The Theron army is designed for and makes heavy use of the "turtle" battle strategy; this relies on construction of a massive and heavily-defended base, followed by the building of a horde of mobile units which (hopefully) drown the foe in metal carcasses and wipe out an enemy army in one crushing salvo of frontal wave assaults. Their forces are best summed up as being less of an army and more of a morass of defenses with some limited way to counter-attack.
in ACU-scale warfare Theron forces deploy a stationary, highly modular Command Bunker into an easily-defensible location on the battlefield. This possesses a mounted nanolathe which is used to begin the construction of a local base. Because the nanolathe's range is limited and the bunker immobile, expansion of Theron bases relies on the building of watchtowers to expand sensor range and upgradable construction pylons which mount their own nanolathes.
The Theron arsenal's range of armament consists of a variety of unusual contraptions - Death Rays project invisible beams of pure heat; Radio Pulsars use focused beams of incredibly intense radio waves to achieve a laser-like effect; Vacuum warheads create strangely-characterized implosions, crushing anything in their blast radius or tearing it to pieces. Less notable are high-quality gauss weapons and wide use of the chemical weapon known as "Sludge"; this viscous and sticky substance, once spread by air-burst shells and bombs or sprayed across an area, will break down over time releasing extremely caustic alkaline gases that rapidly eat away at armour before dissipating.
The term "Experimental unit" does not show up in their military lexicon at all, with such devices being referred to as "Superweapons".
Infantry Trench: Long, narrow fortification dug into the ground. Holds up to 8 Guardian Infantry Bots. Non-walking units can drive directly over the trench.
Armour Trench: Small fortification dug into the ground, designed to garrison a single land unit of any kind (excluding Land Transports due or walking units due to space constraints). A unit garrisoned in an Armour Trench has a limited field of fire (with the exception of anti-air or indirect fire units due to the open top) but the fortification's sturdy construction provides extra protection to the garrisoned unit against enemy fire. However, the building has to be upgraded after construction to accomodate T2 and T3 units due to size constraints in the internal space.
Widow: Fragile low-end defence turret with modular armament; can take either twin gauss cannons, twin Death Rays or twin Radio Pulsars. Has a limited arc of fire.
Mallet: Indirect-fire defense turret. Burst-fire gauss mortar which projects three explosive rounds in rapid succession from a drum feed.
Mine: Simple self-sacrificial explosive defence.
Fortress Walls: Considerably tougher and more useful than the pathetic "wall sections" used by most factions, Fortress Walls come in three variations: Barricades, Fortified Barricades and Security Gates. Fortress Walls stand too high for defence turrets or mobile units to fire over them, but defence towers can handily do so while still enjoying their protection.
- Barricade: Standard Fortress Wall.
- Fortified Barricade: While slightly less resilient than a standard Barricade wall and more space-consuming the Fortified Barricade has the advantage of being able to "garrison" a single land unit which can engage approaching enemies from behind the wall while taking full advantage the protection it offers.
- Security Gate: [MORE TO FOLLOW]
Monofilament Fence: Sacrificial defense wall. Using extremely thin, sharpened wires, Monofilament Fences will rip into the armour of the first mobile unit to drive into them; this will usually cause considerable damage to the unit in question, though it invariably destroys the fence.
Fire post: Defence turret armed with a fully-automatic gauss cannon with a limited arc of fire, encased in armour on three sides. The gun is deliberately placed as a separate entity to its protective bunker, allowing a nearby Guardian Infantry Bot to take over gunnery if it's disabled by a lucky shot.
Telescreen Tower: Shield generator. Using a projector derived from the technology used in Death Ray weapons, an active Telescreen Tower creates a powerful pyramid-shaped shield over its surroundings. The generator can be upgraded after construction to project an even stronger shield over a larger area.
Air Mine: Self-sacrificial anti-air defence. A simple nuclear shaped charge placed on the ground, aimed to deliver its blast upwards. When an enemy aircraft flies overhead the mine fires. It possesses a basic stealth system allowing the trap to be disguised as a simple wall and then destroy prowling spy planes seeking to confirm its identity.
