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For Soviet, Empire and Allies' eyes only. You wanted more, so here's more.

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Who wanted more of Soviet excess, Allied non-violent combat and Empire psychic schoolgirls are gonna have their wishes granted. Here's what we have in rough design for you.


SOVIET UNITS:

- TRUE COMMUNIST (FORMERLY CALLED COMMISSAR): The Soviet solution for infiltration problems. He can disguise itself, can swim and can attack with a pistol. Like the other infiltration units, he can only be detected by Attack Dogs, War Bears, Burst Drones and Cyber-Simians. The Commissar is only accessible once you obtain a Super Reactor, they have few HP and can't hit air units. Trained in the Soviet Barracks.

- FLYING HAMMER: The anti-air escort of the Kirov Airship and a possible long-term solution the MIGs rarely provide, because it doesn't need to return to an Airfield and reload. The Flying Hammer has so many missiles inside it's launch bays it can launch an all-out volley in random directions, damaging any aircraft in the area. Can't attack ground forces, are too expensive, a bit slow and require the Battle Lab to be constructed. Built on the Super-Heavy Factory.

- QUADRIPEDE: The Big Cousin of the Sickel, meant to be four Apocalyspe tanks in one big mech. It can fire omni-directionally like it's anti-infantry counterpart and has enough firepower to shell a base and several Guardian tanks. However, it's very expensive, too slow, can't hit air units, can't leap and requires Battle Lab. In case one of your Quadripedes is alone and about to die near enemy units, you can order it to self-destruct in a Super Reactor-like explosion, taking out anyone near the Quadripede. Built on the Super-Heavy Factory.


ALLIED UNITS:

- CHRONO-MARAUDER: The Chrono-Legionnaire's back on shape, but with different name, origin and weaponry. Very heavy and advanced infantry with miniguns, all delivered from the Allied FutureTech quarters to the battlefield. The Chrono-Marauder has a very good anti-infantry and light vehicle firepower, but he can be far more mobile by using his Chrono-Belt to teleport himself in a small range. Can't fire on air units. Needs Max Clearance to be trained as well as a built FutureTech Lab.

- DROPSHIP: The A.N.S.S. Eastwood's Dropships can lift any vehicle that's needs to go to accessible terrain. They don't have any weapons, however, so they'll need that usual escort to get through and deliver their package. Available once Instant Clearance is acquired. Built on an Airfield.

- SUBMARINE HUNTER: The Allied solution for submarine problems. The Submarine Hunter is very effective against Yari Mini-Subs and Akulas and, in case they fire or go for suicide rams, you can use Chaffs to handle some advantage. Available when you research Instant Clearance. Built on the Naval Yard.


EMPIRE UNITS:

- CARRYALL: Besides being a viable transport for troops and vehicles, the Carryall uses a small machine gun to wave off enemy air units, but it's still vulnerable to specialized anti-air aircraft. It can be built once the Mecha Bay Upgrade is complete. Built on the Instant Pads.

- KAMIKAZE: Flying an aircraft, the Kamikaze selflessly sacrifices itself to cause heavy damage against ships or structures, but it's very weak to enemy fire, making it necessary to use it in numbers. Very useful to finish the Final Squadron's job. Requires Docks Breakthrough to be accessed. Secondary ability allows it to sacrifice using sonic explosives that'll instantly kill infantry in a wide range, but ineffective against vehicles and air units in both cases. Built on the Instant Pads.

- PSI-CORPSGIRL: While not being as powerful as Yuriko, these young ladies punch enough firepower to crank down both infantry and vehicles and aren't as vulnerable to enemy fire as Rocket Angels are. They can also concentrate their powers in deflecting enemy missiles, making them come back to their enemies, which should be handful against Twinblades. However, they cannot hit air units, can only travel in land and require Dojo Breakthrough to be trained. Trained in Instant Dojo.


NEW SUPERWEAPONS:

SOVIETS - NUCLEAR MISSILE: With the continued threat on the rise, the urgence for a power return was required. Therefore, General Krukov, separated from Premier Cherdenko, tasked Doctor Zelinsky with an impossible task: to do what Einstein wasn't allowed to. The Forth uranium stolen by the Soviets provided the means with which to make Mother Russia feared once again. Uses Nuclear Silo.

