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Yuri's Revenge: Red Alert 2 Expansion Compendium
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Version *FINAL*
Written by Stephanus Rudiyanto N.
email: s_rudiyanton
mailcity.com (old, but still functioning)
s_rudiyanton
lycos.com
NOTES from Author:
* If you send an email to me, may be the reply is too late, this
happens because I check my mailbox not very frequently. I'm sorry for
this incovenience. But, if you send me some info or corrections, I
WILL reply the letter (even it may be take a few days, weeks, or
months) If I don't send the reply, just wait until it comes :)
(There is also another possibility: I have already sent it and it
doesn't reach your mailbox). Thanks just for reading this.
* If you want to find older data for Red Alert 2 Original (not
Yuri's Revenge data), please refer to my Red Alert 2 Compendium FAQ.
* To read this FAQ, use Fixed Width fonts like Courier, if not many of
the tables below will look terrible.
Use WordPad to read this FAQ, and maximize the window.
Table of Contents
-----------------
i) Introduction
ii) Version
iii) Future edition
iv) Credits
v) How to get this FAQ
I - General and Special Rules
1) Formulae
2) Shorcut Keys
3) Mind Control
4) Chronoshift
5) Invulnerability
6) Building
7) Veteran and Elite Units
8) Credits
9) Weather Storm
10) Battle Bunker and Urban Buildings
11) Crates
II - Units
1) Allied Infantry
2) Soviet Infantry
3) Yuri Infantry
4) Allied Vehicle and Aircraft
5) Soviet Vehicle and Aircraft
6) Yuri Vehicle and Aircraft
7) Allied Naval
8) Soviet Naval
9) Yuri Naval
10) Neutral Unit
III - Buildings
1) Allied Building
2) Soviet Building
3) Yuri Building
4) Allied Combat Building
5) Soviet Combat Building
6) Yuri Combat Building
7) Neutral Tech Building
IV - Tables and Data
1) Unit and Defensive Building Combat Ability
2) Scoring
3) Pip
4) Unit and Defensive Building Description
5) Unit and Building Comparison
6) Air Unit Speed
V - Miscellaneous
1) Records
2) Dangerous Unit
3) Do you know?
4) Special Section
5) Patches changes
-------------------------------------------------------------
i) Introduction
Command & Conquer: Red Alert 2 is a real time strategy game
from Westwood. This is the sequel of Command & Conquer: Red Alert.
The game story is based on the war between the Alliance and the
Soviet forces. This game is recommended for fans of real-time
strategy games. The FAQ I used here is based on it's expansion,
Yuri's Revenge version 1.001. It add one more side (Yuri's side),
and add tons of new features, units, and buildings. For original
Red Alert 2 player, please refer to my older FAQ (Red Alert 2
Compendium).
First, I apologize if my English is not good (Because it is not my
main language). Maybe some grammars and spells have some errors in
this FAQ. This is my third unpublished FAQ I wrote.
This FAQ is created for intermediate and expert players that have
played the game long enough to truly know the aspects of the game.
Although the beginners can also read this FAQ, it is not recommended
because of some complicated data and tables. In this FAQ, I hope you
have known the aspect of this game, because I don't include any
"how to play", basic strategies or others like those. There are so
many good FAQs to teach you to play in the internet so I don't need
to explain it again :)
A lot of info I acquired by checking the INI files (if you are often
costumizing any Westwood games (C&C and RA), you must know these
famous INI files), and also from searching, trying, and my other
hardwork by playing the game itself. Note that not all data I extract
pure from INI files (because some of them has many changes and can't
be 100% right), actually I almost check everything (even the
calculation procedure) to be sure it is right. So forgive me if there
are many errors I didn't notice. Email me at s_rudiyanton
lycos.com
for corrections and suggestions, and of course you will be credited
even for small fixes. I will update this FAQ when there is a mistake,
error, or any addition. I can also add an entirely new section if
I think it's important.
If you include any information below in any FAQ or Websites, please
ask my permission first (mostly I will answer yes) and give credits
for me. (It's extremely hard to collect information in this FAQ,
you know).
And lastly, I don't own Red Alert 2 and Yuri's Revenge CD.
I play the game by borrowing my cousin's CD. And so, I also
couldn't play it in the net until now. I am also not too good at
multiplayer games (because I rarely had chances to play it on
network games), but I'm also not that bad. This is just for info. :P
ii) Version
Numbers after the dot mean minor updates, while numbers before the dot
mean Major updates.
30 October 2001 - Version 1.0 (Initial release)
- All formats are based on my Red Alert 2 FAQ.
- There may be still some errors (because there are so many
stats in Yuri's Revenge that need to be double checked)
I'll try to fix all of them in the next version if I found
them, but I hope it's 100% error free :)
10 November 2001 - Version 1.1
- Add more website that host my FAQ.
- Fix errors in many sections.
20 November 2001 - Version 1.2
- Fix errors in some sections.
29 December 2001 - Version 1.3
- Updates FAQs based on Yuri's Revenge ver. 1.001.
16 February 2002 - Version 1.31
- Add a site that host my FAQ
3 March 2002 - Version 1.4
- Add some infos in many sections.
- Fixes some errors.
17 March 2002 - Version 1.41
- Add a site that host my FAQ
3 June 2002 - Version 1.5:
- Add Special section that contains many strategies and contribution
from Overmind.
3 July 2002 - Version 1.51:
- Add some tips in miscellaneous section.
25 August 2002 - Version 1.6:
- Add some info and corrections (thanks to Hecht)
29 Sept 2002 - Version 1.7:
- Add some info from Peter Grijpma.
- Correct some grammatical mistakes.
- Add some info (usually not quite important) such as including Siege
Chopper as a flying unit.
- Change information on mind controlled MCV/CY. Yuri (Clone/Prime)'s
Psychic Wave
- Add some notes on invulnerabling and chronoshifting air units,
especially Kirov Airship .
- Add Grinder info in Credit and Grinder sections.
- Add some minor info on Attack Dog, SEAL, Tanya, Chrono Legionnaire,
Sniper, Crazy Ivan, Slave Miner, Chaos Drone, Flint Westwood,
Arnie Frankenfurter, Bio Reactor, Pillbox, Prism Tower, Spy Sat
Uplink, Grand Cannon, Sentry Gun, Tesla Coil, and Tank Bunker.
- Add some info on Do You Know? section.
- Add more website that host my FAQ.
13 October 2002 - Final Version:
- Fix some credits.
- Add more website that host my FAQ.
iii) Future editions
* This is final version of this FAQ. So no more section changes.
I will update my FAQ only if there are some important changes and
error fixes. Also I will still update websites that hosts my FAQs.
iv) Credits
- Westwood, for making a great game for me to play.
- Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQs,
GameFAQs is truly a good website for game guides and other
game-related info!
- My cousin, because I played RA2 with his CD and on his computer.
He also writes his own section (Points for this game) in this FAQ
by himself.
He checks almost everything in this FAQ.
- "W K"
For emailing me that Yuri's Revenge is out and making me create
this FAQ. Thanks.
- Alien Overmind , for many useful
information and suggestions.
Information: Weather Storm, Crates, Building Occupation, and
Survivors
Fixes: Genetic Mutators Range, Spy shut down power time.
He also sends me many useful and important informations and
strategies that I put them into a separate special sections.
- "Justin Mitchell" , for info about
Kirov and small notes.
- Kevin Leung , for info about Chronoshift and
Invulnerability.
- "cathy goudie"
For reminding me that you can't selling a unit from service depot
after version 1.001.
- Ian Tucker , for some info about
Chronoshift.
- Yonatan Indrajaya AKA losbolos , for some
info about Chrono Waypointing.
- "Hecht" , for many corrections and info.
- "Peter Grijpma" , for some info and tips.
v) How to get this FAQ
You can get this FAQ only in these sites:
- http://www.gamefaqs.com
- www.actiontrip.com
- www.cheatcc.com
- http://SPOnG.com
- www.gamespot.com
- http://www.PlanetCNC.com
- http://www.cnchq.com
If you want to check my newest FAQ, please check www.gamefaqs.com
first, because I will send my newest FAQs to GameFAQs before other
sites.
*****************************
I - General and Special Rules
*****************************
1) Formulae
* Cells
One cell in Red 2 Alert means a portion of small terrain that can
be occupied by one small vehicles (IFV, Flak Track, etc.) or 3
infantry.
* ROF: Rate of Fire
The longer the number, the longer the unit reloads its weapons.
15 are equal to 1 second at middle speed setting. So a weapon
with maximum speed with 150 ROF, will attack again after about 10
seconds after previous attack.
* Frame Delay
900 Frame Delays are equal to 60 seconds in 15 fps (frame per
second) games.
* Veteran Rules
Each unit that can become Veteran will have increased statistics.
