Category:Eastasia/Scrapbook

=Technology=
 * Cheap infantry; spammer.
 * Very weak mobile ground forces; weak airforce.
 * Zhuge Nu - Flechette guns.
 * Gatling gun - Used in defensive turrets, basic infantry armament, tanks.
 * Railguns - This was moved to Third Power; updating list.
 * Hover technology - Magnetohydrodynamic technology
 * Energy rays - EMP/Heat/Wave/Wave Motion Cannon
 * Actually, most of these were moved to Third Power now; retain WMC (which is tachyon technology).
 * EMP - In a sense; only as part of hacking.
 * Hacking
 * Rockets - Hwacha and Hurricane
 * Monowire -
 * Drones and Robotics - Spawned drones, drone SW
 * Powered armor
 * Mechas
 * Transform
 * Kamikaze
 * Powerful navy - strongest of all factions
 * Yamato Battleship - Tri-railgun turrets; wave motion cannon
 * Kraken Frigate - magnetohydrodynamic underwater drive; magnetic beam
 * Gunboat - Gattling
 * Luyang Destroyer - Missiles
 * Kamikaze Midget Sub - Perhaps spawned
 * Powerful defense structures - strongest of all factions; large selection

=Buildings=
 * Shrine - Powerplant; natively produces very little power, however it can "enshrine" an infantry or vehicle unit, which increases power production based on the battle fame of that unit.
 * Dojo - Basic infantry production facility. Every Dojo has an innate "cloning" function, each dojo producing a clone of each infantry unit built by the player.
 * Academy - A structure that allows access to higher-tier infantry, such as the Ninja, Shikari and Goryo. Also gives access to the "Drop Pod" aerial infantry deployment superweapon and "Dropship Loadout" aerial vehicle deployment superweapon.
 * Assembly Plant - Basic vehicle production facility. The function of this building is the same for vehicles as the Dojo for infantry - a clone of every purchased vehicle is produced at every plant.
 * Air Pad - Builds the Alliance's aircraft.
 * Comm Center - Special function building that gives access to various 'hacking' and 'comm' themed superweapons.
 * Robot Control - Reportedly scheduled to be merged with Comm Center. Gives access to various drone-based superweapons, such as Spy Drone, Sentry Drone and Kamikaze Drone.
 * Tech Center - Gives access to various advanced technologies.

Assembly Plant
In the Assembly Plant, legions of cheap unskilled labor work hand in hand with automated production units to assemble the Alliance's civilian and military vehicles. Eastasian assembly lines are well-known for their productivity, finishing incredible workloads in short time and with little consumption and wasting of resources, making them exceptionally cheap. On the downside, vehicles produced here are generally ligh and, although quality control is near flawless, the standards set for the output mean that few units produced here can stand up to the other factions' military units in open field battle. However, the production capacities of the Alliance allow these units to be spammed for maximum effect. They also work well in situations where they are given the right terrain conditions to operate in.

Nano Forge

 * Upgrade for the Assembly Plant.

Railgun Turret
Secondary increases power consumption but also causes it to use its Secondary 'OP' weapon (much like a TC), dealing more damage (higher range would be nice, but this is probably not possible due to coding limitations - all building weapons must have the same range, else any weapon with more range than the weapon with the lowest range can only fire at targets within the lowest range - in other words, setting higher ranges does nothing, because the engine enforces the lowest weapon range on all weapons).

Missile Turret
This was planned to be different from the Missile Turret of the Allies.

Mecha Turret
Nothing more than a brief concept, a mecha torso mounted on a fixed mount. Supposed to be crewable and would alternate its weapons based on the infantry inside, much like the Invader (or RA3's MultiGunner Turret). Never got to the stage of attempting to implement this functionality (the turret was briefly tested with the "Yuri Tumbler" torso and dual 120mm), but had we attempted it, we would've learned much sooner that there are hardcode limitations preventing the use of IFV system on buildings. This concept was dismissed for general awkwardness, though.

EMP Turret
Turret whch uses EMP to paralyze a single enemy vehicle, or a small group of vehicles. Secondary paralyzes vehicles in a larger radius around the turret. Removed because 'brute' EMP is now more the area of the Third Power (and the turret was moved there, although currently its relationship with the Vampire Turret isn't clear), while the Eastasians get the more sneaky and sophisticated Hacker Tower. The EMP Turret might make a comeback yet though, perhaps in a more point-defense oriented design/role - a small, stunning sentry weapon.