ALLIES - A.N.S.N EASTWOOD PHOTON BEAM: Coming from the future in hot pursuit of Colonel Grigori Lienkov, the Allied spaceship Eastwood, under the command of it's captain, Gambit Strickwell, stands fully charged it's Photon Beam which can be moved like the Soviet super magnets, if only a Orbital Radar is in the operations area. The temperatures this weapon provides are so high it can melt vehicles and fry infantry like bacon, and since it's from orbit, it can get enemy aircraft in it's way.

EMPIRE - PSYCHIC PROPAGANDA MACHINE: As the Empire of the Rising Sun prefers to defeat the enemy through their hearts and minds, the Psychic Propaganda Machine makes use of telepathic brainwashing and invasive mind erasing and therapy to turn enemy forces under it's control in a wide area, but only ground units. Players will be urged to destroy this structure as quickly as possible, as it'd suck to have their armies controlled in a very inappropriate moment. Used on the Imperial Dominator.


NEW STRUCTURES:

SOVIET SUPER-HEAVY FACTORY: Built only at the highest Tier, it'll build the two most powerful Soviet units in Southern Rising: the Quadripede and the Flying Hammer. Needs a Battle Lab.

IMPERIAL INSTANT PADS: Besides building the Carryall and Kamikaze planes, it serves as a repair facility for Sky Wings and Mecha Tengu. Easier to build and cheaper than factories. Requires a built Instant Mainframe.

ALLIED FUTURETECH LAB: This structure allows building of the powerful Allied Chrono-Marauder unit, trained in a Boot Camp. Requires Defense Bureau and Max Clearance to be built.


Well, that's about it. Please comment.

Post comment Comments
Shadow85
Shadow85 - - 556 comments

The old Factions need to have more then 3 new units. Like 10 more units.

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Medici Author
Medici - - 90 comments

We don't know how much the game can take, buddy. We're going on easy for now, but if there's more space available, we'll think on it.

Reply Good karma+1 vote
ConscriptDavid
ConscriptDavid - - 615 comments

the paradox mod is gonna add 5 new factions,while fully expadning teh existing one.the only limits is how much you want.

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Khalus
Khalus - - 234 comments

Not fond of the QUADRIPEDE or the Psi-CorpsGirl tbh, I'd suggest a new kind of an artillery super heavy tank for the Soviets and something like a Psi-Ronin who uses his powers to wield a plasma sword or something. Just my opinion of course, kinda of the top of my head, but I hope it was useful.

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Skydragon222
Skydragon222 - - 60 comments

So the allies are supposed to shell out the money for another building just for one good anti-infantry and light vehicle killer? The chrono-marauder's role is already filled by Peacekeeper ifv's and riptides. They seem like they'll be underused

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Medici Author
Medici - - 90 comments

We're making it the heavy of heavy. It's minigun will pierce through armor and infantry like knife in butter.

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justgoaway
justgoaway - - 8,208 comments

So, Mother Russia will have Nuke Missiles again?.. LOL (good work)

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R3ven
R3ven - - 2,022 comments

i want this mod bad cuz of nuke is back. LONG LIVE MOTHER RUSSIA

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Tagami
Tagami - - 3 comments

omg, this psi-corpsgirl is intense!
i
love
it!!

i think you hit everything on the spot. :)

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Tagami
Tagami - - 3 comments

where can i download this mod?

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marked_of_kane
marked_of_kane - - 1 comments

where can i download this mod?!?!???!?!?!?!?!?! good that the nukes are back

FOREWARD COMRADES!!

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Gen.Kenobi
Gen.Kenobi - - 2,080 comments

@Tagami and marked_of_kane: This mod isn't realesed yet.

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FiremariomkiZX
FiremariomkiZX - - 81 comments

Interesting how you put a new story for the Nuclear Missile. Seems pretty logical to me!

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Magmafusion
Magmafusion - - 392 comments

i have a question, y don't use the uprising units for the existing factions instead of trying to make new ones?i mean just 3 new units are not enough...(no offense)

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