Walkthrough - Guide for Command & Conquer: Red Alert 2: Yuri's Revenge

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Command & Conquer : Yuri's Revenge
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My E-mail : [email protected]
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Notes From The Author : 
Use this guide only for yourself . If you want to publish it , E-mail me first . I 
won't reply your message and you are free to publish my guide . I took about 6 days 
to complete this guide .
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- General and Special Rules
    1) Formula
    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
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Introduction
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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.
First, I apologize if my English is really not good (Because I speak Singaporean 
English .) Maybe some grammars and spells have some errors in
this FAQ. Since this is my first Wlakthrough so please understand how I feel =}

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 :) 
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Future editions
=====================================================================================
I MAY :
  - Add other sections that I think important (like campaign data,
    AI sections, Unit speechs, etc.)

I MAY NOT:
  - Add strategy sections especially for campaigns and multiplayer
    (there are so many good FAQs on internet that explain this,
    while I'm not an expert at multiplayer games).
=====================================================================================
Credits
=====================================================================================
-God : Making me live .
-Westwood : Making this game .
-Me : For making this Walkthrough .
-Parents : For paying the electronic bills . 
-Sis , Bros : Letting me to play Yuri's Revenge for hours .
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I - General and Special Rules
=====================================================================================

1) Formula
* 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, if deployed, will lose its 'linkage' with
  its mind controlling unit (even if it unpacks then), leaving the mind
  controlling unit free to target another unit, though it is now owned
  by the mind controlling unit's player.
  For example, you use your Yuri Clone to mind control an enemy
  Soviet MCV. Then you deploy that MCV. Your mind controlling Yuri
  Clone will consider it lost (because the MCV 'changes' status from
  vehicle to building), so he 'cuts' his 'linkage'. However, the
  deployed MCV, remembering that it is owned by you, will build a
  CY for you. It is still yours, even it unpacks, becoming an MCV
  again. The same rule applies if you mind montrol an enemy
  Construction Yard using a Yuri Prime. If you unpack it, it will
  be yours and your Yuri Prime is now free to search another target.
- There are few 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.
- Invulnerable unit can't be Chronoshifted.
  Notes: Kevin Leung has discovered and informed me that some
  invulnerable units can be chronoshifted, but I have rechecked
  this again and couldn't do it. This may happen on some special
  occasions/bugs or different version of Red Alert 2. I will recheck
  this again if I have time and update my FAQ if I find something.
- 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, and Nighthawks invulnerable,
  but not Kirov Airships. Those three must land first when they are
  cloaked with Invulnerability.
- 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 Chronoshifted. (See notes about
  Chronoshift above)
- 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.
- 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).
- 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 enter 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
=====================================================================================
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, 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: Make most infantry that you train become veteran.
  + War Factory: Make most vehicles that you train become veteran.
  + Radar/AA HQ/Psychic Sensor: Resets the enemy's shrouds.
  + Ore Refinery: Steal half of their money.
  + Power Plant/Tesla Reactor/Nuclear Reactor/Bio Reactor:
    Shut 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.
* 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.
* 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.
- 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".
- 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.

Notes:
- When Attack, the shrouds on Sniper don't reveal like other
  normal units. (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 in 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 in 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 or other dog.
- 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 remind 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, and Nighthawk) 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 who 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 in 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 or other dog.
- 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:
- When Attacking, the shrouds on Virus don't reveal like other
  normal units. (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:
- Mind Control can target most units to become your unit. Mind Control
  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.
- Mind Control can't target buildings and units immune to it.
- 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 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:
- Mind Control can target most unit to become your unit. Mind Control
  can only target 1 unit. If you choose to control other unit, the
  control of previous unit will lost.
  Controlled unit can be freed by kill the mind controller.
- Mind Control can't target units immune to it.
- 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 in 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: 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".
- 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:
- Mind Control can target most unit to become your unit. Mind Control
  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.
- Mind Control can't target buildings and some units immune to it.
- 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) Crazy 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.
- 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.
  So, 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.
  When Attack, the shrouds on IFV don't reveal like other normal units.
* 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.
  When Attack, the shrouds on IFV don't reveal like other normal units.
* 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, the shroud on Mirage Tank doesn't reveal like
  other normal units. (So Mirage Tank hiding in shrouds can kill
  other units without being seen)
- Can't destroy Concrete Wall nor 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.
- 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 reloadsin Airforce
  Command HQ. If it 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
------------------------------
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         : 500         TechLevel : 4
Weapons      : Drone Jump
Speed        : 10          Sight     : 4
HP           : 100         Armor     : Special

Weapon Notes:
  Damage: 50   Range: 1.83   ROF: 60
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building        : Can't target building.
  Damage vs. Terror Drone    : Can't attack other Drones.

Notes:
- When attacking a vehicle, it will attach to the vehicle and damage
  it until the unit is destroyed.
- A single vehicle can not be attacked by more than one terror
  drone, meaning that if a terror drone has attacked a vehicle, that
  vehicle can not be infiltrated by other drones except the drone
  inside is removed.
- If the unit is destroyed by the Drone,the Drone will emerge and
  be ready to attack again. But if the unit is destroyed by other
  unit/building, the Drone inside is also destroyed.
- Can't target buildings and other Terror Drones.
- Can't be veteran or elite by normal means.
- Can't crush enemy infantry, instead, it attacks by jumping and
  killing it in one hit (like Attack Dog).
- Terror Drone can also attack enemy's aircraft (Harrier, Black
  Eagle, and Nighthawk) when they are on land (not in flight),
  and damage them like other land units. But when they are
  destroyed, they will crash and the Terror Drone will also be
  destroyed. Contrary to the data above, some tests prove that if
  the Harrier is near the land or on the Airforce Command HQ, the
  terror drone may have a chance of escaping.
- Terror Drone may be used against an MCV. If the MCV is deployed, the
  Terror Drone is still inside. However, if the MCV is then ordered to
  undeploy (from CY into an MCV), the MCV will automatically disappear
  and the terror drone will be ready to receive next order.
- A drone-infiltrated vehicle can not be loaded into a transport.
- Terror Drone can enter a transport.
- Immune to Radiation, Mind Control, and Psychic Wave.
- Can't enter Tank Bunker.

6.6) Apocalypse Assault Tank
Country      : Soviet
Prerequisite : War Factory, Soviet Battle Lab
Cost         : 1750        TechLevel : 7
Weapons      : 120mm Cannon
               Mammoth surface to air missile.
Speed        : 4           Sight     : 6
HP           : 800         Armor     : Heavy

Weapon Notes:
* 120mm Cannon
  Damage: 100    Range: 5.75    ROF: 80
  Damage vs. Infantry's Armor: All (25%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.
  Fire 2 times in rapid succession.
  * Elite Weapon:   Damage: 100    Range: 5.75     ROF: 80
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.
  Fire 4 times in rapid succession.
* Mammoth surface to air missile
  Damage: 50    Range: 8     ROF: 80
  Damage vs. Infantry's Armor: None (100%), Flak(90%), Plate(80%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  Fire 2 times in rapid succession.
  Apocalypse always uses this weapon when attacking air targets.

Notes:
- Self Healing.
- Can't attack pass through Concrete Walls.
- Can damage Concrete Walls.

6.7) Soviet MCV
Country      : Soviet
Prerequisite : War Factory, Service Depot
Cost         : 3000        TechLevel : 10
Weapons      : None
Speed        : 4           Sight     : 6
HP           : 1000        Armor     : Heavy

Notes:
- Can deploy into Soviet Construction Yard.
- DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
  more information.
- Can't enter Tank Bunker.

6.8) Siege Chopper
Country      : Soviet      Type: Aircraft
Prerequisite : War Factory, Radar
Cost         : 1100        TechLevel : 7
Weapons      : Blackhawk Cannon
               160mm Cannon
Speed        : 12          Sight     : 7
HP           : 300         Armor     : Light

Weapon Notes:
* Undeployed
  Damage: 35     Range: 6     ROF: 40
  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%
  * Elite Weapon: Damage: 40   Range: 6   ROF: 40
    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%
* Deployed
  All area near target also damaged at radius 1 Cells.
  Can damage land elevation (make holes) at 15% chance.
  Destroys Ore patches.
  Damage: 90    Range: 12     ROF: 100
  Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
  Damage vs. Vehicle's Armor : Light(80%), Medium(50%), Heavy(50%)
  Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(60%)
  Damage vs. Terror Drone    : 100%
  * Elite Weapon: Fire 2 times in rapid succession.

Notes:
- Can deploy in ground (Increase attack range and damage)
- Can attack air unit while in flight.

6.9) Tesla Tank
Country      : Russia
Prerequisite : War Factory, Radar
Cost         : 1200        TechLevel : 10
Weapons      : Tank Electric Bolt
Speed        : 6           Sight     : 8
HP           : 300         Armor     : Heavy

Weapon Notes:
  Damage: 135    Range: 4     ROF: 75
  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: 150   Range: 6   ROF: 60
                  Can damage 2 other targets that are near the
                  primary target (Ignore any Concrete Walls for 2
                  other targets).

Notes:
- Can damage Concrete Walls and can attack pass through Concrete Walls.

6.10) Demolitions Truck
Country      : Libya
Prerequisite : War Factory, Radar
Cost         : 1500        TechLevel : 10
Weapons      : Demolition Bomb
Speed        : 5           Sight     : 5
HP           : 150         Armor     : Light

Weapon Notes:
  Damage: 300    Range: 1     ROF: 80
  Radiation Level: 100
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(50%)
  Damage vs. Building's Armor: Wood (80%), Steel(150%), Concrete(10%)
  Damage vs. Terror Drone    : 100%
  Demolitons Truck attack with suicide bomb.
  Area near explosion (8 Cells) is also damaged by Radiation.

Notes:
- Can't crush enemy infantry.
- Can't be veteran or elite by normal means.
- Explodes with Demolition Bomb when killed.

6.11) Kirov Airship
Country      : Soviet      Type: Aircraft
Prerequisite : War Factory, Soviet Battle Lab
Cost         : 2000        TechLevel : 10
Weapons      : Blimp Bomb
Speed        : 5           Sight     : 8
HP           : 2000        Armor     : Light

Weapon Notes:
  Damage: 250   Range: 1.5     ROF: 50
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  Damage vs. Building's Armor: Wood(85%), Steel(75%), Concrete(50%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.
  Damage nearby area (2 Cells).
  Destroys Ore patches.

Notes:
- Self Healing.
- Cannot Land.
- Immune to Mind Control and Psychic Wave.
- In statistic Kirov Airship speed is 5, but in RA2 flight speed
  is slower than ground speed. So in real game, Kirov is slower than
  Apocalypse Tank (speed: 4)
  Thanks to Blossom Storm for pointing this out.
  For more information see section IV.6.

7) Yuri Vehicle and Aircraft
------------------------------
7.1) Slave Miner
Country      : Yuri
Prerequisite : War Factory
Cost         : 1750        TechLevel : 1
Weapons      : 20mm Rapid Machine Gun
Speed        : 3           Sight     : 4
HP           : 2000        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:
- Can Deploy into Slave Refinery.
- Have 5 Slave Miner. Slave Miner can replaced when destroyed for
  each 500 Frame Delay.
- Self Healing.
- Immune to Radiation and Mind Control.
- Can't enter Tank Bunker.
- Can't be attacked by Terror Drone.

7.2) Lasher Light Tank
Country      : Yuri
Prerequisite : War Factory
Cost         : 700         TechLevel : 2
Weapons      : AT Gun
Speed        : 8           Sight     : 6
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: 60
  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.

7.3) Gattling Tank
Country      : Yuri
Prerequisite : War Factory
Cost         : 600         TechLevel : 4
Weapons      : Gattling Gun
Speed        : 6           Sight     : 10
HP           : 210         Armor     : Light

Weapon Notes:
  Gattling Gun have 3 stage of firing, after 200 Frame Delay,
  it's increase its stage of firing. Higher stage means more
  damaging weapon. If it acquires other target, gattling gun stage
  decrease to Stage 1 again (at faster rate than increasing stage).
  In Elite Status, weapons only need 100 Frame Delay to increase
  its stage of firing.
* Anti Ground Gattling Gun
  Fire 2 times in rapid succession.
  Stage 1:  Damage: 25    Range: 6    ROF: 16
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
  Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
  Damage vs. Terror Drone    : 200%
  Prone Infantry reduces the damage to 70%.
  Stage 2:  Damage: 25    Range: 6    ROF: 16
  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%.
  Stage 3:  Damage: 25    Range: 6    ROF: 16
  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(20%), Concrete(25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 80%.
* Anti Air Gattling Gun
  Fire 2 times in rapid succession.
  Stage 1:  Damage: 25    Range: 8    ROF: 16
  Stage 2:  Damage: 30    Range: 8    ROF: 8
  Stage 3:  Damage: 40    Range: 8    ROF: 4
  All Stages:
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
  Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
  Damage vs. Terror Drone    : 200%

Notes:
- Can't crush infantry.

7.4) Magnetron
Country      : Yuri
Prerequisite : War Factory, Psychic Sensor
Cost         : 1000        TechLevel : 2
Weapons      : Magnetic Beam
               Magnetic Shake
Speed        : 5           Sight     : 10
HP           : 150         Armor     : Light

Weapon Notes:
* Magnetic Beam (vs. Vehicles and Terror Drones only)
  Damage: 5000    Range: 12 (Minimum: 3)    ROF: 20
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Terror Drone    : 100%
  Magnetron will lift a vehicle from ground and put it to
  the ground next to Magnetron. While on lift, a unit can
  still be fired on by other units.
  Some units can still retaliate when being lifted.
* Magnetic Shake (vs. Building)
  Damage: 80    Range: 10     ROF: 110
  Damage vs. Building's Armor : All (100%)

Notes:
- Can't crush Infantry.
- Can't enter Tank Bunker.

7.5) Master Mind
Country      : Yuri
Prerequisite : War Factory, Yuri Battle Lab
Cost         : 1750        TechLevel : 2
Weapons      : Multiple Mind Control Tank
Speed        : 4           Sight     : 9
HP           : 500         Armor     : Heavy

Weapon Notes:
* Damage: -       Range: 6      ROF: 10
  Can do infinite mind control.
  Master Mind can take damage if it Control more than
  3 units.
  If it Controls 4-6 units it will take 50 damage to itself for
  each 60 Frame Delay.
  If it Controls 7-10 units it will take 100 damage to itself for
  each 60 Frame Delay.
  If it Controls more than 10 units it will automatically be
  destroyed (take 500 damage).