For Elite units just multiply the number by 2. And for calculating
damage, use the Elite Weapons (if the units have it), and not
the normal weapons. (This is hard to calculating, and still
being researched).
Stronger : Damage received divided by 1.5
Faster : Unit max speed multiplied by 1.2
Increased ROF : ROF delay multiplied by 0.6
Increased Firepower : Damage multiplied by 1.1
Sight Range is NOT increased when becoming a veteran or Elite.
For more description and detailed information about Veteran and
Elite units, look at section below.
* Radiation
Nuclear Strike, Demolition Truck, and Desolator Radiation Eruption
can create an area of radiation. The radiation will disappear
after (Radiation Level x 1) frames.
* Cells Radius and Cells Area
In some data I mention about Cells Radius and Cells Area. Some people
may be confused about its. I will explain it with below examples.
Cells Radius of 3 will means:
o o o o o o o
o o o o o o o
o o o o o o o
o o o x o o o
o o o o o o o
o o o o o o o
o o o o o o o
Cells area of 3 x 3 will means:
o o o
o x o
o o o
x : Middle point
With above examples, it means that:
A Cells Radius of 3 is same as a Cells area of 7 x 7.
A Cells Area of 3x3 is same as a Cells radius of 1.
It will be better if I use the cells area than cells radius for
better understanding. But I use cells radius because of some area
damage (like radiation) is circle and not square. And in circle,
it can't be converted to numberXnumber cells area.
So don't be confused if a mention cells radius in some stats and
cells area in other stats.
Note:
Thanks to Overmind for reminding me about this confusing matters.
2) Shorcut keys
The use for shorcut keys can't be separated with Real-Time
Strategy Games. These keys can be changed in Game Options,
Keyboard sections. Here are the shorcut keys for Red Alert 2:
Category: Control
Keys Description
--------------------------------------------------------------------
Alliances A Toggles Alliance Status with the owner of
selected object
Cheer C All Units to Cheer (for fun only)
Deploy Objects D Order selected units to Deploy or Undeploy
Guard Objects G Order selected units to 'Guard' the area
Scatter X Order selected units to scatter
Stop Objects S Order selected units to stop current action
Waypoints Z Set planning mode ON (to create waypoints)
Units that have been set for waypoints don't
do anything until you turn this off
Units move synchronically (have same speed)
Category: Information
Keys Description
--------------------------------------------------------------------
Coordinates - Gives the information of current coordinates of
cursors
This key is undefined by default (- in here
means no key and not the minus key).
Category: Interface
Keys Description
--------------------------------------------------------------------
Delete Num Del Deletes the selected object
Follow F Toggle Follow state of selected object(s)
Goto Radar Event Space Center the Tactical View to the cycle
through last 8 EVA events. "Space Bar"
also goes to "Ally under Attack" EVA
event
Options Esc Display game options dialog
Page User U Page a Westwood Online users
(Internet only)
Place Beacon B Used to place a communication Beacon
(Multiplayer only)
Repair Mode K Toggle Repair Mode On/Off
Sell Mode L Toggle Sell Mode On/Off
Screen Capture Ctrl-C Take a snapshots of the game screen.
(Saved as 'SCRNxxxx.PCX' file in the
game directory)
Select Str. Tab Q Switch the command bar to Building Tab*
Select Armory Tab W Switch the command bar to Defensive Tab*
Select Inf. Tab E Switch the command bar to Infantry Tab
Select Vch. Tab R Switch the command bar to vehicle Tab
Sidebar Down Num 2 Scroll Sidebar Selection list downward
Sidebar Up Num 8 Scroll Sidebar Selection list upward
Sidebar Page Up Num 6 Page Sidebar Selection list upward
Sidebar Page Down Num 4 Page Sidebar Selection list downward
Str. List Up Num 7 Scroll Sidebar Str. Sel. list upward
Str. List Down Num 1 Scroll Sidebar Str. Sel. list downward
Str. List Page Up - Page Sidebar Str. Sel. list upward
Str. List Page Dn - Page Sidebar Str. Sel. list downward
Unit List Up Num 9 Scroll Sidebar Unit Sel. list upward
Unit List Down Num 3 Scroll Sidebar Unit Sel. list downward
Unit List Page Up - Page Sidebar Unit Sel. list upward
Unit List Page Dn - Page Sidebar Unit Sel. list downward
Set Bookmark 1 Ctrl-F1 Set view Bookmark map position 1
Set Bookmark 2 Ctrl-F2 Set view Bookmark map position 2
Set Bookmark 3 Ctrl-F3 Set view Bookmark map position 3
Set Bookmark 4 Ctrl-F4 Set view Bookmark map position 4
View Bookmark 1 F1 View bookmarked map position 1
View Bookmark 2 F2 View bookmarked map position 2
View Bookmark 3 F3 View bookmarked map position 3
View Bookmark 4 F4 View bookmarked map position 4
Jump to Map Edge Ctrl-Arrow keys
Jump to the edges of map for
corresponding arrow keys
(*) The "Q" & "W" keys that select Tab Buttons grab a
completed building for the cursor. Pressing again places that
building.
Category: Selection
Keys Description
--------------------------------------------------------------------
Center Base H Center the view about the player's base
Center View Num 5 Center the view about the selected
object(s)
Combatant Select P Select all military units *
Health Navigation U Navigates across the last selection by
health level**
Next Object N Select the next object
Previous Object M Select the previous object
Type Select T Select units by type *
Veterancy Nav. Y Navigates across the last selection by
Veterancy level***
(*) - This shortcut key selects units across SCREEN, if it is pressed
again, it selects units across MAP.
If all units selected are on screen, it automatically select
units across MAP.
(**)- This shorcut key shows all units in selected units that in
CRITICAL condition (red health bar), then if pressed again
shows all units that in HEAVILY DAMAGED condition (yellow
health bar), then if pressed again shows all unit that in
HEALTHY condition. If pressed again, it loops back to show
all units in CRITICAL condition. It also shows the information
on how many units in that condition and how many Cost value
of all those units.
(***) - This shortcut key shows all units in the selected units that
are in Elite level, then if pressed again shows all units
that are in Veteran level, then if pressed again shows all
units that are in Green status (Normal level). If pressed
again its loops back to show all units in Elite level.
It also shows the information on how many units in that
veterancy level and how many Cost value of all those units.
Category: Taunt (Multiplayer only)
Keys Description
--------------------------------------------------------------------
Taunt 1 F5 Send taunt message: "Need money"
Taunt 2 F6 Send taunt message: "Ready to Attack now"
Taunt 3 F7 Send taunt message: "Help me"
Taunt 4 F8 Send taunt message: "Please distract enemy"
Taunt 5 F9 Send taunt message: "Surrender Now!"
Taunt 6 F10 Send taunt message: "Ha ha ha"
Taunt 7 F11 Send taunt message: "You coward"
Taunt 8 F12 Send taunt message: "Victory!!"
Notes:
- Taunt is different for each country.
Category: Team
Keys Description
--------------------------------------------------------------------
Create Team 1-10 Ctrl # Create team # for the selected units
Select Team 1-10 # Select team #
Add Select Team 1-10 Shift # Add selected units to team #
Center Team 1-10 Alt # Center and center view for team #
Notes:
- # can be any number between 0 and 9
- Center team can also be done by pressing # for the second time
after the team is selected
3) Mind Control
- Units that have mind control ability can target any enemy or
neutral unit and control its movement and action. In other
words that unit will become your own unit.
- Mind control can also be used to take allegiance of ally's
units. Yuri Prime can mind control allied buildings. Psychic
Dominator is capable of mind controlling allied units, so be
careful.
- A mind controlled MCV, will now be unable to deploy. The same
rule applies if you mind montrol an enemy Construction Yard using
a Yuri Prime. It can now be unpacked, but you can still sell it.
- There are some units that can mind control an enemy unit.
They are Yuri Clone, Psi-Corp Infantry, Psi Commando,
Master Mind, and Yuri Prime.
Psi-Corp Infantry only appear in Red Alert 2 campaign mode,
and it has the same statistics with Yuri's.
Psychic Tower is a defensive building that can mind control,
and Psychic Dominator is a Yuri's Super Weapon that also can
Mind Control enemy units.
- If you control a transport, all units in the transport will
NOT be mind controlled, so if you deploy the transport, all
of the units inside go out and are still owned by enemy.
- Units that are mind controlling and a mind controlled unit can't
enter any transport (Amphibious Transport, Nighthawk, Flak Track,
and IFV).
- To release a mind controlled unit, you can kill the unit or
building that mind control it.
- To change mind control unit, just target another unit.
Example: If a Yuri Clone is mind controlling a GI and you want
him to mind control a Grizzly Tank, just simply ask him to target
the Grizzly Tank.
- You can't mind control a unit that is being mind controlled by
other unit.
- You can't mind control a unit that is enveloped with
invulnerability (Iron Curtain is activated on it).
