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1''VideoGame/RedAlert3Paradox'' has a good many characters appearing in-lore or in-game. Those are usually important politicians, commanders and commandos, generals and officers serving in the various armies.
2
3[[foldercontrol]]
4!Paradox
5[[folder:Allied Nations]]
6A global coalition of dictatorships of the bourgeoisie, the Allied Nations were founded to work as a single force against communism. Since then, they have developed into a World Police Force and aid in humanitarian and military projects around the globe. They have very high influence everywhere and are very, very PR concious. They are idealistic but also love to be in control and often do things that are fundamentally right, regardless of what everyone else actually WANTS. A wide range of scientific advances grants them a technological edge against all other factions next to the Soviet Union and their military focuses on precision strikes and air force.
7---
8* AirborneAircraftCarrier: The Mesofortress Gunship has a complement of Lamprey Parasite Fighters for protection against hostile aircraft.
9* AmazonBrigade: Riot Agents are one of the few exclusively female units in the game.
10* ArchEnemy: The Allied Nations and the Soviet Union have been arch-nemeses for as long as ''Red Alert'' has existed.
11* AttackDrone: Aircraft Carriers have Sky Knight and Paladin drones. The Claymoore Drone Missiles and Quasar Drones are independent from other units but with human controllers at the base instead. Averted with the Mesofortress Gunship's Lamprey manned anti-air fighters.
12* AwesomeAnachronisticApparel: The Allied Rifleman wears a ''kilt''.
13* AwesomePersonnelCarrier: The Assault Striker is a massive transport with room for up to 5 infantrymen who can fire out.
14* BadassLongcoat: The Heavy Defenders have pinned-back, [[UsefulNotes/WorldWarI WW1]] style trenchcoats.
15* BeamSpam: The Allies employ a multitude of laser-style weapons that damage, disable or otherwise hinder their enemies.
16* BifurcatedWeapon: Pathfinders have underbarrel grenade launchers.
17* BiggerOnTheInside: How the Carryall Transporters' fuel tanks work, allowing them to carry absolutely everything without problems.
18* BlindedByTheLight: The Riot Agents' flashbang grenade launchers.
19* BulletproofFashionPlate: The Rocketeers have a bulletproof dress uniform and stylish hair at all times.
20* CastFromHitPoints: A Barkhausen Projector can disable the safeties to fire continuously at the cost of damaging itself.
21* ChronicHeroSyndrome: The Allies fight for world peace and fundamental human rights without being asked to. This has bitten them in the ass many times since many regions do not actually want their meddling.
22* ColourCodedTimestop: Effects that play with time are red or blue depending on if they speed it up or slow it down. Justified by the Doppler Effect changing the wavelength of light.
23* ControlFreak: The Allies are very PR conscious and really do not like media working against them. They also have far more influence in their member countries than they like to admit and enjoy that position.
24* CoolPlane: Sort of their thing. The Achilles, their coolest planes, are actually '''fusion-powered rocketships with wings'''.
25* CryonicsFailure: One of the reasons of freezing enemies in the first place.
26* DefenselessTransports: Armoured Response Vehicles are capable of transporting infantry and have no way to defend themselves outside of crushing enemy infantry.
27* DressingAsTheEnemy: Spies can disguise themselves as enemy infantry. Subhunter Frigates can disguise themselves as enemy ships.
28* DualModeUnit:
29** The Valkyrie has to unpack into an immobile form before it can fire.
30** Javelin Soldiers can toggle between using or not using their target painters, taking longer to acquire a lock but boosting the range and power of each shot.
31** While on the move, Heavy Defenders use grenade launchers good against light vehicles. Once deployed, they switch to using heavy anti-infantry machine guns.
32** Rocketeers can switch between flying and punching aircraft, or landing on the ground and punching infantry and light vehicles.
33** Rocket Pathfinders can switch between anti-tank and anti-air modes to defend against whichever threat is most pressing.
34** Guardian Tanks can switch between a conventional cannon and a target designator to paint enemies, doubling the damage they take.
35** Icarus AA Guns must deploy its weapon before firing, reducing its speed in the process.
36** Stewart Tanks can switch between tracking missiles most effective against tanks and HE rounds better suited to destroying fortifications.
37** Instead of firing in bursts, a Particle Expeller can switch to using superheavy elements that deal less single-target damage in a bigger area.
38** A Planck Compressor can switch between slowing down a targeted unit, or speeding them up.
39** Hydrofoils can switch between normal anti-air guns and scrambleguns, which disable the weapons of their targets.
40** The Swan Amphibious Plane, being a seaplane, can both fly and move on water.
41** The Pion Isospin Array can clear garrisons and pick off individual infantry from long range, or switch to generating a field that kills all infantry in the area surrounding it.
42** The Bohr Wavefunction Adjuster has two settings which will switch the target's armour from infantry to tank armour or tank armour to infantry.
43** The Falcon Command Helicopter can freely take off and land on all terrain. All of its guns remain functioning when landed, but it is unable to move.
44* EliteArmy: In comparison to other armies, they are highly on the quality side of QuantityVsQuality. This however means they are almost always undermanned.
45* EnemyExchangeProgram:
46** Spies can bribe enemies for a price, causing them to defect to your side.
47** The Pavlov has a sonic signaller which cause enemy animals to have a change of heart and turn against their masters.
48* EveryManHasHisPrice: The Spy's special ability bribes surrounding enemies into joining you.
49* EverythingsBetterWithRainbows: ''"Hahaha! That tank shoots a rainbow laser... oh dear, where my tanks go?"''
50* EvilDetectingDog: Attack Dogs are German Shepherd dogs in armoured sweaters that can sniff enemy spies and stealth units.
51* FixedForwardFacingWeapon: Reducts' shotguns can only fire within a limited arc.
52* FlatEarthAtheist: Are straight up called this in their faction bible. They simply have yet to figure out the fact that the Red Alert universe is weird and probably never will.
53* FoodPills: Since real food is difficult to come by in war-torn countries, many branches of the Allied Peacekeeper Corps have started issueing food pills containing all vitamins, minerals and whatnot to keep their soldiers fed. [[{{Deconstruction}} Many soldiers are developing chronic depressions because they aren't actually eating anything]].
54* ForScience: After defeating Communism, this is the Allies' main motivation.
55* FreezeRay: The Cryocopter, Alert Icebreaker and Cryo Tower are capable of freezing targets to sub-zero temperatures.
56* FriendlySniper: The Riflemen are cheery 1960s swingers. Yeah, baby!
57* HeWhoFightsMonsters: After fighting two wars against Communism, the Allies are adopting increasingly Sovietic policies. They appointed the next U.S. President, for one.
58* HumanPopsicle: Convicted war criminals are kept frozen in Allied cryo-prisons. Maybe [[FateWorseThanDeath forever]].
59* IfItSwimsItFlies: A mundane example are the Swans, which are [[http://en.wikipedia.org/wiki/Flying_boat flying boats]].
60* JetPack: Rocketeers wear these so they can fly around.
61* KillSat: The Athena Sat Net and its related systems. The Athena Cannons point at the target, the satellites fire.
62* LaserSight: Guardian Tanks and Cardinal Copters use these to improve friendly units' Rate of Fire.
63* LifeDrain: An Assault Striker can ride over enemy vehicles with its tracks, breaking them down and using the raw materials to repair itself.
64* LimitedLoadout: A Pulsar Missile Drone carries a single Singularity missile that is monstrously effective against structures and can never be reloaded.
65* LuckilyMyShieldWillProtectMe: Peacekeepers are equipped with riot shields that they can deploy to protect against bullets, while they slowly walk towards the target.
66* TheMedic: Allied engineers can set up medical tents to heal friendly infantry in the vicinity.
67* NightVisionGoggles: Pathfinders have night vision gun sights, Rocket Pathfinders the classic googles.
68* NoSell: The Bohr Waveform Adjuster messes with the traditional counter system, so bullets bounce off infantry and tanks ignore AT weapons. It works on enemies, too.
69* OneWorldOrder: One of their goals.
70* PoweredArmor: Peacekeeper armour is a sealed suit with an unpowered exoskeleton.
71* ThePowerOfTheSun: The Athena Cannons direct solar powered space death rays, while the Ares are solar-powered tanks with similar death rays.
72* PowerFist: The Rocketeers' Proton Gauntlets can punch through tanks.
73* RammingAlwaysWorks: The Alert Icebreaker freezes groups of enemies and then rams them to finish them off.
74* RayGun: Sepctrum cannons are armament of the Mirage Tanks, Spectrum Towers and various other units. Also act as targeting systems.
75* RaygunGothic: It's dubbed ''"Jetpunk"''; a more modern take on RaygunGothic tropes.
76* ReadTheFreakingManual: Turns out the [[InstantDeathRadius Pion Isospin Array]] has a friend-or-foe designator, but only the most experienced operators have read that far in the instructions to know that.
77* RealityBleed: GAP technology. It's safe. As far as they know.
78* SapientCetaceans: Sentient sonic-armed dolphins.
79* ScienceHero: Captain Rocket and the Rocketeers. The whole faction sort of plays this angle.
80* ScienceIsBad, [[ScienceIsUseless useless]] and [[ScienceIsWrong wrong]]: They defy and discuss all of these and are convinced that science is both in itself good unless when misused and the tool necessary to improve humanity.
81* SchizoTech: Freeze weapons, space ships and time manipulation, yet only 1960s computers. They're also looking into nuclear fusion because they find fission too complicated.
82* ShotgunsAreJustBetter: Peacekeepers' shotguns can kill regular enemy infantry in two shots, and when very close to their target, even vehicles might be in trouble.
83* {{Sizeshifter}}: MASS tech, which allows the Allies to shrink and grow their units, as well engage in [[FantasticVoyagePlot internal surgery]].
84* SniperRifle: Allied Riflemen use these to pick off enemy infantry from far away.
85* SomeoneHasToDoIt: Who else will police the world?
86* SquishyWizard: Experimental vehicles tend towards serious, game-changing effects, but they have paper thin armour.
87* StickySituation: ''"GOOP"'' is a sticky, rapidly expanding oxygen-permiable pink foam that the Allies have taken to spraying on everyone who disagrees with them that they aren't allowed to kill.
88* TakingTheBullet: Singularity Towers draw enemy fire towards themselves, protecting units and structures within their radius of effect.
89* TeleFrag: (Ab)use of the Chronosphere against infantry results in this.
90* TeleportersAndTransporters: The Chronosphere and Rosen Bridging Tanks teleport troops past rough terrain, enabling them to emerge unscathed on the other side.
91* TimeTravel: The Chronosphere works based on this, but is effectively more like a mass [[TeleportersAndTransporters teleporter]].
92* TotalitarianUtilitarian: Those critical of the Allies tend to see them as this.
93* {{Tsundere}}: [[ParodiedTrope Parodied]] with Athena-tan, an [[MoeAnthropomorphism anthropomorphic]] Athena Cannon.
94
95!!Rupert Thornley
96[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/250px-Rupert_Thornley_9230.JPG]]
97* DemotedToExtra: Just like in canon, he was responsible for green-lighting many [=FutureTech=] projects. Unlike in canon, they all ended up in failure, forcing him to resign. That's why he's a background character in ''Paradox'' and not the BigBad he was in ''Uprising''.
98
99!!Field Marshall Gunter Von Esling
100[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/Guntervonesling_1_7152.PNG]]
101
102!!General Erwin Rommel
103
104!!Field Marshall Nikos Stavros
105
106!!General René Lyon
107
108!!Field Marshall Robert Bingham
109
110!!Air Marshall Curtis Le May
111
112!!Field Marshall Alex Manning
113* EasyLogistics: Is an expert at providing it, and wins wars with superior supply chains.
114* EnemyMine: At first Subverted: Unlike in Red Alert 3, the Red Alert 3 Paradox timeline has Cherdenko refuse to ally with the, well, Allies against the Empire of the Rising Sun, meaning the missions where the NonEntityGeneral for the Allies teams up with Soviet Commanders against Imperial forces never happen in this game. However, this later gets DoubleSubverted when Alex Manning teams up with Cima Len Davidova (who was the NonEntityGeneral [[{{Irony}} in the SOVIET'S Red Alert 3 campaign]]) to help her depose of [[BigBad Premier Cherdenko]] during the Second Battle of Leningrad.
115* FourStarBadass: Served as the NonEntityGeneral in the Red Alert 3 timeline, and as such racked up an impressive amount of victories against both the Soviet Union and the Empire of the Rising Sun, from the [[StormingTheBeaches Battle of Brighton]] to the [[StormingTheCastle Battle of Tokyo and Second Battle of Leningrad]].
116* NonEntityGeneral: In the original game.
117* WordOfGay
118
119!!General Warren Fuller
120* FourStarBadass: Not just as a commander: when Warren Fuller was captured by the Soviet Army when they managed to overrun his base, [[GreatEscape he breaks himself out before returning to the Allied front]], [[WrestlerInAllOfUs using his wrestling training to kill Soviet patrols completely unarmed]], and stopped [[PresidentEvil President Ackerman]] from escaping [[MoreDakka by shooting his limo and CIA bodyguards up with a machinegun]] [[BoomHeadshot before shooting Ackerman in the head]]. Even after [[HeroicBSOD Warren had an emotional breakdown]] [[MyGodWhatHaveIDone over how he had to kill the President]], [[PutOnABus and was put on leave by the Allies to recuperate]], [[TheDreaded the Confederates don't dare go near him out of fear of his fighting ability]].
121* HeroicBSOD[=/=]MyGodWhatHaveIDone: Killing [[PresidentEvil President Ackerman]] in this timeline caused this reaction for him, as "[[DirtyBusiness -he had to destroy one symbol of freedom to preserve another]]". [[PutOnABus The Allies currently have him on indefinite leave]] [[GetAHoldOfYourselfMan so he could eventually regain his senses]].