Notes:
- Can't crush infantry.
- Can't enter Tank Bunker.
- Self Healing.
- Can't be veteran or elite by normal means.
- Immune to Mind Control.

7.6) Chaos Drone
Country      : Yuri
Prerequisite : War Factory
Cost         : 1000        TechLevel : 4
Weapons      : Chaos Attack
               Virtual Scanner
Speed        : 8           Sight     : 6
HP           : 200         Armor     : Light

Weapon Notes:
* Chaos Attack
  Damage: -    Range: 3 (Area)    ROF: 45
  All units in the area will become berserk and always attack nearest
  units.

Notes:
- Can't be veteran or elite by normal means.
- Immune to Mind Control and Radiation.
- Can't enter Tank Bunker.
- Can be attacked by Terror Drone.
- Will not retaliate when attacked.
- All units immune to Mind Control are immune to Chaos Attack.

7.7) Floating Disk
Country      : Yuri        Type: Aircraft
Prerequisite : War Factory, Yuri Battle Lab
Cost         : 1750        TechLevel : 2
Weapons      : Disk Laser
               Disk Drain
Speed        : 15          Sight     : 9
HP           : 600         Armor     : Light

Weapon Notes:
* Disk Laser
  Damage: 90    Range: 7    ROF: 80
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (50%)
  Damage vs. Building's Armor: All (100%)
  Damage vs. Terror Drone    : 100%
  Attack penetrates Tank Bunker (Unit inside Bunker takes damage).
  Can attack air units.
* Disk Drain
  Can only target Refinery, Base Defense, and Power Plant type
  building.
  Damage: 1     Range: 1.5  ROF: 50
  When target Refinery will drain 30 credits every time for each 30
  Frame Delay.
  When target Base Defense or Power Plant, it will shut down all
  power for power plant's owner.

Notes:
- Self Healing.
- Floating Disc will auto target and shoot any base defenses that
  are powered (i.e. Prism Tower and Tesla Coil).
  However, the Floating Disc will not auto target and shoot
  any base defenses that are not powered (i.e. Pillbox
  and Sentry Gun).

7.8) Yuri MCV
Country      : Yuri
Prerequisite : War Factory, Service Depot
Cost         : 3000        TechLevel : 10
Weapons      : None
Speed        : 4           Sight     : 8
HP           : 1000        Armor     : Heavy

Notes:
- Can deploy into Yuri Construction Yard.
- DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
  more information.
- Can't enter Tank Bunker.

8) Allied Naval
---------------
8.1) Amphibious Transport
Country      : Allies
Prerequisite : Allied Naval Shipyard
Cost         : 900         TechLevel : 2
Weapons      : None
Speed        : 6           Sight     : 6
HP           : 300         Armor     : Heavy

Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
  on Vehicle size.
  This transport can carry maximum 12 points of size.
  Below is the list of All Unit size points that can be
  carried:

  Allied Units        Point       Soviet Units        Point
  ------------------------------------------------------------
  Grizzly Tank        3           Rhino Tank          3
  IFV                 3           Flak Track          3
  Chrono Miner        3           War Miner           3
  Allied MCV          6           Soviet MCV          6
  Prism Tank          3           Terror Drone        2
  Mirage Tank         3           Apocalypse          6
  Tank Destroyer      3           V3 Launcher         3
  Robot Tank          3           Tesla Tank          3
  Battle Fortress     6           Demolition Truck    3
                                  Terror Drone        2

  Yuri Units          Point
  ---------------------------
  Brute               2
  Chaos Drone         2
  Yuri MCV            6
  Lasher Light Tank   3
  Gattling Tank       3
  Magnetron           6
  Master Mind         6
  Slave Miner         3

- Can carry up to 12 infantry passengers.
  Infantry (except Brute) has 1 point of size.
- Can crush infantry, although it hovers.
- If you transport any other land transport (Flak Track and IFV),
  the unit inside the transport DOESN'T count.
  So you can transport 4 IFVs occupied by 1 GI in each IFV.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
  those infantry, the transport will accept the order, but it just
  moves next to them and do nothing.
- If ordered to load a Chrono Legionnaire while on water, it will move
  next to the Chrono Legionnaire first.
- Can't enter Tank Bunker.

8.2) Destroyer
Country      : Allies
Prerequisite : Allied Naval Shipard
Cost         : 1000        TechLevel : 4
Weapons      : 155mm Artillery Cannon
               ASW Helicopter Launcher (Anti Sub Weapon)
Speed        : 6           Sight     : 7
HP           : 600         Armor     : Heavy

Weapon Notes:
* 155mm Artillery Cannon
  Damage: 60   Range: 8     ROF: 110
  Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
  Damage vs. Building's Armor: Wood (100%), Steel(80%), Concrete(60%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 50%.
  Can destroy Concrete Wall.
  Can pass through Concrete Wall, ignore land elevations and cliffs.
  Can damage land eleveation (make holes) at 15% chance.
  Can destroy Ore patches.
  Area near explosion (1 Cell) is also damaged.
  * Elite Weapon: Fire 2 times in rapid succession.
* ASW Helicoper Launcher
  Range: Infinite (as long as the Destroyer can see the unit, it can
         launch the heli to attack from far)
  Helicopter's Statistics:
         HP: 30   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
  ASW Bomb (Bomb launched by ASW heli):
    Damage: 50  Range: 3   ROF: 3
    Damage vs. Infantry's Armor: All(25%)
    Damage vs. Vehicle's Armor : Light(75%), Medium(60%), Heavy(60%)
    Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
  ASW Collision:
    If the heli is shot down, the heli's crash can also cause damage.
    The heli crash can hit unit/building on ground.
    Damage: 100  Range: 3   ROF: 20
    Damage vs. Infantry's Armor: All(25%)
    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%.

Notes:
- Can detect enemy underwater (Range: 8).
- When ASW heli is destroyed, Destroyer automatically create it again
  in time (ASW Creation Speed: 400, ASW Reload speed: 150)

8.3) Aegis Cruiser
Country      : Allies
Prerequisite : Allied Naval Shipyard, Airforce Command HQ
Cost         : 1200        TechLevel : 7
Weapons      : Medusa surface to air missiles
Speed        : 4           Sight     : 8
HP           : 800         Armor     : Light

Weapon Notes:
  Damage: 100   Range: 12     ROF: 15
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Medusa missiles has very fast speed.
  * Elite Weapon:  Damage: 100   Range: 14     ROF: 5
                   Fire 2 times in rapid succession.

Notes:
- Can only attack air units.
- ASW Heli (Destroyer's Heli), V3 rockets, Hornet (Carrier's
  Fighter), and Dreadnought missiles are considered air units.

8.4) Aircraft Carrier
Country      : Allies
Prerequisite : Allied Naval Yard, Allied Battle Lab
Cost         : 2000        TechLevel : 7
Weapons      : Hornet's Fighter Launcher
Speed        : 4           Sight     : 7
HP           : 800         Armor     : Heavy

Weapon Notes:
* Hornet Launcher
  Launches 3 Hornet Fighter to attack enemy's unit/building.
  Can also attack underwater unit (even it can't detect underwater).
  But the underwater unit must be detected first or use force attack.
  Range: 25    ROF: 150
  Hornet's Statistics:
      HP: 75   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
      Hornet Reload Time: 150
      Hornet Regenerate Time: 600 (When it destroyed)
  Hornet Bomb (Bomb launched by Hornet Fighter):
    Damage: 40 (5 bombs each Hornet) Range: 3   ROF: 5
    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%)
    Prone Infantry reduces the damage to 50%.
  * Elite Weapon: (When the Hornet fighter become elite)
    Damage: 80  Range: 3   ROF: 5
    Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
    Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
    Damage vs. Building's Armor: Wood(100%), Steel(80%), Concrete(60%)
    Damage vs. Terror Drone    : 100%
    Prone Infantry reduces the damage to 50%.
    Can destroy Concrete Wall.
    Can pass through Concrete Wall, ignore land elevations and cliffs.
    Can damage land eleveation (make holes) at 15% chance.
    Can destroy Ore patches.
    Area near explosion (1 Cell) is also damaged.
  Hornet Collision:
    If the Hornet is shot down, the Hornet crash can also cause
    damage.
    The Hornet crash can hit unit/building on ground.
    Damage: 100  Range: 3   ROF: 20
    Damage vs. Infantry's Armor: All(25%)
    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%.

8.5) Dolphin
Country      : Allies
Prerequisite : Allied Naval Yard, Allied Battle Lab
Cost         : 500         TechLevel : 5
Weapons      : Sonic
Speed        : 8           Sight     : 4
HP           : 200         Armor     : Light

Weapon Notes:
  Damage: 4   Ambient Damage: 10    Range: 6     ROF: 120
  Damage vs. Infantry's Armor: All(100%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(80%), Heavy(80%)
  Damage vs. Building's Armor: Wood(100%), Steel(60%), Concrete(60%)
  * Elite Weapon: Damage: 8   Ambient Damage: 15
                  Range: 6    ROF: 80
                  Fire 2 times in rapid succession.

Notes:
- Dolphin moves underwater, and can be detected only by enemy
  units that have sensors.
- Dolphins are immune to others' Dolphin attack.
- Can detect enemy underwater (Range: 8).
- Can release ships that are attacked by Giant Squids.
- Doesn't uncloak (still underwater) while attacking.
- Dolphin and Giant Squid can't cooperate by attacking an enemy
  ship because a ship grabbed by Giant Squid will automatically
  be released by Dolphin's Sonic weapon even they are on the
  same sides.

9) Soviet Naval
---------------
9.1) Amphibious Transport
Country      : Soviet
Prerequisite : Soviet Naval Shipyard
Cost         : 900         TechLevel : 2
Weapons      : None
Speed        : 6           Sight     : 6
HP           : 300         Armor     : Heavy

Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
  on Vehicle size.
  This transport can carry maximum 12 points of size.
  Below is the list of All Unit size points that can be
  carried:

  Allied Units        Point       Soviet Units        Point
  ------------------------------------------------------------
  Grizzly Tank        3           Rhino Tank          3
  IFV                 3           Flak Track          3
  Chrono Miner        3           War Miner           3
  Allied MCV          6           Soviet MCV          6
  Prism Tank          3           Terror Drone        2
  Mirage Tank         3           Apocalypse          6
  Tank Destroyer      3           V3 Launcher         3
  Robot Tank          3           Tesla Tank          3
  Battle Fortress     6           Demolition Truck    3
                                  Terror Drone        2

  Yuri Units          Point
  ---------------------------
  Brute               2
  Chaos Drone         2
  Yuri MCV            6
  Lasher Light Tank   3
  Gattling Tank       3
  Magnetron           6
  Master Mind         6
  Slave Miner         3

- Can carry up to 12 infantry passengers.
  Infantry (except Brute) has 1 point of size.
- Can crush infantry, though it hovers.
- If you transport any other land transport (Flak Track and IFV),
  the unit inside the transport DOESN'T count to the points.
  So you can transport 4 Flak Track occupied by 5 Conscripts in
  each Flak Track.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
  those infantry, the transport will accept the order, but it just
  moves next to them and do nothing.
- Can't enter Tank Bunker.

9.2) Sea Scorpion
Country      : Soviet
Prerequisite : Soviet Naval Shipyard, Radar
Cost         : 600         TechLevel : 6
Weapons      : Flak Gun
Speed        : 8           Sight     : 8
HP           : 400         Armor     : Heavy

Weapon Notes:
* Flak Anti-Air Gun
  Damage: 40   Range: 12   ROF: 20
  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: 35    Range: 10   ROF: 20
                  Fire 2 times in rapid succession.
* Flak Anti-Surface 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
  Sea Scorpion'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 unit near the center of explosion
  receives more damage than the unit far from the center).

Notes:
- Use this unit to attack air unit (V3 rockets, Hornet fighters,
  ASW Heli, Dreadnought missiles also count as air units).

9.3) Typhoon Attack Sub
Country      : Soviet
Prerequisite : Soviet Naval Shipyard
Cost         : 1000        TechLevel : 2
Weapons      : Torpedoes
Speed        : 4           Sight     : 4
HP           : 600         Armor     : Heavy

Weapon Notes:
  Damage: 100   Range: 7     ROF: 120
  Damage vs. Infantry's Armor: All(25%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
  * Elite Weapon:  Fire 2 times in rapid succession.

Notes:
- Attack Sub moves underwater, and can be detected only by enemy
  units that have sensors.
- Can detect enemy in underwater (Range: 7).
- Doesn't uncloak (still underwater) when attacking.

9.4) Dreadnought
Country      : Soviet
Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
Cost         : 2000        TechLevel : 6
Weapons      : Dreadnought Missile Launcher
Speed        : 4           Sight     : 7
HP           : 800         Armor     : Heavy

Weapon Notes:
* Dreadnought Missile Launcher
  Launches 2 Dreadnought Missiles to attack enemy's unit/building.
  Can also attack underwater unit (although it can't detect
  underwater). However, the underwater units must be detected
  first or use force attack (Ctl+Left Click).
  Range: 25   Minimum Range: 8      ROF: 50
  Dreadnought Missile Statistics (in Air):
      HP: 50       Armor: Special   Sight: 0   Speed: 20
      Damage: 50 (in Air)   Missile Reload Time: 80
  Dreadnought Missile hit on target:
      Damage: 300
      Damage vs. Infantry's Armor: All(25%)
      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%.
      Can destroy Concrete Wall.
      * Elite Weapon: Damage: 600

9.5) Giant Squid
Country      : Soviet
Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
Cost         : 1000        TechLevel : 9
Weapons      : Squid Tentacles Grab and Hit
Speed        : 8           Sight     : 5
HP           : 200         Armor     : Light

Weapon Notes:
* Squid Tentacles Grab.
  Giant Squid uses this weapon to attack any ship unit (Destroyer,
  AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious
  Transport, and Dreadnought).
  Giant Squid automatically grabs a ship when attacking and rocking
  them. It does some damage to the ship continuously until the
  ship is destroyed.
  If the ship HP is red, the ship is automatically destroyed.
  Only Dolphin can release a ship grabbed by Giant Squid.
  While grabbing, Giant Squid can't be selected and ordered until
  it releases or destroys its victims.
  Damage: 15   Range: 1.5
  * Elite Weapon: Damage: 40   Range: 1.5
* Squid Hit.
  Giant Squid uses this normal attack when attacking non-ship unit
  (SEAL, Tanya, Giant Squid, and Dolphin).
  Damage: 100   Range: 1.83    ROF: 32
  Damage vs. Infantry's Armor: None(100%), Flak (90%), Plate(80%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  * Elite Weapon: Damage: 200   Range: 1.83    ROF: 32

Notes:
- Giant Squid moves underwater, and can be detected only by enemy
  unit that have sensors.
- Can detect enemy in underwater (Range: 8).
- Giant Squid can't attack building. (Naval Shipyard).
- Giant Squid can't attack ships that are being repaired in Nayal
  Shipyard.
- Self Healing.
- Immune to Mind Control and Psychic Wave.