- All units that have mind control ability can detect Spies.
- There also a few units that are IMMUNE to Mind Control:
Unit Sides Unit Sides
----------------------------------------------------------
Chrono Miner Allies War Miner Soviet
Attack Dog Both Terror Drone Soviet
Giant Squid Soviet Yuri Clone Yuri
Psi Commando Special Yuri Prime Yuri
Harrier Allies Black Eagle Korea
Kirov Airship Soviet Rocketeer Allies
Dolphin Allies (while flying)
Master Mind Yuri Floating Disk Yuri
Chaos Drone Yuri Brute Yuri
Boris Soviet Tanya Allies
Slave Worker Yuri Robot Tank Allies
Slave Miner Yuri T-Rex Special
Brontosaur Special Evil Mummy Special
Spy Plane Soviet MiG Soviet
- You CAN actually mind control a Kirov. However, it's not
exactly something that will happen often. You have to have
a mind control unit near the factory that a Kirov is being
built at, without it already controlling someone.
When the Kirov finishes being built, it's initially "on the
ground", and can be controlled.
4) Chronoshift
- Chronoshift can be used after you have built a Chronosphere.
- Chronoshift can teleport any unit in 3x3 Cells area to another
location.
- Chronoshift can be cancelled any time as long as you don't
specify the target location.
- You can teleport any unit to shrouded areas (Just be careful
not teleport to water for your ground units).
- Any infantry or organic unit that is teleported will be killed
instead of being teleported. They include: Most infantry unit,
Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator,
Monkey, and Polar Bear.
- Chrono Legionnaires and Chrono Ivan can be Chronoshifted and
not killed by the process.
- You CAN teleport infantry only if it is on a transport and you
teleport the transport.
- You can teleport enemy units or neutral units.
Example:
* Teleport a group of enemy tanks to water to make them drowned.
* Teleport a group of enemy ships to ground to make them destroyed.
* Teleport a group of enemy infantry to kill them instantly.
* Teleport a Dolphin, Giant Squid, or Attack Dog to kill them
instantly.
* Teleport a group of landing Harriers and Black Eagle
(in Airforce Command HQ), Siege Chopper, or Nighthawk to water
to destroy them.
- Vehicles are not destroyed when teleported onto a building, they
are just placed around it.
5) Invulnerability
- Invulnerability can be used after you have built an Iron Curtain.
- Invulnerability makes any unit in 3x3 Cells area invincible and can't
be damaged in any way.
- Invulnerability durations: 750 frame delay.
- You can't make any infantry or any organic units Invulnerable.
- You can make Harriers, Black Eagles, Nighthawks, and Siege Chopper
invulnerable, but not Kirov Airships. Those three must land first when
they are cloaked with Invulnerability.
There is, however, a way to cloak Kirov with invulnerability. Read
Kirov section for detailed information.
- If you make any transport invulnerable, units inside it are
not invulnerable.
- Invulnerable Demolition Trucks can't be killed by the enemy. It will
self-destruct on the target without anything can stop it.
- Invulnerabled building can be captured by engineer.
- Invulnerable units that have dynamite attached to it (by Crazy
Ivan) can't be destroyed.
- V3 rocket launchers can be invulnerabled, but the rockets are not.
The same rule applies for Dreadnought.
- Invulnerable unit can't be mind controlled.
- You can use Invulnerability to enemy or neutral units.
Example:
* Destroy any group of infantry by covering them with
invulnerability.
* Destroy a Dolphin or Giant Squid by covering them with
invulnerability.
- If you put an invulnerabled unit in a transport, the invulnerability
will not cease and expire after 750 frame delays (50 game seconds).
6) Building
- Buildings in Red Alert 2 can only be placed near other buildings.
- Normally, buildings can be placed 2 cells adjacent to other
building. The exception are:
Buildings Cells
--------------------------
Naval Shipyard 12
Submarine Pen 12
Concrete Wall 8
Citadel Wall 8
Sentry Gun 4
Pillbox 4
Patriot Missile 4
Gattling Cannon 4
Tank Bunker 3
- All buildings need powers. Buildings that don't need power
are: Construction Yard, Concrete Walls, Citadel Walls,
Battle Bunkers, Tank Bunker, Sentry Gun, and Pillbox.
Allied power sources are the Power Plant. While Soviet power
sources are Tesla Reactor and Nuclear Reactor.
Yuri power sources are the Bio Reactors.
- Buildings that can't work without power:
Ore Purifier, Gap Generator, Iron Curtain, Weather Control Device,
Chronosphere, Radar Facility, Psychic Sensors, Sattelite Uplink,
Tesla Coil, Prism Tower, Patriot Missile, Grand Cannon, Flak Cannon,
Industrial Plant, Psychic Dominator, Genetic Mutator, Gattling
Cannon, Psychic Sensors, and Psychic Tower.
- When a building is destroyed it's cost is divided by a specific
number for each side, the result is the number of survivors.
Allies: 500 (G.I.)
Soviet: 250 (Conscripts)
Yuri: 750 (Initiates)
Example: Allied Chronosphere (Cost: 2500) that is destroyed will
have 5 G.I. survivors (2500/500).
7) Veteran and Elite Units
- Unit can become veteran if it destroys/kills enemy units that
have 3 times more 'points' than its value points. To become
Elite it needs 6 times more 'points' than its original value
points. Buildings also have points.
Points used here are the unit/building's costs.
Example:
Rhino Tank (Cost: 900) that destroys 1 Flak Cannon (Cost: 1000),
1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and
1 Conscript (Cost: 100) will be promoted to veteran.
It happens because all unit values that it destroys:
1000 + 500 + (600 x 2) + 100 = 2800
are greater than 3 times of its original value:
900 x 3 = 2700 < 2800
Notes that, if it destroys EXACTLY 3 times of its original value
it won't be promoted. It must be a little more that 3 times
of its original value.
To become elite, the Rhino Tank must again destroy 3 unit cost
that 3 times of its original value (2700) again.
So a Veteran Rhino that destroys a War Factory (cost 2000) and
a Service Depot (Cost: 800) will be promoted to Elite.
- Crushing an infantry also counts as killing them.
- Killing/Destroying a friendly units by Force Attack also counts
killing them (but it has fewer points than enemy units).
This is not recommended because it is too EXPENSIVE to
make a unit a veteran.
NOTE: This can be only done in older versions.
- Veteran and Elite Units also give them these benefits:
Veteran abilities:
Armor increased : all units
Speed increased : all units
ROF increased : all units
Weapon damage increased : all units
Ability to Scatter : Boris, Tanya, and SEAL
Elite abilities:
Self heal : all units (some units already
have them in normal level)
Armor increased : all units
ROF increased : all units
Weapon damage increased : all units
New Elite Weapons : most units (look in unit section
below for each unit Elite
Weapon details)
Note:
'all units' means all units that can be promoted to veteran.
For info about veteran stats, please read more at section I.1.
8) Credits
- Harvesters (War Miner or Chrono Miner) automatically harvest
ores and minerals patches after you build an Ore Refinery.
1 'bail' of Ores has a value of 25.
1 'bail' of Minerals has a value of 50.
1 Cell of ore/mineral patches can contain more than 1 bail
(I don't know the exact number and it is hard to research).
1 Chrono Miner can hold 20 bails at maximum.
1 War Miner can hold 40 bails at maximum.
1 Slave Worker can hold 4 bails at maximum.
Carried bails are showed in colored pip (small dot in Harvester
that shows the color of its ores/minerals storage). 1 Pip
is the same as 4 bails (in Chrono Miner) and 8 bails (in War Miner).
In a Harvester, Ores are showed in yellow color, while
minerals are showed in blue color.
Example: If a War Miner carries 5 blue Pip (at max in this example,
because 1 blue pip can contain 8 bails or less), it carries 2000
credits (40 bails x 50 minerals value).
For more information about 'Pip' itself, look in the other
section below also in this FAQ.
- You can also get credits by sell a building. Selling a building
costs half of its original value.
Selling a building can give you some extra infantry that
come out from the building (GI and Conscripts), but it
depends on the building cost and type.
Selling Construction Yard also gives you an Engineer.
- You can also sell unit (ground vehicles only, including
Nighthawks). It costs half of its original value.
To sell a unit, move it to Service Depot. Move cursor to
the unit until it shows GREEN dollar sign, then click to
sell it. (Not available after patches 1.001)
Thanks to "Cathy Goudie" for remind me about this.
Warning, if you sell any transport the unit inside it
will also be sold but without credits (only the transport worth
the credits).
- Yuri has Grinder to earn credits. Send a unit into a grinder and
the grinder will destroy the unit but donate half of the unit's
building cost. If a transport boarding some passengers is sent
into a grinder, you will also receive half of the passengers'
construction cost.
