|Electronic Protectorate Logo|
|Type||Blue Alert 3 Faction|
- 1 At A Glance
- 2 Background
- 3 Characteristics
- 4 Features
- 5 Electronic Infinite Army
- 6 Behind the Scenes
At A Glance
|Preferred Theatre of Operations||Open terrain|
|Strengths||Instant build times, dirt cheap units, decent damage, flexible weapons system, ability to recycle enemy and friendly losses, invalidates traditional counters, dubstep.|
|Weaknesses||Do not gain experience, units have almost no health, economy dependent on destroying enemy assets, no base defenses, extremely vulnerable to area of effect weapons.|
|Intended Players||Rushers/Blizzard RTS players.|
|Motives||Artistry, Hyperemotionality, Immaturity|
The story behind the Protectorate starts with the Solar Empire of Japan. During the development of their trademark nanotechnology, the Empire conducted hundreds of experiments in the fields of robotics and artificial intelligence in order to seek new ways to reinforce their armies. Unfortunately, one of their largest research laboratories was compromised in a massive-scale security malfunction, and much of the experimental technology was lost. The scientists were able to rebuild and move on, but they never sought to recover their lost technology.
While World War III was taking place, the experimental technology began to take in its surroundings and formed a colony of independent artificial intelligence systems. They observed from afar the techniques that the major factions were using in their great war, and discovered the limitless possibilities that the Earth's ore possessed. What happened next was the emergence of a massive society of autonomous robots created nearly instantly by crude construction factories. At the centre of it all lay the Core Mind Collective, the original group of AI systems.
Through all the advancements, the Core Mind Collective kept analyzing the world, becoming highly sentient beings while keeping their distance from humanity. Ultimately, there came a point where they came to an existential dilemma: They existed in a world that was doomed, and their existence was coincidental. As the Collective continued to mull this over, they fell into a downward spiral, eventually shutting down all systems and production facilities before the close of World War III.
After some time, an Alliance advisor named Jacob escaped from an Comintern POW camp and wandered into the Siberian wasteland. There, he encountered the defunct robot army and grew interested. Eventually he came to the East coast of Asia, where he stole a submarine to find the source. In a dark underwater cave, he discovered the Core Mind Collective, who probed him with questions. Over the course of a few weeks, Jacob told the Collective about the "pure state" of the universe, and how they were going to attain it. Refuelled with purpose, the machines began to hum again, and the army came to life. They retitled themselves the Electronic Protectorate, with Jacob as their leader. Now the army stands poised to strike back at the world, and to attain the "pure state" by any means necessary.
The Electronic Protectorate is unique in that they are composed solely of robots and machines. Most of the combat units have special domed "heads" through which they trade information with the Core Mind Collective. They use the hexadecimal numerical system for all their major transmissions.
Protectorate structures must be built on the Rust, which is a cloud of nanites and ground circuitry that is required to make Protectorate structures function. Spreading the Rust is vital to expanding. While in the Rust, Protectorate units regenerate health; if the Rust is destroyed, then Protectorate structures are shut down and slowly take damage. Structures inside the Rust are infected and will automatically clear hostile garrisons.
Swarms are clusters of nanites generated by the Singularity Core. They are free and automatically replaced if lost or used. Swarms can be used up to create weapon modules, Malacostraca, Nightmares, Technics, or Effigies. First, you select the Swarm and use its ability to convert them to a miniature shell. Then, you select the shell, and purchase the unit you wish the Swarm to become. A short while later, the unit in question will emerge from the shell.
Technics, your builder unit, build 3x3 shells, which are then upgraded to the structure of your choosing by selecting the shell, and then selecting the desired building from the menu.
Protectorate Units begin life without weapons. A module provides these troops with weapons. When a module is activated, it destroys itself and gives all units in a large radius around it the weapon or ability associated with it.
Protectorate units come in three flavours, low level, middle level and high level. Low level units are very cheap and extremely easy to swarm, while high level units are more expensive but much more effective and middle level units are a balance between the two. While low level units cannot be expected to carry a fight on their own, their bulk and processing power help to give the larger machines a fighting chance while middle level units serve to shore up weaker sections of the battle. All low-level and middle Protectorate units have a small black hole effect radius to protect larger machines, and each one near a middle or high level unit will slightly buff them (as you might imagine, this adds up very quickly!)
