, in a way providing more firepower than the host vehicle itself. The flechette weapon can decimate enemy infantry with its rapid rate of fire and large spread, while the micro-missiles can effectively dismantle medium vehicles.
 * Spawn Drone - Spawns a drone to accompany the transport.

Nailgun
The Boar is fitted with a nailgun in an independent, AI-controlled turret, allowing it to fire upon targets it picks up on the go. The weapon can fire on air and ground targets, but its range and penetration is rather limited, making it useful in fire support for infantry and repelling low-flying gunship attacks.
 * Nailgun - Single-target ranged attack.

Unload

 * Deploy - Unload passengers.

Assault

 * Assault Deploy - Causes the transport to unload when attacking. Only used by War Turtle.

Firing Ports

 * Open Top - Causes boarded infantry to fire at nearby enemy forces. Only used by War Turtle.

Scan

 * Sensors - Reveals stealthed and underground objects around the Turtle.
 * Does not see through Disguise effects.

Amphibious Movement

 * Movement (Magnetohydrodynamic) - Can move over both land and water.

Warp Artillery
The Chrono Artillery is a an allied vehicle introduced in the September 2012 Revision. It's a long-range teleporting platform which chronoshifts explosive charges next to targets, where they detonate violently. The Chrono Artillery can also score an instant telefrag when teleporting a charge at the position of a unit. Unlike any other artillery unit, the teleported projectiles are able to bypass Iron Curtain protection, but will not actually deal damage to anything affected by the Iron Curtain.

Shelved for much the same reason as all the other teleport-capable units.

Warp Tank
Chrono Tanks are a recurring type of tank, originally taken from Red Alert and reintroduced into C&C by various mods. They are characterized by their use of teleportation to travel around. The original Chrono Tank was armed with a missile launcher and not a chrono-based weapon, and its appearances in the mods mostly share this characteristic, although the explosive warhead has often been replaced with a chrono-like energy warhead.

Rippler Cannon
The Chrono Tank's main method of attack is the Rippler warp cannon, which projects a spacetime ripple at the target location. The larger the target object and the more moving components it has, the greater the likelihood of a fold running through it, dealing severe damage. Buildings sustain grave damage when exposed but infantry receives very little initial damage. Vehicles do not sustain damage as such, but as they enter the spacetime fold, they will rocked and tossed about. If they are flipped completely, they are instantly destroyed, but if they escape the effect before this occurs or the warp cannon is disabled before, no damage is sustained.

Effects

 * Deals cumulative damage - first deals low damage, but as exposure time rises, the damage increases.
 * As the target reaches critical HP, it will be culled instantly.

Rift Cannon

 * 105mm -
 * 105mm - Swaps the AP warhead for HESH; higher effectiveness against light and medium armor, and structures.
 * Chrono projector - If firing at a target for extended periods, the Chrono Tank's crew can fire their chrono cannon at the target, erasing it.

Warp Bay
The allied Chrono Bay is a support structure which grants access to two functions - periodically, groups of tanks will be teleported from off-map army bases to the Chrono Bay. It will also grant access to the Chrono Reinforcements Command Ability, which chronoshifts a group of vehicles to the target location.

Chrono Reinforcements
Chronoshifts a group of vehicles to the Chrono Bay. Fired automatically. Shifts 2 Abrams Tanks, 1 MLRS.

Chrono Reinforcements II
Chronoshifts a group of vehicles to the target location. Fired manually. Shifts 4 Abrams Tanks, 3 MLRS.

Stasis Prison
The Chrono Prison is a conceptual Allied unit The Chrono Prison was not featured in the mod for the same reason as the other chrono-technology related units -

Stats

 * Damage: 150 (per shell)
 * Attack count: Number of Grand Cannon's owned by firing player*12, max. 36
 * Damage type: GrandCannonWH
 * Targetting range:
 * Scattering range:
 * Spread range:

Red Alert 2: New World Order
As France does not exist in Red Alert 2: New World Order, having been absorbed by the larger European Union faction, the Grand Cannon was at first made available to all allied factions. However, it was moved to the Asian Alliance (complete with a graphical makeover) during the August 2012 Revision. It was also given 3 upgrades that can be purchased to further increase the versatility of the weapon, of which each Grand Cannon may be upgraded with one. A build limit was also instated to counter the usefulness of Grand Cannon walls or Grand Cannon walks. Further changes include the addition of the Barrage superweapon to operate the Grand Cannon.

Skills

 * Grand Cannon - Fires a huge cannon shell at the target for massive AoE damage.
 *  - All of the player's Grand Cannons within range fire at the target simultaneously. The target is determined by the use of a Commander Ability. The range is increased by a map-wide bonus for this attack compared to the regular attack. In turn, shots will be inaccurate. There is an added effect of a screen ripple and shake at the impact of each shell, but the damage per shell is unchanged, but due to multiple cannons firing, the damage adds up to a far greater amount. Originally, it was not possible to code this, but via the EMPulseSpecial enhancements in Ares 0.9, this can now be made to work exactly to specification.