- Concrete Walls and all Tech Buildings (even you have captured
them) can't be sold.
- Tech Oil Derricks give you small credits (20 credits) every
time, and give 1000 credits for the first time you capture them.
9) Weather Storm
- Number of seconds between announcement of strike and its
commencement: 16.666
- Damage done by lightning strike: 250
- Default storm duration is overriden by the trigger
control: 28 seconds.
- How often the direct target gets hit: 10 seconds.
- Delay between random bolts: 0.9333 seconds
- How far away random bolts can go: 10 cells
- City-block distance in cells between clouds/bolts: 3
Note: Thanks to Alien Overmind for
all of these info on Weather Storm.
10) Battle Bunker and Urban Buildings
- All basic infantry (G.I., Conscripts, and Initiates) can occupy
Battle Bunkers. When enter these buildings, they will have
their weapons upgraded by these numbers:
Damage multiplier : 1.3
ROF multiplier : 1.3
Range multiplier : 2
- All basic infantry (G.I., Conscripts, and Initiates) can occupy
civilian/urban buildings. When entering these buildings, they will
have their weapons upgraded. See on each infantry description
for more info.
Note: Thanks to Alien Overmind for
all of these info.
11) Crates
When any units take a crate, it can do one of the following:
- Promote a group of units to Veteran status (3x3 cells)
- Increase speed (Speed multiplied by 1.2)
- Increase armor (Armor multiplied by 1.5)
- Increase firepower (Firepower multiplied by 2)
- Add cash (Credits increased by 2000)
- Reveal all map shrouds
- Give free vehicles unit (almost any unit except Naval)
- Heal all units and buildings
Crates Powerup Probability to appear in a crate:
Powerup Type Probability in Percentage
---------------------------------------------
Promotion 20
Speed 10
Armor 10
Firepower 10
Cash 20
Reveal Map 10
Free Vehicles 20
Heal 10
- All units can only get once (crate): increase firepower,
increase armor and increase speed (this is meant for
the "random" crates in multiplayer), in solo player
there are often crates with firepower or something
else.. these can of course all be collected by the same
unit.
Note: Thanks to Hecht for this info.
**************
II - The Units
**************
1) Allied Infantry
------------------
1.1) GI
Country : Allies
Prerequisite : Barracks
Cost : 200 TechLevel : 1
Weapons : M60 Heavy Machine Gun (Deployed)
Parabellum Pistol (Undeployed)
Speed : 4 Sight : 5
HP : 125 Armor : none
Weapon Notes:
* Undeployed
Damage: 15 Range: 4 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 25 Range: 4 ROF: 20
* Deployed
Damage: 15 Range: 5 ROF: 15
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 7 ROF: 5
* When occupy a building
Damage: 30 Range: 6 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (30%), Concrete (20%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 40 Range: 6 ROF: 15
Notes:
- Can occupy civilian buildings and Battle Bunker
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- GI cannot damage concrete walls and cannot fire pass through
concrete walls.
- IFV Mode: 2
1.2) Engineer
Country : Allies
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none
Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged buildings, including civilian buildings.
- Can repair damaged bridges by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can defuse bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for detecting bomb and
repair building) by 5.
- IFV Mode: 1
1.3) Attack Dog
Country : Allies
Prerequisite : Barrack
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Though the dogs have only 30 damage, they always kill any infantry or
other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry (excluding Brute), dog, cow, alligator,
monkey, and polar bear.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.
1.4) Guardian G.I.
Country : Allies
Prerequisite : Barracks
Cost : 400 TechLevel : 2
Weapons : M60 Heavy Machine Gun (Undeployed)
Missile Launcher (Deployed)
Speed : 3 Sight : 6
HP : 100 Armor : none
Weapon Notes:
* Deployed
Damage: 40 Range: 8 (Minimum: 1) ROF: 40
Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)
Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)
Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 50 Range: 8 (Minimum: 1) ROF: 20
* Undeployed
Damage: 15 Range: 5 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 7 ROF: 5
Notes:
- Guardian GI in undeployed mode cannot damage concrete walls and
cannot fire pass through concrete walls.
- IFV Mode: 16
1.5) Rocketeer
Country : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost : 600 TechLevel : 3
Weapons : 20mm Mini Machine-gun
Speed : 9 Sight : 8
HP : 125 Armor : none
Weapon Notes:
Damage: 25 Range: 5 ROF: 30
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 80%.
* Elite Weapon: Damage: 25 Range: 5 ROF: 5
Notes:
- Always fly and never land. (Except in Campaign mode where they are
in ground first)
- Rocketeer can't damage concrete wall.
1.6) Spy
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1000 TechLevel : 5
Weapons : Make-up Kit
Speed : 4 Sight : 9
HP : 100 Armor : Flak
Notes:
- Target any enemy infantry unit, dog, cow, alligator, or monkey
to disguise like it.
- Spy, by default, disguises like your own basic infantry (GI for
Allies, Conscripts for Soviet, and Initiates for Yuri)
- Can disguise as ANY biological unit, friends or foes.
- Can disguise as animal or neutral biological units (like cow and dog).
- If Spy targets another spy that has disguised, he will disguise
like that disguised form (not the spy). For example, spy A has
disguised as a cow, and spy B has just been created. If you order
spy B to disguise as spy A (force attack spy A), spy B will camouflage
himself as a cow.
- If disguised, can still be seen in radar, and also detected by dog
and all mind-controlling units.
- If disguised, any enemy unit that can't detect him doesn't
automatically attack it, but it can be attacked manually (target
cursor shows him as enemy).
- Can enter these buildings:
+ Barracks: Makes most infantry that you train become veteran.
+ War Factory: Makes most vehicles that you train become veteran.
+ Radar/AA HQ/Psychic Sensor: Resets the enemy's shrouds.
+ Ore Refinery: Steals half of their money.
+ Power Plant/Tesla Reactor/Nuclear Reactor/Bio Reactor:
Shuts down the power for more than 1 minute. (1000 frame delay)
+ Allied/Soviet/Yuri Battle Lab: Can make a special infantry (Chrono
Commando, Psi Commando, or Chrono Ivan)
+ Chronosphere, Genetic Mutator, Iron Curtain, Nuclear Silo, Weather
Control, or Psychic Dominator:
Resets the super weapon countdown.
- Can't be veteran or elite by normal means.
- IFV Mode: 2
1.7) SEAL
Country : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost : 1000 TechLevel : 9
Weapons : MP5 Machine Gun
C4 Charges
Speed : 5 Sight : 8
HP : 125 Armor : Flak
Weapon Notes:
* MP5 Machine Gun
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives all damage.
SEAL doesn't target any vehicle or building automatically, so order
him to attack those targets manually. However, he will retaliate if
attacked.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10
Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- IFV Mode: 4
1.8) Tanya
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1500 TechLevel : 9
Weapons : Dual Pistols
C4 Charges
Speed : 6 Sight : 8
HP : 200 Armor : Flak
Weapon Notes:
* Dual Pistols
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives FULL damage.
* Elite Weapon: Damage: 125 Range: 8 ROF: 10
Tanya doesn't target any vehicle or building automatically, order
her to attack those targets manually. However, she will retaliate
if attacked.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10
Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy any vehicles by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- You can only train 1 Tanya.
- Self Healing.
- Can't be crushed by vehicles.
- Immune to Mind Control but not to Psychic Wave.
- IFV Mode: 4
1.9) Chrono Legionnaire
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1500 TechLevel : 10
Weapons : Neutron Riffle
Speed : Instant Sight : 8
HP : 125 Armor : None
Weapon Notes:
Damage: 8 Range: 5 ROF: 120
Neutron Rifle doesn't have damage reduction to ANY armor,
so they always hit at full damage.
They damage the enemy (Temporary damage and not shown) by 8 or
(more if Veteran or Elite) continously. If the damage reaches
target's maximum HP, target is "removed". If the process is
cancelled (the Chrono Legionnaire is killed), the temporary
damage resets to 0.
* Elite Weapon: Damage: 16 Range: 5 ROF: 120
Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target
location (very vulnerable).
- They enter IFV and any transport by teleporting (instantaneous).
- They have special weapons that can remove any unit/building. The
stronger the enemy the longer they "remove" it. Killing him while
he is targeting will release the unit/building.
Moving him or making him select another target will also release
the unit/building.
- Any enemy unit's or building's targeted by them can't be targeted
by other unit except by other Chrono Legionnaire. Also their
target can't move, attack, or do anything while still in the
phase time.
- They cannot damage Concrete war nor attack pass through
Concrete Wall.
- Cannot be crushed by vehicles.
- If a Chrono Legionnaire attacks a garrisonned building or a
transport, the units inside will also disappear.
- Tip: Send an IFV to the vicinity of enemy base. Then send your
Chrono Legionnaire in it. Acting this way will enable the Chrono
Legionnaire to attack without "unwarping". However, if you unboard
him soon after he teleports to the IFV, he will "unwarp".