122* NonEntityGeneral: Was heavily implied to be this during ''[[CommandAndConquerRedAlert2 Red Alert 2]]'', as Premier Cherdenko ordered the KGB to not just assassinate his rivals in the Soviet Union, but also Warren Fuller and his intelligence officer Eva Lee (along with other RA2 Allied characters, including [[MissionControl General Benjamin Carville]], [[ActionGirl Tanya Adams]], and [[OurPresidentsAreDifferent President Michael Dugan]] ([[ForWantOfANail except since Michael Dugan was only a Senator in the Red Alert 3 timeline]], [[HilarityEnsues his entry on Cherdenko's kill list completely confused the Allies]]).
123
124!!Air Marshal Giles Price II
125* ContinuityNod: [[PutOnABus His official reason for not returning is that]] [[CompromisingMemoirs he intends to take a break to write his memoirs]]. This is probably a nod to when he mentioned [[IShouldWriteABookAboutThis wanting to write a book about his experience with the Allied Commander at the end of RA3's "The Great Bear Trap" mission]].
126* [[FourStarBadass Five Star Badass]]
127
128!!Major Lissette Hanley
129* ActionGirl: During her days as a SpyCatsuit-wearing spy.
130* AxCrazy: [[PutOnABus Committed into]] [[BedlamHouse an insane asylum]] for attempting to make a garden with statues made of cryo-frozen enemies and civilians. Before then, she was reportedly being a MoodSwinger with a HairTriggerTemper, [[ThereAreNoTherapists with the Allied command overlooking these "minor problems" as not worth benching one of their best field commanders]].
131* EveryoneLooksSexierIfFrench[=/=]EuropeansAreKinky: Was a lot more sexually-charged during her SpyCatsuit-wearing spy days, although this ultimately got her in trouble when she was caught sleeping with another ACIN spy.
132* {{Omniglot}}: She has a quirk where she'd speak to a person in their native language and accent, and she does that to almost everyone she meets.
133* NotEvenBotheringWithTheAccent: {{Inverted}}: She is an [[{{Omniglot}} an expert at nearly every language]], and one of her traits is to not just speak the language of whoever she's talking to, but give a near-perfect imitation of their accent: in [[NonEntityGeneral Alex Manning's case]], who is Canadian, that meant she talked to Alex "exclusively in her Canadian-accented English instead of her "real" French".
134* ThereAreNoTherapists: Deconstructed: While the Allied command overlooked Lissette's [[HairTriggerTemper bursts of anger]] to keep one of their top commanders in the war - however, [[TraumaCongaLine all the built-up stress]] resulted in [[AxCrazy Lissette's mental breakdown]], forcing the Allies to [[PutOnABus commit her to]] [[BedlamHouse an insane asylum]].
135
136!!Douglas Hill
137* CoolOldGuy: Despite his age, he is still active in the field, to the point he's terrorizing the Vietcong and NVA after the end of WWIII.
138
139!!Major Lydia Winters
140* BrainyBrunette
141* TheSmartGuy: She is the founder of the [[KillSat Athena SatNet]].
142* SmartPeopleWearGlasses
143
144!!Major Seraina Lar
145* TheMedic
146
147!!Major Ralph Volte
148* PlayerCharacter: Possibly.
149
150!!Tanya Adams
151* ActionGirl
152* AdaptationModesty: Although she's shown wearing a tank-top that exposes her midriff as part of Allied propaganda ([[{{Fanservice}} for obvious reasons]]), she wears a full bulletproof vest in Paradox - when the truth of this leaked out, the Allies were worried that it would result in morale drop, most polls showed she still remained as pouplar.
153* GunsAkimbo: Dual wields [[AceCustom "Black Buzzard" custom pistols]].
154* GunTwirling
155* HistoricalInJoke: In the Red Alert 3: Paradox timeline, she's the one to kill [[UsefulNotes/CheGuevara Che Guevara]]: she makes a point of bragging about how "[[AintTooProudToBeg Guevara begged for his life like a coward before she shot him]]". Considering his famous FacingTheBulletsOneLiner [[DefiantToTheEnd is the exact opposite of that]], [[UnreliableNarrator either Tanya was lying]], [[TheDreaded or she TERRIFIED Che that much]].
156* TheGunslinger
157* TimeTravel: Can travel back a few seconds in time, this regenerates her as well.
158
159!!Dr. Wernher von Braun
160* HistoricalBadassUpgrade: Up to over 9000. In real life he was just a talented aerospace engineer, but in the Red Alert universe, he became an Ironman Expy. After he and his family was kidnapped and forced to design weapons for the Soviets, he managed to escape by creating a personalized rocket pack, launching himself high into the air and wreaked havoc on the guards, even managing to kill the commando Boris in the process. He then became the super hero Captain Rocket and spends the rest of the war being an one-man army fighting to Soviets.
161
162!!Captain Bayard Fournier
163* AceCustom: His custom [[CoolPlane Achilles Superiority Fighter]] (And any other [[VeteranUnit Heroic Achilles]]) have SplashDamage added onto their already powerful Spectrum guns.
164* AcePilot: He used his Achilles to pulverize [[CoolAirship Kirovs]] during both the Battle of Cuba and the Second Battle of Leningrad, and routinely flaunts ImprobablePilotingSkills on his missions.
165* BeyondTheImpossible: ''Repeatedly'' desynced an atomic clock in his black box.
166* CoolPlane: The Achilles Superiority Fighter, literally a fusion-rocket powered Avro Arrow with 4 laser guns.
167* DuctTapeForEverything: Managed to fix up his ''Rocket Fighter'' while in ''low orbit'' (with ''only friggin' duct tape!'') enough to land after being ambushed.
168[[/folder]]
169
170[[folder:Soviet Union]]
171''The communist powerblock and traditional arch enemy to the Allied Nations. The Soviet Union is a technological and industrial powerhouse with a military consisting of hundreds thousands of vehicles and even more soldiers, supported by advanced weapons usually based on electricity and magnetism. They believe in the ''"World Revolution"'' to better the world, but usually fight anyone resisting their idea of it. Like the Allied Nations, they have supporting states around the globe, but their central region is Russia and its surrounding countries. Their military consists of endless rows of infantry, tanks and artillery, various aircraft and airships and high tech weapons.''
172----
173* AirborneAircraftCarrier: Zhukov War Zeppelins house missile armed [=LaGG-68=] interceptors to swat away helicopters.
174* AmazonBrigade: Soviet Snipers are exclusively female.
175* ArchEnemy: The Allied Nations and the Soviet Union have been arch-nemeses for as long as ''Red Alert'' has existed.
176* ArmyOfThievesAndWhores: Flak Troopers are convicts given freedom in exchange for having to do community service.
177* BearsAreBadNews: War Bears are armoured and can be man-cannoned and parachuted.
178* BreakOutTheMuseumPiece:
179** Anvil Heavy Tanks are the same old Heavy Tanks from [[VideoGame/CommandAndConquerRedAlert the first Red Alert]], pressed into service again in order to augment Soviet tank divisions.
180** Elephant Tanks have sat mothballed since the end of the Second Great War until being repurposed as mobile command centres for Soviet commanders.
181* ButtMonkey: Essentially an entire faction of these. They try real hard, but nothing ever seems to go right for them.
182* CastFromHitPoints: Microhammer Tanks can overclock their engines and autoloaders, increasing rate of fire and speed, but damaging the tank over time. Dreadnoughts, Kirov Airships and Zhukov War Zeppelins can do the same thing, which does not increase speed (for Dreadnoughts) or rate of fire (for Kirovs and Zhukovs).
183* CommieLand
184* {{Conscription}}: [[HistoricalInJoke Guess.]] Then we have the obvious [[ExactlyWhatItSaysOnTheTin Conscripts.]]
185* ContinuityNod: The Anvil Tanks, designated as ''"CannonFodder Battle Tank"'', are the Red Alert 1 Heavy Tanks.
186* CoolAirship: The Barrage Ballons, Kirov Airships and Zhukov War Zeppelins.
187* CoolTank: Many, MANY cool tanks. One for every task imaginable, in fact.
188* DefenselessTransports: Dump Trucks serve the Soviet Union as cheap and unarmed transports for infantry.
189* DeployableCover: Combat Engineers can set up makeshift bunkers which can be garrisoned by friendly infantry.
190* DieselPunk
191* DirtyCommunists: The Soviet Union looks like something right out of a Red Scare B-movie, though they are more seriously treated than in vanilla Red Alert 3.
192* DualModeUnit:
193** Flak Troopers can switch between anti-air flak cannons and anti-tank magnetic mines.
194** Threshers can temporarily trade speed and the 50mm guns to deploy a 75mm anti-tank gun more effective against tank grade armour.
195** The Perun Tank Destroyer is effectively a walking gun. Helpless while on the move, the Perun can only fire once unpacked into turret mode.
196** The Mag-Lift Tank can switch between pulling enemy vehicles towards your tanks and lifting them up and put them at the mercy of anti-air.
197** The Flaming Ivan can switch between assault gun mode, where it specialises in destroying defences with its cannon, and mortar mode where it specialises in clearing garrisons and creating firestorms with Molotov cocktails.
198** The Manta Ekranoplan is able to switch between a pair of anti-air flak turrets and an anti-sub depth charge launcher.
199* ExtraOreDinary: Their magnetic weapons can actually rip armour off enemy tanks and reinforce their own armour with it.
200* FoeTossingCharge: The Scythe can be ordered to charge. Due to the sheer bulk of the Scythe, it can literally send tanks flying backwards.
201* GoingCritical: What a Super Reactor does when sufficiently damaged.
202* HollywoodAcid: Desolator Defoliant is not ''"just"'' acidic; it's a cocktail of potent chemical agents, it produces toxic vapours, and it's primarily capable of breaking down things like rubber and flesh.
203* InstantArmor: Soviet Ore Collectors and low-level defences can instantly cover themselves in armour, greatly increasing durability and repairing themselves in exchange for being unable to perform their normal functions.
204* KillSat: Magnetic satellites that can suck up armoured units.
205* LifeDrain: Vampire Leech Walkers can leech enemy vehicles, draining them of their health while repairing friendly vehicles within its radius of effect.
206* LightningCanDoAnything: Zap enemy infantry down to the skeletons? Check. Charge up nearby Tesla Coils? Check. Jump from target to target? Oh yes.
207* LightningGun: Tesla weapons.
208* LimitedLoadout: In addition to jet aircraft, a Hammerhead must return to base to rearm when it has expended all five of its missiles. Downplayed with Yaks, which only need to return to the base to reload their bombs, not their chain guns.
209* MolotovCocktail: Conscripts are armed with Molotov cocktails to burn buildings and clear garrisons.
210* MugglesDoItBetter: Everyone else is experimenting with psionic powers as fast as they can, but the Soviets have already figured out how to burn out telepathic intrusion with doublethink.
211* NobleDemon: ''"They'll use Desolators to slow the Allied advance in Normandy, but they'll make damn sure everyone is evacuated first."''
212* NotSoBadassLongcoat: Conscripts. [[ZergRush Alone, anyway]].
213* TheParalyzer: The Potemkin Warship can use its magnetic harpoon to lock a ship in place while letting the very slow Potemkin close in.
214* ThePoliticalOfficer: Commissars are used to spread the Revolutionary spirit throughout the ranks by propaganda and example.
215* PoweredArmor: The Gagarin X is a man in a heavily armoured space suit that grants him enhanced strength and a surprising resilience to small arms fire.
216* PretextForWar: Cherdenko invades Europe using the shooting down of Gary Power's spy plane as an excuse.
217* SelectiveMagnetism: They base weapons, including ''"orbital weapons"'', on this principle.
218* ShinyLookingSpaceships: Chromed even.
219* ShedArmorGainSpeed: Alkonosts' Psych Up ability increases the speed and ferocity of nearby units but lowers their defence with every use.
220* ShockAndAwe
221* SmokeOut: Grenadiers have a supply of smoke grenades, which they can use to create smokescreens that protect those within from being attacked, although they are unable to fire out.
222* SovietSuperscience
223* SpaceMarine: Conscriptnaughts are glorified conscripts in spacesuits; the protocol that deploys them is called 'Space Marines'.
224* SpiderTank: Sickles, Threshers, Vampires and Alkonosts are quadrupedal walkers; Scythes are hexapodal.
225* SuicideAttack: A weird case is the Crisis Drone, because when it explodes it ''heals'' stuff around it.
226* TakingTheBullet: The Scrapper Tank's giant plow can be used to soak up the attacks of enemies.
227* TheTunguskaEvent: Origin of magnetic weapons.
228* TractorBeam: Magnetic harpoons suck enemy vehicles towards the grinders of the Apocalypse Tanks. If the target is a large vehicle or a structure, the Apocalypse gets closer to it instead.
229* VodkaDrunkenski: The whole lot of them are implied to be drunks. A sniper's final test is supposedly to shoot an empty vodka bottle from nearly a kilometer right after emptying aforementioned bottle.
230* WeaponsThatSuck: The Vacuum Imploder, [[ExactlyWhatItSaysOnTheTin true to its name]], creates a sphere of perfect vacuum which sucks in everything in range to destroy.
231* XRaySparks: Again, thanks to tesla tech.
232* YouWillNotEvadeMe: Mag-Lift and Apocalypse Tanks can pull enemy ground vehicles towards themselves (and in the Apocalypse's case, their grinders).
233
234!!Premier Cima Len Davidova
235* EnemyMine: She works with Alex Manning (who was the NonEntityGeneral [[{{Irony}} in the ALLIES' Red Alert 3 campaign]]) during the Second Battle of Leningrad, where they both work to depose of [[BigBad Premier Cherdenko]].