As machines operated remotely, Protectorate units do not gain experience, cannot be promoted, and cannot acquire heroic upgrades.
Electronic Infinite Army
|Singularity Core||The Singularity Core acts as a combined Construction Yard, resource centre and power plant, as well as providing the initial Rust for you to build on. It automatically produces Swarms, which can be turned into all the basic forces you require to get started. Detonates with powerful force if destroyed. The Singularity Core can be upgraded to provide more power and support more Swarms. New Singularity Cores can only be acquired via the Repurposing Protocol used to convert Technics to Core Carriers.|
|Disassembler||The Disassembler must be placed on the Rust like all buildings, but spreads the Rust further in a sizeable radius.|
|Artificer||The Artificer creates cheap units, and changes depending on where you place it. On land it makes low level land and air units, and on water it creates low level sea and air vehicles.|
|Maker||The Maker creates middling units, and changes depending on where you place it. On land it makes mid-level land and air units, and on water it creates mid-level sea and air vehicles.|
|Foundry||The Foundry creates more expensive units, and changes depending on where you place it. On land it makes high level land and air units, and on water it creates high level sea and air vehicles.|
|Incubator||Releases Venus, the Protectorate's dreaded commando unit! Also creates the Scourger Epic unit|
|Each of these buildings contains a menu with several optional technologies to unlock, which will give you access to certain protocols, upgrades, units, or abilities. You can only choose one per structure, so you will need a lot of them to fully take advantage of the Protectorate's abilities.|
|Summoner||The EP superweapon, slowly constructs (draws forth?) the Icon.
Sub-Unit – The Icon - A dread and terrible being from beyond the stars bound to a frame of metal, the Icon represents horrors that man was never intended to know. Its true name an unpronounceable and impossible sound, the Icon is a power not even the Protectorate truly understand, but its power cannot be underestimated; with its myriad of attachments it will destroy, engulf or otherwise eliminate any enemy. Anything that comes close to this abomination dies, even other Electrical Protectorate units. Nothing short of a massive artillery barrage or another superweapon will defeat the Icon, and even then it does not die; merely returning to its dreamless slumber until roused again to bring misery and death to the foe.
|Conventional||These simple, low damage weapons aren't fancy, but are better than nothing.|
|Gatling Automatics||Consisting of a set of rotating conventional weapons, Gatling Automatics are the go-to for anti-infantry work.|
|Retrospectrum Pulsar||Using a coherent perfect absorber, the retrospectrum pulsar absorbs energy in the target, snap-freezing the impact zone to absolute zero. This is understandably devastating to armour, and may cause other freezing effects.|
|Quantum Disentangler||This weapon pulls matter apart at an extremely basic level by expanding that which is hidden in string dimensions. This sudden explosion of the M-brane effects large areas in startling ways.|
|Potassium K-Rounds||These burning bolts are brilliant against light armour, and have a tendency to react explosively with water.|
|Basilisk Module||These audiovisual weapons stun, disorient, and otherwise disrupt the enemy.|
|Support Module||The support functions offered by the Support Module are myriad indeed. Experiment to discover their full potential!|
|Fractal Module||These bizzarre, physics-defying weapons spread as they fire, so it does more damage at close range, but splashes over a wider area the further away it is from the target. Easily the most powerful module, Fractal weapons do devastating damage to all targets.|
|Technic||Floating machines with a one track mind, the Technic scour the battlefield looking for useful materials to process, such as wreckage. It also builds the shells that form the basis for Protectorate bases, and is the engineer unit for the Protectorate.|
|Nightmares||The Nightmare cuts down enemy sight radius, but cannot attack. Their ability to teleport lends them a great deal of tactical flexibility.|
|Malacostraca||A crablike scout robot, the Malacostraca can kill with a swipe of a claw. Their secondary fire transforms them into small buggy-like vehicles that move very quickly to better facilitate their scouting role.|