See section V.3 for more tips and tricks.
- IFV Mode: 10
1.10) Sniper
Country : Great Britain
Prerequisite : Barrack, Airforce Command HQ
Cost : 600 TechLevel : 1
Weapons : AWP
Speed : 4 Sight : 8
HP : 125 Armor : None
Weapon Notes:
Damage: 125 Range: 14 ROF: 150
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives FULL damage.
* Elite Weapon: Damage: 125 Range: 14 ROF: 60
Sniper doesn't target any vehicle or building automatically, order
him to attack those targets manually. However, he will retaliate if
attacked.
Notes:
- When Attacking, the Sniper, unlike most units, does not reveal
shround. (So Sniper hiding in shrouds can kill other infantry
without being seen)
- IFV Mode: 5
1.11) American Airborne Paratroopers
Country : America
Cost : 0
Prerequisite : Airforce Command HQ
Notes:
- American Airborne Paratroopers drop 8 GIs.
- The statistics for Paratroopers are the same as Allied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- America can have BOTH of American Airborne and Allied Paradrop.
- Paratrooper can't land in the water. If you target them to water,
they automatically land on the nearest land.
1.12) Allied Paradrop
Country : Allies
Cost : 0
Prerequisite : Airport (Tech Building Captured)
Notes:
- Paradrop drops 6 GIs.
- The statistics for Paradrop are same as Allied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- America can have BOTH of American Airborne and Allied Paradrop.
- Paradrop can't land in the water. If you target them to water,
they automatically land on the nearest land.
2) Soviet Infantry
------------------
2.1) Conscripts
Country : Soviet
Prerequisite : Barrack
Cost : 100 TechLevel : 1
Weapons : M1 Carbine
Speed : 4 Sight : 5
HP : 125 Armor : Flak
Weapon Notes:
* M1 Carbine
Damage: 15 Range: 4 ROF: 25
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 20 Range: 5 ROF: 25
* When occupy a building.
Damage: 20 Range: 6 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 30 Range: 6 ROF: 20
Notes:
- Can occupy civilian buildings and Battle Bunkers.
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- Conscripts cannot damage concrete walls and cannot fire pass
through Concrete wall.
- IFV Mode: 2
2.2) Engineer
Country : Soviet
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none
Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged Buildings, including civilian buildings.
- Can repair damaged bridge by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can defuse bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for detecting bomb and
repair building) by 5.
- IFV Mode: 1
2.3) Attack Dog
Country : Soviet
Prerequisite : Barrack
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Even the dogs have only 30 damage, but they always kill any infantry or
other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry (excluding Brute), other dog, or biological
ground units.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.
2.4) Flak Trooper
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 300 TechLevel : 1
Weapons : Flak Gun
Flak Anti-Air Gun
Speed : 4 Sight : 5
HP : 100 Armor : none
Weapon Notes:
* Anti-Air Flak Gun
Damage: 20 Range: 8 ROF: 25
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 20 Range: 8 ROF: 25
Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
Damage: 20 Range: 5 ROF: 20
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy (10%)
Damage vs. Building's Armor: Wood (30%), Steel (20%), Concrete (10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 20 Range: 5 ROF: 20
Fire 2 times in rapid succession.
* Both
Flak Trooper's Weapon is inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 Cell nearby) will be
damaged (Of course the units near the center of explosion receive
more damage than the unit far from the center).
Notes:
- Flak Troopers can attack ground but they are more useful for Anti-
Air units.
- IFV Mode: 3
2.5) Tesla Trooper
Country : Soviet
Prerequisite : Barrack
Cost : 500 TechLevel : 5
Weapons : Electric Bolt
Speed : 4 Sight : 6
HP : 130 Armor : Plate
Weapon Notes:
* Electric Bolt
Damage: 50 Range: 3 ROF: 60
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium (100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
* Elite Weapon: Damage: 50 Range: 5 ROF: 40
Can damage 2 other targets that are near the
primary target (Ignore any Concrete Walls for 2
other targets).
* Assault Bolt (only when near Tesla Coil)
Range: 1.83 ROF: 25
This is the Tesla Troopers charge when near Tesla Coil.
Charging means increasing Tesla Coil range and damage.
Charging an unpowered Tesla Coil means to give the Tesla Coil
power to work (needs at least 2 Tesla Troopers charging).
1 Tesla Trooper charging to a powered Tesla Coil can make
the Tesla Coil overpowered. While unpowered Tesla Coil (your
power gauge is red) needs at least 3 Tesla Trooper to
overpowered it (look in Tesla Coil section below for more
description).
Notes:
- When near Tesla Coil, Tesla Trooper can charge the Tesla Coil to
increase range, damage, and fire speed (reduce ROF) of the Tesla
Coil. They still can attack (and release the charges on Tesla
Coil) enemy unit that moves near them.
- Tesla Trooper can't be crushed by Vehicles.
- Can't damage Concrete Wall and attack pass through Concrete Walls.
It can attack pass Concrete Wall only when in Elite status.
(Thanks to Blossom Storm for reminding me about this).
- IFV Mode: 6
2.6) Crazy Ivan
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 5
Weapons : Ivan Dynamites
Speed : 4 Sight : 6
HP : 125 Armor : None
Weapon Notes:
* Ivan Dynamites
Damage: 450 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
Range in here means the distance a Crazy Ivan must take to plant
the bomb.
The Time for Bomb to Explode is about 450 frame delay (30 seconds).
* Elite Weapon: Damage: 600
Notes:
- Can plant bomb into any unit or buildings (friend or foe). When
planted, the bomb timer in the unit will countdown. If the timer
reaches zero, the planted unit will be damaged (or destroyed) and
also the explosion will damage the nearby area.
- Can't be veteran or elite by normal means.
- Crazy Ivan can also plant bomb on enemy's aircrafts (Harrier,
Black Eagle, Nighthawk, and Siege Chopper) when they are on land.
- Units with bomb planted on them that enter a transport won't
explode in transport when the bomb timer expires. But, they will
explode immediately when they go out from transport (if the bomb
timer expires inside tranport). The more the units with planted bomb
in the transport, the explosion will do more damage.
Considering its speed and its transport capacity, Flak Track is
recommended, and units onboard are Conscripts because of their
low costs.
It is also good to use Cuban terrorists instead of conscript
because they are relatively cheap and causing great damage when
exploding.
- Explodes when killed.
- Can destroy bridge by entering Bridge Repair Hut.
- Can't install bomb on a naval unit (except amphibious transport).
- IFV Mode: 7
2.7) Boris
Country : Soviet
Prerequisite : Barrack, Soviet Battle Lab
Cost : 1500 TechLevel : 9
Weapons : AKM
Airstrike Flare
Speed : 5 Sight : 9
HP : 200 Armor : Flak
Weapon Notes:
* AKM
Damage: 65 Range: 7 ROF: 20
Damage vs. Infantry's Armor: None (200%), Flak (200%), Plate (100%)
Damage vs. Vehicle's Armor : Light (50%), Medium (50%), Heavy (50%)
Damage vs. Terror Drone : 100%
Cannot target Buildings.
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 90 Range: 9 ROF: 20
* Airstrike Flare (Target a Building)
Damage: Special Range: 12 ROF: 60
Call 2-4 MiGs to attack a build, the number of MiGs called is based
on Boris's Veterancy level.
MiG's Data: HP: 200 Armor: Light
Speed: 16 Sight: 0
Weapons: Maverick (2 missiles)
Damage: 750 Range: 4 ROF: 10
Damage vs. All: 100%
Damage vs. Concrete Building: 50%
Notes:
- You can only train 1 Boris.
- Boris can't swim.
- Self Healing.
- Can't be crushed by vehicles.
- Immune to Mind Control but not Psychic Wave.
- IFV Mode: 4
2.8) Desolator
Country : Iraq
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 8
Weapons : Radiation beam gun
Radiation eruption gun
Speed : 4 Sight : 6
HP : 150 Armor : Plate
Weapon Notes:
* Radiation Beam Gun
Damage: 125 Range: 6 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Building.
* Elite Weapon: Damage: 200 Range: 8 ROF: 50
* Radiation Eruption Gun
Range: 10 Cells ROF: 60
Radiation Level: 500
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(10%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Building.
Notes:
- When Deployed, he creates an area of radiation that damages all
units on it (except all units immune to Radiation).
Radiation remains as long as the Desolator is still deployed.
- Cannot be crushed by vehicles.
- Desolators use Radiation weapons, so they can't damage any unit
immune to it.
- Immune to Radiation.
- Self Regeneration.
