Category:Third Power/Scrapbook

=Equipment=

Grenade
The "potato masher" grenade; explosive non-frag, for use vs buildings. Less effective vs tanks. Like all grenades, can enter occupied structures (if they are not explicitely immune to flush-out attacks) and attack the occupants directly.

Leyden Grenade
Also a stick grenade; shaped like a little hammer, "Thor's hammer", in reference to both its predecessor, and the fact that it contains an electric charge.

Gas Grenade
=Infantry=

Trooper
Rookie: Rifle, bayonet Elite: Grenades

Assault Trooper
Rookie: Assault rifle + grenades. Elite: Grenades replaced by leyden grenades.

Shock Trooper
Rookie: Assault rifle, grenades, electric bayonet.

Blitz Trooper
Rookie: Leyden rifle, leyden grenades, electric bayonet.

Storm Trooper
They have rayguns at this level; still not very accurate.
 * This is essentially the Tesla Trooper from RA2/YR.

Sniper

 * Elite upgrade is Tank Rifle - deals +25% damage against plate armor, +20% damage against light armor, +15% damage against medium armor and +10% damage against heavy armor.
 * Meteoric bullet has mutagenic effect

Gunner
A gunner with an MG34. Has to deploy to set up his MG and is otherwise unarmed.

Cannoneer
A cannoneer with a recoilless gun. Can be upgraded with Ramjet technology.

Flame Trooper
Flamethrower, functionally identical to his counterparts from the other factions.

Chem Trooper
Wearing a protective suit, the Chem Trooper dispenses harmful chemicals on the battlefield. Gas inflicts a poison effect that deals damage over time for a period after initial exposure. Chemical weapons can be upgraded to inflict berzerk during this period.

Werewolf
=Vehicles=

Mammoth Tank
(from CAT:Tanks)

Early versions of Red Alert 2: New World Order had the Mammoth Tank as the generic soviet super-heavy tank, which would be replaced by the Apocalypse Tank for Russia (or the Latin Confederation, in some versions), and the Overlord Tank for China. There is ongoing uncertainty about wether the Mammoth Tank should be a Soviet unit, or rather a Third Power one. Both options would have their consistencies with the respective faction.

While the "Mammoth" was the real-life development designation of the Panzer VIII (which later became known, and is today famous as "Maus" (mouse), the animal itself (mammoth) just seems to fit into Siberia better, and hence be Russian, especially since vis-a-vis the "Bear Tank", we're still missing more animal designations that fit Russia. Of course, mammoths were also present in Europe.

The original Maus was a one-barreled tank (128mm gun), while the Mammoth in C&C consistently has two barrels (which are not intended to represent the mammoth's tusks, because it also has auxiliary missiles labelled "tusk").

Abilities

 * Movement (Track) - Moves on four threads.
 * Dual 120mm - Dual 120mm guns in a fully-traversible turret.
 * Mammoth Tusk missiles - HE missiles used against infantry and aircraft. Fired from launchers mounted at the sides of the turret.

Superheavy Tank
Project to find a super-heavy tank to assign to the Third Power. Its specifications are that it should exceed any soviet tank in terms of HP and armament. Presumably this slot was filled with the Mammoth Tank, although currently unsure whether the Mammoth Tank should be modelled on the Maus, the Ratte or something entirely different (perhaps simply sticking with the Mammoth/Apoc/Overlord from C&C) and if the tank is modelled on any of these, whether the others should be implemented as well...

Bunker

 * This will be irregular (at the very least this building will be, not considering the others for now, this will certainly be so).
 * Regular bunker; takes 8 infantry, who can fire out.

Flak
Anti-aircraft cannon; can only fire at air targets and only uses shrapnel shells.
 * Elite upgrade: incendiary shells (new animation) - deal more damage, fire-based damage and Burn effect.

Flame Turret

 * Primary: deals fire damage in a short-ranged (comparatively) cone.
 * Secondary: deals fire damage in an even shorter-ranged half-circle.

Ray Turret

 * Fires heat ray.

Deathray Turret

 * Fires death ray, which passes into vehicles and buildings.

Vampire Turret

 * Rookie level:
 * Primary: turret gradually slows down target vehicle and reduces armor and firepower, while healing itself.
 * Secondary: turret slows down all vehicles (friend or foe) around itself and heals itself.
 * Elite level:
 * Primary: turret paralyzes target vehicle and gradually reduces armor and firepower, while healing itself and friendly units around itself.
 * Secondary: remains unchanged

Tractor Turret

 * Secondary: pulls all vehicles around itself towards itself.

Tesla Turret

 * Primary: shoots an electric bolt at a target which deals damage and stuns
 * Secondary: generates an electric field around itself which deals damage and stuns

Railgun Turret

 * Deals linear damage. Is blocked by elevation and cliffs.

Plasma Turret

 * Fires an orb of plasma which accelerates as it travels and deals splash damage upon impact. Is blocked by elevation and cliffs.

=Characters=

Hero General
=Command Abilities=

Knighting
Knighting is a command ability considered for the Third Power. It targets a single unit and instantly promotes it to elite level. This C.A. could not currently be coded and it's not certain if it fits with its sides' doctrine. It would also likely require vast rebalancing.
 * Also known as „Field Promotion“
 * A similar, but more code-intense version may be implemented that works like „Augment“, taking a unit (only works for infantry) and transforming it into an upgraded version that is not normally accessible via promotion (although it would work to make the unit a vet or elt too) and incidentally restoring its full HP (out of coding necessity).

Unit Tier Progression

 * Inf: Trooper > Assault Trooper > Shock Trooper > Storm Trooper
 * This implies inf.lv progression like this: Trooper 10 (standard), Assault Infantry 12 (Ranger, Marine, etc),
 * And weapon/warhead/ammo progession: assault rifle w/ normal bullets > k-bullets > leyden bullets > tesla gun > perhaps some other raygun
 * Before leyden bullets, infantry has a secondary grenade, which progresses from ordinary frag, to leyden grenade.
 * Tnk: Panther Tank > Tiger Tank > Mammoth Tank