10) Yuri Naval Unit
-------------------
10.1) Hover Transport
Country      : Yuri
Prerequisite : Yuri Naval Shipyard
Cost         : 900         TechLevel : 2
Weapons      : None
Speed        : 6           Sight     : 6
HP           : 300         Armor     : Heavy

Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
  on Vehicle size.
  This transport can carry maximum 12 points of size.
  Below is the list of All Unit size points that can be
  carried:

  Allied Units        Point       Soviet Units        Point
  ------------------------------------------------------------
  Grizzly Tank        3           Rhino Tank          3
  IFV                 3           Flak Track          3
  Chrono Miner        3           War Miner           3
  Allied MCV          6           Soviet MCV          6
  Prism Tank          3           Terror Drone        2
  Mirage Tank         3           Apocalypse          6
  Tank Destroyer      3           V3 Launcher         3
  Robot Tank          3           Tesla Tank          3
  Battle Fortress     6           Demolition Truck    3
                                  Terror Drone        2

  Yuri Units          Point
  ---------------------------
  Brute               2
  Chaos Drone         2
  Yuri MCV            6
  Lasher Light Tank   3
  Gattling Tank       3
  Magnetron           6
  Master Mind         6
  Slave Miner         3

- Can carry up to 12 infantry passengers.
  Infantry (except Brute) has 1 point of size.
- Can crush infantry, though it hovers.
- If you transport any other land transport (Flak Track and IFV),
  the unit inside the transport DOESN'T count to the points.
  So you can transport 4 Flak Track occupied by 5 Initiates in
  each Flak Track.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
  those infantry, the transport will accept the order, but it just
  moves next to them and do nothing.
- Can't enter Tank Bunker.

10.2) Boomer
Country      : Yuri
Prerequisite : Yuri Naval Shipyard, Psychic Sensor
Cost         : 2000        TechLevel : 2
Weapons      : Boomer Torpedoes
               Cruise Missile Launcher
Speed        : 5           Sight     : 8
HP           : 1200        Armor     : Heavy

Weapon Notes:
* Boomer Torpedoes
  Damage: 60    Range: 7     ROF: 120
  Damage vs. Infantry's Armor: All(100%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
  Fire 2 times in rapid succession.
  * Elite Weapon:  Fire 4 times in rapid succession.
* Cruise Missile Launcher
  Launches 2 Cruise Missiles to attack enemy's unit/building.
  Range: 20   Minimum Range: 8      ROF: 50
  Cruise Missile Statistics (in Air):
      HP: 50       Armor: Special   Sight: 0   Speed: 20
      Damage: 50 (in Air)   Missile Reload Time: 80
  Cruise Missile hit on target:
      Damage: 200
      Damage vs. Infantry's Armor: All(25%)
      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%.
      Can destroy Concrete Wall.
      * Elite Weapon: Damage: 250

Notes:
- Boomer moves underwater, and can be detected only by enemy
  units that have sensors.
- Can detect enemy in underwater (Range: 8).
- Doesn't uncloak (still underwater) when attacking with Boomer
  Torpedoes, but uncloaks when attacking with Cruise Missile.

11) Neutral Unit
---------------
11.1) Cow
Country      : Neutral
Weapons      : None
Speed        : 4           Sight     : 4
HP           : 150         Armor     : None

Notes:
- Cow has a points of weight of 2, and it CAN enter Flak Track.
  But this only if you have your own cow, and not mind-controlled
  one. The only scenario that you have cow is in Allied Campaign
  scenario, Operation: Dark Night, Mission 5.
  You can create Flak Track in this scenario by capturing Soviet's
  War Factory.
- IFV Mode: 12.

11.2) Alligator
Country      : Neutral
Weapons      : Alligator's Bite
Speed        : 4           Sight     : 2
HP           : 200         Armor     : None

Weapon Notes:
  Damage: 30    Range: 1.5   ROF: 30

Notes:
- It can attack your unit if your unit is near to them.

11.3) Monkey
Country      : Neutral
Weapons      : Chimp's Bite
Speed        : 6           Sight     : 2
HP           : 200         Armor     : None

Weapon Notes:
  Damage: 30    Range: 1.5   ROF: 30

Notes:
- It can attack your unit if your unit is near to them.

11.4) Polar Bear
Country      : Neutral
Weapons      : Bear's Bite
Speed        : 4           Sight     : 2
HP           : 200         Armor     : None

Weapon Notes:
  Damage: 30    Range: 1.5   ROF: 30

Notes:
- It can attack your unit if your unit is near to them.

11.5) Camel
Country      : Neutral
Speed        : 6           Sight     : 2
HP           : 200         Armor     : None

11.6) T-Rex
Country      : Neutral
Weapons      : T-Rex's Bite
Speed        : 8           Sight     : 5
HP           : 300         Armor     : Plate

Weapon Notes:
  Damage: 200    Range: 1.5   ROF: 30
  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%.

Notes:
- It can attack your unit if your unit is near to them.
- Can attack Concrete Walls.
- Can't be veteran or elite by normal means, even it has a weapon.
- Self Healing.

11.7) Brontosaur
Country      : Neutral
Weapons      : Brontosaur's Bite
Speed        : 8           Sight     : 5
HP           : 200         Armor     : Light

Weapon Notes:
  Damage: 30    Range: 1.5   ROF: 30

Notes:
- It can attack your unit if your unit is near to them.
- Self Healing.

11.8) Civilian
Because there are so many civilians type that exist in Red Alert 2,
I won't list all of them in here.
But normally, they have the statistics below:

Country      : Neutral
Weapons      : Pistol (Some civilians don't even have this)
Speed        : 4           Sight     : 2
HP           : 50          Armor     : None

Weapon Notes:
  Damage: 2   Range: 3      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%.

Notes:
- Can't be veteran or elite by normal means, even it has a weapon.

11.9) Flint Westwood
Country      : Neutral
Weapons      : Flint Gun
Speed        : 6           Sight     : 2
HP           : 200         Armor     : Plate

Weapon Notes:
  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%)
  Prone Infantry doesn't reduce the damage.

Notes:
- IFV Mode: 4

11.10) Arnie Frankenfurter
Country      : Neutral
Weapons      : Arnie Gun
Speed        : 6           Sight     : 2
HP           : 200         Armor     : Plate

Weapon Notes:
  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%)
  Prone Infantry doesn't reduce the damage.

Notes:
- IFV Mode: 4

11.11) Sammy Stallion
Country      : Neutral
Weapons      : Stallion Gun
               Stallion Grenade
Speed        : 6           Sight     : 2
HP           : 200         Armor     : Plate

Weapon Notes:
* Stallion Gun (Vs. Infantry)
  Damage: 125   Range: 6      ROF: 10
  Damage vs. Infantry's Armor: None(100%), Flak (100%), Plate(100%)
  Damage vs. Vehicle's Armor : All (0%)
  Prone Infantry doesn't reduces the damage.
* Stallion Grenade (Vs. Buildings)
  Damage: 10000   Range: 6      ROF: 10
  Damage vs. Building's Armor: None(100%), Flak (100%), Plate(100%)

Notes:
- IFV Mode: 4

11.12) Evil Mummy
Country      : Neutral
Weapons      : Mummy Punch
               Mummy Smash
Speed        : 3           Sight     : 6
HP           : 400         Armor     : Plate

Weapon Notes:
* Mummy 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%
* Mummy 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:
- Evil Mummy can damage concrete walls.
- Evil Mummy can be seen in desert map, occupy the pyramids with
  infantry to make it out. (In Allies Campaign Map only)
- Self Healing.
- Immune to Mind Control.

***************
III - Buildings
***************

1) Allied Buildings
-------------------
1.1) Construction Yard
Country      : Allies
Prerequisite : MCV
Cost         : 3000        TechLevel : -
Power        : 0           Sight     : 8
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 4

Notes:
- Can undeploy to Allied Mobile Construction Vehicle.
  Can be turned off by an option in Multiplayer.
- Can create other buildings.

1.2) Power Plant
Country      : Allies
Prerequisite : Construction Yard
Cost         : 800         TechLevel : 1
Power        : +200        Sight     : 4
HP           : 750         Armor     : Wood
Foundation   : 2 x 2       Height    : 4

Notes:
- The only Allied building that produces power.

1.3) Allied Ore Refinery
Country      : Allies
Prerequisite : Construction Yard
Cost         : 2000        TechLevel : 1
Power        : -50         Sight     : 6
HP           : 1000        Armor     : Wood
Foundation   : 4 x 3       Height    : 4

Notes:
- The 'Credits' production facility.
- If you create an Allied Ore Refinery, it includes a free Chrono
  Miner. Chrono Miner automatically searches an ore/mineral patches
  to harvest. Chrono Miner will not be sold if you sell the Refinery, so
  if you sell your Refinery, you will get only 2000-1400 (the price of
  Chrono Miner):2= 300.
  When this refinery is not occupied (no miner is reloading), any
  Chrono Miner that finishes harvesting teleports in here.

1.4) Allied Barrack
Country      : Allies
Prerequisite : Construction Yard, Power Plant
Cost         : 500         TechLevel : 2
Power        : -10         Sight     : 5
HP           : 500         Armor     : Steel
Foundation   : 3 x 2       Height    : 4

Notes:
- Allied Barracks can train Allied Infantry.

1.5) Allied War Factory
Country      : Allies
Prerequisite : Construction Yard, Power Plant, Allied Barracks
Cost         : 2000        TechLevel : 2
Power        : -25         Sight     : 4
HP           : 1000        Armor     : Wood
Foundation   : 5 x 3       Height    : 4

Notes:
- Allied War Factory can train Allied Vehicles and Nighthawks.

1.6) Airforce Command HQ
Country      : Allies
Prerequisite : Construction Yard, Ore Refinery
Cost         : 1000        TechLevel : 3
Power        : -50         Sight     : 5
HP           : 600         Armor     : Steel
Foundation   : 3 x 2       Height    : 7

Notes:
- Can train Harrier (any Allied countries, but not Korea).
- Can train Black Eagle (if the country is Korea).
- If the country is America, it adds the ability to drop Airborne
  Paratroopers.
- Can repair and reload Allied Harriers and Black Eagles.
- Can hold 4 aircraft units (Harrier and Black Eagle).
- Has Radar equipped (Enables Minimap).

1.7) Allied Naval Shipyard
Country      : Allies
Prerequisite : Construction Yard, Power Plant, Ore Refinery
Cost         : 1000        TechLevel : 4
Power        : -25         Sight     : 10
HP           : 1500        Armor     : Concrete
Foundation   : 4 x 4       Height    : 10

Notes:
- Can train Allied Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
  Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers nor be infiltrated by Spies.
- Needs credits to repair.

1.8) Service Depot
Country      : Allies
Prerequisite : Construction Yard, War Factory
Cost         : 800         TechLevel : 6
Power        : -25         Sight     : 5
HP           : 1200        Armor     : Wood
Foundation   : 3 x 3       Height    : 3

Notes:
- Can repair Vehicles, Amphibious Transports, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.

1.9) Allied Robot Control Center
Country      : Allies
Prerequisite : Construction Yard, War Factory
Cost         : 600         TechLevel : 10
Power        : -100        Sight     : 6
HP           : 600         Armor     : Wood
Foundation   : 2 x 2       Height    : 3

Notes:
- If All of Robot Control Center destroyed all of Robot Tanks
  will cease to functions.

1.10) Allied Battle Lab
Country      : Allies
Prerequisite : Construction Yard, Allied War Factory,
               Airforce Command HQ
Cost         : 2000        TechLevel : 8
Power        : -100        Sight     : 6
HP           : 500         Armor     : Wood
Foundation   : 3 x 2       Height    : 8

Notes:
- Enables Force Field (All Building within 4 cells radius will
  be invulnerable for 500 Frame Delay, but all power will be
  shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.

1.11) Ore Purifier
Country      : Allies
Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 900         Armor     : Wood
Foundation   : 3 x 3       Height    : 4

Notes:
- Can only build 1 Ore Purifier.
- Can't be captured by Engineer.
- Add any converted harvested ore to credits by 25%.
  If your harvester reloads 1000 credits to your refinery, it adds
  250 more credits.
- Can't be Mind Controlled by Yuri Prime.

2) Soviet Buildings
-------------------
2.1) Construction Yard
Country      : Soviet
Prerequisite : MCV
Cost         : 3000        TechLevel : -
Power        : 0           Sight     : 8
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 4

Notes:
- Can undeploy to Soviet Mobile Construction Vehicle.
  Can be turned off by an option in Multiplayer.
- Can create other buildings.

2.2) Tesla Reactor
Country      : Soviet
Prerequisite : Construction Yard
Cost         : 600         TechLevel : 1
Power        : +150        Sight     : 4
HP           : 750         Armor     : Wood
Foundation   : 3 x 2       Height    : 4

Notes:
- Cheaper than Allied Power Plant and also has less power.
  But Soviet can build a Nuclear Reactor.