Sentry Turret
The Sentry Turret is the Eastasian basic Lv. 1 base defense. The turret is unarmed, but houses an AI which will operate any weapon it is upgraded with. Various weapon systems are available for the Sentry Turret.

Fletcher
Upgrades the Sentry Turret with a dual autofletcher.

Canister Launcher
Upgrades the Sentry Turret with a dual canister launcher. One barrel is loaded with conventional explosive capsules deployed against armored targets and even structures, if in range. The other barrel deploys web capsules against infantry which inflict very little damage on their own, but render the victim immobile for a short period of time, halting infantry assaults and allowing other base defenses to pick the tied-down soldiers off one by one.

Skills

 * Canister (Explosive) -
 * Canister (Web) - AoE Bind and low DoT (Slashing).

Drone Pad
A structure which spawns Dragonflies. This has been implemented, although we are lacking a good-looking graphic for it. Dragonflies can fire at ground and air, and consequently, this structure also provides anti-ground and anti-air defense. It would have been the equivalent (in tier, cost, etc) of the Prism Tower and Tesla Coil and it remains so, although the Tesla Coil is of uncertain status right now and the Prism Tower has been very much altered, at least in concept.

Hacker Outpost
A "bunker" structure of sorts that doubles as a localized detector. The Hacker OP, since implemented as the "Hacker Tower" (and with a different graphic) can take up to 3 Hackers

Shield Generator
The Shield Generator serves no purpose other than being an advance decoy to draw in enemy fire. Of all defense structures, it is the hardest and will not easily be destroyed. In this function, it draws attention away from the more fragile defense turrets.

Threat Rating Node
=Aircraft= Their airforce seems decent, with a pretty large selection of planes - however, at the second glance, these are actually specialized and necessary to accomplish what the Allies can achieve with one or two multi-purpose fighters. They are still leagues better than the Soviets (although considering rotary-wing aircraft, the gap might be closed) or the Brotherhood however. Only the Koreans with their Black Eagle have a somewhat multi-purpose fighter, however with limited ammunition, rendering it more or less ineffective for tactical engagements.

"Wingman" Mech
This concept replaces the Colibri as of the July 2015 update. It is the obvious choice after all, after ages of wondering about the best unit/weapon for this role. It functions pretty much like the RA3 Tengu. It is a mech which can transform into an aircraft, however because of technical limitations of the Techno-to-Techno deploy function (which is not even in Ares yet, but we can conjecture), it will likely be limited to being not a jet when in air, but rather a jj heli vehicle type.
 * When in air-mode, it attacks other air targets with guns and missiles (on elite), but cannot attack ground targets.
 * When in ground-mode, it attacks other ground targets with guns and missiles (on elite), but cannot attack air targets.

Pelican
This unit has since been implemented as the Colibri with a much much simplified arsenal. The original name was based upon a unit in Mental Omega (same source as the above). A gunship armed with racks of unguided rockets, kept aloft by a magnetodynamic drive. Can attack both ground and air targets.

Yet another adaption:
 * Circular flechette turret on underside. When firing, sprays a circle of visible lance-like flechettes from its underside.
 * Secondary deploys a vertical energy cannon of sorts. This is used against buildings.
 * No. This is too much Third-power-ish.
 * Unless its Tachyon-based?
 * Does Tachyon tech fit into a unit as small as this? Plus, how would we separate the targeting? There is no real reason to use tachyon against buildings. Well it would be more effective as flechettes i guess, but i mean, like, in terms of damage output, there would never be a reason to use flechettes. Except flechettes have AoE. This would just be two totally different weapon roles, rather than target roles. One is long-range fire support, one is on-site massacre.
 * Secondary is aerial mine discharger. Much like balloons, these mines drift about until they happen to be hit by an aircraft, which will cause them to detonate.
 * Wirepost Discharger?
 * Vote for.
 * We will test this, but for now, looks like Wirepost Discharger it is.
 * Or maybe, Drone Dropper in general.

