|For other articles, see chrono.|
Even though Einstein was removed from time by the Soviets, the Chronosphere somehow remained in the Allied arsenal of Great World War IIII. It was developed by Futuretech instead of Albert Einstein. It is expected to work similarly to the Chronosphere of the Great World War III, while its outer design seems to be a complete make-over. The development of the Futuretech version of the Chronosphere caused many civilians to be concerned about its purpose, to which Futuretech spokesperson Kelly Weaver pointed out that it was normal for people to be afraid of change.
There is the harmless and non lethal Chrono Swap which can swap the two units in places and the Chrono Rift that protect the units and structures from superweapon attacks, but the units cannot act when protected. The Chrono Rift can also be used in a manner similar to Allied Cryocopters to stop escaping or attacking enemy units, and can be used to buy time from a superweapon strike, as a timer will stop functioning as long as the effect lasts.
To gain access to this device the Allied Commander must have both an Allied Airfield and a Defense Bureau deployed. In Red Alert 3: Uprising, only Airfield is required to deploy for Chronosphere without needing with Defense Bureau.
This superweapon is still lethal to Infantry, so it would be best to put them into some form of transport first! Plus if you have some unchecked enemy infantry, don't stop yourself from killing them with the Chronosphere.
The Chronosphere is the pinnacle of Allied quantum technology, functioning as an instantaneous transport across space and time.
The Chronosphere catchment area has been reduced from Red Alert 2 so it may move fewer units at once, which was unpopular as it was considered still too small in Red Alert 2. Teleporting a sea unit onto land, or vice versa, destroys the unit at the destination unless the unit is amphibious. None of the Allied commanders seem to use the chronosphere in skirmish battles, which seems odd, especially since Commander Lissette Hanley prefers to use high-tech weaponry.
The Chronosphere served as an important asset in the Allied campaign against the Soviets and the Empire. In Operation "Forever Sets the Sun", the Chronosphere was constructed by the player's co-commander Hanley to transport an MCV onto the other side of Tokyo Harbour after a Psionic Decimation blast nearly wiped out the invading Allied forces. In Operation "The Moon Shall Never Have Them", the Chronosphere was constructed to quickly assist the invading Allies in destroying the Iron Curtains littered around Leningrad before they could destroy the launch station.
|The following is based on the Soviet campaign of Red Alert 3 and contradicts canon sources.|
|“|| Surprise, Commander - we can transport our entire navy in a blink of an eye. So if I were you, I wouldn't blink again!|
- Commander Lissette Hanley
The Allied commander Lissette Hanley used the Chronosphere to teleport Dolphins and Aircraft Carriers onto Lake Geneva to root out the Soviet presence. Hanley's Chronosphere was subsequently destroyed. A Chronosphere was also located at the base of the Statue of Liberty as the Allies made their final stand in New York against the Soviet invasion of the USA.
|The following is based on the Empire of the Rising Sun campaign for Red Alert 3 and contradicts canon sources.|
In the imperial version of the Campaign, Allied commander Lissette Hanley used it to teleport forces at Yokohama Harbor in operation Barbarians At The Bay to threaten the imperial forward bases. Additionally the prototype version of the chronosphere was used in operation The Last Red Blossom Trembled by Dr. Zelinsky to wipe out almost all Soviet, Allied and Imperial forces in Amsterdam, along with the city itself.
The Chronosphere has a number of potential uses including
- Putting a strike team in the middle of an enemy's base
- Establishing distant bases
- Destroying boats by transporting them to land and vice-versa
- Destroying land units
- Transporting them into a space already occupied by a building, unit or terrain feature, thus destroying the unit and causing damage to the structure
- Killing infantry (as well as commandos)
- Transporting Timebombs away from you and back to the sender
- Sending enemies against other enemies
- Stealing units for bribing (such as running away MCV's)
- Putting friendly naval units (non-amphibious) into advantagous bodies of isolated water. Some Commanders can shrewly move 1-2 Aircraft Carriers right in the middle of an lake to escape ship-killing vessels.