2.3) Soviet Ore Refinery
Country      : Soviet
Prerequisite : Construction Yard
Cost         : 2000        TechLevel : 1
Power        : -50         Sight     : 6
HP           : 1000        Armor     : Wood
Foundation   : 4 x 3       Height    : 4

Notes:
- The 'Credits' production facility.
- If you create an Soviet Ore Refinery, it creates a free War
  Miner. War Miner automatically searches an ore/mineral patches
  to harvest. War Miner will not be sold if you sell the Refinery, so
  if you sell your Refinery, you will get only 2000-1400 (the price of
  War Miner):2= 300.

2.4) Soviet Barrack
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor
Cost         : 500         TechLevel : 2
Power        : -10         Sight     : 6
HP           : 500         Armor     : Steel
Foundation   : 2 x 2       Height    : 9

Notes:
- Soviet Barracks can train Soviet Infantry.

2.5) Soviet War Factory
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks
Cost         : 2000        TechLevel : 2
Power        : -25         Sight     : 4
HP           : 1000        Armor     : Wood
Foundation   : 5 x 3       Height    : 4

Notes:
- Soviet War Factory can train Soviet Vehicles, Siege Choppers,
  and Kirov Airships.

2.6) Radar Facility
Country      : Soviet
Prerequisite : Construction Yard, Ore Refinery
Cost         : 1000        TechLevel : 3
Power        : -50         Sight     : 10
HP           : 1000        Armor     : Wood
Foundation   : 2 x 2       Height    : 6

Notes:
- Has Radar equipped (Enables Minimap).
- Enables Spy Plane.
  Spy Plane has these characterictics:
      Weapons      : Spy Camera
      Speed        : 15          Sight     : 0
      HP           : 600         Armor     : Light
  Reveals 6 cells radius shrouded area from 20 cells before target
  until 100 times or Spy Plane destroyed.
- Spy Plane completes its recharging after 4 minutes.

2.7) Soviet Naval Shipyard
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Ore Refinery
Cost         : 1000        TechLevel : 2
Power        : -20         Sight     : 10
HP           : 1500        Armor     : Concrete
Foundation   : 4 x 4       Height    : 10

Notes:
- Soviet Naval Shipyard can train Soviet Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
  Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers nor be infiltrated by Spies.
- Needs credits to repair.

2.8) Service Depot
Country      : Soviet
Prerequisite : Construction Yard, War Factory
Cost         : 800         TechLevel : 6
Power        : -20         Sight     : 5
HP           : 1200        Armor     : Wood
Foundation   : 3 x 3       Height    : 3

Notes:
- Can repair Vehicles, Amphibious Transport, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.

2.9) Soviet Battle Lab
Country      : Soviet
Prerequisite : Construction Yard, Soviet War Factory,
               Radar Tower
Cost         : 2000        TechLevel : 7
Power        : -100        Sight     : 6
HP           : 500         Armor     : Wood
Foundation   : 3 x 3       Height    : 8

Notes:
- Enables Force Field (All Building within 4 cells radius will
  be invulnerable for 500 Frame Delay, but all power will be
  shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.

2.10) Industrial Plant
Country      : Soviet
Prerequisite : Construction Yard, War Factory, Soviet Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 4
HP           : 1000        Armor     : Wood
Foundation   : 3 x 3       Height    : 4

Notes:
- Can only build 1 Industrial Plant
- Reduces production costs and production speed of all Vehicles
  (including Aircraft and Naval) by 25%.
- Can't be captured by Engineer.
- Can't be Mind Controlled by Yuri Prime.

2.11) Nuclear Reactor
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 1000        TechLevel : 9
Power        : +2000       Sight     : 5
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 4

Notes:
- Explodes when destroyed (Damage: 600, Radiation Level: 500),
  causing Radiation in the area.
- Immune to Radiation.

3) Yuri Buildings
-------------------
3.1) Construction Yard
Country      : Yuri
Prerequisite : MCV
Cost         : 3000        TechLevel : -
Power        : 0           Sight     : 8
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 4

Notes:
- Can undeploy to Yuri Mobile Construction Vehicle.
  Can be turned off by an option in Multiplayer.
- Can create other buildings.

3.2) Bio Reactor
Country      : Yuri
Prerequisite : Construction Yard
Cost         : 600         TechLevel : 1
Power        : +150        Sight     : 4
HP           : 700         Armor     : Wood
Foundation   : 3 x 2       Height    : 4

Notes:
- Cheaper than Allied Power Plant and also has less power.
- 5 Infantry, Civilians, or Slaves can enter Bio Reactor to
  increase power (+100 each infantry).

3.3) Slave Refinery
Country      : Yuri
Prerequisite : Construction Yard
Cost         : 1500        TechLevel : 1
Power        : 0           Sight     : 6
HP           : 2000        Armor     : Medium
Foundation   : 3 x 3       Height    : 4

Notes:
- Can undeploy to Slave Miner.
- Have a weapon that has same characteristics with
  Slave Miner.
- The 'Credits' production facility.
- Can't be sell for credits.

3.4) Barrack
Country      : Yuri
Prerequisite : Construction Yard, Bio Reactor
Cost         : 500         TechLevel : 2
Power        : -10         Sight     : 5
HP           : 500         Armor     : Steel
Foundation   : 2 x 2       Height    : 9

Notes:
- Yuri Barracks can train Yuri Infantry.

3.5) Yuri's War Factory
Country      : Yuri
Prerequisite : Construction Yard, Tesla Reactor, Yuri Barracks
Cost         : 2000        TechLevel : 2
Power        : -25         Sight     : 4
HP           : 1000        Armor     : Wood
Foundation   : 5 x 3       Height    : 4

Notes:
- Yuri War Factory can train Yuri Vehicles and Floating Disks.

3.6) Psychic Sensors
Country      : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost         : 1000        TechLevel : 3
Power        : -50         Sight     : 10
HP           : 750         Armor     : Wood
Foundation   : 2 x 2       Height    : 8

Notes:
- Sensors Area: 15 Cells radius.
- Any units that move or attack to the area in the radius of Psychic
  Sensors are visible. So you know what units and where they want to
  move/attack and from where. It also sensors neutral units (like
  Cow).
- Psychic Sensors can also detect Spies.
- Can also detect invisible units (like Submarine, Giant Squid, and
  Dolphin) if placed it near water.
- Enable Psychic Reveal (Reveal 15 Cells radius of map shroud).
- Psychic Reveal recharges after 4 minutes.

3.7 ) Submarine Pen
Country      : Yuri
Prerequisite : Construction Yard, Bio Reactor, Slave Miner
Cost         : 1000        TechLevel : 4
Power        : -25         Sight     : 10
HP           : 1500        Armor     : Concrete
Foundation   : 4 x 4       Height    : 10

Notes:
- Yuri Submarine Pen can train Yuri Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
  Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers nor be infiltrated by Spies.
- Needs credits to repair.

3.8) Yuri Battle Lab
Country      : Yuri
Prerequisite : Construction Yard, Yuri War Factory,
               Psychic Sensors
Cost         : 2000        TechLevel : 8
Power        : -100        Sight     : 6
HP           : 500         Armor     : Wood
Foundation   : 3 x 3       Height    : 8

Notes:
- Enables Force Field (All Building within 4 cells radius will
  be invulnerable for 500 Frame Delay, but all power will be
  shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.

3.9) Grinder
Country      : Yuri
Prerequisite : Construction Yard, Yuri War Factory
Cost         : 600         TechLevel : 9
Power        : -50         Sight     : 6
HP           : 900         Armor     : Wood
Foundation   : 3 x 3       Height    : 8

Notes:
- Any unit and infantry can enter Grinder. They will be
  destroyed and Grinder's owner will gain half of their
  production costs.

3.10) Cloning Vats
Country      : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost         : 2500        TechLevel : 9
Power        : -200        Sight     : 5
HP           : 1000        Armor     : Wood
Foundation   : 2 x 2       Height    : 6

Notes:
- Can only build 1 Cloning Vats.
- Can't be captured by Engineer.
- Creates a cloned infantry, when you create an infantry or
  Attack Dog at Primary Barracks.
- Kills any infantry (except engineer) which enters it.
- To build 2 Yuri Prime, Tanya, or Boris, you must create
  Cloning Vats first before training him/her.

4) Allied Combat Buildings
---------------------------
4.1) Fortress Wall
Country      : Allies
Prerequisite : Allied Barracks
Cost         : 100         TechLevel : 1
Power        : 0           Sight     : 1
HP           : 300         Armor     : Concrete
Foundation   : 1 x 1       Height    : 2

Notes:
- Building a wall costs 100 each time you construct a Wall in a
  terrain.
  You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to
  pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
  a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet, Allied, and Yuri Walls
  are different. Example: you can not build an array of Allied walls
  if the initial wall is Soviet Wall.

4.2) Pillbox
Country      : Allies
Prerequisite : Construction Yard, Allied Barracks
Cost         : 500         TechLevel : 1
Power        : 0           Sight     : 7
HP           : 400         Armor     : Steel
Weapon       : Vulcan Machine Gun
Foundation   : 1 x 1       Height    : 1

Weapon Notes:
  Damage: 50     Range: 5.5     ROF: 26
  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%.

Notes:
- Can't be captured by Engineer.

4.3) Patriot Missile System
Country      : Allies
Prerequisite : Construction Yard, Allied Barracks
Cost         : 1000        TechLevel : 4
Power        : -50         Sight     : 10
HP           : 900         Armor     : Steel
Weapon       : Anti-Air Patriot Missile
Foundation   : 1 x 1       Height    : 3

Weapon Notes:
  Damage: 75     Range: 12     ROF: 55
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)

Notes:
- Can't be captured by Engineer.

4.4) Prism Tower
Country      : Allies
Prerequisite : Construction Yard, Power Plant, Airforce Command HQ
Cost         : 1500        TechLevel : 6
Power        : -75         Sight     : 8
HP           : 600         Armor     : Steel
Weapon       : Prism Cannon
Foundation   : 1 x 1       Height    : 6

Weapon Notes:
  Damage: 120     Range: 8     ROF: 60
  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%
  Can destroy Concrete Walls and can attack pass Concrete Walls.

Notes:
- Prism Tower can support fire from another Prism Tower. Each
  Prism Tower support beam adds 150% damage to the firing beam's
  damage.
  Prism Tower can only support other Prism Tower at range: 8.
  Only 8 Prism Towers can support another Prism Tower. (The maximum
  number of Prism Towers which supports a Prism Tower is 8).
  After firing a support beam, a Prism Tower is offline for 60 frame
  delay.
- Can't be captured by Engineer.

4.5) Gap Generator
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 1000        TechLevel : 7
Power        : -100        Sight     : 5
HP           : 600         Armor     : Wood
Foundation   : 1 x 1       Height    : 6

Notes:
- Gap Generator re-shrouds the map for other players at a radius
  of 10 Cells around the Gap Generator.
- Can't be captured by Engineer.

4.6) Spy Satellite Uplink
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 1500        TechLevel : 9
Power        : -100        Sight     : 5
HP           : 1000        Armor     : Wood
Foundation   : 2 x 2       Height    : 5

Notes:
- Opens shrouds on all map (but not for your allies).
- Has Radar equipped (Enables Minimap), even if you don't have a
  Radar Tower or Airforce Command HQ.

4.7) Weather Control Device
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 5000        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 1000        Armor     : Concrete
Foundation   : 3 x 3       Height    : 5

Notes:
- This is an Allied Super Weapon, so when built, it is revealed to
  all players. This can be turned off in multiplayer.
- Can only build 1 Weather Control Device.
- Enables: Weather Storm.
  Creates a Weather Storm at target location. Weather Storm creates
  random lightning bolts in the area, but can't exceed 10 Cells from
  the target center in Range. Each lightning bolt that appears in
  Weather Storm has the statistics below:
     Damage: 250
     Can damage and destroy Concrete walls.
     Damage vs. Infantry's Armor: All (100%)
     Damage vs. Vehicle's Armor : All (100%)
     Damage vs. Building's Armor: All (100%)
     Damage vs. Terror Drone    : 3%
- Weather Storm completes its recharging after 10 minutes.
- Can't be captured by Engineer.
- For more info and details about Weather Storm, check out
  section I.9.

4.8) Chronosphere
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 750         Armor     : Concrete
Foundation   : 4 x 3       Height    : 3

Notes:
- This is an Allied Super Weapon, so when built it is revealed to
  all players. This can be turned off in multiplayer.
- Can only build 1 Chronosphere.
- Enables: Chronoshift (Teleports a group of units to another
  target location)
- Chronoshift completes its recharging after 7 minutes.
- For more information about Chronoshift, look in another section
  in this FAQ.

4.9) Grand Cannon
Country      : France
Prerequisite : Construction Yard, Airforce Command HQ
Cost         : 2000        TechLevel : 7
Power        : -100        Sight     : 10
HP           : 900         Armor     : Steel
Weapon       : Grand Cannon
Foundation   : 2 x 2       Height    : 3

Weapon Notes:
  Damage: 150     Range: 15 (Minimum Range: 3)   ROF: 120
  Damage vs. Infantry's Armor: All(100%)
  Damage vs. Vehicle's Armor : All(100%)
  Damage vs. Building's Armor: Wood(50%), Steel(100%), Concrete(50%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 30%.
  Can damage and destroy Concrete walls.

Notes:
- Can't be captured by Engineer.

5) Soviet Combat Buildings
---------------------------
5.1) Fortress Wall
Country      : Soviet
Prerequisite : Soviet Barracks
Cost         : 100         TechLevel : 1
Power        : 0           Sight     : 1
HP           : 300         Armor     : Concrete
Foundation   : 1 x 1       Height    : 2

Notes:
- Building wall costs 100 each time you construct a Wall in a
  terrain.
  You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to
  pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
  a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet, Allied, and Yuri Walls
  are different. Example: you can not build an array of Allied walls
  if the initial wall is Soviet Wall.

5.2) Battle Bunker
Country      : Soviet
Prerequisite : Construction Yards
Cost         : 500         TechLevel : 1
Power        : 0           Sight     : 6
HP           : 600         Armor     : Steel
Foundation   : 2 x 2       Height    : 4

Notes:
- Can be occupied by 5 infantry (Conscripts, GI, and Initiate).
- Can attack behind concrete/citadel walls.
- Can't be captured by Engineer.
- Can't be captured by Yuri Prime.