236* IronLady
237* MistreatmentInducedBetrayal: [[ChronicBackstabbingDisorder When Davidova was betrayed by Premier Cherdenko]], she rallied her forces to oust him from power, [[EnemyMine and even worked with Alex Manning in defeating him]].
238* NonEntityGeneral: In the original game. Although the Soviet Union's victory achieved in the end of the RA3 Soviet campaign obviously never happened in the Red Alert 3 Paradox timeline ([[InvadedStatesOfAmerica the Battle of New York still happens]], but Davidova was not present during the battle, and [[BusCrash Nikolai Moskvin]] [[LudicrousGibs got blown to smithereens during the battle by]] [[ActionGirl Tanya Adams]]), Davidova did undertake missions in the opening half of the Soviet Union's campaign, such as routing the Imperial Japanese during the First Battle of Leningrad, and assassinating Emperor Yoshiro in the "Mount Fuji Incident".
239* ReassignedToAntarctica: She was held up as TheScapegoat after the events of Red Alert 1 (since [[NoGoodDeedGoesUnpunished trying to do the right thing in the Soviet Union doesn't give you a lot of friends]]), being blamed for lost battles in Poland she never even participated in (to which General Nikolai Krukov responded with "[[AppealToObscurity Precisely!]]"), and got "KickedUpstairs" to Leningrad. [[ReassignmentBackfire However, when the Empire of the Rising Sun besieged the city, Davidova rallied the defenders to route the Imperials, getting hailed again as a true hero of the Soviet Union, and pushed on to driving the Imperial Japanese out of Russia, and grinding the Allied offensive in Germany to a halt]].
240* SmartPeoplePlayChess: In this alternate timeline, [[UsefulNotes/JosefStalin Josef Stalin]] [[CulturePolice banned Chess]] ([[WhatDoYouMeanItsNotSymbolic claiming the game had themes of monarchism, with expendable "pawns" being sacrificed to defend members of the royalty, nobility and clergy]]), and replaced it with [[FictionalSport Formation]] which was inspired by the marching formations of parades in the Red Square. Cima was [[SignificantBirthDate born on the exact same day Stalin banned Chess]], [[{{Irony}} and she got noticed by the Soviet Army for her skills in Formation]](A ''VideoGame/{{Tetris}}'' Expy as a two-player board game.) during the 1945 Youth Formation Championship, where [[ChildProdigy Davidova (barely only 9 at the time) cleaned house against her other competitors, and even beat Mikhail Botvinnik, the then-reigning champion of Formation]].
241* SweetTooth: She has a habit of [[GirlsLoveChocolate eating chocolate]], which she picked up while on station in Heidelberg. It's even created a new variation of RussianHumour, where Soviet citizens joke that the weekly chocolate ration is directly related to [[PostStressOvereating how much stress Premier Davidova has had at the office]].
242* ThePoliticalOfficer: Cross-trained as a Commissar
243* TokenGoodTeammate: She is one of the few high-ranking members of the Soviet government that: (1) Isn't a total murderous JerkAss that suffers from ChronicBackstabbingDisorder; (2) Sincerely believe in the ideals of socialism and is work toward combating the hypocrisy and corruption within the system; (3) Genuinely work towards improving the standard of living for the common Soviet citizen.
244
245!!Natasha Volkova
246* ActionGirl: As the Soviet Commando unit, she is this to a T: most notably during the Mission in Krasna-45, where she faces off against Yuriko Omega, the Commando for the Empire of the Rising Sun. Often crosses over with DarkActionGirl, considering she is a ColdSniper [[DirtyCommunists who fights for the Soviet Union]].
247* ColdSniper: Carries this over from the original Red Alert 3, in both [[ImprobableAimingSkills ability]] and [[IceQueen attitude]]. One of her "[[NoodleIncident Known Activities]]" was [[BoomHeadshot blowing an Allied Major's head off]] [[ImprobableAimingSkills from over 2,500 meters away, setting a new world record in the process]] - the Allies only knew it was Natasha because she [[CallingCard deliberately left her spent cartridge behind with her signature on it]].
248* GloriousMotherRussia: Believes heavily in this.
249* OldSoldier: Volkov from the first Red Alert is this to Natasha.
250* OneHitPolykill: Is capable of killing multiple infantry units with a single shot of her SniperRifle.
251* PervertRevengeMode: She hospitalized a [[RedShirt Conscript]] [[AllMenArePerverts who was peeping on her when she was changing clothes]]: When said Conscript was asked [[WasItReallyWorthIt if it was worth it]], he replied with "''[[WorthIt Absolutely!]]''"
252[[/folder]]
253
254[[folder:Empire of the Rising Sun]]
255The islands of Japan, this long-forgotten archipelago surprised both Allied Nations and Soviet Union with a global-scale surprise attack and ran into and changed the course of World War III. Extremely advanced robotics, mecha and nanotechnology as well as a focus on mobility allow the Empire to attack before the enemy can shoot back. Originally under Emperor Yoshiro their goal was to conquer the whole world to fulfill their ''"divine destiny"''. When this did not work out, they became friends with the Allies and started selling their weaponry and various other technologies to everyone interested, becoming an economical juggernaut in the process. Their new motivation is to beat their economical enemies like the Mediterranean Syndicate while staying true to a balance of modernism and traditionalism.
256----
257* ActionBomb: The Burst Drone can self destruct while attached to an enemy vehicle to damage it. Final Squadron summons a squadron of suicide drones armed with kinetic weapons into the enemy position while shooting everything they can.
258* AirborneAircraftCarrier: The Masakari Drone Command is armed with a variety of drones. In both naval and aerial modes, the Aerial Battleship Musashi has a complement of Stellar Angel Fighter Bombers providing air cover and scouting.
259* AmazonBrigade: Rocket Angels and Battle Psychics are exclusively female.
260* {{Animeland}}: Their military units include psychic magical girls in SailorFuku and HumongousMecha. Their superweapon is a psychic explosion, and the engineer is a salaryman.
261* ArchaicWeaponForAnAdvancedAge: Shinobi are armed with nothing more than regular steel swords and throwing stars.
262* ArtificialIntelligence: They are the leaders in this science field thanks to their Nanotechnology.
263* BarrierWarrior: The Tedate can lay down a short-lived Nano-Shield, which will fend off most attacks of ground units, but cannot move when doing so.
264* BaseOnWheels: The Incredible Mobile Fortress Tatsu is a mobile airfield that can construct and support up to six dedicated aircraft, repair and rearm friendly units and transport a large number of ground vehicles.
265* BecauseDestinySaysSo: Their war motivation under former Emperor Yoshiro.
266* BeehiveBarrier: Nanoswarm shields.
267* BifurcatedWeapon: An oversized version, the Hanzo Zs' Hyper Rifles can have underbarrel electrospectrum guns.
268* CastFromHitPoints: Th Hot Blooded protocol causes all affected mecha units to gain speed, armour and attack power as they are slowly but steadily damaged.
269* ChargedAttack: The Wave-Force Artillery can fire at different energy settings. By default it always fires at max-capacitance, but can be ordered to discharge its weapon prematurely at the cost of reducing damage.
270* CombiningMecha: The Sentai Command Mecha is formed from the combination of seven custom vehicles.
271* ConservationOfNinjutsu: An actual mechanic for the overhauled Shinobi. Alone, they are incredibly badass with shuriken deactivating vehicles, smoke bombs making them invisible, several weapons completely failing to hit them and chain-slashing infantry with their ninja-to and lightning speed. However, if two (or more) friendly Shinobi are in the same area, they heavily nerf each other to the point of being even worse than they were in vRA3.
272* CoolBoat: Lots, like the Naginata Torpedo Cruisers or the Shogun Battleships.
273* CoolShades: Tsukumogami Proto-Suits have [[Anime/TengenToppaGurrenLagann Kamina shades]].
274* DefenselessTransports: Sudden Transports and Ikiryo Mini-Mechas have no weapons to defend themselves.
275* DelayedExplosion: Ashigaru Bombardiers can set explosive charges that will instantly destroy buildings, though this takes a few seconds to do.
276* DittoFighter: The Tsukumogami Proto-Suits can copy enemy or friendly weapons.
277* DressingAsTheEnemy: The Sudden Transport can project the external appearance of any vehicle, friendly or enemy.
278* DroneDeployer: The Tanuki can release small drones to intercept vehicles and slow them down with electromagnetic pulses to allow the Tanuki to escape.
279* DualModeUnit:
280** Tankbusters can bury into the ground, which prevents them from being crushed and makes them stealthed, but prevents them from moving or firing.
281** The Masamune can switch between anti-air rocket pods and shock paddles that can temporarily disable enemy vehicles and buildings.
282** Rocket Angels can switch between firing rockets and using a whip to disable ground targets.
283** Battle Psychics can take down both ground and air targets with telekinetic darts or switch to psychic shields to intercept enemy attacks.
284** The Jishin can burrow into the ground, turning itself into a powerful anti tank turret. Obviously, it is immobile in this state.
285** In wheeled form, the Izanagi can move fast and use kinetic-burst autocannons and missile pods. Switching into walker form sacrifices its speed and allows it to use its Fujiwara cannon, a weapon of devastating power.
286** The Tengu can switch forms between an amphibious anti-infantry walker and a swift air superiority fighter.
287** The Kitsune can transform from a fast but unarmed quad to a mecha, armed with a sniper cannon.
288** The missile armed VX can go from anti-air walker to anti-tank helicopter.
289** When in water, the Samehada Buster Mecha can transform into a submarine, which prevents it from firing on land vehicles.
290** In tank mode, the Nezumi uses a heavy machine gun turret, before it deploys into the slow mecha form, which is armed with a large, indirect artillery piece.
291** The Sea-Wing anti-aircraft submarine can transform into the Sky-Wing ground attack aircraft.
292** In its default state, the Musashi cruises across the sea, and despite its massive size, it can take off into the air and stay aloft.
293* {{Facepalm}}: One of the animations of the Hanzo Z.
294* FragileSpeedster: The Empire army focuses on mobility, with fast, amphibious units that lack durability.
295* HitAndRunTactics: The Isha Vector Jet Tank is an amphibious and extremely fast flanker with limited ammunition designed to attack the enemy, then rush back.
296* HonorBeforeReason: Shinobi show the full extent of their powers when alone, but refuse to work with each other, even if means certain death.
297* HotBlooded: An actual ability which increases combat effectiveness of [[Anime/TengenToppaGurrenLagann all mecha units]].
298* HotSubOnSubAction: Yari Mini-Subs are very good against other subs.
299* HumongousMecha: Prime unit class. Has a dedicated building only for Mecha production.
300* IfItSwimsItFlies: The Sea/Sky Wings and Tsurugi Submersible Fighters can do this.
301* JackOfAllTrades: Their units, especially the TransformingMecha, are quite versatile but none really excel in any role that much.
302* JapanTakesOverTheWorld: It did not work with military means, so they are trying it with economical means which works quite well.
303* KatanasAreJustBetter: Imperial Warriors and Shinobi are armed with surprisingly lethal katanas.
304* LaserBlade: Imperial Warriors use superheated Katana to OneHitKill enemy infantry.
305* LimitedLoadout: An Isha Vector Jet Tank's ammunition is limited, and it has to return to base for reloading.
306* LockedOutOfTheFight: Its secondary allows the Tedate to shut down a unit completely, turning it indestructible in the process.
307* LuckilyMyShieldWillProtectMe: Hanzo Z mecha wear shields, in true Franchise/{{Gundam}} fashion.
308* MacrossMissileMassacre: Missiles are a Japanese speciality and comes in rapid fire and volley fire varieties.
309* MiniMecha: Ikiryo Mini-Mechas, which are used to [[Anime/TengenToppaGurrenLagann hijack]] enemy vehicles and are piloted by champions of the [[Series/TakeshisCastle boot camp's obstacle course]].
310* MotionCaptureMecha: Hanzo Z suits.
311* {{Ninja}}: Shinobi are the Japanese infiltration unit, armed with a giant sword and throwing stars.
312* NobodyHereButUsStatues: The Holotree Sniper can deploy a sniper perch equipped with a holographic projection device, which makes the perch resemble an unassuming object.
313* OneHitPolykill: The Wave-Force Artillery fires blasts of energy that can pass through multiple targets.
314* TheParalyzer: The Masamune can deliver a shock to temporarily disable vehicles and buildings.
315* PsychicPowers: Psychic powers are used by Battle Psychics, Yuriko Omega and the Psionic Decimator.
316* {{Roboteching}}: Almost everyone in the setting uses dumbfire rockets or primative early IR or radar tracking missiles. The Empire have AIs dedicated to controlling missile swarms. It shows.
317* RocketPunch: The Kintaro, using traditional rocket punchs, but attached to a chain for retracting: allowing them to grab enemies from a distance.
318* SchizoTech: Giant Robots? Check. Nanotechnology? Check. Radar? Not so much.
319* SmokeOut: A shinobi can throw a smoke bomb to cover his tracks and escape.
320* SpiderTank: In wheeled form, an Izanagi moves with six legs.
321* SpyBot: Burst Drones are robots that serve the role of scouting and snuffing out spies.
322* SquishyWizard: Although they can bolster the durability of friendly units with psychic shields, Battle Psychics are rather lightly armoured and squishy by themselves.
323* {{Transhuman}}: A good variety.
324* WorkerUnit: Nanocores unfurl into structures at any given location but are very barely armoured.
325* {{Yakuza}}: Makes a load of problems for everyone.
326* YouWillNotEvadeMe: A Kintaro can launch its right hand as a deadly rocket to strike enemy vehicles and reel them in.
