Set during the conflict in the original Red Alert 3, Southern Rising will introduce two new factions, the Forth and the SLIM, which are also intended on global domination and freedom.

Post feature Report RSS The Forth - Units, Protocols and Superweapons

The Lunar Threat is on the march. And, with the arsenal they have, maybe not even the Red Menace can hold them.

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SUMMARY

Where we have the Empire's Eastern high-tech and the Allies defensive high-tech, the Forth excel in offensive high-tech. The uranium provided the great firepower necessary for defeating it's enemies, and the only thing that can stop them is numbers that can match comparison in firepower. Many of the units themselves are inventive and deadly.

To face the power of the Forth is like facing the Soviet Union thrice as powerful.


FORTH UNITS:

- ENGINEER: She has the same function the other factions' Engineers have, but has a stun grenade launcher suitable for stopping other Engineers running for your target. Like the Allies and the Empire, she doesn't have a weapon.

- AVGN TROOPER: Lethal at any distance against any infantry, the Trooper can use a single sniper round to eliminate an important enemy target, but this secondary skill has a long cooldown. In assault mode, he performs the same role as the Conscript and the Imperial Warrior. Using the secondary skill with several AVGN Troopers selected in one enemy occupied civilian building will clear it out.

- CYBER-SIMIAN: Basically it's the Forth version of the Allied Attack Dog and Soviet War Bear, with a scream capable of stunning infantry. But unlike it's foes, it can also enter structures and sabotage them.

- AVGN RPG TROOPER: Using ultra-fast RPG rounds, the RPG Trooper can hit air and ground units at it's leisure. He can shoot an EMP RPG, which disables the vehicle, but this special attack can be used on the ground only.

- AVGN ELITE: She is like Tanya, except she carries a special assault rifle instead of two pistols. But unlike her rivals, the AVGN Elite can erect a personal force shield that gives her special protection to escape but she can't fight until the shield is down. She can also enter enemy structures and plant beacons for specialized Forth satellites to demolish them.

- AVGN JET GUNNER: The Jet Gunner, unlike the Rocket Angel, can alternate between staying on the ground and on the air, using his rifle to shoot air targets while in mid-air and ground targets while landed. Best used against Rocket Angels but very vulnerable to Bullfrogs, Hydrofoils, Jet Tengu and Apollo Fighters.

- AVGN ABOMINABLE: This poor AVGN girl got wrong during the cloning process, becoming oversized and too strong. This isn't a problem, as her strength can carry two guns large enough to pierce through infantry and vehicles. In case there are too many infantry, she can burst into a rage complex and kill in close range anyone who stands in her way for a brief period. The only problems with her are: Can't hit air units, making this type of soldier is expensive and is very vulnerable to close ranged opponents, specially War Bears and Attack Dogs.

- ORE TRANSPORTER: While the Soviet and Imperial Transporters can raise armored plating and guns, the Forth Transporter goes for a more logic utility: Afterburners so it can run away.

- HOVER CRAWLER/SUB-CRAWLER: While the Imperial Sky/Sub-Wings can dive deep into the oceans and back into high air, the Crawler, although being amphibious thanks to it's anti-gravity drives, can submerge and equip itself with submarine torpedoes and then emerge again and fire away it's foward autoguns. The Hover/Sub-Crawler can't hit air units, though.

- RAIL GUN HOVER TANK: While mobile, this apparently deadly-in-numbers vehicle fires it's ammo in a somewhat slow rate, which can only be fixed if the Tank entrenches itself in the ground, sacrificing mobility for rate of fire. It's highly vulnerable to air units.

- STEALTH ARTILLERY: It's slow and has few armor, but it remains cloaked until it fires it's gun, making it perfect for that sneak-in and blow everything away. It can't go over water and it's vulnerable to air strikes until it engages it's Rocket System, suitable for that task and for engaging close-ranged interruptors.

- MINE DRONE: Unlike the Terror Drone and the Leech B.E.E, the Mine Drone is prepared to explode upon touching an enemy vehicle. Like the Rail Gun Hover Tank, the Drone can also entrench and cloak, but can be easily destroyed as well.

- JUMPER TANK: Using stolen Allied technology, a mini-chronosphere, the Jumper Tank can teleport to a nearby location, devastating everything around it with it's heavy beam gun. Cannot hit air units, though.