5.3) Sentry Gun
Country      : Soviet
Prerequisite : Construction Yard, Soviet Barracks
Cost         : 500         TechLevel : 1
Power        : 0           Sight     : 7
HP           : 400         Armor     : Steel
Weapon       : Vulcan Machine Gun
Foundation   : 1 x 1       Height    : 2

Weapon Notes:
  Damage: 50     Range: 5      ROF: 26
  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%.

Notes:
- Can't be captured by Engineer.

5.4) Flak Cannon
Country      : Soviet
Prerequisite : Construction Yard, Soviet Barracks
Cost         : 1000        TechLevel : 4
Power        : -50         Sight     : 5
HP           : 900         Armor     : Steel
Weapon       : Anti-Air Flak Cannon
Foundation   : 1 x 1       Height    : 4

Weapon Notes:
  Damage: 40   Range: 12   ROF: 20
  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

Notes:
- Can't be captured by Engineer.
- Has splash damage (units near the target are also damaged).

5.5) Tesla Coil
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Radar Tower
Cost         : 1500        TechLevel : 5
Power        : -75         Sight     : 8
HP           : 600         Armor     : Steel
Weapon       : Tesla Coil Bolt
Foundation   : 1 x 1       Height    : 5

Weapon Notes:
  Damage: 200   Range: 7   ROF: 120
  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 destroy Concrete Walls.
  * When Overpowered: Damage: 300   Range: 8   ROF: 100
                      You can notice an overpowered Tesla Coil by
                      its electric colour (its Yellow instead Blue).

Notes:
- Can be supported by Tesla Trooper to increase range and damage.
- Can't be captured by Engineer.
- Tesla Coil can attack without power (your power gauge is red) if
  there are at least 2 Tesla Troopers charging it. However, it
  depends on the power available. The more power available, the less
  Tesla Trooper is needed to charge. If there is no power at all, 2
  Tesla Troopers are needed.

5.6) Iron Curtain
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 4
HP           : 750         Armor     : Concrete
Foundation   : 3 x 3       Height    : 6

Notes:
- This is a Soviet Super Weapon, so when built is revealed to all
  players. This can be turned off in multiplayer.
- Can only build 1 Iron Curtain.
- Enables: Invulnerability (Make a group of vehicles becomes
  invulnerable for a period amount of time).
- Iron Curtain recharges after 5 minutes.
- For more information about Invulnerability, look in another
  section in this FAQ.

5.7) Nuclear Missile Silo
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 5000        TechLevel : 10
Power        : -200        Sight     : 4
HP           : 1000        Armor     : Concrete
Foundation   : 3 x 3       Height    : 8

Notes:
- This is a Soviet Super Weapon, so when built is revealed to all
  players. This can be turned off in multiplayer.
- Can only build 1 Nuclear Missile Silo.
- Enables: Nuclear Strike (Launches a powerful Nuclear Missile to
  severely damage any units and buildings target area).
  Nuclear Missile has these statistic:
    Damage: 1500      Radiation Level: 500     Area: 10 Cells Radius
    Always destroys any Concrete Walls.
    Damage vs. Infantry's Armor: All(100%)
    Damage vs. Vehicle's Armor : Light(200%), Medium(100%), Heavy(100%)
    Damage vs. Building's Armor: Wood(60%), Steel(100%), Concrete(8%)
    Damage vs. Terror Drone    : 100%
    Infantry can't survive in the Nuclear Radiation Area.
- Nuclear Strike recharges after 10 minutes.
- Can't be captured by Engineer.

6) Yuri Combat Buildings
---------------------------
6.1) Citadel Wall
Country      : Yuri
Prerequisite : Yuri Barracks
Cost         : 100         TechLevel : 2
Power        : 0           Sight     : 1
HP           : 300         Armor     : Concrete
Foundation   : 1 x 1       Height    : 2

Notes:
- Wall building costs 100 each time you construct a Wall in a
  terrain.
  You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to
  pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
  a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet, Allied, and Yuri Walls
  are different. Example: you can not build an array of Allied walls
  if the initial wall is Soviet Wall.

6.2) Tank Bunker
Country      : Yuri
Prerequisite : Construction Yard
Cost         : 400         TechLevel : 3
Power        : 0           Sight     : 6
HP           : 1000        Armor     : Steel
Foundation   : 4 x 3       Height    : 2

Notes:
- Some Vehicles unit can enter Tank Bunker, Tank Bunker must
  be destroyed first before the unit inside can be damaged
  (except for few units)
- Vehicles that can enter Tank Bunker:
  Grizzly Tank            IFV
  Prism Tank              Lasher Light Tank
  Gattling Tank           Rhino Heavy Tank
  Flak Track              Apocalypse
- Vehicles that can't enter Tank Bunker:
  Nighthawk               Mirage Tank
  Battle Fortress         Mastermind
  Magnetron               Terror Drone
  V3 Launcher             Robot Tank
  Chaos Drone             Slave Miner
  War Miner               Chrono Miner
  Siege Chopper
- Repair IFV staying inside Tank Bunker will repair adjacent
  unit.
- Units inside Bunkers gain +2 Range, +30% Damage, and +30% ROF.

6.3) Gattling Cannon
Country      : Yuri
Prerequisite : Construction Yard, Soviet Barracks
Cost         : 1000        TechLevel : 4
Power        : -50         Sight     : 10
HP           : 810         Armor     : Steel
Weapon       : Gattling Gun
Foundation   : 1 x 1       Height    : 2

Weapon Notes:
  Gattling Guns have 3 stage of firing, after 200 Frame Delay,
  it increases its stage of firing. Higher stage means more
  damaging weapon. If it acquires other target, gattling gun stage
  decreases to Stage 1 again (at faster rate than increasing stage).
* Anti Ground Gattling Gun
  Fire 2 times in rapid succession.
  Stage 1:  Damage: 25    Range: 6    ROF: 16
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
  Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
  Damage vs. Terror Drone    : 200%
  Prone Infantry reduces the damage to 70%.
  Stage 2:  Damage: 25    Range: 6    ROF: 16
  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%.
  Stage 3:  Damage: 25    Range: 6    ROF: 16
  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(20%), Concrete(25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 80%.
* Anti Air Gattling Gun
  Fire 2 times in rapid succession.
  Stage 1:  Damage: 25    Range: 8    ROF: 16
  Stage 2:  Damage: 30    Range: 8    ROF: 8
  Stage 3:  Damage: 40    Range: 8    ROF: 4
  All Stages:
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(30%), Heavy(10%)
  Damage vs. Building's Armor: Wood(10%), Steel(5%), Concrete(3%)
  Damage vs. Terror Drone    : 200%

Notes:
- Can't be captured by Engineer.
- Can't attack (behind) concrete/citadel walls.

6.4) Psychic Tower
Country      : Yuri
Prerequisite : Construction Yard, Psychic Sensors
Cost         : 1500        TechLevel : 7
Power        : -100        Sight     : 5
HP           : 455         Armor     : Steel
Weapon       : Multiple Mind Control
Foundation   : 2 x 2       Height    : 4

Weapon Notes:
* Damage: -       Range: 7      ROF: 100
  Can mind control maximum 3 units or infantry.

Notes:
- Can't be Mind Controlled by Yuri Prime.
- Can't be captured by Engineer.
- Can detect Spies.

6.5) Genetic Mutator
Country      : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 6

Notes:
- This is a Yuri Super Weapon, so when built, it is revealed to
  all players. This can be turned off in multiplayer.
- Can only build 1 Genetic Mutator.
- Can't be captured by Engineer.
- Enable Genetic Mutation (Convert 9x9 cells of infantry/
  civilian/slave/Tanya/Boris/Yuri Prime/Brute to Brute)
  Attack Dog and other land animals are also killed by Genetic
  Mutation but do not mutate into Brute.
  Dolphin and Giant Squid are not killed.
- Genetic Mutation recharges after 5 minutes.

6.6) Psychic Dominator
Country      : Yuri
Prerequisite : Construction Yard, Yuri Battle Lab
Cost         : 5000        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 6

- This is a Yuri Super Weapon, so when built, it is revealed to
  all players. This can be turned off in multiplayer.
- Can only build 1 Psychic Dominator.
- Can't be captured by Engineer.
- Enable Psychic Dominator. (Launches special Psychic Dominator to
  severely damage any units and buildings target area and mind control
  some of the units).
  Psychic Dominator has these statistic:
    Damage: 1000      Range: 7 Cells
    Always destroys any Concrete Walls.
    Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(6%)
  All units in 3x3 cells area will be mind controlled.
- Psychic Dominator recharges after 10 minutes.

7) Neutral Tech Buildings
-------------------------
7.1) Tech Airport
Country      : Neutral
Sight        : 6
HP           : 800         Armor     : Concrete
Foundation   : 3 x 3       Height    : 6

Notes:
- Can't be sold for credits, but can be repaired.
- Capture this with Engineer to create the ability to place
  Paradrop to any place on terrains.
- Paradrop recharges after 4 minutes.

7.2) Tech Oil Derrick
Country      : Neutral
Sight        : 6
HP           : 1000        Armor     : Steel
Foundation   : 2 x 2       Height    : 5

Notes:
- Can't be sold for credits, but can be repaired.
- When first captured by engineer, gives 1000 credits.
  Aftet that gives 20 credits every 100 frame delays to player.
- Explodes when destroyed.
  Oil Explosion statistics:
  Damage: 600   Area: 4 Cells.
  Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
  Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%)
  Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%)
  Damage vs. Terror Drone    : 100%
  Can damage and destroy Concrete Walls.

7.3) Tech Outpost
Country      : Neutral
Sight        : 6
HP           : 2000        Armor     : Concrete
Weapon       : Hover Missiles
Foundation   : 4 x 3       Height    : 6

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.

Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, can repair any vehicle units.
  Have a weapon to protect itself.

7.4) Tech Hospital
Country      : Neutral
Sight        : 6
HP           : 800         Armor     : Concrete
Foundation   : 6 x 4       Height    : 7

Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, hospital will give all infantry
  self-healing ability.
  Heal 20 HP for every 50 Frame Delay.

7.5) Tech Civilian Power Plant
Country      : Neutral
Sight        : 6
Power        : 200
HP           : 800         Armor     : Concrete
Foundation   : 2 x 2       Height    : 4

Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, will add +200 power to the
  owner.

7.6) Tech Machine Shop
Country      : Neutral
Sight        : 6
HP           : 800         Armor     : Concrete
Foundation   : 3 x 3       Height    : 6

Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, Machine shop gives all vehicles
  self-repairing ability.
  Heals 5 HP for every 75 Frame Delay.

7.7) Tech Secret Lab
Country      : Neutral
Sight        : 6
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 6

Notes:
- Can't be sold for credits, but can be repaired.
- After captured by engineer, give an ability to train
  unit or build building specific to other country.
  Specific Units and Building that can be gained:
  - Tesla Tank, Demolition Truck, Tank Destroyer
  - Desolator, Sniper, Terrorist, Yuri Clone
  - Grand Cannon


*********************
IV - Tables and Data
*********************

1) Unit and Defensive Building Combat Ability

Yuri's Revenge has so many units, so it may be difficult to
browse this FAQ just to see the speed of a unit, range, or
others, so I'll try to put them all on a few tables and show the
comparisons of most important aspects of the units. I also add
few of defensive buildings that may be needed for comparison.

For more information about weapon damage, range, and ROF, just
look in each units section above for detailed information. Because
the data below is just VERY simplified data. Some weapons that fire
at 2 times, etc. are not listed below.

Unit Name   Side    Cost  Sgt Spd HP   Ar Rng     ROF      Damage
----------------------------------------------------------------------
GI          Allies  200   5   4   125  N  4/4,5/7 20,15/5  15/25,15/25
Conscript   Soviet  100   5   4   125  F  4/5     25       15/20
Initiate    Yuri    200   9   4   100  N  4.5/6   15       25/30
Slave Work. Yuri    10    5   3   125  N  1.5     30       30
Attack Dog  Al.+Sv. 200   9   8   100  N  1.5     30       -
Engineer    All     500   4   4   75   N  -       -        -
Rocketeer   Allies  600   8   9   125  N  5       30/5     25
Flak Tr.    Soviet  300   5   4   100  N  8,5     25,20    20/8,20
Tesla Tr.   Soviet  500   6   4   130  P  3/5     60/40    50
Crazy Ivan  Soviet  600   6   4   125  N  -       -        450
Spy         Allies  1000  9   4   100  F  -       -        -
Brute       Yuri    500   8   6   200  P  1.4/1.1 60       100
Sniper      Britain 600   8   4   125  N  14      150/60   125
Desolator   Soviet  600   6   4   150  P  6/8     50       125/200
Terrorist   Soviet  200   9   6   75   F  -       -        -
Virus       Yuri    700   9   4   100  N  10/16   100/80   125
Tanya       Allies  1500  8   6   200  F  6/8     10       125
SEAL        Allies  1000  8   5   125  F  6       10       125
Boris       Soviet  1500  9   5   200  F  7/9     20       65/90
Chrono L.   Allies  1500  8   !   125  N  5       120      -
Yuri Clone  Yuri    600   12  4   100  N  7       200      -
Yuri Prime  Yuri    1500  9   6   150  F  7       200      -
Psi-Com.    Special 1000  8   !   100  N  -       -        -
Chrono C.   Special 2000  8   !   100  N  6       10       125
Chrono Iv.  Special 1000  8   !   100  N  -       -        450
Grizzly T.  Allies  700   8   7   300  H  5       60/75    65/55
Rhino Tank  Soviet  900   8   6   400  H  5.75/5  65/80    90/85
Lasher L.T. Yuri    700   8   7   300  H  5       60       65
IFV (1)     Allies  600   8   10  200  L  6       50       25/80
Flak Track  Soviet  500   8   8   180  H  10/8,5  25,40    35/20,25
Gatt. Tank  Yuri    600   10  6   210  L  Special Special  Special
Terror Dr.  Soviet  500   4   10  100  S  -       -        50
Chaos Dr.   Yuri    1000  6   8   200  L  -       -        45
War Miner   Soviet  1400  4   4   1000 M  5.5     20       30
Chr.Miner   Allies  1400  4   4/! 1000 M  -       -        -
Slave Miner Yuri    1750  4   3   2000 M  5.5     20       30
Robot Tank  Allies  600   6   10  180  H  5       60       65
Magnetron   Yuri    1000  10  5   150  L  10/12   Special  Special
Apocalypse  Soviet  1750  6   4   800  H  5.75,8  80,80    100,50
Master Mind Yuri    1750  9   4   500  H  6       10       -
Prism Tank  Allies  1200  8   4   150  L  10      100      100/150
Mirage Tank Allies  1000  9   7   200  L  7/9     70/80    100/150
V3 Launcher Soviet  800   7   4   150  L  18      150      200
MCV         Both    3000  6   4   1000 H  -       -        -
Tank Dest.  Germany 900   8   5   400  H  5/6.75  70/60    150/175
Demo Truck  Libya   1500  5   6   150  L  -       -        400
Tesla Tank  Russia  1200  8   6   300  H  4/6     60/50    135/150
Attack Sub  Soviet  1000  4   4   600  H  7       120      100
Sea Scorp.  Soviet  600   8   8   400  H  12/10,5 20,40    40/35,25
Destroyer   Allies  1000  7   6   600  H  8       110      60
Aegis Crs.  Allies  1200  8   4   800  L  12/14   15/5     100
Dreadnought Soviet  2000  7   4   800  H  25      -        (300x2)
A. Carrier  Allies  2000  7   4   800  H  25      -        (40x5)x3
Giant Squid Soviet  1000  5   8   200  L  -       -        -, 100
Dolphin     Allies  500   4   8   200  L  6       120      4+10/8+15
A. Tranport All     900   6   6   300  H  -       -        -
Boomer      Yuri    2000  8   5   1200 H  7,20    120,50   60x2,200/
                                                           250x2
Harrier     Allies  1200  8   14  150  L  6/9     10/10    150/300
Black Eagle Korea   1200  8   14  200  L  6/9     10/10    200/400
Kirov A.    Soviet  2000  8   5   2000 L  1.5     50       250
Nighthawk   Allies  1000  7   14  175  L  6       40       35/40
Siege Chop. Soviet  1100  7   12  300  L  6,12    40,100   35/40,90
Floating D. Yuri    1750  9   15  600  L  7       80       90
Pillbox     Allies  500   7   -   400  S  5.5     26       50
Sentry Gun  Soviet  500   7   -   400  S  5       26       50
Tesla C.(2) Soviet  1500  8   -   600  S  7+      80+      200+
Prism Tower Allies  1500  8   -   600  S  8       55       120+
Patriot     Allies  1000  10  -   900  S  12      55       75
Flak Cannon Soviet  1000  5   -   900  S  12      20       40
Gatt. Cann. Yuri    1000  10  -   810  S  Special Special  Special
Psychic T.  Yuri    1500  5   -   455  S  7       100      -
Grand C.(3) France  2000  10  -   900  S  15      120      150

