Gate (Paradox)

Some factions use Gates to accompany their walls. Gates will open or close automatically when an allied unit need to pass through, but Infiltrators can open Gates remotely. They also possess a secondary ability that also lock up the gate, preventing allies from passing through but increasing the duration for infiltrators to open the gate, though the effect is temporary, and needs time to cooldown.

## Allied Security Gate

 **Dev. Status** | In-game

 **Key Features** | »Concrete layers»Nano-alloy gate (made in Japan)»Slick titanium cover»Encrypted gate opener»Automatic graffiti cleaner

*"Sergeant! Close the gates!"*

- An Allied Commander, after realising Continental forces had surrounded his base.
### Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

### Operational History

After the Continental Revolutionaries managed to show the initiative to use Gates to defend their hideouts, Allied high command received complaints from their Commanders about the lack of Gates in their bases. Thus a new type of Gate was made from similar materials to the Concrete Barricade. It appears the Allies have once again used nano-alloys from the Empire for the moving parts. And are equipped with spectrum designators, similar to the Guardians and Cardinal, that lets it mark target for the defenses when under attack.

They are often found with graffiti put there by Continental Thieves. What the Thieves don't know is that the Allied Gates clean themselves using a special membrane once every half an hour.

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## Soviet Security Gate

 **Dev. Status** | In-game

 **Key Features** | »Brick posts/frame»Steel-reinforced inner core»Cologne I.D. kit (detects non-regulation cologne on spies)»Searchlight (x2)»Open/Close Keypad (5W0RD\_F15H)

### Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

### Operational History

Made with steel and concrete, the **Soviet Security Gate** can only be activated by the commander (via sending an aide out to activate the combination) to let out his/her/their forces, while denying access to infiltrators and spies. And if they think they see an infiltrator they can lockdown the gate, increasing its durability thanks to a miniature iron curtain device, and activate their searchlights to reveal and blind supposed spies.

### Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

### Operational History

These traditional Japanese gate shape symbollically represent the transition between the pure (the shrine) and the profane (everywhere else). In fact, with this defense, the Empire make a transition between their base and the battlefield. A kind of door, to the death or the salvation. And when under attack can activate its nanobots to both increase the gate and surrounding wall durability and repairs itself and connecting walls.

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## Continental Security Gate

 **Dev. Status** | In-game

 **Key Features** | »Concrete Layers»Opening Mechanism (simple)»High-Security locking mechanism (Red button)»Graffiti»Darts and dart board (for bored soldiers)

### Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

### Operational History

The introduction of a simple Continental gate means that commanders can allow units to move in and out of bases without opening up holes in their defensive lines. This can be done via a relatively simple wiring configuration allowing the locks to be opened or closed with the touch of a button. However, be warned; the right tools can bypass this method, meaning infiltrators can open the gates remotely. But even then these guards can sound an emergency lockdown to slow the infiltrator, and in the case of the Continentals sound off loud alarm to put nearby defenses on high alert, boosting their awareness and combat ability for the duration.

In fact, the widespread use of these gates has led to many commanders across the globe wondering why their factions do not have equivalents. Fortunately for those commanders, high-ranking officials have finally started paying heed to their cries.

## Atomic Kingdom of China

### Curtain Gate

Template:China Buildingbox
Template:China Vehicle Header

### Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **(Title 4):** (Upgraded nature)

### Operational History

Like other gates in the world's conflicts, the **Curtain Gate** serves as a way to keep the Kingdom's forces from breaching their bases, and optionally as a way to funnel the enemy through the often maze-like corridors leading to the bases. And like the walls of the Kingdom, the gates are stronger than anything the other forces have to offer. And if enemies gets too close the gates, and surrounding walls, can be irradiated, turning infantry too close into puddles of goo, while defenses near the walls, thanks to radiation absorption equipment, will be boosted for the duration.

### Fortress Gate

Template:China Buildingbox
Template:China Vehicle Header

### Tactical Analysis

* **(Title 1):** (Overview)

* **(Title 2):** (Secondary)

* **(Title 3):** (Miscellaneous capabilities)

* **Disengage all chevrons!:** Fortress Gates that have faced the most infiltration attempts will be further upgraded with a more advanced alarm and detection system. This not only detects nearby infiltrators but will also sound off the alarms when enemies are near, increasing surrounding towers' damage and rate of fire as the gunners are put on high alert.

### Operational History

With the Atomic Chinese dependence on powerful defensive positions, and both Red and Blue Chinese having experienced saboteurs in their employ, walls and gates were to be expected. However, they were not as effective as could be hoped. They were certainly effective in most cases, but around high-priority installations, they were not enough by themselves. Simply put, there was nothing to stop someone from hiding near a gate until it opened, and sneaking in. Since walls and gates were some of the first things to be set up, there were few, if any, turrets, so once in the enemy infiltrator basically had free reign, often opening the gates for others to come in. Clearly, there needed to be a tamper-proof gate with built in weaponry.

The **Fortress Gate** was the result, a massive, heavily reinforced checkpoint equipped with a pair of ray guns to vaporise anyone suspicious looking or outright hostile. To prevent unauthorised people from simply opening the gate from the inside, it was designed to be 'locked', and refuse to open until the proper code was authorised. The gate has 12 'chevrons' (based on the Chinese zodiac), and requires 7 chevrons to be engaged in the proper order to authorise a gate opening. Operators have been discouraged from yelling out for every chevron engaged, citing it as 'wasting time'. And if under attack by large forces the gate can project planar shielding to itself and surrounding walls to give itself extra time for the defenses, or reinforcements, to ward off the invaders.

#### Behind the Scenes

The Fortress Gate is inspired by the eponymous Stargate movie and series franchise, even though their aesthetic is now Dune based. It also spins.

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## See Also

* Gate (Echoes)

* Gate (Quantum)

* Gate (Annihilation)

* Gate (Null)

* Gate (Pandemonium)

* Gate (Insanity)

* Gate (Extremis)

* Gate (Silentium)