- MCS (MOBILE CONSTRUCTION SAUCER): It doesn't need to be amphibious like it's rival pretenders: It's a spaceship. Cliffs mean nothing to this highly mobile MCS that can deploy itself anywhere! As long as there isn't any AA defenses, of course...

- LEECH B.E.E (BIOTRONIC ELECTROMAGNETIC EMITTERS): These small, but dangerous wasp-like creatures are pratically aerial Terror Drones. When inside an air unit, they'll keep attacking the unit within until it's destroyed. They can also sacrifice themselves by overloading and sending a small shock wave disabling any aircraft, who'll eventually fall into the ground. Very vulnerable to Hydrofoils, Bullfrogs, Apollo Fighters and Jet Tengu. They don't affect Kirov Airships and Flying Hammers, though.

- IRON CLAW FIGHTER: Like the Sky Wing, the Iron Claw Fighter roams through the battlefield firing it's autogun against any enemies. Unlike the Sky Wing, it can return to base for repairs. Only fighter type who uses the Starfield's pads. Can only hit ground units.

- TRIPLER AAC (ARMORED AIR CARRIER): This three-engine drop saucer can carry infantry or vehicles and deploy them. Has no weapons.

- TRANSMITTER RELAY: The Transmitter Relay is used for initial base construction and expansions. When you deploy it, it generates a small control area where you can land your Forth Buildings.

- ULTRA SAUCER: The ultimate war machine for the Forth. Heavy, slow and durable, it uses as weapons four omni-directional beam cannons, but can abduct enemy vehicles and convert them in cash. Abduct has a long cooldown. Expensive. Cannot attack air units.

- HYDRO-DISRUPTOR: This strange copy of the Allied Hydrofoil uses a specially modified beam cannon to shoot down air units. In case it meets enemy ships, the Hydro-Disruptor can launch a vaccum attractor device that pushes them near the hole and renders them immobile, giving the Disruptor enough time to escape.

- GIANT SQUID: The abandoned Soviet sea beast was quickly adopted and upgraded by the Forth. Not only the Giant Squid can shake ships and let them helpless and immobile, but they can also create large sea waves that'll damage ships and stun any swimmers, be they commandos, spies, dogs, bears, or the pesky Dolphins, which they're so vulnerable to.

- WATCH LAYER: Armed only with a small rocket launcher for ground attacks and a lot of speed, the Watch Layer depends on it's special ability: Laying Sea Mines that are cloaked, deliver a load of damage to ships and can be detected only by submarine units.

- GRENADE CLUSTERSHIP: The Grenade Clustership is a useful artillery ship for it's speed, ability to cloak and long range. The only problem is the damage it deals: Minor, to the point of damaging only infantry. Therefore, it requires a considerable number to shell a base from afar.


FORTH PROTOCOLS:

- AVGN SPECIALIZED TRAINING (PASSIVE): The favorite for infantry-micro players, this grants a bonus in AVGN Troopers, RPG Troopers and Abominables in firepower and speed.

- PRODUCTION OVERLOAD (ACTIVE): For a brief moment, all vehicle and aircraft producing structures will produce their units faster, but will slowly take hit points out of them due to reactor core overheat.

- FERASTEEL PLATING (PASSIVE): A must for vehicle-loving players, as this raises the HP of Rail Gun Hover Tanks, Jumper Tanks and Hover Crawlers.

- DEATH RAINBOW SQUADRON (TARGET): Good for people wanting to make a long-range surprise, as it flies in 3 Stealth Artillery to the selected location.

- RECYCLING PROTOCOL (PASSIVE): Desperate because you lost your money on something you thought it'd win that battle? Trouble yourself no more, as, when destroyed, the Recycling Protocol refunds a third of everything you've lost, except infantry of course!

- ULTRA-SAUCER TWIN REACTOR (PASSIVE): This provides a load of bonuses to the Ultra-Saucer, as it increases firepower and speed.

- HEALING BEAM/BLAST/BOOM (TARGET): For dummies, this healing blast, when set on a target area, will heal only infantry. It will only increase it's area with every level upgraded.