Notes:
For more detailed explanation, you can see in Unit's description in
above section.
Spd: Unit Speed (The lower the number, the slower the unit,
     !: Teleportation)
     Some flying units/aircraft speed are affected by other
     measurements so it can be very different.
HP: Unit Strength
Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy:
     Vehicle, and Special for few unit)
Sgt: Unit Sight Range
Rng: Unit's Weapon Range.
     Number after , is the secondary weapon. (Usually anti-air
     or deployed weapon).
     Number after / is Elite Weapon range, if there are no /
     means it has no Elite weapon, or has same range as non-Elite
     Weapon.
     - means that unit have no weapons or have special weapon.
ROF: Unit's Rate of Fire.
     Number after , is the secondary weapon. (Usually anti-air
     or deployed weapon).
     Number after / is Elite Weapon ROF, if there are no /
     means it has no Elite weapon, or has same ROF as non-Elite
     Weapon.
Damage: Weapon damage.
     Number after , is the secondary weapon. (Usually anti-air
     or deployed weapon).
     Number after / is the Elite weapon, if there are no /
     means it has no Elite weapon, or has same damage as non-Elite
     Weapon.
     - means Special Weapon.(No damage or a special weapon).

(1) - IFV listed here is normal IFV (no infantry)
(2) - Tesla Coil's range and ROF changes depend on Tesla Troopers
      that charge near it.
(3) - Grand Cannon has a Minimum Range of 3.

2) Scoring
After playing single or multiplayer games, there are Scores showed
to tell how good the players are. For some people this is not too
important, but I list the scores table below for those who need it.

Below is a score table for destroying/killing a unit/building.
Note that I don't list many civilian units and buildings and
some special buildings because they are too many to list.
May be if I'm not tired or bored, I will list them soon.

Units           Pts.  Vehicles       Pts. Buildings       Pts.
---------------------------------------------------------------
GI              10    Grizzly Tank   25   Const. Yard     80
Conscript       5     Rhino Tank     25   Power Plant     40
Attack Dog      10    IFV            20   Tesla Reactor   40
Engineer        5     Flak Track     20   Ore Refinery    80
Rocketeer       15    Chrono Miner   55   Barracks        30
Spy             5     War Miner      55   War Factory     80
Flak Trooper    5     Prism Tank     50   Service Depot   80
Crazy Ivan      30    Mirage Tank    25   Allied B. Lab   85
Tesla Trooper   5     Apocalypse     60   Soviet B. Lab   85
SEAL            50    Terror Drone   20   Naval Shipyard  55
Tanya           50    V3 Launcher    40   Ore Purifier    30
Yuri Clone      5     MCV            60   Airforce C.HQ   70
Sniper          10    Harrier        20   Radar Tower     60
Desolator       30    Kirov Airship  100  SpySat Uplink   0
Terrorist       5     Tank Destroyer 25   Gap Generator   30
Chrono L.       15    Black Eagle    20   Cloning Vats    30
Psi Commando    50    Nighthawk      15   Pillbox         30
Chrono C.       50    Amphibious T.  25   Sentry Gun      30
Chrono Ivan     50    Destroyer      30   Patriot         30
Yuri Prime      50    A. Carrier     55   Flak Cannon     30
Civilian        1     AEGIS Cruiser  35   Prism Tower     30
Cow             1     Dolphin        15   Tesla Coil      30
Alligator       1     Sea Scorpion   20   Concrete Walls  5
Polar Bear      1     Attack Sub     30   Iron Curtain    30
Monkey          1     Dreadnought    55   Weather C. D.   30
Secret Service  1     Giant Squid    20   Chronosphere    30
President       1     Demo. Truck    40   Nuclear M. S.   30
Technician      1     Tesla Tank     25   Psychic Sensors 50
Boris           50    Hornet         20   Tech Outpost    5
Camel           1     Dreadnought M. 20   Tech Oil Der.   5
Evil Mummy      1     V3 Missile     20   Tech Hospital   5
Initiate        5     ASW            10   Tech Airport    5
Brute           5     Drop Plane     30   Grand Cannon    30
Virus           10    Spy Plane      30   Nuclear Reactor 30
Sammy Stallion  1     Robot Tank     25   Industrial Pl.  30
Arnie Frank.    1     Siege Chopper  15   Battle Bunker   30
Flint Westwood  1     Lasher L. Tank 25   Psychic Tower   30
Albert Einstein 1     Gattling Tank  25   Tank Bunker     60
Romanov         1     Magnetron      25   Tech Secret Lab 5
                      Master Mind    25   Tech Machine Sh.5
                      Floating Disk  25   Tech Power Pl.  5
                      Boomer         30   Psychic Dom.    30
                      Chaos Drone    20   Genetic Mutator 30
                      Slave Miner    55   Robot Cont.Cent.30
                      MiG            30   Gattling Cannon 30
                                          Easter Isl.Stat.5
                                          Grinder         30
                                          Bio Reactor     40
                                          Yuri B. Lab     85
                                          Submarine Pen   55

3) Pip
Pip is a small colored dot that appears in all units that can carry
other objects. Pip appears in transports (carry other units) and
harvesters (carry ores or minerals). Pip also appears in a building
to show how many units garrisonned in that buildings.
In some units, Pip shows the unit ammo that it currently has.
In a Transport the Pip's color is determined the type of unit that
the transports carries, while in a harvester it determines what
the harvester carries, ores or minerals.

Below is the table of all infantry that can be carried and its Pip
color. Table 2 contains the color of infantry that may not be seen
in normal ways (because mind controlled unit can't enter
transport), but I list them here just for info.

Table 1
Infantry       Color       Infantry       Color
------------------------------------------------------
GI             Green       Conscript      Green
Flak Trooper   Green       Tesla Trooper  Green
Attack Dog     Green       Engineer       Blue
Spy            Blue        Sniper         Red
Ghost          Red         Tanya          Red
Yuri           Red         Crazy Ivan     Red
Desolator      Red         Terrorist      Red
Chrono L.      Red         Chrono C.      Red
Psi Commando   Red         Chrono Ivan    Red
Yuri Prime     Red         Cow            Yellow
Brute          Green       Virus          Red
Initiate       Green       Slave Worker   Green
Boris          Red         SEAL           Red

Table 2
Infantry       Color       Infantry       Color
------------------------------------------------------
Pentagon Gen.  Green       Secret Service Green
Civilian       Yellow      President      Yellow
Alligator      Yellow      Polar Bear     Yellow
Monkey         Yellow      Technician     Yellow
Vladimir       Green       Alb. Einstein  Yellow
Evil Mummy     Yellow      Sammy Stallion Yellow
Flint Westwood Yellow      Arnie Frank.   Yellow
Camel          Yellow

For Vehicles units that have size more than 1, they have different
Pip. Their Pips are 2 color, Blue and Red.
Example: An IFV (size: 3) and An Apocalypse (Size: 6) enter the
         Amphibious Transport (Can carry 12 Pip). The Pip Color
         would like:
               BrrBrrrrr...
         B : Blue Pip    r : Red Pip    . : No Colored Pip

4) Unit and Defensive Building Descriptions

Below is the table that contains a very simple unit description.

Unit Name       Side    Tech Type      Description
---------------------------------------------------------------------
GI              Allies  1    Infantry  Strong if deployed/garissoned
Conscript       Soviet  1    Infantry  Very cheap
Initiate        Yuri    1    Infantry  The strongest basic infantry
Flak Trooper    Soviet  1    Infantry  Cheap anti-air units
Engineer        All     1    Infantry  Captures and Repair Building
Sniper          Britain 1    Infantry  Infantry killer at long range
Virus           Yuri    1    Infantry  Infantry killer at long range
War Miner       Soviet  1    Vehicle   Armed Harvesters
Chrono Miner    Allies  1    Vehicle   Teleporting Harvesters
Slave Miner     Yuri    1    Vehicle   Strongest Harvesters
Pillbox         Allies  1    Building  Anti-infantry turrets
Sentry Gun      Soviet  1    Building  Anti-infantry turrets
Attack Dog      Both    2    Infantry  Detects Spies, Infantry Killer
Grizzly Tank    Allies  2    Vehicle   General purpose tank
Rhino Tank      Soviet  2    Vehicle   General purpose tank
Lasher L. Tank  Yuri    2    Vehicle   General purpose tank
Amphibious T.   All     2    Naval     Land and water transport
Attack Sub      Soviet  2    Naval     Underwater attack sub
Tank Destroyer  Germany 2    Vehicle   Vehicle Destroyers
Robot Tank      Allies  2    Vehicle   Immune to Mind Control,
                                       Multi purpose robot.
Magnetron       Yuri    2    Vehicle   Long Range Attacker
Master Mind     Yuri    2    Vehicle   Multiple Mind Control Tank
Floating Disk   Yuri    2    Aircraft  Power and Credits drainer
Boomer          Yuri    2    Naval     Land and Underwater attacker
Rocketeer       Allies  3    Infantry  Cheap flying units
IFV             Allies  3    Vehicle   Anti-air, Custom vehicle
Flak Track      Soviet  3    Vehicle   Strong anti-air vehicle,
                                       infantry transport
V3 Launcher     Soviet  3    Vehicle   Long Range missile launcher
Harrier         Allies  3    Aircraft  Anti-surface fighter
Black Eagle     Korea   3    Aircraft  Anti-surface fighter
Terror Drone    Soviet  4    Vehicle   Infantry and Vehicle killer
Destroyer       Allies  4    Naval     Underwater detector, land
                                       bombardment naval
Gattling Tank   Yuri    4    Vehicle   Anti-air and ground tank
Patriot         Allies  4    Building  Anti-air turrets
Flak Cannon     Soviet  4    Building  Anti-air turrets
Gattling Gun    Yuri    4    Building  Anti-air and ground turrets
Chaos Drone     Yuri    4    Vehicle   Berserk nearby units
Tesla Trooper   Soviet  5    Infantry  Strong, good vs. anything
Crazy Ivan      Soviet  5    Infantry  Can plant devastating bomb
Terrorist       Soviet  5    Infantry  Cheap, Suicide attack
Tesla Coil      Soviet  5    Building  Strong defensive turrets
Spy             Allies  5    Infantry  Disguises,infiltrates building
Dolphin         Allies  5    Naval     Fast underwater unit
Brute           Yuri    5    Infantry  Strong, anti ground infantry
Prism Tower     Allies  6    Building  Strong defensive turrets
Sea Scorpion    Soviet  6    Naval     Fast and Anti-air ship
Dreadnought     Soviet  6    Naval     Long Range missile vessel
Apocalypse      Soviet  7    Vehicle   Very strong tank, anti-air
Aegis Cruiser   Allies  7    Naval     Anti-air naval
A. Carrier      Allies  7    Naval     Long Range craft naval
Nighthawk       Allies  7    Aircraft  Armed air infantry transport
Grand Cannon    France  7    Building  Strong long range turrets
Siege Chopper   Soviet  7    Aircraft  Anti-air Chopper and Artillery
Desolator       Soviet  8    Infantry  Strong, Mass infantry killer
Prism Tank      Allies  8    Vehicle   Long Range tank
Mirage Tank     Allies  9    Vehicle   Disguising tank
Giant Squid     Soviet  9    Naval     Ship destroyer
Tanya           Allies  9    Infantry  Good vs. Inf., Bld. and Ship
SEAL            Allies  9    Infantry  Good vs. Inf., Bld. and Ship
Psi Commando    Allies  9    Infantry  Mind Control
Chrono C.       Allies  9    Infantry  Teleports, Good vs. Infantry
                                       and Building
Boris           Yuri    9    Infantry  Good vs. Inf. and Building
Chrono Ivan     Soviet  9    Infantry  Teleports, plants devastating
						   bombs
Chrono L.       Allies  10   Infantry  Teleports, can destroy
                                       anything without retaliation
Yuri Clone      Yuri    10   Infantry  Mind Control
Yuri Prime      Yuri    10   Infantry  Mind Control Unit and Building
MCV             Both    10   Vehicle   Deploy into Construction Yard
Demolition T.   Libya   10   Vehicle   Small Nuclear Suicide Bomb
Tesla Tank      Russia  10   Vehicle   Tesla powered tank
Kirov Airship   Soviet  10   Aircraft  Very Strong surface bomber

Notes:
Tech: Unit Tech Level

5) Unit and Building Comparison

Below are descriptions of some units and buildings that are almost
identical. The comparisons below will reveal that are they are not
the same unit/building, even they have some similarities.