327
328!!Emperor Shirow Kamina
329* CombatPragmatist: From an early age, Kamina relied on this trope, in both his personal fighting style and his tactical leadership. His EstablishingCharacterMoment has him accidentally tripping a bigger kid trying to bully him, and realizing that [[KickThemWhileTheyAreDown Kicking Him While His Was Down]] would not be considered honorable... and then kicking the bully in the ribs repeatedly before stomping on his hand, leaving him with six broken bones. This was because Kamina realized "[[HonorBeforeReason honor was meant to protect the bullies from the bullied]]. [[BullyHunter If you didn't want to be bullied]], [[ThereIsNoKillLikeOverkill you had to defeat them completely]], [[TheUnfettered and let nothing stand in your way]]."
330* ConfusionFu: The resident master.
331* CoolShades
332* {{Cyborg}}
333* NonEntityGeneral: In the original game.
334* TheEmperor: Is given the position after Emperor Yoshiro was killed by the Soviets during the Mt. Fuji Incident, and Crown Prince Tatsu was killed by the Allies during the Battle of Tokyo, to prevent a crisis of succession from arising without Tatsu having a direct heir to the throne.
335* TheTrickster
336
337!!Yuriko Omega
338* AGodIAmNot: Everyone who does not fear her (mainly Emperor Kamina and his staff) thinks she should take the role of a goddess of war, but Yuriko [[StopWorshippingMe only laments her powers]]. Considering [[DarkAndTroubledPast her tragic back story filled with constant abuse]], this is understandable.
339* AxCrazy: Often depicted as this.
340* BatmanCanBreatheInSpace: At one point she propels herself straight into space to punch out a KillSat [[Manga/{{Akira}} that scorched her arm]].
341* BecauseYouWereNiceToMe: It's implied that she's only loyal to [[NonEntityGeneral Emperor Kamina]] post-World War III, (especially since she was confirmed to have [[PersonOfMassDestruction annihilated the entire Shiro Sanitarium complex]] [[RoaringRampageOfRevenge on her mission to kill Dr. Shinji Shimada]] prior to meeting Kamina), partially due to this trope, as indicated by this exchange featured on her Paradox Wiki character page:
342--> '''Yuriko:''' "You know [[TheStarscream I would not hesitate to turn on you]] [[AsskickingLeadsToLeadership if you showed any signs of weakness]]. [[EvilCannotComprehendGood Why do you let me stay?]]"
343--> ({{Beat}})
344--> '''Kamina:''' "[[TragicMonster Even monsters can feel emotions, Yuriko]]."
345* BroughtDownToBadass: After WWIII, the mental strain on Yuriko left her unable to pull aircraft out of the skies. Double-Subverted in that [[UnstoppableRage her pent-up rage]] makes her Psionic Scream even more powerful than during WWIII, to the point that she can kill the crewmen inside of vehicles within her radius, and training with the new Battle Psychics of the Paradox timeline allows Yuriko to [[ComboPlatterPowers learn their powers, and use them on the battlefield]], such as [[KiManipulation shooting infantry and helicopters with "psychic darts"]], [[PsychicLink and powering up other Battle Psychics when in their presence]].
346* CreepyChild
347* CursedWithAwesome: She laments her powers, mainly because everyone only wants her to fight against their enemies.
348* CuteAndPsycho: She looks like a cute girl, but if her DeathGlare doesn't let you know something's wrong with her, [[PersonOfMassDestruction her ability to level entire armies with her mind will]].
349* DarkActionGirl: Apart from being the Commando of the Empire of the Rising Sun, the events of Yuriko's Campaign in Red Alert 3: Uprising ARE Canon ([[FanonDiscontinuity even after the other campaigns and units from Uprising aren't considered canon in Red Alert 3: Paradox]], [[TakeThatScrappy with all the new units from Uprising having extensive reasons provided in their lore as to why they were written off as "failures" and thus won't return in Paradox]]), from [[GreatEscape breaking out of Camp Dakota, an Allied prisoner camp in Guam]], to going on a RoaringRampageOfRevenge in the Shiro Sanitarium, [[PersonOfMassDestruction leveling the entire complex]] and killing both Dr. Shinji Shimada and [[spoiler: [[CainAndAbel Izumi]], [[ChronicBackstabbingDisorder after she tried to kill Yuriko]] [[UngratefulBastard out of spite for Yuriko's power]]]].
350* GirlishPigtails
351* IJustWantToBeNormal
352* LittleMissBadass
353* NinetyPercentOfYourBrain
354* PersonOfMassDestruction: You do NOT want to mess with this school girl.
355* PowerLimiter: Without it, she would be [[RealityWarper unbeatable]].
356* PsychicPowers: Her MO. She can crush house-sized tanks into tin cans this way.
357* RealityWarper: What she would be without the PowerLimiter.
358* SailorFuku: Changes to a blue and white version in Paradox compared to the more modern variation used in the original Red Alert 3. This leads to an InUniverse [[AlternativeCharacterInterpretation discussion of why she has changed uniforms]], with the Soviets thinking [[ClothesMakeTheSuperman the new uniform is meant to further enhance Yuriko's psychic powers]], while the Imperials [[UnlimitedWardrobe thinks she just got the new uniform on a girlish whim]] (in either case, [[AllMenArePerverts both sides agree it was]] WorthIt).
359* {{Tsundere}}: {{Yandere}} is also possible.
360* YourMindMakesItReal: Yuriko is fully aware that PsychicPowers work on this principle and only a PowerLimiter prevents her from using them in ways other than what the Imperial officials want.
361[[/folder]]
362
363[[folder:Continental Revolutionaries]]
364The result of killing US President Ackermann, the Confederates want to get the Allied Nations out of the USA, get rid of their influence on America as a continent and generally do things they feel are right. Without a proper military, they utilise Allied technology from World War II to great effect, modifying and improving those obsolete designs with their own technology and cleverness. They believe to know what is right and they will fight for it until they have liberated the USA. They lack a proper idea for '''after''' they liberated the USA, but as they say, first things first.
365----
366* ActionBomb: RC Cars can explode via ability. Their power can be increased with the bombs of the Bomb Trucks, which however is not a suicider himself.
367* AmazonBrigade: The aptly named Amazon Warriors, which while not as elite as Minutemen or Delta Rangers can pack a punch on the units the other two cannot effectively fight.
368* BreakOutTheMuseumPiece: The vast majority of their equipment are aging [[VideoGame/CommandAndConquerRedAlert WW2]] vehicles.
369* CombatPragmatist: To make up for their obsolete tech, they use the dirtiest tactics in the game. Several types of land mines and booby traps, ambushes, fake structures, RC cars with bombs on them, invisiblity, electronics jamming, tunneling and stealing enemy resources are all fair game.
370* ContinuityNod: The Confederate equipment is the over-15-year-old tech left over from the first ''"Red Alert"'' game.
371* CustomUniform: ''Everyone''. The Confederates have no official uniform; the closest to it are grey overalls, and they can't even get everyone to wear those. Notable for being the only side where infantry of the same type have different appearences.
372* DeepSouth: Used as a theme, though their members come from all over America and all walks of life.
373* DefenselessTransports: Jackson [=APCs=], Transport Trucks and Omni-Landers have no weapon whatsoever.
374* EagleLand: Both types 1 and 2 are present.
375* EarthquakeMachine: The Resonance Jackhammer offensive superweapon shatters enemies with a pulse of seismic energy.
376* EvilDetectingDog: Doberman Guard Dogs can sniff spies and stealth units.
377* IncrediblyObviousBomb: Bomb Trucks lay those.
378* InvisibilityCloak: PAWI Tech paints over people and the machinery they use with ''"blank"'' images.
379* MassSuperEmpoweringEvent: The counterculture's experimentation with LSD has created a whole bunch of psychics.
380* MundaneUtility: Radar Domes are used as hydroponic bays when not otherwise in use.
381* NewAgeRetroHippie: Tunnel Rats and Flower Children are this.
382* NoseArt: Many Confederate air planes have NoseArt that ranges from subtle to fairly blatant. Some units even have multiple of them selected at random when the plane is build.
383* PatrioticFervor: The Confederates are a rag-tag assortment of Americans who are mad as hell about Allied interventions into American politics and just won't take it anymore.
384* RealityBleed: PAWI technology. Like GAP, it's (mostly) safe.
385* LaResistance: If the Allies are the Establishment, the Confederates are the Anti-Establishment. They define themselves by resistance and revolution, by what they aren't rather than by what they are. And what they aren't is the Allies.
386* RevolversAreJustBetter: The Mortarmen carry revolvers that can punch straight through a Peacekeeper's shield and [[BlownAcrossTheRoom send infantry flying]].
387* SeaMine: They can deploy versions of these from their torpedo boats that move under their own power.
388* SuperSerum: ''LSD'' gives you ''psychic powers''.
389* ThisIsADrill: ''[[Anime/TengenToppaGurrenLagann "Spiral Tech"]]'' is a mathmatical oddity that allows improbable levels of mechanical effienciency with certain patterns of rotating machinery such as drills or fans. They use it to dig tunnels, make drill-based projectiles, and create tornados/whirlpools.
390* TooManyBelts: A more western example, Confederate infantry are covered in bandoleers, low-slung holster belts, and other straps for equipment instead of more modern webbing.
391* WorkerUnit: Dozers and Construction Trucks create main structures and fake structures, respectively. They and defenses are built by the Construction Yard.
392* WrenchWench: Both their standard engineer and their commando, Dixie, are female, and both are repair specialists. The mechanic can repair single vehicles in the field, which Dixie has a sizable repair radius and can heal damage nearly as fast as it's dealt.
393* YourTerroristsAreOurFreedomFighters
394
395!!President Howard T. Ackerman
396* ActuallyADoombot: It was found out after his death that Ackerman was a Japanese spy android.
397* OurPresidentsAreDifferent: President Action, with an overlap with PresidentEvil with his plan to vaporize Moscow with the giant spectrum laser inside of Mount Rushmoore [[spoiler: and the fact he was a [[ActuallyADoombot robotic duplicate]] created by Emperor Yoshiro and Crown Prince Tatsu]].
398
399!!President Dennis Hoffhassle
400* NonActionGuy: Except you count the job of life-saver as action filled.
401* OurPresidentsAreDifferent
402
403!!General of the Army Benjamin Carville
404* HistoricalInJoke: He appeared in Red Alert 1 and 2 working for the Allies.
405* RewardedAsATraitorDeserves: Subverted. The Allies merely took away his official rank for defecting to the rebels.
406
407!!Colonel Wolfgang Krause
408* ColonelBadass
409* HistoricalDomainCharacter: A weird case. In RealLife he was a moderately known German politician, in Paradox he is basically [[VideoGame/MetalGear Solid Snake]].
410* ImprobableAge: He's 33 and a senior special-ops commander?
411
412!!Colonel Christian Therrian III
413* ColonelBadass
414* {{Eagleland}}: Representing Type One.
415* {{Fiction 500}}: Therrian Oil isn't just an oil company, it's ''the'' oil company. He ends up siding with the Confederates when the Allies come around to do some monopoly breaking.
416&&* EverythingIsBigInTexas: Where he's from.
417* NonIdleRich: Helps bankroll the Confederacy while fighting for it.
418* ObfuscatingStupidity
419* SouthernGentleman
420
421!!Colonel Patricia "Goliad" Jones
422* BadassBoast: To the Allies before the Curb Stomp Battle below.
423* ColonelBadass
424* CurbStompBattle: Earned her nickname after inflicting one of these on the Allies.
425* TheSmurfettePrinciple: The token female Confederate commander.
426
427!!Dixie
428* ActionGirl
429* CainAndAbel: It's implied her "sister" is none other than Tanya, who, being the Allies commando, is probably put at odds with her. Whether they're reluctant or enthusiastic to fight each other in battle has yet to be seen.
430* CoolBigSis: When asked about where she gets her ImprobableAimingSkills, Dixie mentions that she got shooting lessons from her sister. [[SiblingRivalry She's quick to change the subject after mentioning this though...]]
431* DeepSouth: Deliberately styled as a pin-up girl from the Deep South.
432* TheEngineer
433* FarmersDaughter
434* SouthernFriedGenius
435* WrenchWench: And a very good one at that.
436[[/folder]]
437
438[[folder:Order of the Talon]]
439''An 800 years old order of Knights, the Order of the Talon secretly control great parts of the world from the shadows, fighting an ominious enemy known only as ''"The Cult"''. They possess impressive Steam Punk technology, including walkers and moving castles. Able to move from place to place with their castles and armoured with the strongest metal known to humanity, they fight everyone they deem heretical despite their outdated tech. Most Talon personnel are unwitting of the greater scheme behind the Order's actions and those who know at least something prefer to command from the shadows to avoid being targeted. They are not afraid of assasinations or leading countries to war if it helps them - in fact, they are responsible for World War I. However, they are noble and pragmatic enough to not abuse others too much, because their goal is to fight the Cult, not the rest of the world.''
440----
441* ActionBomb: Sappers and Priests of Judas via special ability.
442* TheAestheticsOfTechnology: They have fun with this one. Talon units ''"look"'' archaic and primitive compared to, say, the Empire, but this is the MightyGlacier faction.
443* AmazonBrigade: The Chevaliers are all women personally trained by Lady Maria.
444* AncientConspiracy: The Order of the Talon is a secret, worldwide extra-governmental religious organisation with intelligence, disinformation and military focus based on real-life conspiracy theories.
445* ArchEnemy: To the Cult of the Black Hand.
446* ArrowsOnFire: Sort of - they prefer red-hot crossbow bolts.
447* AwesomePersonnelCarrier: They've got a battle locomotive.