Monolith Shield Pylon: Capable of being built on land and water, a Monolith is useless on its own but when built in range of other Pylons a nigh-invulnerable "Super Shield" is projected between the two buildings with it being possible to make large chains of shields, obviously at colossal energy costs. Ground units and surface ships are unable to pass or fire through the shield-walls, though they can be deactivated to allow friendly armies to pass through. Air units and artillery shells simply fly over the shields, while submarines can traverse below them. The shields are almost impervious to most weaponry but the pylons themselves aren't particularly well-armoured and have no weapons.
Aquatic Defence Platform: Naval point defence turret, multiple variations.
- Standard: Armed with two torpedo launchers and an anti-naval Death Ray.
- Anti-air: Armed with a Radio Beam.
- Projectile Defence: Armed with an anti-missile/anti-artillery Death Ray and an anti-torpedo Death Ray.
- Anti-laser aerosol: equipped with gauss mortars firing canisters which spray a thick smog that absorbs and disperses directed-energy weapons (particularly lasers), reducing their power.
Telescreen Dish: Heavy shield generator. Projects an extremely resilient pyramid-shaped shield of which the coverage can be adjusted; however, increasing the area of the shield will proportionately increase its energy drain, and increase the likelihood of holes opening up in the shield (or even the entire thing failing momentarily) due to the increased strain placed on the projector system.
Haven: Strategic missile countermeasure. [MORE TO FOLLOW]
Reactor: Energy generator.
Production Airfield Level 1: Air factory and air staging facility. Produces all T1 aircraft.
Basic Construction Pylon: T1 construction building. Performs all engineering functions, including the construction of all T1 defenses and buildings. Can be upgraded to T2 Intermediate Construction Pylon.
Support Pylon: Engineering-assistance building. Cannot perform any engineering actions on its own but can lend its protocrafter to assist nearby builders.
Super Reactor: Energy generator.
Faulmet: Unconventional intel-gathering system. The Faulmet is a "Scout Cannon" which fires omni-sensor scout drones with enough on-board power for a single "ping". Every shot requires a slight energy cost to fire in order to charge its internal battery, and the single-use nature of the drones means that each shot only reveals the target area for a short time.
Stylia: Area-denial artillery firing air-burst Sludge shells.
Production Airfield Level 2: As Production Airfield Level 1 but can produce T2 aircraft.
Support airfield: Heavy air staging facility. Can be built on water.
Servo Station: Engineering station using Cybran-style drones. The servo station automatically launches small, skull-like airborne protocrafters which assist surrounding construction pylons and factories with their functions and repair nearby defenses.
Intermediate Construction Pylon: T2 construction building. Performs all engineering functions, including the construction of all T2 defenses and buildings. Can be upgraded to T3 Advanced Construction Pylon.
Hyper Reactor: Energy generator.
Industrial Plant: Production Support. An Industrial Plant is added to factories as a seperate construct (though it becomes a subsidiary part of the building) and improves various factors relating to the factory's production capacity. Industrial plants can reduce build times using their small engineering suites as assistance to the factory's own, improve the efficiency of the factory's own protcrafters using "streamlining" microbots to prevent mass leakage (thus slightly reducing the mass costs of anything produced) and repair their parent factory.
Clairvoyant: Perimeter monitoring system, akin in role to the Cybran Soothsayer. The Clairvoyant's monitor cameras cover a 60-degree arc over a long distance and have full 360-degree rotation.
Gustavus: Long-range artillery firing Vacuum shells. Each individual shell is quite weak but the gun is very accurate.
Strategic Air Command: Unconventional strategic weapon delivery and defence system. Uses large sub-orbital aircraft to deliver powerful Vacuum bombs. The bombers and their payloads are vulnerable to Strategic Missile Defence weapons but are specially cloaked against lesser anti-air systems.
Production Airfield Level 3: As Production Airfields Level 1 and 2 but can produce T3 aircraft.