5.1) Unit

* Allied Attack Dog and Soviet Attack Dog
  Both Allies and Soviet have attack dogs. They are actually
  have the same statistics (cost, strength, etc.) The only
  differences are their portrait.
  Allied Attack Dogs are German Shepherd.
  Soviet Attack Dogs are Siberian Huskies.
  Yuri can't have attack dog unless in some special occasions.

* Allied Engineer, Soviet Engineer, and Yuri Engineer.
  They are all the same at almost everything. The only difference
  is their speech.

* SEAL and Tanya
  2 very different units, but actually have the same role and
  have most of their statistics identical.

              SEAL                    Tanya
------------------------------------------------------------------
Gender        Male                    Female
Speed         5                       6
HP            125                     200
Cost          1000                    1500
Weapon        MP5 Machine Gun         Dual Pistol
                                      (Have more range when
                                      become Elite)
Special       None                    Immune to Mind Control,
                                      Can plant C4 on Vehicles,
                                      Self Healing, Can't be
                                      crushed by vehicles
Prerequisite  Barrack & Airforce     Barrack & Allied Battle Lab
              Command HQ

* Allied MCV, Soviet MCV, and Yuri MCV.
  Has the same statistics. They only different when deploying into a
  Construction Yard and their voices are different.

* Chrono Miner, War Miner and Slave Miner
  Although both of them are Ore/Mineral Harvesters, they are very
  different. Chrono Miner doesn't have weapon, but it can
  automatically teleport when reloading to Ore Refinery. War Miner
  can't teleport, but it has a weapon to protect itself from danger.
  War Miner can also carry twice more ore/minerals than Chrono
  Miner. Slave Miner is the most different from them all, because
  it has 2 functions: as harvester (unit) and as refinery (building).
  Slave Miner is slower and more expensive than its counterparts, but
  its stronger and can defend itself from danger.
  Aside from those mentioned above, they have the same
  statistics in cost, speed, and other stats.

* Harrier and Black Eagle
  Black Eagle can only be built by Korea, while Harrier can be
  built by any Allied country other than Korea.
  Black Eagle has 200 HP, while Harrier only 150 HP.
  Black Eagle also has stronger weapons than Harrier (look in unit
  statistics in above section for more details).
  Black Eagle and Harrier also have different voices.

5.2) Building

* Allied Ore Refinery and Soviet Ore Refinery
  Building an Allied Ore Refinery will give you a free Chrono
  Miner, while building Soviet Ore Refinery will give you a free
  War Miner. Beside that similarity, both have the same stats and
  functions.

* Power Plant, Bio Reactor and Tesla Reactor
  All buildings are the main sources of power for building
  maintenance. Soviet can later has Nuclear Reactor to change
  the Tesla Reactor functions. Power Plant costs 800 credits to
  build while Tesla Reactor only needs 600 credits to build,
  but Power Plant gives 200 power while Tesla Reactor only
  gives 150 power.
  Bio Reactor have the same statistics with Tesla Reactor,
  but infantry can enter it to increase its power by 100
  for each people (max. 5)

* Allied Barracks, Soviet Barracks, and Yuri Barracks.
  Building Allied Barracks can make Allied Infantry available.
  The same rule applies for Soviet and Yuri.
  But if you have both, you can train Soviet Infantry in Allied
  Barracks and vice versa, it's also same with Yuri's.
  Their statistics are also the same, only Soviet Barracks
  has 6 sight range, while Allied and Yuri Barracks only have
  5 sight range.

* Allied War Factory, Soviet War Factory, and Yuri War Factory.
  Have the same statistics, and have no difference except what
  they can build. (And of course, their image)

* Allied Shipyard, Soviet Shipyard, and Yuri Submarine Pen.
  They have the difference in power consumption and Tech Level.
  Allied Naval Shipyard needs 25 power and Tech Level 4.
  Soviet Naval Shipyard needs 20 power and Tech Level 2.
  Yuri Submarine Pen needs 25 power and Tech Level 4.

* Allied Battle Lab, Soviet Battle Lab, and Yuri Battle Lab.
  They have the same function, that is to build more advanced
  units and buildings and enables Force Field to function.
  Their difference is only on Tech Level.
  Soviet Battle Lab needs Tech Level 7 to be build, while Allied
  needs Tech Level 8 to be build. Yuri Battle Lab needs Tech Level
  9 to be build.

6) Air Unit's Speed

Because all air unit's have different speed characteristic, I list
some stats that I think important here:

Air unit that never land:

                Global   Hover    Asc.   Cras.  Acc.  Turn   Height
Unit Name       Speed    Speed    Speed  Speed  Rate  Rate
-------------------------------------------------------------------
Kirov Airship   5        5        6      12     10    2      750
Siege Chopper   12       30       10     40     12    6      500
Jumpjet Inf.    9        30       20     25     10    10     500
Floating Disk   15       16       8      15     10    100    750
Nighthawk       14       30       10     40     12    6      500
Lunar Inf.      9        30       20     25     10    10     500

Notes:
Asc. : Ascending Speed
Cras.: Crashing Speed
Acc. : Acceleration Rate

Air unit that need to land or special air unit:

                Global
Unit Name       Speed
------------------------
Harrier         14
Black Eagle     14
Hornet          12
MiG             16
Spy Plane       15
Drop Plane      15
ASW Helicopter  12


******************
V - Miscellaneous
******************
This section shows all the other data that I think can't be
included in all above sections.

1) Record
The fastest unit:                Terror Drone, Robot Tank,
                                 and IFV
The fastest non-flying infantry: Terrorist, Tanya, and
                                 Yuri Prime
                                 (Teleporting doesn't count)
The strongest unit:              Kirov Airship
The longest range unit:          Dreadnought and Carrier
The cheapest unit:               Conscript
The most expensive unit:         MCV
The best anti-air unit/building: AEGIS Cruiser

2) Dangerous units
There are some units that when they are created by enemy, you're
noticed by hearing special sound or speech.
These are because they are somehow considered dangerous and enemy
need to know when they are created and be ready for them.

Units                 Announcement
--------------------------------------------------
Tanya                 "Lock and Load"
Boris                 "Boris has arrived"
Yuri Prime            "There's only one Yuri"
Kirov Airship         "Kirov reporting"
Demolition Truck      "My truck is loaded"
Floating Disk         "Disk on Flight"
SEAL                  "SEAL ready"
Chrono Commando       "I'm your man"

3) Do You Know ?
- You can guard your important units (Harvesters, for example) by
  selecting the escort units and then press Ctrl-Alt+Left Click to
  your unit/building to be escorted/guarded. All selected units will
  now follow that units (or stay guard if you click it to a building),
  and attack any enemy that attack that unit/building.
  Use Stop command to stop any unit for escorting mode.
- Infantry that can't crawl: Chrono Legionnaire and Crazy Ivan.
- Water is also affected by Radiation.
- A bridge can only be destroyed by Wall Crushing units and
  buildings (ex: Rhino Tank and Tesla Coils).
- Rally point for War Factory and Barracks can't be targeted to
  target land if it needs a transport to walk across water. It can't
  target water. So be careful when you use Rally point to collect
  your Kirov Airships.
  Rally point for Naval Shipyard can target land (useful for
  Amphibious Transport only).
- Crates can appear in water.
- All the animals except the Cow and Camel in RA2 have names
  (the designer of RA2 give them a name, it is hidden in the INI
  files) Herbert the Alligator, Frosty the Polar Bear, and Josh
  the Monkey.
- Alligators can't swim. Check it by mind controlling it and send
  it to water.
- All the animals are very aggressive!! (Except Cow and Camel)
  Move units near it, and they will surely attack your units,
  especially infantry.
  Surprised? Attack them with Nuclear Strike but make sure they
  are not killed (It is possible, just remember, the radius for Nuke
  is 10 Cells, so put them within the radiation) and ahhh....
  they attack your Nuclear Missile Silo!!
  (make sure your silo is not walled and let them move inside your
  base safely to check this)
- A bomb-installed Transport which is grabbed by a Giant Squid will
  still explode and kill the Squid as well.
- Use TAB (in Multiplayer games only) to check what other
  player's country played (by looking on their flags).
- Tech buildings are not counted as player's units or buildings,
  meaning that if a player has a tech building but does not have
  any unit or base building, that player still loses the battle.
- Air speed and Ground speed are different, ground speed is faster
  than air speed even they have the same number in stats.
  See Section IV.6 for more information.
- Boris doesn't like water, so he can't swim :)
- You can detect whether a tree is a Mirage Tank or not. Use your unit to
  target the suspected tree. If "Fire" icon appears, that tree is clearly an
  enemy Mirage Tank.
- A small tips involving waypoint (submitted by Yonatan):
  "I just want to submit a strategy about Chrono Commando
  or you can either use it with Chrono Ivan either with
  Chrono Legionnaire but I don't think it's really
  useful for Chrono Legionnaire.It's use best with
  Chrono Commando.
  While you know when teleporting into further distance
  it's vulnerable to enemy units.You can anyway trick
  this way by waypointing it step by step which a
  teleport can enter that distance in an instant
  time.Just waypoint it to you enemy base and also
  target enemy's building and boom it blows building
  quickly. Boom this move to that and boom it in an
  instant.Just beware of Yuri's Psychic Tower and also
  Tesla/Prism Tower but they aren'nt really that
  trouble!(Tesla/Prism Tower) :)"

4) Special Section 
(All infos and strategies in this section are contributed by Overmind)

* The Desolator bug
Play with Iraq. Build a few desolators.
Deploy them where you want. Select each of them and force and attack
on the area right near the radiation by presing CTRL+click on the area.
The power and range of the radiation will double.

* The Conyard+T-Drone bug
Play with the Soviets. Build an MCV and a Terror Drone.
(MCV requires Repair Depot)
Put the MCV in an open area (don't deploy it). Put the Terror Drone into 
it by a forced attack. Deploy the MCV. Undeploy it.
Tada ! It disappears. You can build near it, but the enemy
can't see it or destroy it. You're the winner !!!

* The Magnetron bug
This is a "bad" bug, fixed in YR 1.001
If you destroy a lot of structures with a magnetron, it becomes 
Elite. Too bad. The range will be 0.5 cells smaller than normal. 
Good thing the bug was fixed.
=====================================================================================
Walkthrough
=====================================================================================
***********************************************************************
ALLIED CAMPAIGN
***********************************************************************

Mission one: Operation Time Lapse
Location: San Francisco, California

Briefing:

It's only a matter of time before Yuri brings the Psychic Dominator on 
Alcatraz back online. Our only chance is to use Professor Einstein's 
Time Machine to send us back in time and stop Yuri before he can 
complete his worldwide network of Psychic Dominators.  

Objective 1: Capture Power Plants to power the Time Machine. 

Objective 2: Defend the Time Machine. 

Objective 3: Destroy the Psychic Dominator on Alcatraz

Walkthrough:

Train four Engineers immediately and get the tanks to secure the two 
Civilian Power Plants to the south. Get the Engineers to capture them 
and then the tanks should head to the west to secure the two Civilian 
Power Plants there. Send the two remaining Engineers to capture them as 
well.  

The Time Machine will be activated and everything will be shifted back 
to the Soviet invasion in RA2. Use the Grand Cannons to take out the 
Soviet Dreadnoughts while the Guardian GIs should take care of the 
Kirov coming from the northwest. Repel the Soviet tank assault with the 
base defenses and Tanya will appear from the Time Machine. 
Get her to swim to the north towards the Psychic Dominator and C4 the 
two patrolling Sea Scorpions. Head inland and kill off the conscripts 
as well as the dogs around the Psychic Dominator. 
Shoot the barrels next to the wire fence around the Psychic Dominator 
then move in to blow it up. Mission accomplished!!!  

Debriefing:

Your quick thinking caught both the Soviets and Yuri off guard. The 
Soviet invasion of San Francisco has been thwarted and Yuri's plans 
have been thrown into disarray. Well done, Commander. 

***********************************************************************

Mission two: Operation Hollywood and Vain
Location: Los Angeles, California

Briefing:

Yuri has mind controlled the population of Los Angeles and is feeding 
the civilians into his Grinders to fund his Psychic Dominator project. 
If we can eliminate the Grinders, Yuri will have lost a significant 
source of funds.  

Objective 1: Destroy all Grinders in the city.

Objective 2: Destroy all Yuri buildings. 

Hint: Not all civilians have been mind controlled. Some of them may 
even be able to help us in the coming battle.

Walkthrough:

Deploy the MCV and start building as usual. Get the GIs to head 
slightly to the northwest and they will find a movie actor called Flint 
Westwood. He is very good in repelling infantry attacks so keep him 
alive. 
Send the GIs to garrison the hotel to the northwest and train more 
Guardian GIs and the regular ones to help defend the base from initial 
Yuri attacks. Don't forget to repair the hotel when it gets damaged. 

Quickly build a Battle Lab and reinforcement will come which is 
consisted of a Battle Fortress and some regular plus some Guardian GIs. 
Get the Guardian GIs to enter the Battle Fortress and help defend the 
base while the Prism Tanks should begin to be mass-produced. 
When there are about ten Prisms, send them to destroy the Grinder to 
the east and head north to destroy the Grinder near the stadium. Send 
an Engineer to capture the Machine Shop along the way to the second 
Grinder. 
Destroying the second Grinder will reveal a crate of money along with a 
new movie actor, Sammy Stallion. 