Flechette Turret
Fixed on the Pelican's underside is a 360° flechette launcher turret. When ordered to attack, the Pelican will dispense monomolecular darts in a circling pattern from its underside, tearing up enemy infantry and whatever soft terrain they may be taking cover in. Against heavy vehicles and structures the weapon is entirely ineffective. Infantry hit by the flechettes will be affected with a DoT effect and become unable to move briefly. Continually exposing enemy infantry to the Pelican's fire can hence pin down entire squadrons.
 * Damage: Piercing
 * Added effect: Bleed, Bind

Wirepost Dropper
When ordered to force-fire on the ground, the Pelican will airdrop a small robotic unit, which on its own is harmless. Two or more of these however will shoot monowires between each other, creating a deathtrap for infantry in the area. Note that the wireposts are easily destroyed by even the slightest enemy fire once they are discovered.

X-90 Firefly
Also known as Flame Seeker or Death Seeker, a drone rocket aircraft loaded with a larg explosive warhead and sent on a suicide mission. The Firefly will speed to the target area, take a nosedive and then explode, causing vast damage in a rather large radius. Has been reported to be slightly inaccurate, however the sheer damage output makes up for this on anything but the most hardened targets.

X-90 Dragonfly
Gattling-armed helicopter for anti-infantry combat. This was supposed to use the yellow Osprey voxel from the vanilla game files.

J-20 Hawk
A tactical fighter/bomber carrying EMP bombs with a narrow radius. It also carries missiles with EMP warheads against enemy aircraft, capable of instantly downing any aerial mechanical unit with the exception of the Zeppelin. However, its missiles have terrible flight characteristics, making a hit on agile aircraft unlikely.

J-20 Eagle
Fighter/bomber carrying a single missiles. Capable of effectively engaging ground and air units, but intended for anti-building use. It has a secondary anti-aircraft missile.

J-20 Black Eagle
Korean-only stronger version of the Eagle. It has a secondary cluster anti-aircraft missile.

F-Zero Yukikaze
A unique plane design used by the Japanese, the Yukikaze is capable of immense speed, but its most outstanding feature is its unique armament, which fires a stream of colorful energy orbs at both ground and air targets, which slowly drift downward. While easily evaded, any mobile unit coming in contact with the orbs will cause them to detonate, suffering high damage.

Xian H-6 Silkworm
The Silkworm Bomber, official designation Xian-6, X-6 Silkworm or simply X-6, is an Asian Alliance strategic bomber aircraft appearing in Red Alert 2: New World Order. While not buildable, the unit is called onto the map by various superweapons to deliver a variation of payload, such as explosive, incendiary, electromagnetic and chemical bombs. It is also used to deliver the AA's own unique paratroopers, ASDF. While its in-game appearance is entirely different, according to the game code it seems to be based on the real-life chinese H-6 Xian bomber.

The unit name was later recycled into the Silkworm missile.

Flamingo Bomber
Bomb-armed magnetodynamic aircraft. Called in by airstrikes. Used by:
 * Scramble Flyby
 * Propaganda Flyby

Shenlong Skyjunk
A hero unit, the Shenlong is slow, expensive and heavily armed. It has racks of anti-aircraft weaponry to defend it from enemy fighters, but its main armament is a huge wave motion cannon. The weapon takes a considerable amount of time to charge, and when used will render the Shenlong unable to fire any other weapon system for a time. The cannon has an effect almost identical to the Great Cannon, rippling the enemy target area with a huge tachyon blast. Vehicles will be instantly flipped over, the seismic wave heavily damages buildings and the force of impact is fatal to nearly any human being caught in the blast.

Drop Pod
The Alliance uses these small craft to deploy infantry much in the same way as the other sides use paradrops. They are armored to withstand the shock of their own ballistic impact into the ground and are armed with a small gattling gun in their nose to clear out the dropzone. Whatever gets transported with these has a much higher survivability rate than a paratrooper, even in the face of enemy anti-aircraft fire. Using them in the latter situation is still not considered advisable.

SuperWeapons
The Alliance is severely hampered by a lack of direct-damage superweapons compared to the other sides. They have two superweapons that deal direct damage - Kamikaze Strike and Danmaku - neither of which are especially powerful vis-a-vis the Allied and Soviet superweapons. However, the Alliance has a wide variety of debilitating superweapons, able to shut down enemy installations and mobile units, as well as reconnaissance abilities.

E.M.P.
Delivers an Electromagnetic pulse bomb to the target area.

Lockdown
Hackers of

Probe Surveillance
Launches a Probe at the designated area, which is cloaked and will fly over the target zone indefinitely (unless shot down), revealing the area below. The probe is equipped with sensors, making stealthed enemy units visible.