Advanced Construction Pylon: T3 construction building. Performs all engineering functions, including the construction of all T3 defenses and buildings.
Rover: Land scout. The base Rover is little more than a thick armoured shell and a powerful engine; however when unpacked (permanently re-arranging itself into a stationary form) the unit becomes an extremely fragile radar outpost.
Guardian: Infantry Bot. Resembling a human in shape and proportion, Guardian bots are designed to be meatshields for a larger army as well as filling up gaps in early bases before all the defence turrets are set up. In ACU-scale warfare they are invariably armed with handheld gauss cannons wielded as human infantry would use assault rifles, though Guardians assigned to garrisons defending Theron planets use a variety of weapons.
Jotapata: Land Transport. With low speed but a fair amount of armour for its tech level, the Jotapata is capable of carrying up to 14 T1 land units; it has no weapons of its own but any Guardian Infantry Bots inside it are able to fire out. Each Land Transport is equipped with a marker beam that allows it to paint weak points on enemy units and increase the accuracy of allied weapons against them.
Crusader: Mobile AA armed with a Radio Pulsar.
Ballista: Mobile Light Artillery. Due to its defense-oriented nature the Ballista is more likely to be attacking advancing mobile units than stationary structures, and as such its rotary quad gauss mortar is oriented for rate of fire over accuracy.
Belfry: Land Transport. This mobile garrison can protect more forces than the 24 T1 ground units or equivalent volume in T2 units held within its heavy armour, thanks to its Telescreen shield generator.
Smithy: Engineering support unit with powerful protcrafter. Unable to perform any tasks alone and only exists to assist nearby Pylons with any engineering function.
Extirpator: Heavy tank armed with two gauss cannons and multi-purpose missile launchers. Notable as the most heavily armoured Theron T3 land unit, the Extirpator is designed to act as a meat shield for its more fragile support forces.
Gulyay-gorod: Mobile wall. Little more than a chunk of dense armour materials on treads.
Kennilworth: Land transport. Armed with a gauss mortar, generously armoured and equipped with an X-Ray marker beam, the Kennilworth is capable of holding up to 30 T1 ground units or their equivalent volume in T2 or T3 units.
David: Heavy deployable siege artillery armed with a gauss mortar, sent in behind the main attack force and used to soften up bases before it arrives.
Desolator: Support walker equipped with two medium-pressure Sludge sprays.
Monocycle: Suicide unit. Although its diminutive size, low resource costs and severe lack of armour would place it at T1 level in any other faction's logic, the Theron build suite includes it at T3 due to its offense-oriented use. The Monocycle is basically a single wheel with an internal gyroscope for steering and a powerful engine, wired to a large Vacuum mine; the unit moves extremely fast and explodes when it reaches its target. If a Monocycle is destroyed by weapons fire its payload will self-terminate without detonating to prevent the risk of damaging friendly forces.
Expansion Drone: Engineer. The only Theron mobile builder unit, the Expansion Drone is used to set up periphery bases and outposts beyond the confines of an expanding Theron fortress, or as non-combat support (repairs etc) for an army on the move.
Stoat: Defensive Interceptor equipped with two fixed forward-facing Radio Pulsars.
Vole: Defence-oriented Gunship armed with a ventral Gauss Cannon and a Radio Pulsar in a forward-facing limited-traverse barbette.
Fox: Fighter/Bomber equipped with two Radio Pulsars in port and starboard barbettes as well as stand-off torpedoes.
Badger: Offense bomber armed with Vacuum bombs.
Skunk: Multi-role bomber. Deploys air-burst Sludge rockets.
Osaka Class Missile Destroyer: Armed with an anti-air Radio Pulsar and several long-range missile batteries.
Hokkaido Class Transport: Heavy transport ship, able to hold up to 4 fully-loaded Land Transports and six aircraft. Able to run on and off shores thanks to its hull design but unable to travel over land due to lack of an appropriate propulsion system.