- IFV Mode: 9
2.9) Terrorist
Country : Cuba
Prerequisite : Barrack, Radar
Cost : 200 TechLevel : 5
Weapons : Terror Bomb
Speed : 6 Sight : 9
HP : 75 Armor : Flak
Weapon Notes:
Damage: 225 Range: 1.5 ROF: 10
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
Damage vs. Terror Drone : 100%
Terrorist attacks with suicide bomb.
Area near explosion (2 Cells) is also damaged.
Notes:
- Can't be veteran or elite by normal means.
- Explodes with Terror Bomb when killed.
- IFV Mode: 11
2.10) Soviet Paratroopers
Country : Soviet
Cost : 0
Prerequisite : Airport (Tech Building Captured)
Notes:
- Paratroopers drop 9 Conscripts.
- The statistics for Paratroopers are the same as Soviet's Conscripts.
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- Paratrooper can't land in the water. If you target them to water,
they automatically land on the nearest land.
3) Yuri's Infantry
------------------
3.1) Initiate
Country : Yuri
Prerequisite : Barrack
Cost : 200 TechLevel : 1
Weapons : Psychic Jab
Speed : 4 Sight : 9
HP : 100 Armor : None
Weapon Notes:
* Psychic Jab
Damage: 25 Range: 4.5 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 30 Range: 6 ROF: 15
* When occupy a building.
Damage: 63 Range: 6 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 73 Range: 6 ROF: 15
Notes:
- Can occupy Civilian Buildings & Battle Bunker.
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- Initiate cannot damage concrete walls and cannot fire pass
through Concrete wall.
- IFV Mode: 13
3.2) Engineer
Country : Yuri
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none
Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged Buildings, including civilian buildings.
- Can repair damaged bridge by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can defuse bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for detecting bomb and
repair building) by 5.
- IFV Mode: 1
3.3) Attack Dog
Country : Yuri
Prerequisite : None
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none
Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Even the dogs have only 30 damage, but they always kill any infantry
or other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry (excluding Brute), other dog, and
biological land units.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.
- Can only appear in Land Rush (Multiplayer) mode.
3.4) Slave Worker
Country : Yuri
Prerequisite : Slave Miner
Cost : 10 TechLevel : -1
Weapons : Psychic Jab
Speed : 3 Sight : 5
HP : 125 Armor : None
Weapon Notes:
* Shovel
Damage: 30 Range: 1.5 ROF: 30
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Notes:
- Appear maximum 5 Slave Worker per Slave Miner.
- Immune to Mind Control but not to Pyschic Wave.
- If produced by your Slave Miner, it can not be ordered.
3.5) Brute
Country : Yuri
Prerequisite : Barrack
Cost : 500 TechLevel : 5
Weapons : Brute Punch
Brute Smash
Speed : 6 Sight : 8
HP : 200 Armor : Plate
Weapon Notes:
* Brute Punch (Attack vs. Infantry and Building)
Damage: 100 Range: 1.4 ROF: 60
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
* Brute Smash (Attack vs. Vehicle)
Damage: 100 Range: 1.1 ROF: 60
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)
Damage vs. Terror Drone : 100%
Notes:
- Brute can damage concrete walls.
- Cannot be crushed by Vehicles.
- Self Healing.
- Immune to Mind Control but not to Psychic Wave.
- Immune to Dog Attacks.
3.6) Virus
Country : Yuri
Prerequisite : Barrack, Psychic Sensor
Cost : 700 TechLevel : 1
Weapons : Virus Gun
Speed : 4 Sight : 9
HP : 200 Armor : None
Weapon Notes:
* Virus Gun
Damage: 125 Range: 10 ROF: 100
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry doesn't reduces the damage.
* Elite Weapon: Damage: 125 Range: 16 ROF: 80
Notes:
- The shrouds on Virus don't reveal like other normal units, when
a Virus attacks.(So Virus hiding in shrouds can kill other infantry
without being seen)
- Virus cannot damage concrete walls and cannot fire pass
through Concrete wall.
- Immune to Poison.
- IFV Mode: 14.
3.7) Yuri Clone
Country : Yuri
Prerequisite : Barrack, Psychic Sensor
Cost : 800 TechLevel : 10
Weapons : Mind Control
Psychic Wave
Speed : 4 Sight : 12
HP : 100 Armor : None
Weapon Notes:
* Mind Control
Damage: - Range: 7 ROF: 200
* Psychic Wave
Damage: 250 Range: 3 Cells ROF: 50
Undeploy Delay: 150
Notes:
- Yuri Clone can target most units to become your unit. Yuri Clone
can only target 1 unit. If you choose to control other unit, the
control of previous unit will be lost.
Controlled unit can be freed by killing the mind controlling Yuri
Clone.
- Yuri Clone can't target buildings and units immune to Mind Control.
- When deployed, Yuri Clone casts Psychic Wave and kills any infantry
nearby. Yuri Clone must rest for a while after that before he can
move or do anything.
- Yuri Clone's Psychic Wave will not kill friendly units.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- IFV Mode: 8
3.8) Yuri Prime
Country : Yuri
Prerequisite : Barrack, Yuri Battle Lab
Cost : 1500 TechLevel : 10
Weapons : Super Mind Control
Super Psychic Wave
Speed : 6 Sight : 9
HP : 150 Armor : Flak
Weapon Notes:
* Super Mind Control
Damage: - Range: 7 ROF: 200
Can control enemy building.
* Super Psychic Wave
Damage: 250 Range: 5 cells ROF: 50
Damage vs. Infantry's Armor : All (100%)
Damage vs. Vehicle's Armor : All (50%)
Undeploy Delay: 75
Notes:
- Yuri Prime can target most unit to become your unit. Yuri Prime
can only target 1 unit. If you choose to control other unit, the
control of previous unit will lost.
Controlled unit can be freed if Yuri Prime is killed.
- Yuri Prime can't target units immune to Mind Control.
- Yuri Prime can control enemy building.
- When deployed, Yuri Prime casts Psychic Wave and kills any infantry
nearby (except your own units). Yuri Prime must rest for a while
after that before he can move or do anything.
- Yuri Prime's Psychic Wave will not kill friendly units.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Self Healing.
- Cannot be crushed by vehicles.
- Can move across water (hovering unit).
- Can only train 1 Yuri Prime.
Trick: Before training a Yuri Prime, build a cloning vats first and
you'll have 2 Yuri Primes.
- IFV Mode: 15
3.9) Yuri Paratroopers
Country : Yuri
Cost : 0
Prerequisite : Airport (Tech Building Captured)
Notes:
- Paratroopers drop 6 Initiates.
- The statistics for Paratroopers are the same as Yuri's Initiates.
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- Paratrooper can't land in the water. If you target them to water,
they automatically land on the nearest land.
4) Special Infantry
------------------
4.1) Chrono Commando
Country : Special
Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
Cost : 2000 TechLevel : 9
Weapons : Chrono MP5 Machine Gun
C4 Charges
Speed : Instant Sight : 8
HP : 100 Armor : None
Weapon Notes:
* Chrono MP5
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: Use other weapons (C4)
Damage vs. Terror Drone : 75%
Prone Infantry still receives FULL damage.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10
Destroy any targetted building instantly after he finishes
"unwarping".
Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target (very
vulnerable).
- Can target building and destroyed it (using C4), but still needs
"unwarp" before destroying the building.
- Can't enter water like SEAL and Tanya.
- They enter IFV and any transport by teleporting (instantaneous).
- Cannot be crushed by vehicles.
- Tip and Tricks:Send an IFV to the vicinity of enemy base. Then send your
Chrono Commando in it. Acting this way will enable the Chrono
Commando to attack without "unwarping". However, if you unboard
him soon after he teleports to the IFV, he will "unwarp".
See section V.3 for more tips and tricks.
- IFV Mode: 4
4.2) Psi Commando
Country : Special
Prerequisite : Barrack, Spy infiltrating the Yuri Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Mind Control
C4 Charges
Speed : 5 Sight : 8
HP : 100 Armor : None
Weapon Notes:
* Mind Control
Damage: - Range: 7 ROF: 200
* Elite Weapon: Damage: - Range: 14 ROF: 200
Notes:
- Psi Commando can target most unit to become your unit. Psi Commando
can only target 1 unit. If you choose to control other unit, the
control of previous unit will be lost.
Controlled unit can be freed by kill the mind controller.
- Psi Commando can't target buildings and some units immune to Mind
Control.
- Can destroy any building by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Cannot be crushed by vehicles.
- IFV Mode: 4
4.3) Chrono Ivan
Country : Special
Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Ivan Dynamites
Speed : Instant Sight : 8
HP : 100 Armor : None
Weapon Notes:
* Ivan Dynamites
Damage: 450 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
Range in here means the distance a Chrono Ivan must take to plant
the bomb.
The Time for Bomb to Explode is about 450 frame delay.
* Elite Weapon: Damage: 600
Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target (very
vulnerable).
- They enter IFV and any transport by teleporting (instantaneous).
