Red Alert 3 - Unleashed is set 26 years after Uprising. A total conversion of Red Alert 3, it will include 3 totally new factions with all new units, buildings and powers.

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A list of the Children of the Sun Structures with images and required tech levels.

Posted by RA3Unleashed on Nov 24th, 2009
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Chilren of the Sun - Structures

Epi-Centre
This is where all the psychic energy is channelled to allow the Children of the Sun to use their telekenetic powers to construct buildings. Like it's counterparts, it can pack up into a Mobile Psychic Vehicle (MPV).
Tech Required: Mobile Psychic Vehicle (MPV)


Psychic Conduits

Channelling psychic energy to the Psychic Centre powers the construction of buildings and production of units.

Tech Required: Epi-Centre


Genetics Lab

This flesh factory gives a new meaning to test tube baby, producing and growing yuriko's army of psychic warriors.

Tech Required: Epi-Centre



Refinery

The place where ore is brought to be turned into credits. Comes with 3 Ore Clones with the option to build more.

Tech Required: Psychic Conduits


War Factory

From the bizzarre to the wonderful, the War Facotry produces all the Children of the Sun's land-based vehicles.

Tech Required: Refinery


Docks

This is where the Children of the Sun's navy is born bringing there battle to the sea's, this structure has a purchased upgrade to add torpedo launchers to it.

Tech Required: Refinery

Super Conduits

This is the Children of the Sun's advanced power plant, it provides a massive boost to power.

Tech Required: Psychic Conduits


Psychic Booster

This tech structure provides access to Tier 2 units and structures for structures within its build radius.

Tech Required: Psychic Conduits, Refinery


Supreme Psychic Booster

This tech structure provides access to Tier 3 units and structures for structures within its build radius.

Tech Required: Psychic Booster


Aero-dome

This large pad acts as the launch point for the Children of the Sun's airforce.

Tech Required: Psychic Booster


Psi Barrier

Psychic energy is channeled between receivers to create a psychic barrier that can stop enemy units and projectiles from passing through.

Tech Required: Epi-Centre


Pulse Tower

Fires psychic pulses to protect your base from ground and air enemies, this turret can have a psychic unit garrisoned to enhance the weapon.

Tech Required: Psychic Conduits, Refinery



Wave Tower

Projecting a wave of psychic energy, this base defence can take out most tanks with the power of the mind!

Tech Required: Psychic Conduits, Refinery, Super Conduits



Psi Shield

Projecting energy to form a dome to protect the Children of the Sun's armies, it also creates a passive wave of pschic energy that boosts the armour of friendly units in range.

Tech Required: Psychic Conduits, Refinery, Supreme Psychic Booster



Psychic Takeover

Target enemy units to invade there minds and convert them to your cause.

Tech Required: Psychic Conduits, Refinery


Psychic Destroyer
Creates a massive psychic explosion big enough to wipe out hordes or units or most of your enemies base. Yuriko can be garrisoned in this structure, when she is garrisoned and the weapon is fired the damge is increased alot.
Tech Required: Psychic Conduits, Refinery, Psychic Booster

ESP Wave
Sends a wave of psychic energy from the structure to any target location destroying or damaging all enemies in its wake.

Tech Required: Psychic Conduits, Refinery, Supreme Psychic Booster

Post comment Comments
Spellbound
Spellbound Nov 25 2009, 12:30pm says:

Finally! I was wondering when Yuriko's army will make an appearance. Go team Yuriko!

However... names'r kinda... boring...

+1 vote     reply to comment
SalesKital
SalesKital Nov 29 2009, 11:45pm replied:

looks more like aleians.

+3 votes     reply to comment
Magmafusion
Magmafusion Mar 3 2010, 2:15pm says:

TRUE

+1 vote     reply to comment
Magmafusion
Magmafusion Mar 11 2010, 3:57pm says:

does the shield tower stop superweapons too?

+1 vote     reply to comment
Ickus
Ickus May 24 2010, 7:06am says:

Wow, I've got to say one the most refreshing original designs I've seen in a long time for a C&C mod. Truly, while this mod holds pretty amount of quality I am just really drawn towards the abstract and unique approach regarding the treatment for the "Children of the Sun". I can only imagine the elegant units these structures will produce and support.

+1 vote     reply to comment
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