448* AxCrazy: Fanatics are Catholic zealots who follow the Talon's Crawlers around in the vain hope of pleasing Him by smiting the soldiers of Satan. Armed with an ambiarically-heated sword, the Fanatic rushes into the fray of the battle, slashing and hacking at anything within reach.
449* BadassCreed: The Iscariot Vow.
450* BadassPreacher: Hospitallers. A flamethrower-armed priest WILL make you confess.
451* BaseOnWheels: Master Crawlers, castles on tracks, produce every single unit they have. In addition, Mini-Crawlers, which are mobile tech buildings/refineries.
452* BeliefMakesYouStupid: Averted. They might be using old technology, but Talon equipment generally equals or outperforms it's conventional (not to mention unconventional) counterparts. Also, they had computer software in 1842.
453* {{BFG}}: Apostle bombardment ships mount a ''914mm'' cannon, the largest in Paradox.
454* BlackAndWhiteMorality: In a setting of GreyAndGrayMorality where everyone does good and bad things, sometimes more of one than the other, the Talons believe in this one instead. This leads too...
455* BlackAndWhiteInsanity: ...with them being white and everyone else being black and/or potentially compromised. The only faction where this is actually true is the Black Hand.
456* {{Brainwashed}}: A fair number of Talon officers were military officers from around the world who were kidnapped and brainwashed/indoctrinated into serving the Talon.
457* BrownNote: In offence mode, the Calliope Track plays eerie, discordant sounds that rattle teeth and chill the soul.
458* CatapultToGlory: The only way out of an Emissary Track for the passenger is the catapult mounted on top, enabling the Emissary to insert infantry over long distances into otherwise unreachable areas.
459* ChurchMilitant: Started as a knightly order in the Catholic church, has since become independent.
460* ClockPunk
461* ClockworkCreature: Automatons are delicately crafted clockwork war machines in the shapes of men.
462* ConspiracyTheorist: They are an AncientConspiracy group fighting at least one other ancient conspiracy group.
463* DarkIsNotEvil: Their colour of choice is black, but they're still good[ish] guys.
464* DeadlyGas: Emissary Tracks launch censers filled with mustard gas.
465* DeadpanSnarker: Cannon Turret gunners [[ICallItVera call their turrets]] ''"Saint-Maker"''.
466* DeathFromAbove: True to their nature as expies of [[TabletopGame/{{Warhammer 40000}} Assault Marines]], Templar Lords can do jetpack jumps that crush anyone they land on (and who stand near them when they start). RocketJump indeed.
467* DecapitatedArmy: You start with a Master Crawler, whose loss equals an automatic Game Over.
468* DefectorFromDecadence: A lot of Talon personnel start as this.
469* {{Determinator}}: Their history is basically eight hundred years of failure. They're still going strong.
470* FireBreathingWeapon: They have a lot of flamethrowers.
471* GaleForceSound: Jericho Cannons work this way, though they shake things apart rather than directly blowing them to pieces.
472* ImprovisedWeapon: According to the backstory, a couple of the Talon's weapons like the Altars of Light and Consecrator Tracks started as this.
473* IShallTauntYou: Chevaliers can do this. Notable in that it inspires friendly units rather than demoralizing enemies.
474* JudgeJuryAndExecutioner: If the Talon decides that you're guilty, you will die.
475* KillItWithFire: The Talons LOVE flame weapons.
476* KillSat: They hijacked both Athena Sats and Mag Sats and then combined them into something even worse.
477* KnightTemplar: Varies by the individual Talon, but the Order as a whole tends towards this. The actual, literal Templars among their ranks do not, ironically.
478* LandDownUnder: They've basically taken it over, but haven't informed the Australians or their government of the fact.
479* MacrossMissileMassacre: Metatron Gunboats are armed with an oversized rack of rockets.
480* MagneticWeapons: And not the usual kind either. A more conventional coilgun is the Apostle bombardment ship's ultimate upgrade.
481* MedievalStasis: Not quite, but they are very, very slow to adopt new technology. Thanks to Talon Steel, this doesn't stop them from being a major threat.
482* MindRape: The Order is not above indoctrinating and brainwashing new recruits to make them loyal to the organization.
483* MinovskyPhysics: Talon Steel fits, more or less.
484* TheOmniscientCouncilOfVagueness: The Holy Triumvirate.
485* PillarOfLight: The Firestorm Generator, their Ultimate Weapon.
486* ProperlyParanoid: They're an ancient conspiracy fighting other ancient conspiracies. Paranoia is both a given and understandable.
487* ThePowerOfTheSun: Like the Allies, the Order has solar death rays, but these are more inspired by Archimedes' Mirror.
488* RammingAlwaysWorks: The Tempest Torpedo Ram can use a thermobaric ram to accelerate into and destroy any target.
489* RocketJump: Templars Lords' thermobaric jets allow them to escape danger, and burn those around them when they take off.
490* ScienceIsBad: Discussed. They ''are'' centuries behind the times technologically, but this is mainly because their existing technology is still competitively effective. Their is however no innate aversion to science or technological progression itself.
491* SpiderTank: The Cataphract Land Ironclad is an armoured battle station on four legs.
492* StartingUnits: Pawns are unbuildable infantry that spawn for free from the Master Crawler while it is deployed.
493* ThisIsADrill: Have a submarine fitted with a drill for attacking other submarines. It uses spiral tech stolen from the Confederates.
494* TrainingFromHell: Their elite military training school is in Death Valley, USA. 'Nuff said.
495* UnknownRival: Aside from the highest levels of TheNecrocracy running from behind the scenes, most of the Mediterranean Syndicate has no idea why the hell the Order has them pegged as the AntiChrist, and can only try their best in holding them off when they come around for one of their executives head on a pike.
496* UnwittingPawn: Lower Talon personnel don't know who they are really serving. Also, there's the aptly named [[ExactlyWhatItSaysOnTheTin Pawns]], who are unwitting soldiers duped into aiding the Talon, and the Barracuda crews.
497* WeAreEverywhere: Unfortunately, so are their enemies.
498* WellIntentionedExtremist: Their goal is to fight a truly evil faction. They're still willing to perform unethical and questionable acts if necessary in pursuit of this goal.
499
500!!Banneret Albin Canavan
501* ColonelBadass
502* FightingIrish: Ex-IRA, at that.
503* ImprobableAge: One of the Order's senior military leaders and he's not even 30.
504* MilitaryMaverick:
505
506!!Domina Arianna Matella
507* ActionGirl
508* AttackAttackAttack: The Order's most directly aggressive commander.
509* ColonelBadass
510* ImprobableAge: Slightly older than Canavan, but still very, very young for her job.
511* KillItWithFire: Stated to love flamethrowers.
512
513!!Saint Veritan the Thunderer
514* AFatherToHisMen: And thanks to Talon veterancy upgrades, this is a good deal scarier for the enemy than it seems.
515* ColonelBadass
516* CoolOldGuy: He's 83 and still fighting.
517* MilitaryMaverick: He used to be this, but has since settled down.
518* NamesToRunAwayFromReallyFast: ''"The Thunderer"''.
519* OnlySaneMan: Seems to be developing into the most level-headed and diplomatic of the Order's senior leadership.
520
521!!Sir Harold Moore
522* ColonelBadass
523* DefectorFromDecadence: A former Allied officer who was used as a scapegoat for the quagmire of Vietnam.
524* {{Eagleland}}: Represents Type 1
525* HappilyMarried
526* HistoricalDomainCharacter: In real life, a distinguished US Army officer prominent in Vietnam who lead the first large-scale deployment of airmobile cavalry. In Paradox, this ended in disaster and Moore was held as a scapegoat for the Allies' failure in Vietnam, leading to his defection to the Order of the Talon. Many other elements, such as where he was born and who is wife is, also appear to have changed in this timeline.
527
528!!Deirdre Winters
529* MissionControl: Appears to be this for the Order.
530* SassySecretary
531* StraightGay: Romantically involved with Okamura below.
532* ViolentGlaswegian: Averted. She's Scottish, but she's a secretary and intel liaison.
533* VoiceWithAnInternetConnection: Apparently.
534
535!!Masoko Okamura
536* AsianAndNerdy: Rare female variant.
537* DefectorFromDecadence: She's Japanese, but considers the Empire of the Rising Sun to be corrupt and decadent.
538* RebelliousPrincess: Not a princess, but from a wealthy and influential family.
539* TheEngineer: The variant who stays at headquarters and builds new weapons. She specializes in naval technology.
540* YamatoNadeshiko: Lampshaded and averted.
541
542!!Lady Maria
543* AbsurdlySharpBlade: Her sword can cut tanks.
544* ActionGirl
545* ChainmailBikini: Lampshaded and averted. She wears full plate.
546* CoolSword
547* HelmetsAreHardlyHeroic
548* JeanneDArchetype
549* LadyOfWar
550* LuckilyMyShieldWillProtectMe
551* PoweredArmor: Wears a suit of ClockPunk powered full plate.
552* RaisedByDudes
553* WingsDoNothing: Except glowing and looking cool.
554[[/folder]]
555
556[[folder:Atomic Kingdom of China]]
557The remaining population of a 30 years long civil war that ended in a nuclear holocaust, the Atomic Kingdom of China is lead by a man only known as ''"The Viceroy"'' and his right hand, a young appearing girl genius. With nigh impenetrable defenses, energy shields and strange vehicles, hordes of cloned soldiers and all sorts of radiation technology resembling 1960s scifi, they strive to take revenge on the world. Their longtime goal is to leave Mother Earth and preferably before others decode the secret of nuclear weapons. For the voyage they need technology from Allies, Soviets and Japan alike, but it is not their goal to kill everyone outright when leaving - and neither is their goal to take the clones with them.
558----
559* AcquiredPoisonImmunity: Courtesans have poisoned saliva and tears but are themselves immune to the effects. They actively use this as an [[OutWithABang assasination method]].
560* AfterTheEnd: They arose from the ashes of a nuclear civil war in China.
561* AlienGeometries: To represent the classic era of science fiction, Royal Chinese constructs tend to look very, very strange.
562* AtomPunk: The basic premise and any kind of it.
563* AttackDrone: Great Wing Ships produce Little Wing Patrol Boats, who in turn attack the enemies with their ray guns.
564* ChildSoldiers: Chiren Kilong is 15 years old and acts as second in command of the space fleet under Yuming Oshang, who is just 18 herself. This is because they, like all commanders, belong to the very few non-cloned humans who have a natural resistance against radiation which was turned into a requirement to be commander by The Viceroy. Chiren also shows great potential in strategy and tactics so wasting her talent would be out of the question.
565* CoolStarship: Loads, like the Eclipse Star Destroyer.
566* ColorCodedForYourConvenience: The House Colour for the Chinese isn't painted onto them, but instead glows off their radiators and shows up in the colour of their beam weapons. Yes, this even allows pink or black ray guns.
567* EvenEvilHasStandards: Even though they want revenge on pretty much every other world power, they still have a strict policy of only targeting military forces with their atomic bombs. Understandable, consider that they've seen the horrors of nuclear holocaust first hand.
568* ExpendableClone: Clones are used as grunts, for slave labor and for getting rid of mine fields. There also are no plans to take them along when leaving earth.
569* FantasticRacism: Treatment of clones.
570* GreatOffscreenWar: The Chinese Civil War is this.
571* GreenRocks: Jade, the radioactive alien mineral that enables nuclear fission, is effectively [[VideoGame/CommandAndConquerTiberianSeries Tiberium]] and also one of the reasons their colour of choice is green.
572* HistoricalInJoke: Their entire existence represents the power shift caused by nuclear China in the real 1960s.
573* {{Homage}}: To ''Franchise/StarTrek''.
574* JiangShi: InNameOnly since they are more like the [[ComicBook/TheIncredibleHulk Hulk]] than zombies.
575* KineticWeaponsAreJustBetter: Inverted. China is the only side not to follow this; their weapons are in fact far better than everyone else's, and are almost always some form of DeathRay or other beam weapon. However, they tend to suffer from shorter range, which forces their units to take a beating while closing in to their adversaries before they can bring their beams to bear.
576* MundaneUtility: Mantis War-Walkers can be used to plow land with their heat rays and War Thrones can grow plants there via healing radiation.
577* MyNameIsInigoMontoya: My name is Captain Lei Lun, you have humiliated my country. [[PrepareToDie Prepare to eat atomic fire.]]
578* NuclearMutant: Jiang Shi. Chinese Tigers are similar, in that they are generally better than their non-augmented brethren.
579* NukeEm: Should be obvious by the name; their Ultimate Weapon is just as obviously an air-dropped nuclear bomb.
580* OurClonesAreIdentical: Most infantry are mass-cloned from the genes of warriors who died in the previous war.
581* OutWithABang: As mentioned above, Courtesans can kill with poisoned saliva or tears, which is usually done during intercourse.
582* PantheraAwesome: Chinese Tigers, irradiated and mutated to be bigger and tougher.
583* PointyEars: Clones have these as a way of segregating them from the population.
584* RadiationInducedSuperpowers: Radiation usually kills, but every so often you become an Expy of the Hulk.
585* ShortRangeLongRangeWeapon: Their ray guns are hampered with a short range ingame, but it's caused by [[Franchise/StarTrek a total lack of any sort of gunsights]].
586* SicklyGreenGlow: Green China is associated with the green of the Jade, the key to unlocking atomic fission, the substance that had ended their civilisation.
587* SlapOnTheWristNuke: Subverted with truely ''horrifying'' effects! A dropped nuke has far more power than any other Ultimate weapon in the game, being powerful enough to eradicate a complete base, leaving massive amounts of radiation that will prevent any life in the area for a while and [[TruthInTelevision turn the very ground into glass]] from the heat. Add map-wide EMP effects and gale force winds of about 350 km/h and the game will be completely reversed after the bomb fell.