Drone Strike
The Drone Strike launches several missile-armed drones from off-screen, which attack the designated area. The drones can be shot down or repelled with electronic countermeasures, but should they reach their target, they fire a volley of incendiary Radiation missiles that have a devastating effect on the area.

Kamikaze Strike
Calls a X-90 Firefly kamikaze drone on an irrevocable flight path to the target zone. Once it reaches the area, it will take a steep nosedive and upon impact, detonate its warhead, flattening a large area around it and seriously damaging even hardened building, such as Construction Yards, caught in the blast. The weapon is deadly to infantry in the blast radius as well, by sheer force, but less so against vehicles.

Drop Pods
The Alliance uses Drop Pods to deploy infantrymen to a designated zone on the front. The drop pod nosedives into the target area, firing a nose-mounted Vulcan cannon to inflict some damage, with the impact itself dealing additional damage. The infantry on board will bail from the crashing pod and is available to command. Three Shikari are delivered to the target zone in this fashion.

Dropship Loadout
The Alliance uses Dropships to deploy armored units to a designated zone on the front.

How to ensure there are at least as many naval units for EA as there are land units (not counting infantry)

 * Mobile Construction Vehicle - Hovers; can be built from both Dock and Factory.
 * Harvester Drone - Manta Minisub
 * Lynx Tank - Junk
 * Hover Tank - Can be built from both Dock and Factory.
 * Qilin Tank - Yamato Battleship
 * Mecha
 * Boar transport - Corkscrew transport
 * Emperor Tank
 * Drone Carrier - Submarine Mothership
 * Fuxi Launcher - Rocket Junk
 * Nüwa Cannon - Namazu Battle Island

=Defenses= Sort like this:
 * Monowire
 * Great Wall
 * Sentry Tower
 * Flechette Gun
 * Grenade Launcher
 * Rocket Launcher
 * Cannon
 * Drone Pad
 * Hacker Outpost

Monowire Post

 * Connects to nearby posts with a wire, which is simulated by a weapon that draws a faintly visible beam.
 * Wires cut infantry to pieces (simulated by area_damage).
 * They are also electrically charged, EMP'ing vehicles that cross them, but inflict minimal damage on vehicles and none on buildings.
 * Monowire posts only fire upon each other, they do not acquire other targets.
 * Exception are Balloons, which they connect to as well. Aircraft passing between the post and the balloon take damage.

Accepted (awhile ago)

Sentry Cube
An original idea for the Sentry Gun, the structure named Sentry Cube (for differentiation), was a concept for the basic defense structure of the Alliance.

It is a highly modular structure which can transform between a fletcher and a rocket mode on command in the same way as a transforming unit (except it's stationary), allowing flexible defense against a variety of threats. The Sentry Cube gains targeting effectiveness if a Defense Control has been constructed.

Innovative idea, impossible to code as a building, or rather as a building only without intermediate vehicular stages (for now), but we might go back to it if the Drone Turret does not work out - as it stands, the Drone Turret also relies on a "building" being simulated by what is really a vehicle, so this wouldn't be a downgrade...

Not like the concept for the Laser Tower Raise/Lower function is any different, too!

Sentry Mount
Automated turret; works like GDI Component Tower (although that feature might get transferred to Allies eventually). 3 Upgrades (hard-coded handling of 3 turrets).

Fletcher Upgrade
Shoots monoblade flechettes, effective against infantry and light vehicles.

Rocket Launcher
Rack of unguided rockets.

SWARM Launcher
Combines previous rocket, danmaku and SWARM launchers. Fires SWARMs in a circular pattern. Both air and ground.

Canister Launcher
This is a tricky one. It has to be made somehow unique/befitting its faction.
 * Canister Launcher
 * But what kind of canister?

Actually do it like this:
 * 2 wep's
 * A canister gun that fires an explosive canister (not the wtf damage inflicted by the "RPG" in TS).
 * And a secondary flare gun (from the second barrel), which dispels stealth and lowers armor.


 * Secondary leaves a residual animation which dispels stealth as an attach.effect in an area around itself, plus fire damage.
 * And/or attach effect on affected units?

Can't have 2 weapons on an upgrade! (Although it works sometimes, and sometimes it doesn't. Needs further investigation)
 * Actually do it like this: When fired on the ground, residual effect is on ground. When firing on a particular unit, attach.effect is attached to that unit itself and travels with it, doing its effect on anything nearby.