Bastion Defence Fortress: A massive structure armed with dozens of weapons including gauss cannons, Radio Beams and Death Rays for taking out ground units, Radio Pulsars for anti-air purposes (along with projectile-firing flak cannons and surface-to-air missiles, a rare occurrence in Theron arsenals), anti-missile/anti-artillery Radio Pulsars and Death Rays, and a strategic missile defense launcher. The Bastion doubles as a factory capable of building non-Experimental land and air units; it can also hold up to 100 of these units in underground bays where construction of such is possible.
Teleport Hub: Allows units to be transported more or less instantly between a network of Teleport Gates, as well as between the Gates and the Hub itself. The energy drain for transporting between Gates is considerable as with any Quantum travel, though if a Hub is at one or both ends of a transport then its internal T2 Super Reactor will help to ease the power demands. For pragmatic reasons the Gates can be constructed before the building of a Hub in order to have a prefabricated network in place, but they cannot function unless at least one Hub is operational within 300 kilometers of them due to the implementation of various regulation and control codes on the Gates.
Okinawa Class Land Dreadnought: Resembling a colossal walking castle, this amphibious multi-legged bot is armed with no fewer than twenty anti-air Radio Beams and twelve anti-air Radio Pulsars along with six TMD/anti-artillery Death Rays; its primary armament, however, is an extremely long-ranged gauss cannon designed to snipe enemy Experimental units at extreme ranges. All of this weaponry however leaves very little space for armour on the unit, and none of its arsenal is oriented towards killing large ground armies. Due to the immense recoil of the main cannon and the Okinawa's relatively narrow, vertical structure, it must deploy into an anchored stationary mode to fire the weapon without falling over.
Iron Shroud: Super Shield Projector, capable of rendering a small number of structures within a certain distance of it almost invincible. Due to the exponential increase in power demands without the stable two-end projection or particular area-shaping that other Theron Super Shields use, as well as the energy requirements of the complex focusing lenses needed for a Quantum Shield to be projected in this fashion, the Iron Shroud uses colossal amounts of energy even with its internal T2 Super Reactor in action. The building of these focusing lenses also requires intricate and precise nanolathing procedures that extend the Curtain's build time to extreme lengths, even for a unit of its already high cost; the effect of these lenses also proscribes the possibility of two Iron Shrouds shielding one another.
H.A.S.O.F.C: Heavy Airborne Surface to Orbit Ferry Craft. Flying construction space originally adapted from a small surface-to-orbit bulk cargo transport. A huge, hovering open platform with space for multiple buildings to be constructed on it, supplied by its internal energy generators, the H.A.S.O.F.C is used to deploy entire prefabricated bases right on an enemy's doorstep. It can also carry squadrons of land and air units over long distances, either open on its topside or stowed internally. When landed any structures built on the platform gain increases to factors such as self-repair rates, nanolathing speed, turret rotation rate and suchlike due to extra power supplied by the generators; these boosts cannot be supplied when the unit is airborne as the generators are needed to power the flight system. Outside of ACU warfare, many H.A.S.O.F.C platforms and their larger cousins have also been packed with weapons and placed into orbit around Theron worlds as anti-starship defence satellites.
Manticore: Strategic missile countermeasure. [MORE TO FOLLOW]
Units not constructed in the fieldEdit
Command Bunker: ACU-analogue.
Combine: Superheavy Assault Ram, not constructed in ACU warfare but employed in planetary assaults. A massive tracked vehicle larger than a UEF Fatboy, the Combine is equipped with ten gauss cannons, thirty Death Rays and twenty-four Radio Pulsars for targeting both aerial and ground-based threats, as well as four high-precision long-range gauss cannons for bombardment. Its main armament however is a large spiked rolling plow attached to its front, which when activated turns the unit into a cascade of destruction destroying any building or unit that gets in its way. The plow also doubles as a shield of sorts with the Combine being extremely resistant to brute-force attacks on its front side, even more so than on its heavily-armoured rear and flanks. Each Combine is also equipped with Super Shield Wall Generators allowing a nigh-impenetrable chain of shields to be formed between squadrons of Combines or between a Combine and nearby Monolith Shield Pylons. The Combine can also cross bodies of water by submerging and driving across the bottom, where it deploys six anti-torpedo Death Ray systems to protect against attacks from probing enemy bombers and submarines.