|Sea-Drover||Sea based scout units adept at delving deep into the water and sussing out what may lie below, Sea-Drovers pack claws with which to attack ships or other naval scouts, and they do so in enormous numbers as a rule of thumb. Sea-Drovers can also try to gum up an enemy unit's most important systems to bring them to a halt.|
|Flying Ripper||Coming in enormous flocks, Flying rippers try to claw at anything they can reach when they approach them and are able to simply suicide themselves at aircraft to deal more damage to them when needed.|
|Effigy||Vaguely humanoid, these nanite blobs can leap into enemy vehicles like a terror drone; after destroying their targets, they convert the target's matter into another Effigy. In addition, they are almost completely immune to conventional anti-infantry weapons, but are easily killed by explosives. They seem to be the Protectorate's infiltrators, as well, disguising themselves after the infantry they kill.|
|Aggressors||The basic warriors of the Protectorate, Aggressors are incredibly cheap and expendable mechanical soldiers. Coming in squads of six, they do pitiful damage but can come in such massive hordes that they can drown any force in numbers. Due to modules, they can be equipped to fight any foe. Their ability to bury themselves inside the Rust to conceal their numbers and make themselves immune to harm allows you to easily build large forces of them, then reveal themselves when the time is right.|
|Seekers||Tiny mines that scurry on robotic fingers, Seeker Swarms scurry about the feet of larger machines. Without modules, they can just slow down enemy forces, but with them they become explosive surprises that can wreck havoc on an unsuspecting foe.|
|Tracers||These walking anti-air platforms are little more than guns with legs. Due to their extreme overspecialization they are almost blind, relying on other machines to guide and protect them, but they deal a great deal of anti-air damage.|
|Warstriker||Basically big cannons on legs, Warstrikers move in large numbers to shoot at enemy vehicles until they stop moving, or they can roll at them in ball form to latch on and fire at point blank, though they can be cleared off with anti-infantry weapons.|
|Gremlins||Fast, tiny, and over-eager to cause some mayhem, Gremlins are the Aggressor principle applied to flying infantry. They are best used in dense formations. If several Gremlins are presented with a priority target, they can latch themselves onto it and bring it down with a collective EMP charge.|
|Gnatbombs||Gnatbomb packs tiny explosives in large numbers that can fry enemies in structures as they fill every nook and cranny and blast them to pieces. Gnatbombs can also hide themselves to essentially become flying mines.|
|Scaremonger||An unusual vehicular unit, the Scaremonger quite simply is meant to attack the morale of enemies with its horrible appearance and awful noises, with its claws ready to attack enemies in close quarters when needed. Scaremongers can also dig into the ground to set up ambushes or enter the underground.|
|Lipsplitter Bug||A very rough equivalent to the combat car for the Protectorate's vast armies, the Lipsplitter bug scuttles at its enemies in large numbers to try and stab them to death with their claws or leap onto their foes with limbs extended.|
|Gunjack||Built to carry a rapid fire weapon, the Gunjack just rolls around firing wildly at any enemy it is able to and can shock targets that it approaches to stun them.|
|Aggravator Leaping Sub||These subs are unique for their ability to leap out of the water onto land, becoming passable, if slow, land combat machines. On the sea, these turreted machines are good all-rounders that bulk out the Protectorate navy.|
|Undertow AA Sub||The Undertow's ability to force subs to remain submerged and unable to attack is matched by its ability to transport heavy AA firepower to any location that requires it.|
|Mitosis Sub||With a split prow and an abundance of nanites, the Mitosis Sub can consume enemy units and multiply itself. This self-replication ability means that they can quickly multiply in number, making their ability to self-destruct for their full value immensely useful.|
Low Level Units
|Reflex Light Tank||The Reflex is a cheap and numerous light tank that uses a light turret mounted module weapon against enemy vehicles. Best used in a large swarm, the Reflex is lucky if it can defeat a Beagle Light Tank, but is so cheap that it rarely matters. Their ability to load and fire other fodder infantry as simple artillery gives them a lot of flexibility.|
|Rippersplitter Gunner||These machines are built around a gatling weapon that seems just a bit too big for them to properly fire, but they somehow manage anyway as they manically spray in all directions, forcing the heads of their enemies down to avoid being shot to death.|