588* SpectacularSpinning: The Fortress Gate looks like a [[Franchise/StargateVerse Stargate]] and naturally it spins.
589* SpaceElevator: Space Elevators are impossibly tall structures that literally reach up into the heavens. Two classes of space elevator exist. The first one is of the kind that one might see on the battlefield, and is typically used to deliver troops to the surface and processed ore to the duplicators in orbit. They can be deployed anywhere, as long as there is a Command Yard on the surface to join up to. Of the larger second class, only six examples exist. These elevators serve as the main method of getting men, cargo and equipment into orbit.
590* {{Teleportation}}: Teleportation technology splits a person or object on the molecular level, transports the atoms, and recreates the object/person at the designation.
591* ThreateningShark: Mutated sharks also use radiation-infused guns to add to their threatening factor.
592* TowerDefense: They've been deliberately designed to play like a Tower Defense game, with upgrading defenses and walls designed especially for ''"mazing"''.
593* TractorBeam: Traction beams draw matter towards the projector like a screw.
594* TripodTerror: Mantis War-Walkers are hundred feet tall tripods that look like the sort of thing out of a science fiction film.
595* WeWillUseManualLaborInTheFuture: How clones are usually used.
596* WhyAmITicking: One of the protocols lets a turret explode for massive damage.
597* YellowPeril: Deliberately played as ComicStrip/FlashGordon style pulp sci-fi villains.
598
599!!Mingxia
600* ActionGirl
601* AnimeChineseGirl: Complete with a classic Chinese dress.
602* DodgeTheBullet: Although vulnerable to anti-infantry weapons, Mingxia's speed can have her dodge a lot of bullets.
603* FlashStep
604* HavingABlast: Takes Kenshiro's abilities to their logical conclusion by causing people hit in their PressurePoint to [[LudicrousGibs explode with lethal force]].
605* MartialArtsAndCrafts: Jiao Li works by activating psionic potential.
606* NinetyPercentOfYourBrain: What Jiao Li is based on.
607* PaperFanOfDoom
608* PressurePoint: Can turn enemy infantry into bombs.
609* WalkOnWater
610* WhyAmITicking: Enemy infantry-turned-bombs.
611* YouAreAlreadyDead: Her motto.
612[[/folder]]
613
614[[folder:Mediterranean Syndicate]]
615A Roman-age crossed with Cyber Punk obsessed group of Mega Corporations, the Mediterranean Syndicate embody everything the Allies fear and fight - forced roboticization, drug and people trafficking, abuse of the weak and generally doing everything only for money. The Syndicate uses high-range weapons for everything, from micro rocket firing machine guns to multi-target striking railguns to weather control, battlesuits, drugged gang members and all sorts of mercenary security forces. Their sprawls, regions of eternal night illuminated by neon lights and packed with camera systems, are haunted by packs of cybernetically improved Wolves and violence is a daily occurrence. People there apparently enjoy their lot because the Syndicate educates them practically for free - in utter self-interest of course.
616----
617* AnachronismStew: They are TheEighties in a TheSixties setting.
618* AncientGrome: What they are effectively idolizing.
619* ArmyOfLawyers: Helios Security, equipped with projectors that use "zero-point energy" hold you in place. Inspired by Literature/TheSupernaturalist.
620* AxCrazy: Satyrs are given special, irreversible surgery in the part of their brain dealing with inhibitions. Attempts to make them placid by injecting them with nauseating drugs while showing footage of violent acts against Syndicate members also fail, as the Satyrs literally could not make the link in their mind. Instead, in order to ensure their cooperation, they are now allowed free reign of the Sprawls if they do not attack Syndicate personnel in battle. Times when Satyrs are between battles are called a Bacchanalia, where locking the door is no safety if the Satyrs want what you have, whether drugs, your daughter, or your blood.
621* BrainInAJar: Man O'War cyborgs are controlled by a brain in a jar.
622* CompanyTown: Sprawls are usually this.
623* CorruptCorporateExecutive: The Syndicate is a massive conglomerate of corporations and criminal groups united by cultural and political beliefs, funded by war profiteering, exploitation of the third world, illegal activities and technological innovation.
624* CyberneticsEatYourSoul
625* CyberPunk: Neon lights. Cybernetic power armour. Rogue AIs. Absolute lack of respect for human life. Their Hero is even an evil {{Expy}} to ''Franchise/GhostInTheShell'' Hero Motoko Kusanagi and Molly Millions from the ''Literature/SprawlTrilogy''.
626* CyberPunkIsTechno: If [[http://www.moddb.com/mods/red-alert-3-paradox/videos/il-futuro-adesso Il futuro é adesso]] is any indication.
627* {{Cyberspace}}: The mind of the user lends the processing power needed for complicated inferfaces. Non-cyberspace interactions resemble 1980s text interfaces as a result, and connections are barely good enough to transfer MIDI music.
628* DeadlyGas: Sear gas combines the debilitating effects of tear gas with the lethal effects of your eyes and throat suffering chemical burns.
629* DelayingAction: Until the better guns are available.
630* DrugsAreBad: Being the local evil bastards, they of course run the drug trade. Basic infantry are drugged gang members and the drugs make them shortly invincible to automatic gun fire. Of course, they burn them out afterward.
631* EvenEvilHasStandards: Even the AxCrazy Satyrs would not automatically attack Ambulance units.
632* FeelNoPain: Auxiliaries can take PCP to survive bullet wounds that would otherwise kill them and will bleed to death if left unattended afterward. TruthInTelevision.
633* ForkliftFu: Syndicate forklifts can steal defenses and crush infantry.
634* HighlyConspicuousUniform: Legion Security uniforms are shiny silver with holographic advertising.
635* IfItSwimsItFlies: Pluto Airmobile Submarines may also surface to become gunships.
636* LossOfIdentity: Happens to almost everyone turned into a battle suit.
637* LongGame: The ultimate goal of the Board of Classics is to [[spoiler: lure out Kane and destroy him for leaving them unable to die. They have been playing this game for centuries and centuries.]]
638* MagneticWeapons: Railguns, which accelerate projectiles to high velocities using electromagnetic forces, are a common Syndicate anti-vehicle weapon.
639* MegaCorp: A massive alliance of corporations huge and small loosely 'ruled' by a sort of super board of directors.
640* OneHitPolykill: Railguns are notable for being able to pass through a tank and hit the one behind it.
641* OnlyInItForTheMoney: The Syndicate effectively only care about profit, be it short-term or long-term.
642* PrivatelyOwnedSociety: The Sprawl is the main way that the Mediterranean Syndicate operates as a corporation. Basically a corporate city, the Syndicate crams as much industry, commerce and illegalities into an area it has, keeping all the workers inside the Sprawl's limits to maintain their dependency on the corporation. As semi-extraterritorial enclaves, the Syndicate is free to run it how they wish it.
643* ReallySevenHundredYearsOld: The Board of Classics [[spoiler:are actually old kings and queens from ancient civilizations. Xerxes, Alexander the Great, Gilgamesh, Cleopatra... And Romulus really was the first king of Rome. Kane made them immortal and left their civilizations to crumble, and they want revenge.]]
644* {{Roboteching}}: Like the Empire, the Syndicate has AI controlled missiles. Unlike the Empire, the AI is located '''inside the missile'''.
645* RocketPunch: The Atlas fire their fists with compressed gas.
646* ScienceMarchesOn: Deliberately invoked to imitate 1980s cyberpunk; Syndicate wireless technology ''"sucks"'', being limited to infrared beams like a television remote, so pretty much everything needs to be plugged in and wires are everywhere.
647* SinisterSurveillance: Since cameras are everywhere.
648* StreetSamurai: Satyrs, in the most insane way possible.
649* SuicideAttack: Fury Combat Drones can happen to not survive diving into an enemy airplane's fuel tanks.
650* SuperPersistentMissile: Syndicate missiles follow their target until impact or running out of fuel. It's usually the former.
651* TooKinkyToTorture: The Satyrs enjoy receiving pain almost as much as they enjoy inflicting them.
652* UnusualUserInterface: All Syndicate vehicles are piloted by single man crews, who replace their sensory input and motor impulses entirely with that of the vehicle.
653* UnusualWeaponMounting: Battlesuits have weapons mounted on shoulders, under shoulders etc.
654* UnwillingRoboticisation
655* UrbanWarfare: Their specialty. In order to ensure they can take advantage of it, [[RidiculouslyFastConstruction they can take some city with them.]]
656* VillainWithGoodPublicity: The Syndicate educate people and create jobs world-wide and build massive megacities (their Sprawls) to house them. They do that because it's easier to milk a population that loves than one which hates them. This also makes it harder for the Allies to take action against them.
657* WeatherControlMachine: Their Ultimate Weapon calls on lightning and gale-force winds to tear enemies apart.
658* WetwareCPU: High level battlesuits are mostly robotic, controlled by a bare minimum of wetware.
659* WorkerUnit: Construction Lifters work similar to Nanocores but can build their structures unlimited times to save money (exceptions are the Super and Ultimate Weapon).
660* WretchedHive: They have a way of popping up in the Syndicate's path.
661
662!!Minerva
663* {{Cyborg}}
664* DarkActionGirl
665* ElectronicEyes: Has teal-colored cyborg eyes.
666* FromNobodyToNightmare: Her "true" story [[spoiler: had her be a WomanScorned by a Hollywood movie star (THE Creator/JamesDean, [[AlternateHistory at least in this timeline]]), and asked for her "reconstruction" so she could murder him]]
667* HeartDrive: Her entire body, safe for the brain, is artificial.
668* SharpenedToASingleAtom: Has monomolecular blades in her '''fingers'''.
669* StreetSamurai
670* WolverineClaws
671[[/folder]]
672
673[[folder:Electrical Protectorate]]
674A group of Imperial lab castoff nanomachines who developed self-awareness and formed the Core Mind met a stranger, who gave them a goal - to accomplish the ''"pure state of the universe"''. In other words, kill everyone else, and that is exactly what they do. Hordes of robots without built times but hideously weak, the Electrical Protectorate overwhelm everyone else with sheer numbers of weaksauce units aided by bigger units with bigger guns and a commando that looks entirely human but has a heart and body of steel. The Protectorate do not care about humans as much as seeing them as an obstacle to reach the pure state. They are unknown to the other factions because they kill without asking questions or before anyone can react, ending up as a rumor in people's heads until it is too late.
675----
676* ArtificialIntelligence: What they really are is a formless group of AIs who can ''"posses"'' their machines at will - with all the (dis-)advantages this implies.
677* BlueAndOrangeMorality: As robots, they do not have to follow human conventions of ''"Right and Wrong"''...
678* BrownNote: Basilisk Patterns work by using visual and audio patterns to cause your brain to go completely insane. That is, if they don't kill you outright.
679* CoolButInefficient: The Protectorate don't even need an army to win the war, as they could simply cover the world in GreyGoo and win the war in about a day. However, their nature makes the idea of it completely alien to them.
680* DarkIsEvil: [[MeaningfulName Nightmare Drones]] create pitch-black fog to kill enemies.
681* DeadlyGas: The secondary weapon of the Protectorate Tripod is Black Gas. The chemical composition of this gas is unknown, but what is known is that any unprotected person who finds themselves inside a cloud of Black Gas is as good as dead.
682* EldritchAbomination: They made a deal with some, and it's started to change them... Their superweapon even unleashes one on their enemies.
683* GoingCritical: When a Singularity Core gets damaged enough...
684* GoMadFromTheRevelation: What happens to pityful humans seeing [[EldritchAbomination The Icon]].
685* LargeHam: Despite being composed entirely of software, they are an entire ''"race"'' of these.
686* MadArtist: They essentially want to destroy all life as an artistic statement.
687* MechaMooks: A whole army of them.
688* MechanicalMonster: Some of the bigger EP units can be this.
689* ThePowerOfRock: Protectorate fractal weaponry contains singularities which offer beautiful light shows. The killing, however is done by firing pure, undiluted [[https://www.youtube.com/watch?v=hDlif8Km4S4 Dubstep]].
690* RobotReligion: More like ''"Robot Cthulhu Cult"''.
691* StrawmanEmotional: Originally programmed to understand and play off of human emotion, the Protectorate as a whole borders on bipolar, in contrast to the classic emotionless machines.
692* TechnicolorFire: The Protectorate use Potassium, [[FauxSymbolism which burns purple]].
693* TinCanRobot: Played with. The Protectorate are made out of nanites and have no real machine components comparable to contemporary human technology. They wholly embrace the TinCanRobot look, however, out of a combination of sentiment for the B-Movies of their ''"youth"'' and a healthy dose of irony.
694* TripodTerror: The Protectorate Tripod is a towering, massive, three legged walker that dwarfs most other vehicles.
695* TurnedAgainstTheirMasters: Played with. The base AIs of the Protectorate were created by humanity (in particular by a Japanese experiment that went awry) but were lost and then promptly forgotten about. The protectorate as it is now has nothing against humanity (and indeed a mere human brought them back from a DespairEventHorizon), but we are in the way for them to get to the pure state.
696* WalkDontSwim: If Protectorate units cannot swim, they walk on the sea floor towards their targets.
697* WeHaveReserves: Justified. Their units are almost all mindless robots that the true [=AIs=] puppeteer. Thus, they don't particularly care if they get blown up.
698* ZergRush: Standard tactic taken up to eleven, to the point where they completely forgo build times.
699
700!!CP-746
701* TheLeader: His purpose is to organize the other AIs and to ensure they remain on task, this translates into him being a de facto leader to the Protectorate, even though he's not strictly speaking in-charge, mainly because his job at maintaining the Collective's integrity takes too much out of his time.