Aeon Illuminate: DATA PENDING RELEASE
Cybran Nation: DATA PENDING RELEASE
Seraphim: DATA PENDING RELEASE
United Earth Federation: DATA PENDING RELEASE
Angardials: DATA PENDING RELEASE
Carolean Technocracy: DATA PENDING RELEASE
Collossi Invertika: DATA PENDING RELEASE
Commonwealth of New Titan: DATA PENDING RELEASE
Deep Hunters: DATA PENDING RELEASE
D'Skarwen Hegemony: DATA PENDING RELEASE
Lusanki Federation: DATA PENDING RELEASE
Nomads: DATA PENDING RELEASE
Order of the Illuminate: DATA PENDING RELEASE
Sovereign Empire: DATA PENDING RELEASE
Void Hunters: DATA PENDING RELEASE
Xegnathi: DATA PENDING RELEASE
The Theron Supremacy in their current form were heavily inspired by another Turtle-Oriented faction: the Atomic Kingdom of China from RA3 Paradox. Particular parallels between the Theron and the Kingdom are the heavily defense-oriented strategy, use of beam/ray weaponry and a high-end "mobile castle" unit.
- Both factions draw on the concept of tower defense games; heavy barricades and shield-walls allow them to force enemies into set paths and choke points lined by defenses and the game-ending super-units (Chinese Superweapons and Theron Experimentals respectively) give the Commander something to "hold out" for against an enemy onslaught.
Much of the Theron navy's naming scheme draws on Japanese cities and islands, and occasionally the culture and folklore of Japan; most of their naval units (and indeed other units and structures) would bring Feudal Japanese architecture to mind in their appearance, with the exception of the land transports and Okinawa Land Dreadnought which are more like Medieval European castles.
The Theron land army's unit naming scheme often draws on cities or forts which were the locations of famous or historically significant sieges, referencing their heavy use of defensive strategy.
- ↑ Inspired by the Atomic Chinese Tank Bunker from RA3 Paradox
- ↑ Inspired by the Tarantula turret from Warhammer 40K
- ↑ Named for the real-life weapon known as Mallet's Mortar
- ↑ Inspired by the Soviet Sentry Gun from Red Alert 3
- ↑ Honor Harrington reference
- ↑ Named for the RL Faule Mette cannon
- ↑ Named for the location of origin of the RL Pumhart von Steyr cannon
- ↑ Inspired by the Soviet building of the same name and somewhat similar function from RA3: Paradox
- ↑ Named for the real-life Gustav Gun
- ↑ Named for a battle in which the Romans deployed Siege Towers
- ↑ Named for a medieval term for a Siege Tower
- ↑ Inspired by the Fark from Total Annihilation
- ↑ Inspired by the RA2 Apocalypse Tank
- ↑ Named for the 15th-century Russian mobile fortification of the same name and similar purpose
- ↑ Named for Kennilworth Castle where the first prototypical Battery Tower was employed in a siege
- ↑ Named for the real-life Little David Mortar
- ↑ inspired by the various chemical troopers in several CNC games, mostly the Desolator Troopers from RA3 Uprising
- ↑ Inspired by a low-tier enemy from a certain tower defense game on the internet
- ↑ Inspired by Badger Bombers from Red Alert 3
- ↑ Inspired by the Allied Chronosphere from every Red Alert game, the Chinese Teleport Hub from RA3 Paradox, and a scrapped function of Supcom's Quantum Gateway buildings
- ↑ Inspired by the Soviet Iron Curtain from every Red Alert game
- ↑ Alternatively, "Huge-Ass Slab of Flying Concrete", credit goes to Ork for this name and the unit
- ↑ Honor Harrington reference again