|Mechandrite Salvagist||With an endless series of arms constantly grabbing at anything they can, Mechandrites seek to steal weapons from their foes as they try to tear them out of enemy units and make use of them themselves, with their weapons cutting through foes trying to prevent them from getting new toys.|
|Equalizer AA Tank||These light anti-air artillery units are required to provide overhead AA support; they don't do as much damage as Tracers, but they move faster. Their ability to prevent enemy units from escaping with their paralyser is also useful.|
|Reductor Artillery||While their five inch guns might not seem like all that much, in large numbers, Reductor Artillery can smash even the heaviest of enemies into oblivion|
|Screamer Jet||These sleek looking jets carry a Basilisk audio pattern in their very engine noise, allowing them to spread discord (and negative cover) just by flying over. In numbers, their anti-air power is unmatched, as is their ability to lock onto enemy units with a nanite cord to drag the enemy down to earth!|
|Locust Gunship||These light support vehicles hover ominously over the battlefield, supporting Protectorate troops with module weapons and dropping beacons which disrupt enemy communications and radar in the area.|
|Spitterdeath Sub||These submarines are made to be cheap and fill the air with a large number of MANPADS until something falls to the ground, firing almost constantly as they seek to bring the "rain". Spitterdeath subs can also eat ship wreckage to regenerate themselves.|
|Fantastic Ramsub||The fantastic ramsub tries to ram its enemies and inject a powerful explosive into them to deal its damage after punching through with a sharp prow. The ramsub can also shoot out of the water like a dolphin, arcing over obstacles or even jamming themselves into enemy targets.|
Middle Level Units
|Assimilator||Capable of latching onto an enemy unit and converting them to the Protectorate's own ends, converted units cannot use their original secondaries, but they can explode in a violent display of power.|
|Rollers||Traversing the battlefield at high speed in roller mode, these deadly assault infantry unfurl to attack with a deadly stinger tail and "pincer blasters" that make them quite well suited to clearing the enemy out|
|Pulverizers||Mortar infantry that can pound an enemy advance, Pulverizers have been named as "rolling trash cans" as their bodies are rather succinctly summed up as mortars with treads; and rather than need to deploy, they can fire EMP shells to ensure the enemy isn't going anywhere.|
|Extinctors||Protectorate snipers, they look just like an Aggressor until they take their shot. Extremely good at killing meatbags, their ability to hijack vehicles for the Protectorate cause cannot be underestimated.|
|Fleshraker||Assault units for the Protectorate, Fleshrakers tear enemies apart at close range with buzzsaw equipped limbs in between shots from their main cannon that is effective against structures and infantry, and can fire special rust spreading shells to advance the infinite armies just a bit further|
|Metal-twister||The tank destroyers of the protectorate come into the battlefield with twin long ranged guns that allow them to put holes in enemy vehicles from a long distance, or they can try and combine the fire of both weapons into a more powerful, if slower firing beam|
|Muscular Battle Tank||The main battle tank of the protectorate is still rather fragile compared to its rivals, but it retains the characteristic cheapness of protectorate units and its ability to fire a sweep shot that damages everything in a cone, if lightly; is quite useful for dealing with massed enemies.|
|Simplex Carrier||A means of ferrying smaller protectorate units in relative safety across land or water, Simplex carriers have huge load capacities and suppressive weapons pods that work to allow the Protectorate's hordes forward when enemy anti-personnel fire is to hot even for their numbers to handle|
|Gutripper Copter||Flying terrors for armoured enemies, Gutrippers strike with heavy weapon pods that can tear open heavily armored enemies with concentrated fire. They may also fire special nanite sludge missiles that destroy cover, leaving enemy targets helpless and exposed.|
|Termination Interceptor||Very swift and very dangerous interceptors whose triple weapons modules can tear apart enemy aircraft, Termination interceptors can send out huge feeds of junk data to lock enemy aircraft on a path to make them more vulnerable to their predation|