- Can plant bomb into any unit or buildings (friend or foe). When
planted, the bomb timer in the unit will countdown. If the timer
reaches zero, the planted unit will be damaged (or destroyed) and
also the explosion will damage the nearby area.
- Can't be veteran or elite by normal means.
- Explodes when killed.
- Cannot be crushed by vehicles.
- See section V.3 for more tips and tricks.
- IFV Mode: 7
4.4) Lunar Infantry
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 11
Weapons : Lunar Laser
Speed : 9 Sight : 8
HP : 125 Armor : none
Weapon Notes:
Damage: 25 Range: 7 ROF: 20
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light (75%), Medium (50%), Heavy (50%)
Damage vs. Building's Armor: All (100%)
Damage vs. Terror Drone : 100%
Notes:
- Always fly and never land. (Except in Campaign mode where they are
in ground first)
- Lunar Infantry can't damage concrete wall.
- Available only in Soviet Campaign.
5) Allied Vehicle and Aircraft
------------------------------
5.1) Chrono Miner
Country : Allies
Prerequisite : War Factory, Ore Refinery
Cost : 1400 TechLevel : 1
Weapons : None
Speed : 4 Sight : 4
HP : 1000 Armor : Medium
Notes:
- Allied Harvester automatically searches ore to harvest when built.
Use teleportation when unloading to Ore Refinery. If the Refinery
is occupied (there is another harvester), it moves normally.
If it is attacked by enemy and you have nothing to protect it,
order it to return and you can save one harvester.
- Self Healing.
- Immune to Radiation and Mind Control.
- When a Terror Drone attaches its body, and it teleports back, the
Terror Drone is left behind.
- Can't be veteran or elite by normal means.
- Can't enter Tank Bunker.
5.2) Grizzly Battle Tank
Country : Allies
Prerequisite : War Factory
Cost : 700 TechLevel : 2
Weapons : 105mm Cannon
Speed : 7 Sight : 8
HP : 300 Armor : Heavy
Weapon Notes:
Damage: 65 Range: 5 ROF: 60
Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 65 Range: 5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.
5.3) IFV
Country : Allies
Prerequisite : War Factory
Cost : 600 TechLevel : 3
Weapons : Hover Missiles
(Changes depending on boarding infantry)
Speed : 10 Sight : 8
HP : 200 Armor : Light
Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
Damage: 25 Range: 6 ROF: 50
Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
Fire 2 times in rapid succession.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 10% chance.
Can destroy Ore patches.
* Elite Weapon: Damage: 80 Range: 6 ROF: 50
Fire 4 times in rapid succession.
* Repair Bullets
Repair: 50 Range: 1.8 ROF: 80
Can repair Vehicles, but not Infantry.
Can remove Terror Drones attached in Vehicles (Only need 1 Repair
'Tick').
Automatically repair nearby units when in Guard Mode.
* M60 Machine Gun
Damage: 25 Range: 6 ROF: 15
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood (75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Cannot damage Concrete Walls or attack pass through Concrete Walls.
* Flak Gun (Anti-Surface only)
Damage: 30 Range: 7 ROF: 15
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light(60%), Medium(10%), Heavy(10%)
Damage vs. Building's Armor: Wood (30%), Steel(20%), Concrete(10%)
Damage vs. Terror Drone : 100%
Cannot damage Concrete Walls or attack pass through Concrete Walls.
Damage unit in nearby area (1 Cell nearby).
* MP5 Machine Gun
Damage: 125 Range: 7 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (2%)
Damage vs. Building's Armor: All (2%)
Damage vs. Terror Drone : 100%
Prone Infantry still receives FULL damage.
Cannot damage Concrete Walls or attack pass through Concrete Walls.
* AWP
Damage: 125 Range: 14 ROF: 60
Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry still receives FULL damage.
Sniper IFV doesn't target any vehicle or building automatically.
Order it to target vehicles and buildings manually.
The shrouds on IFV don't reveal when it attacks.
* Electric Bolt
Damage: 60 Range: 6 ROF: 45
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
Can't damage Concrete Wall and attack pass through Concrete Walls.
Before version 1.004, Electric Bolt's ROF was 30.
* Small Nuclear Bomb
Damage: 200 Range: 5 Cells ROF: 80
Radiation: 500
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(20%)
Damage vs. Terror Drone : 100%
IFVs attacking with Nuclear Bomb is also destroyed (suicide attack).
* Psychic Wave
Range: 1 ROF: 10
Kill all infantry that in radius of 3 Cells after reaching first
target (must near first target before releasing Psychic Wave).
While in this attack mode, an area of Psychic Wave appears near
IFV and only stops after IFV moves (the effect is disappearing
after a moment).
* Radiation Beam Gun
Damage: 175 Range: 7 ROF: 30
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
Damage vs. Building's Armor: Can't damage building
This is a radiation weapon, so can't damage any unit that is immune
to Radiation.
* Neutron Rifle
Damage: 10 Range: 6 ROF: 120
Neutron Rifle doesn't have damage reduction to ANY armor,
so they always hit at full damage.
They damage the enemy (Temporary damage and not shown) by 5 or
(more if Veteran or Elite) continously. If the damage reaches
target's maximum HP, target is "removed". If the process is
cancelled (the Chrono IFV is destroyed), the temporary damage
resets to 0.
This IFV weapon has a little difference with Chrono Legionnaire
weapons. It sometimes needs reloading and doesn't fire continously
like Chrono Legionnaire.
* Terror Bomb
Damage: 250 Range: 1.5 ROF: 10
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
Damage vs. Terror Drone : 100%
IFVs attacking with this is also destroyed (suicide attack).
Area near explosion (2 Cells) is also damaged.
* Cow Shot
Damage: 300 Range: 12 ROF: 75
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
* Psychic Jab
Damage: 25 Range: 6.5 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Virus Gun
Damage: 125 Range: 12 ROF: 80
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Prone Infantry doesn't reduces the damage.
The shrouds on IFV don't reveal when it attacks.
* Super Mind Blast
Damage: 250 Range: 5 cells ROF: 50
Damage vs. Infantry's Armor : All (100%)
Damage vs. Vehicle's Armor : All (50%)
* Missile Launcher
Damage: 30 Range: 8 (Minimum: 1) ROF: 40
Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)
Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)
Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Fire 2 times in rapid succession.
Notes:
- IFV can changes modes depending on any infantry that boards it.
It can only carry 1 infantry.
- IFV has 17 Modes:
Mode Infantry Weapon
------------------------------------------------------
0 None Hover Missiles
1 Engineer Repair Bullets
2 GI, Conscripts, Spy M60 Machine Gun
3 Flak Trooper Flak Gun
4 SEAL, Tanya, Psi Commando, MP5 Machine Gun
Chrono Commando, Boris
5 Sniper AWP
6 Tesla Trooper Electric Bolt
7 Crazy Ivan, Chrono Ivan Small Nuclear Bomb
8 Yuri Clone Psychic Wave
9 Desolators Radiation Beam Gun
10 Chrono Legionnaire Neutron Rifle
11 Terrorist Terror Bomb
12 Cow Cow Shot
13 Initiate Psychic Jab
14 Virus Virus Gun
15 Yuri Prime Super Mind Blast
16 Guardian GI Missile Launcher
- For their specific notes, look in Weapon Notes above.
- Cow Shot is not available in normal games because player
can't force mind controlled cow to enter the IFV.
This weapon is still available through INI editing or other
mods.
- Although many IFV weapons look the same with its passengers,
many of them have more range.
- Mind Controlled Units and mind controlling units that still have
mind control attached to a unit can't enter IFV.
- Attack Dog and Slave Worker can enter IFV, but IFV Mode is
still 0 (as like nothing in it).
- Can't unload if in service depot.
- Infantry entering IFV will not be promoted, but the IFV will.
5.4) Battle Fortress
Country : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 2000 TechLevel : 10
Weapons : 20mm Rapid Cannon
(Changes depending on boarding infantry)
Speed : 4 Sight : 6
HP : 600 Armor : Heavy
Weapon Notes:
Damage: 30 Range: 5.5 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Notes:
- Can crush enemy Vehicles except: Battle Fortress, MCV, and
Yuri Slave Miner.
- Each Infantry that enters Battle Fortress will add Battle
Fortress weaponry, with their weapon range increased by 2
and weapon's damage increased by 20%.
- Battle Fortress can carry 5 infantry units.
- Brute can enter Battle Fortress but has size of 2 infantry.
- Tanya, SEAL, Yuri Prime, and Boris can't use their special
ability when they're inside Battle Fortress.
- Attack Dog, Engineer, Slave Worker, Terrorist, Evil Mummy, Spy,
Crazy Ivan, and Brute can enter Battle Fortress, but doesn't add
or change any weapons.
- Can't unload if in service depot.
- Infantry entering Battle Fortress will not be promoted, but
the Battle Fortress will.
