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CNC Guild - Version 2 || Red Alert 2 - Units
Red Alert 2 - Units


Allied Units

G.I
Information
The GI is the backbone of the allied army. It can deploy for better firepower, firing with a Para fusile.
Cost (in credits):
200

Attack Dog
Information
Attack Dogs can detect spies, and eat them. Good as scouts, always have a couple guarding you refinery.
Cost (in credits):
200

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

Rocketeer
Information
The rockteer wears a jetpack with which he can fly to its target, firing with some sort of machine gun.
Cost (in credits):
600

SEAL
Information
Navy SEALs are the allied commandos, with an MP5 against personnel, swimming abilities, and C4 charges.
Cost (in credits):
1000

Spy
Information
The spy has the ability to infiltrate enemy structures to unreveal new technologies or shut down structures or power
Cost (in credits):
1000

Thief
Information
Tanya is the allied Hero. Her abilities lay on her dual pistols with which her mows through infantry, and her C4 Explosive charges. And she can now swim.
Cost (in credits):
1000

Chrono Legionnaire
Information
Chrono Legionnaires are tech troops that can fire against units paralysing them and further dissapearing them from time.
Cost (in credits):
1500

Sniper
Information
The sniper can eliminate infantry at large distances.
BRITISH SPECIAL UNIT
Cost (in credits):
600

American Paradrop
Information
Paradrops reinforce American Armies with a couple GIs
AMERICAN SPECIAL ABILITY
Cost (in credits):
N/A

Allied Vehicles

Chrono Miner
Information
Chrono Miners are the allied harvesters, which can teleport back to the refinery after theyre loaded. However they have to go through the normal process on the way to ore.
Cost (in credits):
1400

Grizzly Tank
Information
Grizzly battle tanks are the main armored vehicles for allies, slightly weaker than its soviet counterpart, the Rhino.
Cost (in credits):
700

IFV
Information
IFVs are fast and light scouts whose weapon depends on the infantry inside of it
Cost (in credits):
600

Mirage Tank
Information
Mirage Tanks are multipurpose tanks that can reflect the image of trees making them appears as them to the enemy. They fire a powerful heat ray.
Cost (in credits):
1000

Prism Tank
Information
Prism Tanks are the resultof experiment with sun reflection. They fire long range, base devastating beams.
Cost (in credits):
1200

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

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

Harrier
Information
Harriers are the allied main airforce unit, firing one maverick AG missile.
Cost (in credits):
1200

Nighthawk
Information
Nighawk transports carry troops by air, and are provided with a light machine gun
Cost (in credits):
1000

Destroyer
Information
Destroyers are the main naval units, and are armed with a cannon. They can also launch ASW helicopters to battle enmy submarines.
Cost (in credits):
1000

Aegis Cruiser
Information
Aegis cruisers are outstanding AAs, that can fire bursts of Medusa missiles.
Cost (in credits):
1200

Aircraft Carrier
Information
Aircraft Carriers can launch three Hornets in order to attack enemy bases from the high seas
Cost (in credits):
2000

Dolphin
Information
Dolphins carry a sonic racksack type of weapon, with which they can prevent squids from grabbing boats
Cost (in credits):
500

Tank Destroyer
Information
These tanks are excellent Anti Armors, andcan pierce most tanks in a couple of shots
GERMAN SPECIAL UNIT
Cost (in credits):
900

Black Eagle
Information
Korean expert pilots board this excellent aircraft, capable of getting better results than the standard Harrier
KOREAN SPECIAL UNIT
Cost (in credits):
1200

Chrono Commando
Information
These units are Chrono SEALs basically.
STOLEN ALLIED TECH BY ALLIES
Cost (in credits):
2000

Psi Commando
Information
These troops not only can mind control, but they can also place C4.
STOLEN SOVIET TECH BY ALLIES
Cost (in credits):
1000


Soviet Infantry

Rifle Infantry
Information
The rifle infantry is the backbone of the army. Not strong, true, but deadly in numbers.
Cost (in credits):
100

Flak Trooper
Information
These infantry can shoot at aircraft and infantry with a fragmentation cannon for maximum efficiency.
Cost (in credits):
300

Tesla Trooper
Information
Tesla Troopers not only can reinforce Tesla Coils, but they can also attack infantry and tanks with their electric gun
Cost (in credits):
500

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

Flamethrower
Information
These units can place explosives on the enemy or allied units, which will detonate in a powerful explosion.
Cost (in credits):
600

Attack Dog
Information
Attack Dogs can detect spies, plus are infalible guards.
Cost (in credits):
200

Yuri
Information
This soldier has the special power of mind controlling any enemy unit (except for dogs)
Cost (in credits):
1200

Desolator
Information
This unit can either fire at medium range with a Rad Cannon, or deploy into a living open reactor...
IRAQI SPECIAL UNIT
Cost (in credits):
600

Terrorist
Information
These soldiers can immole themselves into nemy structures andunits, causing a powerful explosion
CUBAN SPECIAL UNIT
Cost (in credits):
200

Soviet Vehicles

War Miner
Information
The War Miner is in charge of collecting minerals to refine, in order to build up the army. In this case, it contains a gun.
Cost (in credits):
1400

Flak Track
Information
Flak Tracks are the soviet ground transport and AA vehicles, being fast and good AAs and Anti personnels.
Cost (in credits):
500

Rhino Tank
Information
The Rhino Heavy Tank is the Basic Tank for Soviets, slightly stronger than the Allied Grizzly Tank
Cost (in credits):
900

V3 Rocket Launcher
Information
V3 Rocket Launchers are long range units that can fire highly destructive rockets into bases.
Cost (in credits):
800

Terror Drone
Information
Terror Drones are small little androids that can parasite enemy vehicles and rip through enemy infantry
Cost (in credits):
500

Apocalypse Tank
Information
Apocalypse Tanks have dual cannons and missile tusks, they are ground terror in tracks.
Cost (in credits):
1750

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

Kirov
Information
These slow-but-deadly zeppelins drop extrmely explosive bombs. In mass they are a threat to anybody.
Cost (in credits):
2000

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

Sea Scorpion
Information
These are fast AA+AP scout boats, like water Flak Tracks, but without tracks, and no passengers
Cost (in credits):
600

Submarine
Information
The submarines are stealth units, only detctable by nearby units and units with sensors, that can fire medium range torpedoes.
Cost (in credits):
1000

Drednought
Information
Drednoughts are big cruiser class boats that can fire two rockets from long range.
Cost (in credits):
2000

Giant Squid
Information
These mind controlled beasts can grab boats and take them to the bottom of the seas
Cost (in credits):
1000

Demolition Truck
Information
Demolition Trucks are fast and deadly kamikaze units that set off a small Nuclear Explosion upon destruction.
LYBIAN SPECIAL UNIT
Cost (in credits):
1500

Tesla Tank
Information
Tesla Tanks are good multipupose units that fire over walls with an electric gun.
RUSSIAN SPECIAL UNIT
Cost (in credits):
1200

Chrono Ivan
Information
These units are Chrono Crazy Ivans basically.
STOLEN ALLIED TECH BY SOVIETS
Cost (in credits):
1000

Psi Commando
Information
Basically boosted up Yuris. more range for both weapons, and they hover.
STOLEN SOVIET TECH BY SOVIETS
Cost (in credits):
2000

  

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