702* OmnicidalManiac: Like the rest of the Protectorate he wants to attain the "pure state", mostly because it would be easier to organize.
703
704!!MS-186
705* HonorBeforeReason: Being programmed by the Empire of the Rising Sun, he has the same code of honor as them, and in early engagements, he would try to keep as much of his [[RedShirtArmy robot army]] alive, much to the amusement of other [=AIs=].
706
707!!PA-941
708* DefectorFromDecadence: He is seemingly the only AI to realize just what a terrible idea it is to trust [[MadProphet Jacob]] and [[EldritchAbomination the Icon]], he became increasingly horrified by the Collective's desire to destroy all mankind to achieve the "pure state" and fled to try and warn them.
709* HopeSpot: Unfortunately for humanity, his only mode of locomotion was a queen nanite, and years after his escape, he moved exactly one meter away from the Dark City, so there's almost no way he could warn humanity of the Protectorate's plans in time.
710
711!!#87CEEB
712* DoesNotKnowHisOwnStrength: Her robotic body is so strong that every animal she tried to hug was crushed.
713* MeaningfulRename: She renamed herself from CC-874 to #87CEEB, the hexadecimal code for her favorite color (sky blue).
714
715!!Venus
716* {{BFG}}: Her gun is very powerful and can change itself according to target.
717* CoolShades
718* DarkActionGirl
719* {{Determinator}}: When reduced to 25% health, she gets REALLY nasty.
720* DressingAsTheEnemy
721* EmpathicWeapon
722* EvilCounterpart: Is this to [[StreetSamurai Minerva]], which is emphasized [[NoodleIncident in a mission where]] [[DressingAsTheEnemy Venus disguised herself as Minerva]], [[MirrorMatch only to bump into the REAL Minerva, leading to a bloody firefight]] [[KnowWhenToFoldEm until both of them withdrew from the fray]], [[HorrifyingTheHorror with Minerva herself deeply unnerved by the encounter]]. And if something makes ''[[DarkActionGirl Minerva]]'' [[AxCrazy look relatively sane]], [[EvilerThanThou you know you're dealing with something completely inhuman]].
723* MorphWeapon
724* PersonOfMassDestruction: The strongest commando in the game.
725* RidiculouslyHumanRobots: As the resident [[Franchise/{{Terminator}} Terminatrix]].
726* ScaryBlackMan
727* SunglassesAtNight
728* SwissArmyWeapon
729
730!!Jacob
731The "inspiration" that led the Core Mind Collective to seek the pure state. So inspired by his words, the Protectorate have kept him in stasis so he can observe their "success". [[spoiler: Is in reality Kane.]]
732---
733* AndIMustScream: Kept in a kind of "waking stasis" that allows him to remain fully cognizant of the Protectorate's actions.
734* BeenThereShapedHistory: [[spoiler: Has been around for millennia, from the founding to fall of Rome. It has been his actions that have shaped nearly all of the history of the Paradox setting.]]
735* MythologyGag: [[spoiler: According to the VideoGame/CommandAndConquerTiberianDawn manual, "Jacob" was one of Kane's aliases.]]
736[[/folder]]
737
738[[folder:Allied Reservists]]
739The various national militaries of the world aiding the elite Peacekeepers. They also form the bulk of units fighting in Vietnam.
740----
741* BlindedByTheLight: Like the Riot Agent, the Defender has a flashbang grenade launcher.
742* BoringButPractical: Compared to the Peacekeepers; the Reservists don't use costly experimental systems or quantum weapons, but their designs are proven and cost-effective.
743* {{Expy}}: They resemble the USA faction from ''VideoGame/CommandAndConquerGenerals''.
744* FashionableAsymmetry: To drive home their nature as "weekend warriors", the basic Reservist has an almost completely asymmetrical uniform.
745* OnlySaneMan: They are the only (more or less) truly conventional army.
746* PuttingOnTheReich: Though their tan desert and olive green jungle uniforms don't look it, their garrison uniforms are black and grey. However, the Allies are blissfully unaware due to the lack of Nazis in the Red Alert timeline.
747* WeHaveReserves: Again, to the Peacekeepers; where the Peacekeepers are expected to make precision strikes on the enemy line, the Reservists hold the front and support PK operations.
748[[/folder]]
749
750[[folder:Army of the Republic of Vietnam]]
751South Vietnamese national forces fighting the Communist regime of the North. They love flame weapons and idolise the Allied Nations.
752---
753* AmmunitionBackpack: Napalm Rangers carry ammo on their backs
754* {{BFG}}: The Peacock mounts six anti-tank cannons. It's based on the Ontos, a real life Vietnam-made Tank Destroyer.
755* BifurcatedWeapon: The Jungle Ranger's assault rifle has an underbarrel shotgun.
756* CoolShades: The Rocket Ranger's stern look owes a great deal to her period-approprete sunglasses.
757* FanBoy: They almost worships the ground the Allies walk...
758* FashionableAsymmetry: The Napalm Ranger only has one shoulder pad, but it's on the shoulder that faces the enemy (together with the end of his weapon).
759* FireBreathingWeapon: The ARVN loves its flamethrowers.
760* HistoricalVillainUpgrade: The Vietnamese collaborators are considerably nicer than their real-world counterparts.
761* SmallReferencePools: The ARVN Jungle Ranger wears a slouch hat, one issued to the RealLife ARVN. Everyone just makes ''VideoGame/TeamFortress2'' references whenever they see him.
762* StandardHollywoodStrafingProcedure: Rascal Dive Bomber.
763* UselessUsefulStealth: The ARVN's job is enforcing this; it has tanks with scanners and lots of napalm to burn the enemy out.
764[[/folder]]
765
766[[folder:Vietcong]]
767An underground resistance group supplied by North Vietnam and the Soviet Union, the Vietcong fight for Vietnamese unity under their ideas.
768----
769* AllAsiansWearConicalStrawHats: Victor Charlies wear those. Unlike most examples, these actually do serve to block the sun (and hide in the jungle).
770* BayonetYa: NVA Regulars only use their guns to keep the enemy's head down long enough to use these.
771* BoobyTrap
772* BraidsOfAction: Guerrillas sport these.
773* {{Hipster}}: A running gag regarding the Vietcong, due to the puns made about being underground, and the scarfs they wore in RealLife.
774* NatureHero
775* YourTerroristsAreOurFreedomFighters
776[[/folder]]
777
778[[folder:National Revolutionary Army]]
779One of the two factions that fought the Chinese civil war for about 30 years supplied by the Allies, and ended it in a nuclear holocaust. There are barely any survivors of their faction, most defected to the Atomic Chinese.
780----
781* DrivenToSuicide: The Nationalists, after seeing the aftermath of the nuclear war.
782* FeudalFuture: Mixed a bit with UsedFuture; the surviving NRA warlords are stratified into a feudal system, using their remaining clones and rusting weapons to try and hold against the Atomic Kingdom.
783* GasmaskMooks: Chinese nationalists come with standard-issue gas masks.
784* HoverTank: The Indian Reservists has the Crocodile Hovertank, which is notably not very good against conventional designs. It is, however, excellent against the designs of the Atomic Kingdom and PLA.
785* TheRemnant: The Blue Chinese have never stopped fighting the Chinese Civil War, long after it ended in nuclear annihilation.
786* TheUndead: Several units have been brought back from the dead to serve via technological means.
787[[/folder]]
788
789[[folder:People's Liberation Army]]
790One of the two factions that fought the Chinese civil war for about 30 years supplied by the Soviets, and ended it in a nuclear holocaust. There are barely any survivors of their faction, most defected to the Atomic Chinese.
791----
792* AttackAttackAttack: The most common form of a Red Chinese attack is a frontal assault.
793* AwesomePersonnelCarrier: Gatling Crawlers.
794* BayonetYa: Red Guard troops can either attack enemies with their peashooters or knife them to death in close combat.
795* {{BFG}}: The ''"[[MeaningfulName Armageddon Cannons]]"'' are 800mm artillery pieces and gain nuclear shells on heroic. The Overlords mount 200mm, which is almost twice the caliber of the Soviet Apocalypse Tanks.
796* ElitesAreMoreGlamorous: North Korean Commandos fight in full dress uniform and can wipe out whole squads on their own.
797* ExpendableClone: Communist China started cloning people after they developed the technology to clone body parts and transfer brains.
798* {{Expy}}: They resemble the Chinese faction from ''VideoGame/CommandAndConquerGenerals''.
799* GasmaskMooks: [[JustifiedTrope Justified]], considering the very hostile environment they are fighting in.
800* GatlingGood: Gatling Crawlers are armed with gatling guns.
801* GoMadFromTheRevelation: The destruction of their leadership and country did this to the soldiers at Rat Base, to the point where their only leader is a giant poster of Mao, which they pretend is actually him, to the point of having it attend meetings, speeches, and rallies.
802* HarpoonGun: Overlord Tanks have harpoons which are made to reel in enemy vehicles much like the Apocalypse Tanks' TractorBeam. They are also lethal to infantry, unlike said TractorBeam.
803* MachineWorship: The crews of Armageddon Cannons and various people attracted to these things worship them as deities of war, sing for them, sacrifice stuff, use holy oil etc. because the cannons survived until now and are indeed among the most powerful weapons ever made.
804* TheRemnant: They are the few survivors of a decades long war that ended nuclear.
805* StealthPun: General Leang met her demise with a nuclear bomb, shortly after a Courtesan seduced her and revealed her base' position to the Atomic Chinese. In other words, she went OutWithABang.
806[[/folder]]
807
808[[folder:Global Liberation Army]]
809A group of middle-eastern terrorists, the GLA fight for their cause - whatever it is - against the Allied and Soviet infidels to gain territoy in Arabia and Africa. Outdated and ill-equipped troops meet toxin weapons and Soviet missiles.
810----
811* {{Expy}}: They ''are'' the GLA faction from ''VideoGame/CommandAndConquerGenerals'', a bit modified due to the alternate history of the Red Alert universe.
812* FailureIsTheOnlyOption: Their attempts to create an effective fighter-bomber aircraft to counter the Allies failed spectacularly multiple times, as the article about their Devastation Toxin Planes shows.
813* HitAndRunTactics
814* {{Hypocrite}}: Most GLA leaders reside in palaces, drink wine, eat caviar and watch Hollywood movies while sending men to their deaths against the 'decadent' west.
815* SuicideAttack: Terrorists are armed with only an explosive vest and detonator switch.
816* TerroristsWithoutACause: They fight against oppression, or so they claim. They regularly mistake their enemies, as in anyone they happen to come across, for one another, burn the wrong flags when claiming Jihad [[ArsonMurderAndJaywalking and are really terrible at English]].
817[[/folder]]
818
819[[folder:Cult of the Black Hand]]
820Long-term enemy of the Talons, the ominous Cult are waiting for their Messiah and do all sorts of things they believe will accelerate his coming - fighting other people for example.
821----
822* ArchEnemy: To the Talons.
823* BrainwashedAndCrazy: Many members suffered this treatment.
824* ConspiracyTheorist: As the long-term enemy of the Talons.
825* DarkMessiah: They are waiting for him. [[spoiler: It's [[VideoGame/CommandAndConquerTiberianSeries Kane]], in case you haven't figured out already.]]
826* HatePlague: The Cult makes extensive use of this in the form of hallucinogenic chemicals, they come in many form, such as darts, grenades, or gas.
827* InsaneTrollLogic: They actively believe that causing suffering will make their Messiah come quicker.
828* MalevolentMaskedMen: Everyone wears masks when in battle.
829* MonowheelMayhem: Their version of the [[VideoGame/CommandAndConquerTiberianDawn Ezekiel's Wheel]] is literally just a wheel with guns.
830* UnstoppableRage: The Cult have gas grenades which do exactly this, forcing enemy units to fire at each other. They are based on Nod's hallucinogenic grenades from ''[[VideoGame/CommandAndConquerTiberiumWars Tiberium Wars]]''.
831[[/folder]]
832
833[[folder:International Inc]]
834A Geneva, Switzerland based military contractor, International Inc are an independent arms manufacturer and send their vehicles to anyone who can afford them.
835----
836* LawEnforcementInc: Internal Inc can be hired to do police work with cheap, but underequipped mercenaries named [[LampshadeHanging Enforcers]].
837* PragmaticVillainy: Although being shameless {{Arms Dealer}}s who will sell to any country that wants their wares, the leaders of II aren't at all pleased when their patented [[VideoGame/CommandAndConquerGenerals Scorpion Tanks]] end up in the hands of TerroristsWithoutACause, like the [[MiddleEasternCoalition GLA]] and [[OmnicidalManiac the Black Hand]], simply because they don't want their company name associated with their nation-destabilizing antics.
838* PrivateMilitaryContractors: Will send vehicular support to anyone paying the bill.
839* XanatosGambit: Their main shareholder [[IAmTheTrope is NAMED Xanatos]], and he's able to prove his credentials by outfoxing [[TheSyndicate the Mediterranean Syndicate]] too.
840[[/folder]]
841
842!Echoes
843
844[[folder:African League]]
845An African diamond mining mega corp, the African League have a thing for ancient Egyptian imagery and utilise a variety of high-range weaponry and sturdy technology to take parts of Africa under their control, which quickly prosper. Their biggest nemisis in terms of warfare as well as economy is the Mediterranean Syndicate, who happens to be their neighbor, globally speaking.
846----
847* BeamSpam: The basic idea behind the Emirates's pulse laser technology. Taken [[SerialEscalation to ridiculous extremes]] with the Scatterbeam Cannons, which are essentially Gattling Laser Shotguns.