Upgrade
One of the following upgrades can be selected and placed on each Grand Cannon:
 * Nuclear Shells - Causes the Grand Cannon to fire nuclear shells instead of their previous explosive shells.
 * Railgun Upgrade - Causes the Grand Cannon to fire a railgun instead of its previous conventional firing mechanism. The shell load remains unchanged.
 * EMP Upgrade - Causes the Grand Cannon to fire an electromagnetic pulse which disables vehicles and buildings in a wide radius around the point of impact.

=Gravitron= A weapon or unit that re-directs projectiles near it. This cannot be coded and it's uncertain to what faction it would fit, although clearly a more limited version of this ability (limited to guided missiles) would fit the ECM Tank.
 * mode 1: draws in all enemy fire
 * mode 2: creates a point which draws in enemy fire
 * mode 3: reflects enemy fire
 * mode 3-2: creates an aura in which all shots are reflected, even shots aimed at other targets
 * mode 4: guides all shots to Gravitron's target
 * Either shots on itself, or shots fired in a certain range around itself.

Mirror Tank
Sub-type which reflects all attacks back to the attacker. Cannot toggle modes, its just a single mode bound to a unit.

Funnel Tank
Same as above, but draws all attacks near it onto itself.

=Harpoon= The Harpoon is a type of weapon encountered used by Third Power Cannoneers, Magnetic Tanks and some super-heavy tanks as a support ability. The harpoon's main role is to fixate or even drag-in opposing armor. It may additionally deal small amounts of damage. Currently uncertain who/what should use this weapon, and how it will affect its targets, specifically. It would be a weapon that uses the "locomotor warhead" feature from YR, like the MagneTank. While it does seem like a pretty OP weapon for a mere Cannoneer, the vehicles you can actually drag in with it can be limited by using the Damage tag on the weapon - vehicles with a weight exceeding the damage cannot be pulled in. YR does not make use of this feature as the damage on the Magnetron's weapons is set absurdly high, allowing it to draw anything, but it does work. So we could limit it to smaller vehicles for the Cannoneer. We'd also not be limited to the hover/jumpjet locomotor the original YR Magnetron uses, as several others are functional too, including the "driving" locomotor, which would make it seem as if the target is dragged towards the firer on the ground - much more realistic. What does not seem to be possible is limiting the drag speed. Using the driving locomotor, the victim will race towards the firer at great speed (not sure if unit speed or max speed or whatever) and worse, it will navigate around terrain obstacles...

=Laser Mammoth Tank= Unit dating back to when the Asian Alliance was a subfaction of the Allies. This was their country-specific unit for stealing Soviet technology.
 * Primary: MammothLaser
 * Main weapon has the same range and damage as the Mammoth Tank's dual 120mm guns, but they draw laser beams and do Laser-type damage.
 * Does not have secondary anti-air missiles.

=Miner=

Hover Miner
The Hover Miner is a more likely concept for the Asian Alliance, unarmed harvester capable of crossing bodies of water.

Warp Miner
The Chrono Miner, originally used by all Allies in Red Alert 2, is an allied miner specific to the European Union. It drives to its target area, gathers ore, then teleports back to its Refinery. The Chrono Miner is expensive, unarmed and slow, but decently armored. While en route to the ore field, it is vulnerable to all sorts of ground threats, but once returning to base with its load, it is entirely invulnerable, while also drastically shortening its travelling time due to its instantaneous teleportation.

Slave Miner
The Slave Miner is Yuri's resource gathering vehicle in the expansion Yuri's Revenge; it is not really a 'miner' in that it does not drive around ore fields to gather the ore - it is really a mobile refinery - it moves to ore patches, deploys, spawns slaves that harvest ore and return it to the Miner. When destroyed, the slaves give a little cheer and join their liberator's side. Because of the slave-spawning logic, the Slave Miner can be spun into potential myriads of other miners (although spawning slaves is hard-coded to just one unit-slave combination, which may be fixed in the future by Ares). Miners working in this, or a similar, fashion may be used by the Brotherhood, The Reich or the Asian Alliance, in the latter case in the form of the.

Marauder
Harvester suited for generating cash by dismantling enemy units. They are usually armed offensively and have the ability to generate bounty from destroying enemies. Type used by the Brotherhood.

Chinook Miner
Concept that uses a jumpjet-type vehicle (helicopter or blimp) as Harvester; functionality uncertain. Called "Chinook" because of the use of Chinooks for resource-gathering in C&C: Generals - it does not necessarily have to be a Chinook or even a helicopter, but this is the base-type because of the occurence of such helicopter-type resource gatherers in Generals and helicopter-types are jumpjet-types in Red Alert 2.