- ORBITAL DETECTION/SURVEILLANCE/WATCH (TARGET):This is an advantage no player will want to leave behind, as it grants VISION!!! Detection will only reveal enemy bases, Surveillance will reveal both units and structures and finally Watch reveals the whole map.

- HEAVY GRAVITY STRIKE/HEAVY GRAVITY ANOMALY/HEAVY GRAVITY CONCENTRATION (TARGET): This will be piece-of-cake for players who got pissed off with Twinblade rushes. When activated, it will instantly stop all vehicles from moving in the target area and it'll bring down all air units, instantly killing them. Higher levels expand the area of effect and rate of air unit downfall.


FORTH SUPERPOWERS:

- PHASE SHIELD: Different from the Soviet Iron Curtain and the Imperial Nanoswarm, the Phase Shield hides all structures and vehicles in an energy form, which projectiles simply pass through them.

- THOR-SAT BOMBARDMENT: Somewhat similar to the Soviet Orbital Drop, the Forth can utilize long-range orbital satellites to unleash a destructive rain of anti-matter impure material over a wide area, damaging anything.

- WEATHER STRIKE: What was once the pride of the Allies has slipped into the Forth hands, no thanks to Cherdenko. Besides destroying a large area with lightning, it can disable vehicles and structures. Launching over several clustered enemy Power Plants will unleash a chain reaction that can be quite a disaster for your opponent.

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gpm
gpm - - 704 comments

Super da hora Medici. ^^

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justgoaway
justgoaway - - 8,208 comments

A melhor nação até agora!

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sblister
sblister - - 5 comments

The concept of your Forth faction is interesting but have some suggestions for improvement. Make the Forth a South American terrorist organization specializing in the use of genetic engineering, mutations, exotic weaponry and cybernetic implants. They are funded by a wealthy group of individuals who are seeking global domination. Here's the line up of units I suggest for your Forth faction:

INFANTRY
Dire Panther: Cybernetically grafted jungle cat with razor sharp claws and has the ability to turn invisible for 5 seconds, allowing it to kill any infantry without fear of reprisal during this time.
Militia: Mutated soldiers wielding assault rifles. Anti-infantry unit. Secondary ability allows them to put away their rifles and infect any infantry unit by biting them turning them into mindless mutates.
Mandrill: Heavy armored, cyborg infantry with two shoulder mounted plasma disc launchers. Anti-surface, Anti-Air. Sec ability allows them to tag a vehicle or building with a tag drone. once attached, all units do double damage to the unit with the drone tagged on it.
Engineer: Same as other factions. Secondary ability can be either outfits vehicles with invisibility drone (lasts for 1 minute, unit revealed if it fires) or deploy sensor array which detects units in the fog of war (range depending on where sensor array is deployed)
Hijacker: Cyborg with no attack. Primary enables it to enter and take over vehicle. Secondary allows it to enter building. Pay 500 to steal technology, as in able to build enemy faction units.

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sblister
sblister - - 5 comments

MORE INFANTRY
Hellion: Heavy mutant/cyborg with flame throwers. Burns vehicles and infantry. Secondary ability: launch firebomb which sets vehicle on fire or sends infantry flying in all directions.
Ava Yanez: Commando. 7 foot tall muscular mutant girl. Attacks all units with fists. Can pound vehicles and infantry (kill with one blow). enters building and destroys it slowly from the inside (leaving empty shell behind). Secondary: berserk, turn invulnerable for 20 seconds but cannot be controlled.

VEHICLES
MCV: Standard Unpack.
Ore Miner: Harvester. Can be used to deploy into a bunker permanently which fits 5 infantry.
Construction Dozer: The Forth build buildings using this unit. Buildings can be placed anywhere freely around the map. Since this unit takes over the construction of buildings, the forth construction yard is used as a tech upgrade center also issues battle orders (explained later). When the Forth kill units, a wreck is left behind. The construction dozer's secondary ability to collect the wreck and exchange it for money.
Buzzsaw: Unit that resembles giant buzzsaw with two machineguns. Machineguns primary fire for anti infantry. Secondary ability, deploy central blade to mow down infantry. originally used to clear jungles so the forth can build its hidden bases. now a war unit.
Jaguar Tank: Main battle tank. strong against vehicles. secondary ability allows it to put up a shield, disabling its gun and heal itself.
(ps - all forth units can heal themselves by salvaging wrecks)
Troop Crawler - Loads infantry. No weapons. Has a healing radius to heal infantry.