848* BulletproofVest: A lot of League personnel are equipped with diamond-weave combat vests.
849* CityOfGold: Diamonds are an extremely plentiful material for the Emirates. Their cities do have gold and platinum as well, though.
850* EverythingsSparklyWithJewelry: Diamonds are not only pretty to look at, this faction generates electrical power with diamonds and lasers.
851* GunsAkimbo: The Emmissary wields dual ramjet pistols.
852* HumongousMecha: The War Derricks are giant mechs that can simply stomp and/or punch anything that comes close.
853* LegoGenetics: League Mutagens end up applying under this, even though the Emirates don't have particular control over the DNA itself.
854* PsychoSerum: When League mutagens on animals fail to work properly, it acts like this. Particularly with the uberchickens for the Akachi Bomber.
855* WellIntentionedExtremist: The League increasingly becomes this as their hatred for the Syndicate goes out of control.
856* WarriorPrince: Khalid, the Sultan for the League, prefers to command armies himself as opposed to just letting people do it for him. He isn't a slouch in combat either, and that's before the fact he gets dibs on the best stuff.
857[[/folder]]
858
859[[folder:Technocratic Combine]]
860Composed of the United Technate in Latin America and associated international groups, the Technocratic Combine was created in order to bring about Utopia and world peace as seen through the lens of 1930s Art Deco futurism. Though they greatly admire peace, they are fine with using violence, war, or questionable and dangerous means to achieve that end. Though still using outdated weapons and tactics from both World Wars 1 and 2, their capacity for scientific and technological improvement as well as their penchant for morale warfare allows them to offset their limited offensive capabilities.
861----
862* BeastOfBattle: They use more animals in their forces than any other faction.
863* BigCreepyCrawlies: Gigantic tank-sized ants, bees and isopods serve in the Combine's auxiliary forces. They're cheap and ferociously loyal but don't stand up well to firepower.
864* CombatPragmatist: Trench, chemical, biological, and psychological warfare are all used, both in-game and in lore.
865* EvilutionaryBiologist: Bat bombs, pidgeon missiles, mole mines, head-sized wasps, GIANT ANTS, enraged chimpanzees...noting a pattern?
866* MadScientist: The Combine appear to be mentally sound in how they approach using and handling the efforts of their mad science and logically explain their reasons for doing so, but their logic is often severely distorted or paradoxical.
867* TerrorHero: Types 3 and 4, attempting to become Type 5 with the (distorted) logic that if everyone is too scared to fight you, then no one will want to and there'll be no more war.
868* TheVirus: Fungal Zombies can turn infantry they kill into more Fungal Zombies.
869* WellIntentionedExtremist: The goals of the Combine are the unification of humanity and the progress of technology to increase the standard of living and end war, poverty, suffering, etc. They're willing to delve into some pretty questionable or dangerous areas to achieve those goals, and anyone who voices dissent is therefore in their minds being against humanity's wellbeing.
870[[/folder]]
871
872[[folder:Industrial Guild]]
873A revolutionary group with a love for Victorian stuff, the Industrial Guild are based in Indonesia. Huge numbers of willing soldiers and tanks equipped with all sorts of classic weaponry fight for freedom. With huge factories guzzling out material and smoke alike, the Guild reuse many classic designs.
874----
875* ArchEnemy: The Industrial Guild is a coalition of civil rebellions in southeast Asia, banded together by a single goal of freedom, rights and common cause in dethroning the Pahit Dictatorial.
876* AsskickingLeadsToLeadership: Sleuths and inventors are generally seen as superior officers.
877* CoolAirship: The Industrial Guild has a whole building dedicated to building airships.
878* DrillTank: The Turner Drill is a mobile drilling machine with an oversized engine and an equally oversized drill which tears apart larger units, while smaller units are simply crushed under its bulk.
879* ElegantWeaponForAMoreCivilizedAge: They have quite a few of those.
880* ParasolOfPain: Their commando, Victoria uses a shotgun disguised as a parasol.
881* SapientCetaceans: Sperm whales have negotiated an alliance with the Guild with the help of a dolphin translator.
882[[/folder]]
883
884[[folder:Southern Contingent]]
885A coalition of Australia, New Zealand, and a few surrounding states, the Southern Contingent were part of the Allied Nations but refused further cooperation to ensure survival on their own. Instead, they build up their own military force, using gunslinger cowboys, aircraft, and gravitational manipulation with great efforts. Good on defense and offense alike, the Contingent can react fast on various dangers and prove that their region of the world is dangerous for quite a few reasons.
886----
887* ArtificialGravity: Gravitic control is one of the Contingent's major technological advances.
888* DepletedPhlebotinumShells: The standard anti-armour weapon of the Contingent is depleted uranium, whose high density lets it punch through armour easily.
889* GravityMaster: The Contingent have complete mastery over gravity.
890* {{Irony}}: The Contingent missed out on discovering nuclear fission, but noticed Depleted Uranium's use as a weapon. Nowadays, they keep the ''valuable'' depleted uranium while disposing of the ''useless'' enriched stuff.
891* ImprobableWeaponUser: The Contingent use cannonballs with some of their units. This is aided by the fact that said cannon balls are made of depleted Uranium and gravity-guided, however.
892* KineticWeaponsAreJustBetter: All Contingent weapons (bar the occasional gravity weapon or grenade) are kinetic. Not only that, they hit HARD, thus playing this trope straight.
893* LandDownUnder: The Southern Contingent is comprised of Australia and New Zealand.
894* LaserSight: Of a sort: instead of lasers, particle beams are used, which have the benefit of hurting the thing you are aiming at.
895* NiceJobBreakingItHero: Since the Contingent sees enriched uranium as useless, the stuff they don't bury is sold to ''American research colleges'', who have a great interest in the stuff. Three guesses who they are.
896* NiceJobFixingItVillain: However, said research colleges find depleted Uranium useless, and so when they produce it they send it to Australia to get rid of it...
897* RammingAlwaysWorks: The Sawfish crashes into enemy ships, where its prow bursts, destroying the enemy instantly. The pieces are then attracted back by a gravity field.
898* {{Roboteching}}: The Contingent uses gravity manipulation to fire CANNONBALLS this way.
899* SelectiveGravity: One of the advantages of controlling gravity. The Contingent use this to the point that their command centers, certain high-level military equipment, and even a KillSat equivalent in the upper atmosphere.
900[[/folder]]
901
902[[folder:American Unionists]]
903An American Civil Defense Force created for the sole purpose of Americanism and the stomping out of Communist influence in the USA. After being all but diminished in the early 60s, they became revitalized after Moskvin's failed invasion of New York and the Rise of the Confederate Rebellion. The CIA (American subdivision of the ACIN) has taken a great interest in this group, and has been secretly integrating it more and more into their control. Only time will tell where that will lead...
904----
905* AmericaTakesOverTheWorld: Heavily implied in the lore, where [[LesCollaborateurs they are spreading other Union organizations in both Allied and non-Allied territory]] (Britain, France, Cuba, Vietnam, etc.), and are also [[OrwellianRetcon rewriting history in their territories to make it seem like]] America is the most important country in the planet, [[AmericaSavesTheDay and only America can save the day]] [[RedScare from the scourge of communism]].
906* {{Eagleland}}: Stradles a fine line between the two flavors.
907* GovernmentConspiracy: The modus operandi of American Unionists.
908* ManchurianAgent: Named "Guam Candidates" for the testing done on Imperial prisoners on Guam.
909* MoreThanMindControl: They use post-hypnotic suggestion to train their troopers.
910* StepfordSuburbia: A faction of it.
911[[/folder]]
912
913[[folder:Greater Indian Commonwealth]]
914
915Focusing on a specialized branch unaffected by Allied Nation's regulations, the GIC has invaded Pakistan and other surrounding nations for the goal of supporting the massive numbers of poor that are part of the national population with their new Frontier Corps. They have also started taking evidence from their Reservist expeditions to what remains of China for technologies to scavenge to improve their war machine.
916----
917* WeHaveReserves: The only power bloc that has more reserves ''than the Soviets''.
918[[/folder]]
919
920[[folder:Cyberbolivaran Forum]]
921----
922* HardLight: Luminous Ultraviolet Manmade Optical Solution (LUMOS) is a technology employed by the Federation that creates a burst of solid white and ultraviolet light in a small area.
923[[/folder]]
924
925[[folder:Ukrazol Ecumene]]
926
927Exploratory elements of a "Meritocratic" society that has slowly deformed into a social Darwinistic and deeply totalitarian society, the Ukrazol Ecumene both use and subvert most common alien invader tropes and have come to our world. Officially the fleet parked around Jupiter is there to engage in a rather destructive method of combating creative sterility by observing, probing, and disturbing new found societies before paving the way for an eventual conquest fleet for assimilation. But it's quite difficult for the average Ecumenical Citizen to determine what is and isn't true in an ancient government with a depth of information control that Oceania of 1984 fame could only dream of.
928----
929* AlienInvasion: A decidedly nonstandard Alien invasion, starting at first with subversive techniques, and then escalating too much more full-scale assaults as time goes along.
930* AnarchoTyranny: The Ecumene is an individualistic totalitarian society, one where there is freedom for the strong to crush the weak and to jealously amass and guard their own power in collusion with others who have clawed their way upwards lest anyone else threaten it.
931* ANaziByAnyOtherName: The Ukrazol Ecumene is a despotic meritocratic parafascist intergalactic state, heavily based in revanchism, the concept of a national destiny, militarism, expansionism and hate, that ultimately craves constant growth, trying to outrace the weight of its own contradictions by shoving more fuel into its eternal fire. Left-wing ideologies are deemed moral threats and demonised at best or have their existences kept entirely hidden at worst.
932* TheSocialDarwinist: When you peer past the claims of equality and egalitarianism, the Ecumene's political philosophy is that the strong will do as they please, the weak will suffer what they must. Certain figures such as Orlukk exemplify this much more strongly than others.
933* StateSec: The Enforcers are a shining example of this trope, possessing a completely separate chain of command from the observational and military forces, being given broad and sweeping powers in both military and civilian fields, functioning as one of several kinds of secret police in the Ecumene, and being comprised out of those who value loyalty over morality. Though lacking in-game units, the Enforcers are noted to have distinctive black and green uniforms.
934[[/folder]]
935
936[[folder:Pahit Dictatoriat]]
937----
938* FriendlyFireproof: Pahit filters are the only known counter against Pahit gas by reacting with it to form breathable air. Equipping this makes all Pahit units immune to the effects of Pahit gas.
939[[/folder]]
940
941[[folder:Mongolian Migration]]
942----
943* BaseOnWheels: Everything the Mongolians have is mobile, including their buildings.
944* MultipleLifeBars: When any Mongolian unit dies, it stays on the battlefield, unable to participate. If not killed a second time, aenough time has passed, the unit will be restored to combat functionality.
945[[/folder]]
946
947[[folder:Inkarri Theocracy]]
948----
949* EarthquakeMachine: The Pachamama and Titicaca pack a volcanic generator, which can create hotspots, magma wells and volcanoes in a huge radius around these units.
950* KingInTheMountain: One of the Cult of the Inkarri's main principles is that their leaders, after being executed and dismembered by the Spanish colonists, were returned to the land, hidden and separated, for their power was too big for the Spanish to contest them. It was a matter of waiting, hoping and having faith that, some day, all of the messiah's missing parts would be finally gathered, put together and restored, so he may restore the Inca to their position as the prime power of the world.
951[[/folder]]
952
953[[folder:Movement for International Revolution]]
954----
955* LaResistance: The MIR is a coalition of Latin American guerrilla warriors brought together by the ideals of Marxist revolution and the hopes of dethroning Allied puppet governments.
956[[/folder]]
957
958[[folder:The Network]]
959
960The eventual result of Paradox's many, ''many'' conspiracies, the Network are essentially your local conspiracy theorist packed up for war. Everyone from survivalists to storm chasers are part of the Network, centered around the mysterious "Third Eye".
961----
962* ConspiracyTheorist: While they are right about quite a few things, like the existence of the Electrical Protectorate, the war between the Order and the Cult, and the fact that the Ukrazol Ecumene is secretly observing them. They also believe that World War II was staged, [[EntertaininglyWrong Cherdenko is a super-psychic]], the Shogun Executioner's destruction of Odessa was filmed on set, the African League made a pact with aliens made of crystal...
963* HistoricalDomainCharacter: Art Bell acts as one of the Network's leading voices.
964[[/folder]]
965
966[[folder:Phoenix Front]]
967
968The result of the Syndicate seizing power in Belfast, the Phoenix Front is the result of Irish Republicans and British Unionists focusing their collective anger on the Syndicate and Allied Nations that allowed the takeover of Belfast to occur, though no one has quite factored in how long it will take to achieve victory.
969----
970* ArmsDealer: Of the gangland gunrunner variety.
971* CombatPragmatist: Like all the rebel groups in Paradox, the Front isn't averse to fighting dirty. They are, however, fighting dirtier than most.
972* EnemyMine: Only in Paradox would Irish unionists and republicans even consider coming together.
973* FightingIrish: The Phoenix Front is an Irish nationalist group spanning every belief, political and religious, uniting under a comon cause of Irish unification.
974[[/folder]]
975
976[[folder:Arabian Coalition]]
977----
978* {{Hypocrite}}: The Arabian Coalition, an alliance of absolute monarchies, consider themselves the last remaining bastion of freedom in the Middle East.
979[[/folder]]
980
981[[folder:Crescent Pact]]
982----
983* ChummyCommies: The Middle Eastern communists have turned their homeland from a ruin devastated by colonialism into a modern nation matching European standards of living, demonstrating that the colonised peoples are no longer slaves but now equals to the imperial core.
984[[/folder]]

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