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CNC Guild - Version 2 || Red Alert 2 Yuri's Revenge - Additions
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Red
Alert 2 Yuri's Revenge - Additions |
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Battle Fortress |
Information |
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The Battle Fortress
is a huge vehicle that not only can crush any other vehicle, but
can also load five troops, and these last ones have the ability
of firing with their weapon from the inside. |
Cost
(in credits): |
2000 |
Guardian GI |
Information |
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These troops
can deploy in order to fire a secondary weapon, and at this state
are uncrashable. Their main weapon is a M60, but, the deployed weapon
is an Anti Armor missile |
Cost
(in credits): |
400 |
Robot Tank |
Information |
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Robot Tanks are
hovering remote control units, slightly weaker than Grizzlies, that
are immune to mind control. Theyre turned off if the Robot Control
Center is destroyed, or unpowered. |
Cost
(in credits): |
600 |
Robot Control Center |
Information |
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These structures
upkeep and allow construction of Robot Tanks. |
Cost
(in credits): |
600 |
Siege Chopper |
Information |
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These helicopters
can deploy into mid-range artilleries, affecting buildings and infantry
at a great degree. |
Cost
(in credits): |
1400 |
Boris |
Information |
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Boris is the
soviet hero. He can use his rifle against all units except aerials
from long range, plus call for airstrikes against structures. |
Cost
(in credits): |
1500 |
Battle Bunker |
Information |
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Battle Bunkers
can contain five infantry and boost their firepower. An excellent
base defense. |
Cost
(in credits): |
500 |
Industrial Plant |
Information |
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Industrial Plants
decrease vehicle costs by 25% |
Cost
(in credits): |
2500 |
Notice that soviets don´t own Yuri, Cloning Vats or the Psychic
Radar anymore. |
Initiate |
Information |
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Yuri´s
basic infantry, fires with a psychic beam. |
Cost
(in credits): |
200 |
Brute |
Information |
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The brute can
punch infantry and vehicles, killing most infantry instantly. |
Cost
(in credits): |
500 |
Virus |
Information |
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Viruse are female
sniper mercenaries that fire from a shorter range than the british
Sniper, and leave a viral cloud behind as well. |
Cost
(in credits): |
700 |
Engineer |
Information |
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The engineer
is able to capture enemy structures as well as repair its own. |
Cost
(in credits): |
500 |
Yuri Clone |
Information |
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This soldier
has the special power of mind controlling any enemy unit (except
for dogs) |
Cost
(in credits): |
800 |
Yuri Prime |
Information |
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Yuri himself.
More range for both weapons, and he hovers. He can also MC buildings
now. |
Cost
(in credits): |
1500 |
Slave Miner |
Information |
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The Yuri harvester,
deploys into the refinery, and releases five slaves to do the dirty
job. |
Cost
(in credits): |
1500 |
Lasher Tank |
Information |
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The basic tank.
The weakest of the three factions. |
Cost
(in credits): |
700 |
Gattling Tank |
Information |
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An excellent
AA when bunkered, it can fire at different rates according to the
moment when it started. (from less powerful to most) |
Cost
(in credits): |
600 |
Chaos Drone |
Information |
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This drone can
release psychic gas, that makes enemy unts attack each other (actually
a random target rather) |
Cost
(in credits): |
800 |
Magnetron |
Information |
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The long range
units. They can pull units towards them, or shoot buildings from
the distance. |
Cost
(in credits): |
1000 |
Mastermind |
Information |
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These tanks can
mind control three enemies at a time. They can do more, however
they lose strength for every second they do. so |
Cost
(in credits): |
1750 |
Yuri MCV |
Information |
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The MCV deploys
into Construction Yards, being slow and defenseless, their escorting
is imperative. |
Cost
(in credits): |
3000 |
Floating Disk |
Information |
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The floating
disk can either use a laser beam to melt infantry and vehicles,
or steal credits form refineries, or powering down bases, the unit
of the 1000 functions! |
Cost
(in credits): |
1750 |
Amphibious Transport |
Information |
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Amphibious Transports
carry troops and tanks from one shore to another. |
Cost
(in credits): |
900 |
Boomer |
Information |
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A double function
unit, anti armor submarine, and a long range cruise missile launcher. |
Cost
(in credits): |
2000 |
Construction Yard |
Information |
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The first structure
to be deployed, the construction yard becomes the nucleus of your
base. Protect this asset with extreme prejudice. Without this structure
you cannot build any more structures. |
Cost
(in credits): |
N/A |
Bio Reactor |
Information |
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These plants
can increase output by sending soldiers in, besides giving the power
that your base needs. |
Cost
(in credits): |
600 |
Barracks |
Information |
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The barracks
is the focal point for prepping and deployment of infantry, training
center for allied troops. |
Cost
(in credits): |
500 |
War Factory |
Information |
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This structure
allows you to build all the mechanized equipment used by Allied
forces. You will be able to make Rangers and the medium tank almost
immediately. Qualification to produce more advanced units will depend
on successful completion of mission objectives and technological
advances. This factory is expensive and its products are costly. |
Cost
(in credits): |
2000 |
Psychic Sensor |
Information |
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This radar device
allows Yuri to know the targets of enemy units if this last one
is within this structure´s radius. |
Cost
(in credits): |
1000 |
Slave Miner |
Information |
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The true backbone
of your base, the refinery allows for the collection and refinement
of raw tiberium into the needed materials to build other structures
and units. This structure is a temporary storage place where slaves
deposit their finds. |
Cost
(in credits): |
1500 |
Grinder |
Information |
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The Grinder can
retrieve raw materials from sent in units, destroying them in the
process |
Cost
(in credits): |
600 |
Gattling Cannon |
Information |
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Gattling Cannons
are powered AA+AP units that have three firing phases , from weakest
to strongest. |
Cost
(in credits): |
1000 |
Psychic Tower |
Information |
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These towers
have the ability of mind controlling three units. |
Cost
(in credits): |
1500 |
Tank Bunker |
Information |
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These structures
can contain one tank inside, in order to provide 2x firepower and
protection. |
Cost
(in credits): |
400 |
Sub Pen |
Information |
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This facility
is a Naval War Factory, vulgarly speaking, as it allows production
of naval units. |
Cost
(in credits): |
1000 |
Battle Lab |
Information |
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This Lab enables
later game units, the most advanced, technologically, as well as
superweapons and the Spy Satelite |
Cost
(in credits): |
1500 |
Cloning Vats |
Information |
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This structure
can produce a clone of every infantry produced at the barracks |
Cost
(in credits): |
2500 |
Genetic Mutator |
Information |
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One of Yuri´s
superweapons, it can convert infantry into Brutes by mutating them |
Cost
(in credits): |
2500 |
Psychic Dominator |
Information |
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The other Yuri
superweapon, which can mind control permanently a range of 3x3 plus
cause huge destruction |
Cost
(in credits): |
5000 |
Citadel Walls |
Information |
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Walls are the
best way to keep out even the heaviest of vehicles. Used in conjuction
with your defensive structures and vehicles you can use this inexpensive
option to protect your investments. |
Cost
(in credits): |
250 |
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