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sblister
sblister - - 5 comments

MORE VEHICLES
Flame Tank: Twin flame throwers. Strong vs infantry and light vehicles. Secondary ability deploys afterburner thrusters to runaway fast and also burn any unit that comes to close as it is chasing the flame tank. Who would dare chase this unit?
Inferno Cannon: Giant artillery unit that fires gigantic explosive shells, dealing massive area damage. strong vs all ground units. can't attack at close range. Can detonate this unit, destroying it's reactor and blowing up all units surrounding it. Has a three second detonation delay. Who would dare come close to this unit?
Crossbow: A hover tank with four laser turrets. Anti-Air unit. Cannot fire at ground units. Secondary ability is a point defense laser to destroy incoming rockets. useful against century bombers, vindicators, kirov airships, V4s, dreadnoughts. not so effective against rocket angels, twinblades, VX, Javelins...
Instigator: Amphibious hover rocket system. only effective against ground units. fires hallucinogenic gas rockets that will turn enemy units temporarily into friendly units. only effective if enemy unit is not moving. can also use a secondary ability that utilizes a mutation gas missile. the mutation gas detonates releasing a virus into the air turning all infantry units into mutates.
Anaconda Tank: Heaviest ground unit. Uses a sonic based weapon that emits sound waves that destroys all incoming tanks and infantry. Secondary ability deploys a seismic thumper that causes earthquakes which slows down all infantry and vehicles movement rate and speed, dealing light damage. Cannot move in this mode.

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sblister
sblister - - 5 comments

AIRCRAFT:
Scimitar VTOL: Light patrol craft that can attack only ground units with its multiple shot lasers. can hit up to six infantry in one go. lasers can be lines up in its secondary ability and focused into a steady beam, useful for destroying buildings, slow moving tanks and ships.
Avenger Fighter/Bomber: Similar to the firehawk. Can change it's payload to employ anti-air missiles or anti-surface bombs. can fly fast back to base.
Whirlwind Transport: Giant helicopter that can load units into it. It also transmits battle orders from the construction yard. basically there are three battle orders, move fast, attack with more damage or play defensively (increased armor). all units in the radius will get the bonus from the battle orders. multiple MCVs mean that each MCV can send their own battle orders and these stack up.

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sblister
sblister - - 5 comments

NAVAL
Piranha Skiff: Fast attack ship that employs a railgun for attacking other ships. can also deploy a lockdown field, which stuns any vehicle disabling it from attacking or moving.
Kraken: Genetically altered squids that have be bred to grow huge. Submerged unit. Can attack any ship, including submerged ones by latching onto it and tearing it apart slowly. Secondary ability discharges a cloud of ink the air, preventing enemies from issuing commands to units within the fog.
Trident Missile Frigate: Has multiple missile launchers that can shoot both land and ground units. Can move on land because it hovers. The frigate can deploy mines that explode upon contact both in the sea and on land.
Eradicator Warship: Fires long range gauss cannons. It's secondary mode deploys five drones that surround it and attack nearby ships because the warship cannot attack at close quarters with its gauss cannons. (note - any unit that has been tagged by a mandrill can be attacked at any range by the warship or the inferno cannon because both employ magnetic based gauss weaponry that allow their projectiles to seek out the tag and blow the unit sky high)

that's all for now. hope you like them.

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darkus13
darkus13 - - 79 comments

i see so many units of the Forth are girls, why? I thought the Forth was led by super nerds and master criminals, so why so many gals?

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kingbond
kingbond - - 140 comments

I like sblister's navy better

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Bomercan
Bomercan - - 83 comments

No offence, Sblister but I think your idea sucks because it makes the fourth a lot better than the other factions and basicly it sounds idiotic to have a organisation that is run by rich people.

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attackmike
attackmike - - 524 comments

Bomercan whats wrong with an organization run by the rich that wants world conquest?

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Bomercan
Bomercan - - 83 comments

Well it just sounds a bit... non original and frankly not really that exciting. And in my opinion the rich basicly aready economically and in some ways dominate the world. I also really like alein and mutants!

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MythicKhan
MythicKhan - - 88 comments

I really like this faction, keep up the mod guys!

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