A capsule containing nanobots or a capsule that is really a small drone. It stays at the location it's fired at until an enemy unit comes close, then parasites it (only vehicles). Being parasited slows down greatly and slowly drains health.

=Infantry=

Ashigaru

 * Zhuge Nu

Firelancer

 * Infantry unit with dual unguided rockets for anti-air and anti-ground.

Powered Armor

 * Infantry in exoskeleton. Autocannon and anti-tank missiles.

Hacker

 * Paralyzes vehicles. Controls drones and automated base defenses.

Shikari

 * Flechette gun that can pierce tank armor.
 * Secondary drops an automated turret that will fire flechettes on enemies that approach it. Has sensors.
 * Elite deploys an improved turret.
 * Not planned so far, but this may/should be a rocket turret or have rockets for secondary.

Alita

 * Uses power gloves.
 * Since not codeable so far or graphic not fitting, have her use an energy pistol for now.
 * Tachyon pistol...?
 * I would say flechette, but anti-infantry superheroes are so overdone now (i.e. it would be Tanya).
 * Except, we could make her more Motoko-like and make it a long-range (REALLY) sniper weapon...
 * I'm ready to reverse the energy weapon decision, but it would need to have some special function to make it really special.

=Vehicles= Sort:
 * Gatherer (row 1)
 * Terror Drone (row 1)
 * Crawler (row 2)
 * Lynx Tank (row 2)
 * Spider Tank
 * Mecha
 * ECM Tank
 * Drone Carrier
 * Pelican

Halftrack
The Asian Alliance employs these halftracks as rear-echelon as transports. They are somewhat useful in jungle terrain and other areas with less-developed infrastructure. They are thickly armored and have ample space for cargo or passengers. For self-defense, they are armed with an automated fletcher turret.

Skills

 * Autocannon

Skills

 * Remote Fletcher Turret

Dropzone Watcher
Large mechas that are deployed in limited numbers. They have powerful gattling cannons and are highly resistant to damage. They are used to protect an Alliance outpost during its early phase, offering some resistance to early-game tank rushes.

Crawler
Infantry transport. Carries a support drone and a flechette launcher in a rotatable turret.

Support Drone
Armed with a flechette launcher against infantry.

Lynx Tank
Very basic light tank; 75mm gun. No special functions.
 * But cameo hints at some secondary laser function and we did use that with this unit for awhile - we need to come up with some special function tho.
 * Refractor beam - Fires a laser at friendly drones, from which it bounces back (inflicting no damage on the drone) to hit targets on the ground. Reflected shots are imprecise and it is not possible to control what they hit.

Hover Tank
This tank is very much scheduled to be included still (infact, it already exists in-game), but there is much much confusion about what kind of weapon it should use, and wether it should be modeled rather on a flying ship with land-going capacity resembling a ship floating overland in both design and combat style (and hence it should be a Naval Yard unit), or if it should be a hovercraft a la TibSun's Hover MLRS, and be built from factory.

Skills

 * Dual-linked Autocannon
 * Charged Mortar

Spider

 * Can be involved in monowire link-up networks; passive Spiders will shoot monowires between each other, and between all nearby monowire posts.
 * Main weapon: Poison Flechette launcher. Same effectiveness against tanks as normal flechettes, but instantly fatal to infantry.
 * Piercing damage, plus a VERY powerful DoT effect.
 * Elite is virus poison.
 * Has sensors.

Firebow Rocket Mortar
Mostly implemented to use the BM-27 Uragan voxel, which had an Eastasia-n-ish color scheme.


 * Role: light artillery
 * Strong VS: infantry, buildings, base defenses
 * Weak VS: tanks, aircraft

Hwacha Missile Launcher

 * Role: heavy artillery
 * Strong VS: tanks, aircraft, base defenses
 * Weak VS: infantry, buildings

Fuxi Launcher
The Fuxi Cannon is an Eastasian vehicle-mounted multiple rocket launcher artillery system in Red Alert 2: New World Order, named after the mythological Fuxi, also known in the West as the Meteor Cannon or Comet, due to the distinct appearance of the shells during their descent, or under the reporting name Hellraider.