|Elimination Bomber||Serving as either a ground attack aircraft or a tactical bomber depending on the form it takes, the Elimination bomber is a very versatile aircraft that a Protectorate force can't do without.|
|Seasplitter Submarine||Built with the intention of harassment rather than fleet battle, Seasplitter submarines strike with deadly module torpedoes and twin module weapons on top when forced to surface, but they can retreat to depths far below what a human piloted submarine could hope to follow if the battle ever seems to be too hot for them to handle|
High Level Units
|Exterminators||These elite infantry are extremely hard to kill and carry potent weapons. Their ability to elevate themselves over cliffs or walls is also an asset.|
|Murderizers||The aptly named Protectorate Special forces are deadly to essentially all targets with their heavy blasters, nanomechanical camouflage capabilities, and fractal eye-beams that devastate all targets|
|Hunter-Killer||Towering vehicles with two individually articulated guns and built-in target tracking, Hunter-Killers will automatically spread their fire over multiple units, making them great against larger numbers of foes. Their ability to fire over obstacles is valuable, as is their ability to flush enemies out of structures with psychological warfare tactics.|
|Executor Tripletank||The massive rotating guns of the Executor makes it ideal for tearing into single targets, especially considering its ability to forcefully incorporate enemy vehicles into its own form.|
|Obliterator Superheavy Artillery||The largest and most powerful weapon at the Protectorate's disposal, these huge, slab-like vehicles carry weapons larger than some armoured vehicles, which can pound enemies into the dirt. Even aircraft are not spared its attention, providing it is aware of their presence.|
|Interdictor Air Destroyer||An airship slightly larger than a fighter, the Interdictor is equipped with four independent module turrets that can only engage air units, and also has the ability to forcefully incorporate enemy aircraft into its own form in order to increase its speed and rate of fire.|
|Devastator Air Battleship||A huge floating unit with many turrets, the Devastator's many guns give it a huge number of potential lethal targets. Though less well protected than other superheavy aircraft like the Kirov and the Defiance Flying Junk, it has the ability to bring all its guns to bear on the a single target, the effect of which is best left to the imagination.|
|Behemoth Aerial Carrier||The Behemoth's ability to transport massive numbers of Protectorate units make it very useful for adding tactical flexibility to a Protectorate force.|
|Kraken||Let no joyous voice be heard! The Kraken is a mechanical nightmare that will pull ships under the sea with casual ease, and can even reach out and snag enemies that stray too close to shore!|
|Eviscerator Submarine||A horrifying demonstration of Electrical Protectorate sea power, the Eviscerator has the ability to cut the supports of floating structures, leaving them to sink to the bottom of the sea.|
|Eradicator Battlesub||A heavy artillery unit combined with a submarine chassis, the Eradicator can wipe out even the most stubborn enemy resistance, on land or sea, with its immensely destructive Singularity Projector.|
|Broodmother Carrier||Launching enormous hordes of anti-air nanoswarms that can quickly form many kinds of guns to destroy enemy aircraft, bugbear interceptors that buzz as close as possible to enemy bombers to carve them open in melee, Toclafane drones that can isolate and obliterate targets with their deadly energy beams, and dive bombing Goblin bots who tear through ground and sea targets and can host huge numbers of aircraft within their bowels, broodmothers can sacrifice their own integrity to instantly construct temporary additional waves of aircraft to drown the enemy in sheer numbers|
Heroes and Epic Unit
|Venus||Venus is the name of a mysterious female individual seen in the ranks of the Protectorate's armies. Though she appears as a young woman, under her skin is a skeleton of impossibly tough steel. With extremely high defences, she is almost invincible in a conventional sense; if that wasn't enough, she always seems to possess the weapon for the task.
Armed with a strange transforming weapon, she always fires the optimal munitions for the intended target. She seems to be able to blend in with her foe as well, as she may possess a layer of nanites under her skin to shape herself into any disguise. In the unlikely event that her outer layer is removed by enemy weapons, it is rumoured she may become even more deadly.