- If ordered to attack, Battle Fortress tends to crush, meaning that it
sometimes does not use its range advantage.
- Flak Trooper, unlike in IFV, can fire air units if loaded in a
Battle Fortress.
- A Battle Fortress boarding Yuri Clone will be a Mind-Controlling Battle
Fortress. The number of units capable of being mind-controlled is
equal to the number of Yuri Clone/Yuri Prime/Psi Commando in the
Battle Fortress.
- Yuri Prime in a Battle Fortress can not steal building or cast Super
Psychic Wave.
- Yuri Clone and Yuri Prime mind-controlling units from Battle Fortress
may unboard, but they can not board till they release their mind
control.
5.5) Prism Tank
Country : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 1200 TechLevel : 8
Weapons : Prism Cannon
Speed : 4 Sight : 8
HP : 150 Armor : Light
Weapon Notes:
* Prism Cannon
Damage: 100 Range: 10 ROF: 100
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(75%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: All (200%)
Damage vs. Terror Drone : 100%
Can attack pass through Concrete Wall but can't damage Walls.
Can attack ignoring land elevation, but still obstructed by cliffs.
When attacking, can "reflect" to at most 5 other objects (units,
buildings, tress, or other objects).
* Prism Reflection: Damage: 30 Range: 3 ROF: 120
* Elite Weapon: Damage: 150 Range: 10 ROF: 100
* Elite Prism Reflection: Damage: 50 Range: 5 ROF: 100
The Reflection of Elite weapons also CAN reflect again, with
the same statistics as normal weapons (Damage: 30, Range: 3,
ROF: 120), but can only reflect 3 times.
5.6) Mirage Tank
Country : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Mirage Gun
Speed : 7 Sight : 9
HP : 200 Armor : Light
Weapon Notes:
Damage: 100 Range: 7 ROF: 70
Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate(80%)
Damage vs. Vehicle's Armor : All(100%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(20%)
* Elite Weapon: Damage: 150 Range: 9 ROF: 80
Notes:
- When not moving, Mirage Tank automatically disguises as a tree.
- When disguising, it can still attack the enemy.
- When attacking, Mirage Tank doesn't reveal shrounds like other
normal units. (So Mirage Tank hiding in shrouds can kill other
units without being seen)
- Can't destroy Concrete Wall or attack pass through Concrete Walls.
5.7) Allied MCV
Country : Allies
Prerequisite : War Factory, Service Depot
Cost : 3000 TechLevel : 10
Weapons : None
Speed : 4 Sight : 6
HP : 1000 Armor : Heavy
Notes:
- Can deploy into Allied Construction Yard.
- DO NOT deploy a drone-infiltrated MCV! Read Terror Drone section for
more information.
A drone-infiltrated MCV can't be deployed.
- Can't enter Tank Bunker.
5.8) Tank Destroyer
Country : Germany
Prerequisite : War Factory, Airforce Command HQ
Cost : 900 TechLevel : 2
Weapons : SABOT Shells
Speed : 5 Sight : 8
HP : 400 Armor : Heavy
Weapon Notes:
Damage: 150 Range: 5 ROF: 70
Damage vs. Infantry's Armor: All (2%)
Damage vs. Vehicle's Armor : Light(100%), Medium(40%), Heavy(100%)
Damage vs. Building's Armor: All (2%)
Damage vs. Terror Drone : 2%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 175 Range: 6.75 ROF: 60
Damage vs. Infantry's Armor: All (2%)
Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(100%)
Damage vs. Building's Armor: All (2%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Notes:
- Can damage Concrete Walls, but can't attack pass Concrete Walls.
- Weapon affected by elevation and cliff.
5.9) Robot Tank
Country : Allies
Prerequisite : War Factory, Robot Control Center
Cost : 600 TechLevel : 2
Weapons : Robotic Gun
Speed : 10 Sight : 6
HP : 180 Armor : Heavy
Weapon Notes:
Damage: 65 Range: 5 ROF: 60
Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(50%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Notes:
- Can crush Infantry.
- Immune to Mind Control.
- Immune to Radiation.
- Can't move and function if players do not have any Robot Control
Center.
- Can't be veteran or elite by normal means.
- Can attack Concrete Walls.
5.10) Harrier
Country : Allies Type: Aircraft
Prerequisite : Airforce Command HQ
Cost : 1200 TechLevel : 3
Weapons : Maverick
Speed : 14 Sight : 8
HP : 150 Armor : Light
Weapon Notes:
Damage: 150 Range: 6 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(75%)
Fire 2 times in rapid succession.
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 300 Range: 9 ROF: 10
Fire 4 times in rapid succession.
Notes:
- Harrier is automatically repaired in Airforce Command HQ.
- Harrier only has 1 ammo, and always reloads in Airforce
Command HQ. If it is damaged it will be repaired first before
reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.
5.11) Black Eagle
Country : Korea Type: Aircraft
Prerequisite : Airforce Command HQ
Cost : 1200 TechLevel : 3
Weapons : Maverick2
Speed : 14 Sight : 8
HP : 200 Armor : Light
Weapon Notes:
Damage: 200 Range: 6 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
Fire 2 times in rapid succession.
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 400 Range: 9 ROF: 10
Notes:
- Black Eagle is automatically repaired in Airforce Command HQ.
- Black Eagle only has 1 ammo, and always reloads in Airforce
Command HQ. If it is damaged it will be repaired first before
reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.
5.12) Nighthawk
Country : Allies Type: Aircraft
Prerequisite : War Factory
Cost : 1000 TechLevel : 7
Weapons : Nighthawk Cannon
Speed : 14 Sight : 7
HP : 175 Armor : Light
Weapon Notes:
Damage: 35 Range: 6 ROF: 40
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 40 Range: 6 ROF: 40
Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate (70%)
Damage vs. Vehicle's Armor : Light(70%), Medium(60%), Heavy(40%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Notes:
- Can transport up to 5 infantry.
- Invisible to enemy radar.
- Cannot damage concrete walls.
- Can only attack unit on surface and air while in flight.
- Can't unload if in service depot.
6) Soviet Vehicle and Aircraft
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6.1) War Miner
Country : Soviet
Prerequisite : War Factory, Ore Refinery
Cost : 1400 TechLevel : 1
Weapons : 20mm Rapid Machine Gun
Speed : 4 Sight : 4
HP : 1000 Armor : Medium
Weapon Notes:
Damage: 30 Range: 5.5 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
Damage vs. Terror Drone : 400%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 50 Range: 5.75 ROF: 50
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 50%.
Can damage concrete walls.
Notes:
- Self Healing.
- Immune to Radiation and Mind Control.
- Cannot damage concrete walls before reaching Elite level.
- Cannot attack pass concrete walls.
- Weapon affected by elevation and cliff.
- Can't enter Tank Bunker.
6.2) Rhino Heavy Tank
Country : Soviet
Prerequisite : War Factory
Cost : 900 TechLevel : 2
Weapons : 120mm Cannon
Speed : 6 Sight : 8
HP : 400 Armor : Heavy
Weapon Notes:
Damage: 90 Range: 5.75 ROF: 65
Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 90 Range: 5.75 ROF: 80
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Fire 2 times in rapid succession.
Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.
6.3) Flak Track
Country : Soviet
Prerequisite : War Factory
Cost : 500 TechLevel : 3
Weapons : Flak Track Gun
Flak Track Anti-Air Gun
Speed : 8 Sight : 8
HP : 180 Armor : Heavy
Weapon Notes:
* Anti-Air Flak Gun
Damage: 35 Range: 10 ROF: 25
Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 20 Range: 8 ROF: 25
Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
Damage: 25 Range: 5 ROF: 40
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 25 Range: 5 ROF: 40
Fire 2 times in rapid succession.
* Both
Flak Track's Weapons are inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 Cell nearby) will
be damaged (Of course the units near the center of explosion receive
more damage than the unit far from the center).
Notes:
- Can carry up to 5 infantry passengers.
- Terror Drone can enter Flak Trak but it has size of 2 infantry.
- Can't unload if in service depot.
6.4) V3 Launcher
Country : Soviet
Prerequisite : War Factory, Radar
Cost : 800 TechLevel : 3
Weapons : V3 Rocket (1 Missile)
Speed : 4 Sight : 7
HP : 150 Armor : Light
Weapon Notes:
Damage: 200 Range : 18 (Minimum: 5) ROF: 150
Missile Spawn Rate : 400
Missile HP : 50
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(70%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(50%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
All units/buildings in Area near explosion (1 Cell) are also
damaged.
Can destroy Concrete Walls.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land elevation (make holes) at 10% chance.
Can destroy Ore patches.
* Elite Weapon: Damage: 400
Notes:
- Can't enter Tank Bunker.
6.5) Terror Drone
Country : Soviet
Prerequisite : War Factory
Cost