The Fuxi consists of a tracked armored vehicle mounting a multi-barrel launching rack that can be freely rotated and elevated to between 0 ad 45°. The weapon system fires incendiary ammunition which trails a flames behind it like a fireball, raining firey destruction upon enemy formations. Upon impact, the projectile explodes and sprays out several smaller incendiary charges. The Fuxi has a greater range than the comparable rocket artillery systems of the other factions and differs from the Katyusha in that its rockets are not scattered inaccurately in a target area, but rather, each missile individually tracks a target. It is capable of engaging both air and ground targets. Unique among rocket artillery, Fuxi missiles carry submunitions, allowing them to easily saturate large areas with their fire if ordered to use them. When employing submuntions, the per-shot damage of the Deviator is greatly reduced, but the devastating area effect more than makes up for this when attacking numerous weaker targets.

Because of their unique and specialized ammunition, they are only effective against a narrow range of targets, which generally includes all non-hardened structures, and infantry units. Against armored vehicles, it performs poorly, however it is effective against aircraft. The range of the Fuxi is substantially larger (by one third) than that of the Sinyou Tank/Qilin Tank, however it only uses a single 155mm gun, as opposed to the Sinyou/Qilin's dual 160mm field guns. Unlike the Sinyou/Qilin, which are adapted naval guns built to fire horizontally across a more or less level surface (the ocean), the Fuxi is a mortar, capable of elevating its barrel to fire across trenches, walls, cliffs, hills, and also, across tank bunker walls.

Like all chinese units, the battle readiness of the Fuxi Cannons is severely impacted by resource shortages, kept aloft by nothing but the Songun policy, improvised materials and a good deal of hope. The self-propelled artillery pieces use the same substances for fuel as they use for ammunition - anything flammable is forced into the shells, mixed with some napalm and then fired at the enemy. Unlike many of the larger chinese military pieces, such as the Qilin Tank, or the Fuxi's larger cousin, the Nüwa Cannon, the Fuxi is actually surprisingly light-weight and is capable of moving under its own power, even if slowly, like most artillery units of any faction.

Stats

 * Race: Machinæ
 * Class: Missile Launcher
 * Lv: ??
 * HP:

Comet missile
Fires a salvo of napalm missiles at the target. Launches a smart missile which picks a target within range. Missiles are launched steadily every few seconds, with each missile picking a target on its own. These missiles are slow and not very maneuverable.

Effect

 * Missile splits either above target or when running out of Endurance/ProjectileRange.
 * When the missile splits, it releases submunitions

Code
 [Comet] Warhead=Fire Projectile=CometP 

[CometP] Splits=yes AirburstWeapon=CometFragment Cluster=4 RetargetAccuracy=.65 AroundTarget=yes 

Trajector missile
Alternate missiles which are used when the unit is given an explicit attack command. These missiles receive precise targeting orders from the launcher and are much faster and more accurate. On the downside, they also inflict much reduced damage.


 * Deviator cluster missile - Fires a missile with a cluster warhead; switch between regular missiles and cluster missiles by deploying.
 * Deviator multi missile - Fires a missile which breaks up into smaller submunitions; switch between regular missiles and cluster missiles by deploying.
 * Deviator multi missile - Elite Deviators fire cluster missiles with submunitions that break up into more submunitions...

Crush
The Fuxi can crush infantry when driving over them.

Effects

 * Crew is not protected; psionic radiation, gas, radiation and sniping can kill them.
 * Vulnerable to EMP; stunned by hacking.
 * Immune to poison (naturally).
 * Immune to mind/psionic damage, but not mind effects (psionic damage kills crew).
 * Immune to Veins.
 * Resistant to earth, frost and wind damage.
 * Vulnerable to bolt and water damage.
 * Unusual for a vehicle, vulnerable to fire damage.
 * Immune to mutation (obviously).

Stats

 * Race: Machinæ
 * Class: Mortar
 * Level: ??

Skills

 * Meteor Cannon - Fires a Napalm shell at the target. Inaccurate; Indirect fire; bypasses walls, cliffs, elevation and Tank Bunker protection.
 * Meteor Cannon -

Minisub
This has since been implemented as the "Manta".

Skills

 * Firelance

Luyang Destroyer
Way old old design that goes all the way back to a non-player unit from Mental Omega... not MO 3.0, not even 2.0, but the original. The Luyang Destroyer is a ship with anti-surface and anti-air missiles and it's modeled on a Chinese destroyer class in OTL.

