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CNC Guild - Version 2 || Red Alert 2 Yuri's Revenge - Additions
Red Alert 2 Yuri's Revenge - Additions


Allied Additions

Battle Fortress
Information
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
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
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
These structures upkeep and allow construction of Robot Tanks.
Cost (in credits):
600



Soviet Additions

Siege Chopper
Information
These helicopters can deploy into mid-range artilleries, affecting buildings and infantry at a great degree.
Cost (in credits):
1400

Boris
Information
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
Battle Bunkers can contain five infantry and boost their firepower. An excellent base defense.
Cost (in credits):
500

Industrial Plant
Information
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.


Yuri Units

Initiate
Information
Yuri´s basic infantry, fires with a psychic beam.
Cost (in credits):
200

Brute
Information
The brute can punch infantry and vehicles, killing most infantry instantly.
Cost (in credits):
500

Virus
Information
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
The engineer is able to capture enemy structures as well as repair its own.
Cost (in credits):
500

Yuri Clone
Information
This soldier has the special power of mind controlling any enemy unit (except for dogs)
Cost (in credits):
800

Yuri Prime
Information
Yuri himself. More range for both weapons, and he hovers. He can also MC buildings now.
Cost (in credits):
1500

Slave Miner
Information
The Yuri harvester, deploys into the refinery, and releases five slaves to do the dirty job.
Cost (in credits):
1500

Lasher Tank
Information
The basic tank. The weakest of the three factions.
Cost (in credits):
700

Gattling Tank
Information
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
This drone can release psychic gas, that makes enemy unts attack each other (actually a random target rather)
Cost (in credits):
800

Magnetron
Information
The long range units. They can pull units towards them, or shoot buildings from the distance.
Cost (in credits):
1000

Mastermind
Information
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
The MCV deploys into Construction Yards, being slow and defenseless, their escorting is imperative.
Cost (in credits):
3000

Floating Disk
Information
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
Amphibious Transports carry troops and tanks from one shore to another.
Cost (in credits):
900

Boomer
Information
A double function unit, anti armor submarine, and a long range cruise missile launcher.
Cost (in credits):
2000


Yuri Structures

Construction Yard
Information
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
These plants can increase output by sending soldiers in, besides giving the power that your base needs.
Cost (in credits):
600

Barracks
Information
The barracks is the focal point for prepping and deployment of infantry, training center for allied troops.
Cost (in credits):
500

War Factory
Information
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
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
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
The Grinder can retrieve raw materials from sent in units, destroying them in the process
Cost (in credits):
600

Gattling Cannon
Information
Gattling Cannons are powered AA+AP units that have three firing phases , from weakest to strongest.
Cost (in credits):
1000

Psychic Tower
Information
These towers have the ability of mind controlling three units.
Cost (in credits):
1500

Tank Bunker
Information
These structures can contain one tank inside, in order to provide 2x firepower and protection.
Cost (in credits):
400

Sub Pen
Information
This facility is a Naval War Factory, vulgarly speaking, as it allows production of naval units.
Cost (in credits):
1000

Battle Lab
Information
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
This structure can produce a clone of every infantry produced at the barracks
Cost (in credits):
2500

Genetic Mutator
Information
One of Yuri´s superweapons, it can convert infantry into Brutes by mutating them
Cost (in credits):
2500

Psychic Dominator
Information
The other Yuri superweapon, which can mind control permanently a range of 3x3 plus cause huge destruction
Cost (in credits):
5000

Citadel Walls
Information
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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