Tesla Coil
The Tesla Coil is a Soviet base defense recurring throughout the Red Alert series. It is hence also present in Red Alert 2 mods. In Red Alert 2: New World Order, there are two variants - one generic soviet, and one unique (and more powerful) for Russia. Because of the uncertain standing

Stats
Tesla Coil (1)

Weapon: Bolt

Tesla Coil (2)

Weapon: Bolt

Tesla Tank
In Red Alert, the Tesla 'Tank' actually looks more like a halftrack with the ball of a tesla coil protruding from the armored compartment in its back, capable of firing tesla bolts in every direction (except into the sky). In Red Alert 2, it is an actual tank, available to Russia only, armed with two barrel-like miniatur tesla coils on a full-traverse turret. In Red Alert 2: New World Order, a generic Tesla Tank, based on the Red Alert version, is available to all Soviet nations, while Russia instead has access to the unique version of Red Alert 2.

The Tesla Tank's main purpose is that of a short-ranged but incredibly potent tank destroyer, as its directed electrical discharge can melt through metal objects in seconds, bypassing all common forms of technological advances in vehicle armor. The unit is also effective in suppressing infantry in a wide area, but due to its effectiveness in the anti-tank role, this is not seen as an effective use of this military resource, as there are less cost-intensive units that fill this role. The only downside of the Tesla Tank in an anti-tank role is its very limited range compared to ballistic weapons, giving enemy armor an edge when capable of engaging the unit at long range. It is therefore best used in restrictive terrain, such as urban battles, or in an ambush situation.

Stats

 * Race:
 * Class: Tank
 * Lv:
 * HP:
 * MP: 999
 * Faction: Soviet
 * Requirements: Factory, Research Facility
 * Tech level:
 * Cost:

Omegabolt Tank
The Omegabolt Tank is an enhanced tesla tank 'powered by a miniature nuclear reactor', firing a devastating black bolt. The tank is one of a series of 'easter egg' units in the mod named after members of the modding community, along with the Speeder and Mig Eater. In the current stage of planning, it is available to a Russian player when stealing Soviet technology. When destroyed, the tank explodes in a small nuclear detonation.

=Vortexer= The Vortexer, or Vortex Tank, originally known as Black Hole Maker, is a super unit that was at one point accessible to the Soviets in an early build (perhaps Build E) when a Soviet player stole Soviet technology. It was never completely coded and mostly only existed as a concept on paper. It later briefly returned as a unit concept for the – scrapped – White Russians faction, before being scrapped entirely. The current official line is that the technology available to the factions of the mod does not allow for the realization of any devices that meddle with spacetime in the way the Vortexer would have done.

The Vortexer originally possessed just one attack, which was a long-ranged, invisible shot that would produce at its area of impact a lasting „black hole“ or „vortex“ effect, which would deal heavy damage to any unit or structure nearby (in lieu of the engine permitting a „draw-in“ effect). The vortex would expire after awhile. A secondary „aura“ attack was later conceptualized, where the gravitational anomaly would be focused on the tank itself and either move with it, or force the tank to remain stationary.

What we could do, should this unit ever be implemented again (as an UFO Tech unit?), is give it the following aspects:
 * Give it a primary weapon which creates a vortex that moves unpredictably (like the Chrono Vortex of RA), sucking in whatever it comes across. This Vortex has to be actively maintained by the caster and will expire if the tank moves or attacks something else (thereby creating another vortex).
 * Give it a secondary which creates a stationary vortex centered on the tank, but prohibits the tank from moving (as it is a deployfire weapon). If the tank undeploys/moves, the vortex instantly dissipates.

All forms of vortex deal gravitational damage. Note that all aspects of this unit could be coded with a little creativity, except for the % damage that gravity usually deals.

Stats

 * Class: Black Mage

Abilities

 * Movement (Antigravity) - Essentially hovers.

Vortex Aura
Surrounds the Vortex Tank in a gravitational vortex which sucks in and compresses all matter.

Vortex Cast
A decently-ranged artillery weapon that does not generate a visible projectile. It generates a black hole at the point of impact, which is simply a black, looping pulse animation with a high damage value. Optionally, it could draw in units.

=Walls= Wall tiers:
 * Tier 1 - Fences, crushable, removable by Wood=yes and Wall=yes weapons.
 * Tier 2 - Sandbags, crushable, removable by Wall=yes weapons.
 * Tier 3 - Walls, not crushable, removable by Wall=yes weapons.

=Weaponized Strange Matter= Again, this technology exceeds

Wyrd Cannon
A weapon which fires somehow-encased Strange Matter(tm). When colliding with a target, the Strange Matter(tm) converts the target's matter into a whirly, whoozy blob of incomprehensible... stuff and thereby instanty makes it a non-threat. The strangerized target then evaporates into thin air.

=Weather Tank= The StormFront is a special weapon carrier vehicle, mounting a miniature Weather Control device to induce localized thunderstorms. It was available to the Allies in Build F and although a prototype was implemented in that build, it was never implemented in newer builds. When weather control technology moved to the Third Power, the Stormfront was abandoned as an Allied unit, and finally completely shelved because its TL/tier would exceed the scope of the mod. It was of the same tier and similar availability as the Ion Cannon Communicator and the Black Hole Maker, and perhaps a country-specific version of the ICC. The ICC still remains in-game, for all Allied subfactions.