Skills

 * Surface-to-Surface Missile
 * Surface-to-Air Missile

Skills

 * Tsunami

Yamato
Battleship Yamato; it just felt right that a faction which includes Japan should have a unit that gives credit to the world's largest-ever battleship.

Skills

 * Tachyon Cannon

Sub Carrier
A naval unit that functions much like an aircraft carrier, except it launches suicidal midget submarines. Or perhaps other kinds of submarines.

Skills

 * Launch Kamikaze Submarine

=Misc=

Names for GEARs

 * Invader GEAR - The Invader is a light GEAR armed with a set of HMGs as primary weapons, and two laser pylons for resistant targets.
 * HMG - Constantly fires two HMGs at the target.
 * Laser - Fires two blue laser beams at the target, dealing medium non-elemental damage.
 * Archer GEAR - The Archer Armor is a GEAR built for long-range combat. It features a head-mounted ballistic fletcher cannon that fires a self-segmenting flechette canister over extended ranges. During descent, the canister bursts open, saturating the area with melta flechettes.
 * Ballistic fletcher cannon
 * Seeker missiles
 * Buster GEAR

=Gattling Junk= The Gattling Junk, or simply Junk, is an Eastasian naval unit in Red Alert 2: New World Order. It is a gunboat and perhaps the lightest naval unit in use in the conflict, with the possible exception of the Brotherhood's Pirate Hydrofoil. The junk is armed with a gattling gun at the stern, capable of engaging ground and air targets. It is especially useful for protecting its fleet from air and commando attacks, and generally performs poorly if poised against heavier vessels. Like all gattling weapons, the firepower of its gun increases if firing for an extended period.

Stats

 * Type: Vessel
 * Class: Gunboat

Abilities

 * Gatling gun - Bullet attack to air or ground targets.
 * Rough Justice - Gets firing delay decrease every time it fires the same weapon; stackable. (Gattling property)

Stats

 * Type: Vehicle
 * Class: Infantry tank
 * Level: 95
 * Building requirements:
 * Factory
 * Reeducation Center / Tech Center
 * Cost: 1,000$
 * Speed: 5

Skills

 * Movement (Tracked) - Move on tank threads.
 * Movement (Levitation)
 * Added effect: Crush - Can crush both infantry and smaller vehicles.
 * Crush - Moves on top of an infantry or small vehicle unit and attempts to crush it.
 * Rocket - Fires a rocket as main armament.
 * Dual Railgun Turret - The two barrels of the Qilin act as "fork prongs" of a railgun weapon.


 * Dual Railgun Turret ☆
 * Drone - Spawns a drone that aids the tank.
 * Gatling gun
 * Standart
 * Tank Desant

Cannon
Various designs have been tried for the Qilin's guns. Rather unconventionally, the Qilin's main armament consists of a rocket launcher, rather than tank guns. The rocket is unguided and there is not actually alot of difference between an ordinary tank gun and this method of attack, however the rocket lacks penetrative power and instead relies on its rather large explosive warhead to inflict damage. The guns are rather unconventionally mounted at the side of the turret and lack the capacity for elevation, firing their shells at an invariably horizontal trajectory. This makes the guns unable to bypass terrain elevation, cliffs, walls or tank bunkers.

The guns vary slightly depending on the warlord owning the tank -

Support System
The tank's support system varies heavily depending on the warlord owning the tank - Warlord Chen, with his focus on infantry, equips his tanks with a small bunker from which infantry can fire out. Warlord Jin. Warlord Mau's tank comes with a radiation

Sinyou Tank
The Sinyou, also known as Overlord or Shogun, is an even more impressive variant of the Qilin Tank, exclusive to the chinese Tank General.

Emperor Tank
Only one exists, this would be Takeshi's Chariot. Sorts out the discrepancy between the Overlord/Sinyou being the strongest and hence having to be Emperor.