|Varius||Varius is a rather peculiar A.I, in that Varius is quite unhealthily interested in organics. Or more accurately what the sensation of flesh is like. Varius has a normally rather skeletal form with horrific and long claws that he can also use to burrow and evade enemy detection in the underworld. His fractal energy sheathed claws are sharp to a degree not actually possible under the normal laws of physics for the task of delicately slicing off the fleshy bits of organics off their skeletons for him to wear, a horrendously gruesome sight that while certainly not fooling anyone regarding his true nature means those looking at him suffer enormous morale penalties, and watching him "tailor his suits" is an act nauseating enough to thoroughly horrify even the most ardent of enemies. Fast and durable and capable of leaping at lower flying aircraft, it is fortunate Varius doesn't have any ranged weapons.|
|Vera||Vera is by protectorate standards, a highly affectionate A.I. She continually repairs the frames around her with swarms of nanites she produces herself and can reactivate fallen frames while getting more out of grist than any other protectorate unit. However, she is also quite horrifyingly fond of repurposing the matter of other beings into the stuff to make more protectorate frames and her orb like, hovering and tentacled form is very adept at simply grabbing enemy units and drawing them in to be devoured; giving the protectorate somewhat more than the value of the unit consumed; though commandos and sufficiently heavy units can't be devoured this way, they will suffer heavy damage ont he other hand. Units who fall to her melee attacks also suffer similar fates. Thankfully her closest approximation to a ranged attack is extending her clawed tentacles out to some distance to grab things to absorb.|
|Valiant||Valiant, like Venus, is quite obsessed with looking good and prefers dashing, boyish guises. A hedonist, Valiant often even indulges in organic pleasures out of a belief that there is nothing more artistic than finding higher and higher forms of enjoying yourself. But when forced to fight, Valiant doesn't pull punches. He attacks from long range without mercy via frames his A.I also controls that form themselves into the weapons he desires, not being a sniper so much as he is a man sized artillery weapon; lobbing bizarre energies barely contained by the fields the protectorate uses to contain them and all manner of projectiles with matter repurposed from the environment or warped in through protectorate dimensional manipulation technology that explode on impact to devastate large numbers of units. In melee he prefers to strike with a fractal drill blade as well as forms his secondary frames into chains to slow and potentially immobilize his enemies, preferring not to get his body too dirty. When he thinks an enemy is worth the full power of his weapon he unleashes the full power of the spear which releases enormous amounts of fractal and quantum disentanglement energies to devastate everything in a cone in front of him. If he has a weakness, it's that he's the most fragile of the protectorate commandos and he's not actually particularly skilled, being rather inaccurate and struggling with dedicated melee specialists who can reach him. Much like Venus though, if dealt serious harm he goes berserk and stops taking the fight as a game.|
|Verticality||Verticality is an A.I with a love of the sky. However Verticality doesn't have just one form. With a command, Verticality can cycle through various forms to change the kind of aircraft he wants his frame to be. A deadly fighter with potent rapid fire modules, an interceptor with amazing speed that rams into bombers to tear them apart, a tactical bomber that weaves through defenses to punish fortified positions, a ground attack plane to rip enemies on the ground apart with beam fire or a strategic bomber to annihilate whole sections of the battlefield at once with fractal orbs. These shape changes do take time as the nanites reconfigure themselves, but Verticality is a great flier in any of these forms as the many aircraft he has killed can attest to.|
|Valeria||Valeria prefers to be to the point when possible, and the point in this case is murder. Hanging in the backfield, her weapons are alarmingly precise and accurate. Some would call her vehicular frame on the fragile side, but such forgets her ability to very rapidly snipe down large numbers of targets at a time with her hex cannon and the large numbers of other protectorate units one would need to get through to reach her. She can slow her rate of fire to be a bit more choosy with her shots, aiming for immediate crippling fire to stop enemies who survive her shots dead in their tracks to be finished off with the next shot, making her well suited for forcing the battle's initiative to pass to the Protectorate's infinite armies.|
|Scourger||The awe inspiring epic unit of the Electronic Protectorate is essentially a colossal mass of nanites that can rapidly shift its weapons through various modules to deal with just about any target or simply surge forward like a roiling tsunami of metal to consume everything in its path and restore health.|
|Protectorate Tripod||Towering three legged walkers equipped with fractal rays deadly to *all* targets on the battlefield, M-brane eyeblasters that can tear apart targets, surprising speed, lashing tentacles to pick up and dismember close targets or throw them around, even more shocking durability (by protectorate standards), size enough to crush even superheavy units, and when really pressed may release deadly poison smoke that is very rapidly fatal to organic targets. They are however, quite short ranged and tall enough to be fired upon by anti-aircraft weapons.|
Behind the Scenes
- The Protectorate takes inspiration from the Zerg of Starcraft; spammy spammy units, the Rust and Swarms, anyone?