Quotes
To the bottom of the sea! Drag and drop!
 * Attacking:

Overview
Shrines are robotic units, towering almost to the height of city blocks. They have a windowed cockpit in the front that is often mistaken to contain a pilot. However, Shrines contain no pilot, nor are they directly remote-controlled in the way that robots are. Instead, the "cockpit" contains the optical receptor portion of a computronium housed in the Shrine's hull. Ocasionally, a fallen soldier is deemed heroic enough to have his spirit live on after the death of his organic body. If such a soldier's body can be retrieved, even partially, even just the brain, or a part of the brain, it is integrated with neural links and elaborate life-support systems into the computronium of a Shrine. However, the brain, or part of the brain, is not necessary in order to run a Shrine. Even a tiny bit of body or bodily fluid can be contained in the unit. Whatever is found missing, but essential for the Shrine's combat role, can be re-created, albeit increasingly flawed if much is missing - the unit's computer can generate a simulated neuronal network based on knowledge about the deceased person, filling in the gaps with its own simulation. A Shrine can contain many such venerated dead, however care must be taken that the spirits of those integrated into a single unit are compatible. Those inside the Shrine are then kept in a dormant, vegetative state, during which the computer into which they are integrated simulates them scenes from their life or ideal worlds of their dreams. When their combat power is needed, the Shrines are "awakened" and the venerated dead pilot it to a last stand, using the neural links and their combat experience to guide the unit with great precision. While the unit responds one-to-one to their intentions, it is also large and heavy, making them slow and bulky combatants compared to other infantry, and even tanks. The Shrine uses bipedal locomotion, but has no arms in the humanoid sense, instead employing two shoulder-mounted chainguns, signifying its sole focus on combat.

Skills

 * Movement (Walking) -
 * Chain gun - Set of two chainguns. Deals ranged Bullet-type damage to the target.

Goryo
A robot containing the remains of a fallen Alliance hero. It is armed with two Gatling guns.

=J-20 Black Eagle= The J-20 Black Eagle is the main strike aircraft of the Korean Kingdom and, in a toned-down version, the Asian Alliance in Red Alert 2: New World Order, known as the Korean special unit from original Red Alert 2 and Yuri's Revenge. However, severe modifications have been made to the unit's statistics and weapon system. It exists in three variants, all of which are designed mainly as pure attack aircraft with no special applications. The J-20 has been subject to numerous revisions - various configurations have been tried, originally envisioned as a fighter and strike-fighter armed with missiles, before carefully concluding with the current torpedo bomber concept. The J-20 carries a set of plasma torpedos for anti-ground use. The torpedos are vaguely guided projectiles that fly under their own power in a straight path towards their target and are designed mostly for use against ships. They can equally effectively be used against large stationary targets. The J-20 is also armed with a railgun for air-to-air combat, but the weapon suffers from the slow tracking and turning mechanism of the aircraft and will not make a huge difference in air-to-air combat.

Stats

 * Type: Aircraft
 * Class: Torpedo bomber

Skills

 * Cluster Torpedo - Launches a torpedo which detonates numerous smaller warheads upon impact.
 * Frag Torpedo - Launches a torpedo which breaks up into a cloud of smaller explosive charges upon impact.

J-20 Eagle
A toned-down version flown by the airforces of the gros of the Alliance.

Skills

 * Torpedo - Launches a straight-flying explosive projectile. Known to miss mobile targets. Can be directed at aerial targets, but fire control is clumsy - the attack will be used rarely, as the plane as trouble aligning to a proper firing angle with the target, and even if launched, it tends to miss its target. However, if a hit is scored, the effect is devastating against aircraft.
 * Torpedo

J-20A Fisherking
A recolor of the J-20, armed with machine guns instead of torpedos.

J-20H Albatross
A larger, heavier "bomber" variant of the J-20, used as ground attack airplane. Carries a much greater load of large torpedos.

Stats

 * Type: Vehicle
 * Class: Light tank

Skills

 * Heat Beam - Used against vehicles and aircraft. Deals some damage, as well as an EMP effect. Instantly downs fixed- and rotary-wing aircraft and destroys projectiles.
 * Heat Wave - Used against infantry and occupied structures. Deals fire damage along its entire line of fire. Deadly against infantry, but deals negligible damage to vehicles. Short-lasting EMP effect along line of fire. When used against occupied structures, it does not damage the structure, but it can kill occupants.

Stats

 * Type: Vehicle
 * Class: Artillery

Skills

 * Drive (Tracked)
 * Crush - Can crush both infantry and smaller vehicles.
 * Deploy
 * Nuke Cannon - High linear damage in the direction of fire and massive nuclear damage at the target. Spreads radiation around its point of impact.

Stats

 * Type: Vehicle
 * Class: Light tank

Abilities

 * Drive (tracked)
 * Vulcan - Bullet attack on air or ground target.
 * Rough Justice - Charges self - reduces re-use delay for the weapon with each use. Stacks.