Head west from here to destroy the third Grinder, again revealing 
another crate of money. Head to the southwest to penetrate Yuri's base 
defenses and destroy everything; Yuri will sell his buildings when 
enough damage is inflicted. Proceed to kill all his Initiates and any 
remaining tanks then destroy the fourth and last Grinder to the 
southeast, thus revealing another money crate as well as a new movie 
actor, Arnie Frankenfurter. 
Get the Prism Tanks to go to the northwest corner of the map and 
destroy all Yuri's buildings here. Mission accomplished!!!

Debriefing:

Great job, Commander. Your quick actions minimized civilian losses in 
the city and denied Yuri an important source of income to fund his 
plans. Hollywood agents are already offering deals for the right to 
your life story. 

***********************************************************************

Mission three: Operation Power Play
Location: Seattle, Washington

Briefing: 

Now that we've destroyed Yuri's primary source of funds, the madman has 
decided to take a more direct approach. Yuri has set up a Nuclear Silo 
in Seattle and is using it to extort money and technical expertise from 
the MassiveSoft Corporation. We must save the city and MassiveSoft from 
Yuri's nuclear threat. 

Objective 1: Destroy Yuri's Nuclear Silo. 

Objective 2: Liberate the MassiveSoft campus. 

Walkthrough: 

SPEED is the key for this mission. Quickly get the regular GIs to 
garrison the Seattle Space Needle and the whole map will be revealed. 
Train some Snipers and Engineers then move your troops slightly 
northwards. Get the two Engineers to capture the two oil derricks to 
the southwest. Train another Engineer and get him to capture the 
Machine Shop to the east of the base.
When the Weather Control Device is ready, fire it at Yuri's base to 
take out his Bio Reactors. Just before Yuri launched his nuclear 
missile, sell the War Factory and the two Power Plants to get the money 
because they will get destroyed anyway. 

Quickly get a sniper to take out the Yuri Clones guarding the Civilian 
Power Plant and send the tanks in to take care of the Lashers and 
Gatling Tanks. Send an Engineer behind to capture the Civilian Power 
Plant once it is secure then the nuclear missile timer will be halted 
and some more snipers will be parachuted in including a reinforcement 
of some tanks.  
Yuri will try his best to re-take the Civilian Power Plant; make sure 
that doesn't happen by protecting the parachuting snipers from the 
Yuri's tanks. 

Don't forget to leave a sniper and a Mirage tank near the Barracks to 
repel Yuri's infantry assaults.
Get some more snipers to snipe the Yuri Clones near the Civilian Power 
Plant to the northwest of the base (along the road). Send the tanks 
again to secure the area and get an Engineer to capture the Civilian 
Power Plant. 
Send another tank brigade to the north and secure the Civilian Power 
Plant then get an Engineer to capture it. When the Weather Device 
Control comes back online, use it to take out Yuri's forces around the 
MassiveSoft campus then send in some tanks to mop up. Doing this will 
reward the Allies with three crates of money. 

Now send a small strike force (bring a sniper) along the western edge 
of the map and enter Yuri's base through the side entrance. Use the 
sniper to protect the tanks from Yuri Clones while they pound away at 
Yuri's Missile Silo. Mission accomplished!!! 

Debriefing:

Yuri's plot to blackmail the city of Seattle has been thwarted. Your 
lightning-fast response prevented heavy losses to the population. Yuri 
will have to look elsewhere to fund his war effort.  

***********************************************************************

Mission four: Operation Tomb Raided
Location: Egypt

Briefing: 

Yuri has captured Einstein in an attempt to expedite the completion of 
his Psychic Dominator technology. It is imperative we rescue Einstein 
immediately and then rid Egypt of all Yuri forces. 

Objective 1: Destroy Bio Reactors around Great Pyramid to rescue 
Einstein. 

Objective 2: Destroy Yuri's base. 

Walkthrough: 

Setup the base as usual but don't forget to build a few Pillboxes 
around it. Load Tanya and the two Engineers into the Night Hawk 
Transport then fly them to the oil derricks at the eastern part of the 
map. Use Tanya to kill the nearby Initiates then get the Engineers to 
capture the derricks. Tanya should head to the north and blow the 
bridge connecting to the other side of the river to prevent Yuri from 
sending his troops. 
Send the Night Hawk back to base and train 3 more Engineers to capture 
the remaining oil derricks then start to mass-produce Prism Tanks.  

Now Tanya should swim across the river towards the Great Pyramid and 
shoot the barrel to open a hole in the wall. Go inside and kill all the 
Initiates then C4 all the Bio Reactors to free Einstein. A Night Hawk 
Transport will then come to pick him up. 
After the short cut scene with Einstein, wait for the Psychic Dominator 
to charge first then use it on Yuri's base to destroy as many buildings 
as possible (try to mind control a few units as well). Simply get Tanya 
to destroy all the remaining Yuri buildings here.        
Now just station at Tanya near the riverbank to the northeast of the 
base to keep an eye on any incoming Yuri's Amphibious Transports. 
Repair the bridge that Tanya blown up earlier then send the Prism Tanks 
to the east and destroy Yuri's base. Mission accomplished!!! 

Debriefing:

With your speed and accuracy Einstein was rescued and Yuri's 
installation is no more. Yuri realizes now you're a force to be 
reckoned with. 

***********************************************************************

Mission five: Operation Clones Down Under
Location: Sydney, Australia

Briefing: 

Yuri has established cloning facilities in Sydney, Australia. It is 
believed he plans to clone the world leaders. We must put an end to 
this operation at any cost. 

Objective 1: Find and destroy Yuri's Cloning Vats. 

Objective 2: Destroy Yuri's remaining forces.  

Walkthrough: 

Start by building some Pillboxes and Prism Towers around the base and 
garrison the building just in front of it. 
After a few minutes, Eva will inform the base that Yuri is sending his 
Boomers. Destroy them all with the Destroyers and Dolphins then Eva 
will transmit that the Koreans are helping by donating their Black 
Eagles to destroy Yuri's Sub Pen. 

Consolidate the base defenses then start to mass-produce Prism Tanks. 
Build two War Factories to increase the production rate. When enough 
Prism Tanks are produced, send them along the road to the southeast and 
destroy any buildings that Yuri garrisoned. 
Capture the Machine Shop along the way and there is also a Hospital at 
the southwestern edge of the map but it is not vital to the war effort. 
Get the Prism Tanks to destroy every single Yuri's units and buildings. 
Mission accomplished!!!

Debriefing:

Yuri's cloning facilities are now rubble thanks to your incredible 
tactics. Well done! 

***********************************************************************

Mission six: Operation Trick or Treaty
Location: London, England
Briefing: 

Having failed to clone the world leaders, Yuri plans to capture the 
real ones. Defend them at the Houses of Parliament in London, 
England... then deal with Yuri. 

Objective 1: Defend Parliament from assault. 

Objective 2: Destroy Yuri's base.

Walkthrough: 

A twenty-minutes timer will start, signaling the countdown until the 
arrival of Yuri's forces. Deploy the base and quickly pump out as many 
GIs as possible then garrison the Big Ben and all other buildings on 
the Allied side. Send more GIs to garrison the buildings next to the 
three bridges (2 buildings for each bridge). 

Get a tank and three Engineers to head to the northeast and look for a 
small enclosed area with three oil derricks. Blast the wire fences with 
the Grizzly then send the Engineers to capture the derricks; the income 
of cash is vital in this mission. 
Setup defenses around the Parliament by building some Pillboxes, Prism 
Towers and Patriot Missile System then deploy some Guardian GIs.   
Send two more Engineers to the northeast then look for a Hospital and a 
Machine Shop to be captured. 
Build the Robot Control Center and mass-produce Robot Tanks along with 
Prism and Mirage Tanks. 
Once the attack began, build some Rocketeers and IFVs, as Yuri's last 
assault will come in the form of 4-5 Floating Discs. Quickly shoot them 
down before they can do too much damage to the base. 

When Yuri's attacks have been successfully repelled, the Soviets will 
send some reinforcement. Use the Soviet navy to help destroy Yuri's 
Boomers later.
Mass-produce on Prism Tanks immediately and send them to level Yuri's 
base at the northeastern side of the map. Mission accomplished!!!
 
Debriefing:

Yuri never had a chance. The world leaders are safe and Yuri has been 
driven from London. Excellent work, General. 

***********************************************************************

Mission seven: Operation Brain Dead
Location: Antarctica

Briefing: 

It's almost over, Commander. Yuri's plot lies in ruins. However, he 
still has one last Psychic Dominator located somewhere in his 
stronghold in Antarctica. Bring the abandoned Soviet base on Tierra Del 
Fuego back online and build a radar dish so that we can pinpoint Yuri's 
exact location. Then, with the combined might of Allied and Soviet 
forces, put an end to Yuri's plans once and for all. 

Objective 1: Build a Soviet Radar Dish. 

Objective 2: Destroy the Psychic Dominator in Antarctica. 

Objective 3: Destroy all Yuri forces. 

Walkthrough:      

Get the Engineers to capture the Soviet Construction Yard as well as 
the Tesla Reactor. Develop a base and garrison the army tent as well as 
the communication center with conscripts to help the Sentry Guns repel 
Yuri attacks. Send an Engineer to the north to capture the oil derrick 
as well as the Machine Shop to the west. 
Build a few Battle Bunkers and Flak Cannons to strengthen the defenses 
against Floating Discs as well as some Flak Tracks then build a Soviet 
Radar Dish when ready. 

Wait a while and an Allied MCV will be chronosphered to the south. 
Yuri's Genetic Mutator and Psychic Dominator will come online at the 
same time. Quickly climb the Soviet tech tree and build an Industrial 
Plant. 
Use the Allied MCV to build an Ore Purifier as well then focus on 
building some Grand Cannons (4 to 5) to repel Yuri's assaults. Send two 
Engineers to the south and grab the money crate near the two oil 
derricks then capture them. Be sure to train a chrono legionnaire and 
send him to take out the Psychic Dominator. This is possible to be done 
by positioning the chrono legionnaire slightly behind the Psychic 
Dominator but keeping him out of the range of the nearby gatling 
cannons. If Yuri's Psychic Dominator managed to destroy any building, 
simply rebuild them again. 
Quickly build a Weather Control Device and Nuclear Missile Silo then 
use them both when ready to destroy the Psychic Dominator. 

Mass-produce Prism Tanks and send the rolling to Yuri's base to 
demolish everything in the way (Beware of the Magnetrons and Master 
Minds). Use the nuclear missile and weather storm to help the Prism 
Tanks destroy Yuri's base and forces. Mission accomplished!!!  

Debriefing:

The whole world now knows your true brilliance as a commander. Your 
image is appearing on stamps in every nation across the globe and a 
worldwide holiday has been declared in your honor. 

***********************************************************************
SOVIET CAMPAIGN
***********************************************************************

Mission one: Operation Time Shift
Location: San Francisco, California

Briefing: 

The world is in ruin. Yuri is poised to rule unchallenged. Only a 
daring Allied plan to travel back in time stands between Yuri and total 
domination. But Yuri must pay for his betrayal at Soviet hands, not 
Allied. We must capture the Time Machine and travel back ourselves.    

Objective 1: Destroy the Allied Navy and Grand Cannons. 

Objective 2: Destroy Pill Boxes around Time Machine to capture it. 

Objective 3: Capture 4 Power Plants to power Time Machine. 

Objective 4: Take control of Soviet base and use it to destroy the 
Psychic Dominator. 

Walkthrough:

Start by destroying the Allied Navy with the Submarines, Giant Squids 
and Sea Scorpions. Use the Dreadnoughts to take care of the two Grand 
Cannons. When it is done, they will retreat and four Amphibious 
Transports will land at the waterside then unload some units. 

Zofia will appear to give some explanations on Boris. Move Boris 
forward followed by the other units behind. Head to the southeast to 
reach the Time Machine while destroying any opposition and use an 
Engineer to capture the tech hospital on the way (make sure that the 
patrolling Grizzly Battle Tanks around are destroyed first).  
Ram through the wire fences with the Rhino Heavy Tanks and kill the 
GIs. Use a second Engineer to capture the Machine Shop next to the Time 
Machine while the others should be pounding away at the Pillboxes.  
A group of Engineer will be parachuted in. Use the Rhinos to secure the 
four nearest Civilian Power Plants and get the Engineers to capture 
them. 
Be on the lookout for Yuri's Amphibious Transports, as he will try to 
capture the Civilian Power Plants as well. If he managed to do that, 
just send an Engineer to re-capture it again.  

After four Civilian Power Plants have been captured, the Time Machine 
will be activated. It turns out that the Engineers put too much energy, 
causing the time shift to travel back to 65 million years ago. Get the 
troops to stay were they are and protect the Time Machine from the 
incoming T-Rexes for about one and a half minute. After a few moments, 
time shift will occur again and this time the troops will find 
themselves in the middle of the Soviet invasion in RA2.   

Re-capture the Machine Shop next to the Time Machine and head to the 
northwest along the road to take control of the Soviet base.  
Quickly get Boris to head to northeast and destroy Yuri's Lasher Tanks 
near the Grand Cannons. The Rhinos should come in to help destroy the 
lone Gatling Cannon nearby. Load Boris into the Amphibious Transport 
and ferry him over to Alcatraz Island. Boris should disembark and kill 
off all the Initiates then call an air strike to destroy the Psychic 
Dominator. Mission accomplished!!!  

Debriefing:

You have destroyed the Psychic Dominator before Yuri could react. Yuri 
does not yet realize our plans. 

***********************************************************************

Mission two: Operation Deja Vu
Location: Black Forest, Germany

Briefing: 

We lost the battle here in the Black Forest the first time around and 
were eventually defeated by the Allies with the help of Einstein's 
Chronosphere. This time, we must not fail. Destroy Einstein's 
Laboratory and Chronosphere to ensure Soviet victory in our war against 
the Allies.

Objective 1: Destroy the outposts guarding the German border.

Objective 2: Destroy Einstein's Laboratory and Chronosphere. 

Walkthrough:

Use the V3 rockets to take care of the outposts then send the Rhinos 
and Flak Tracks to the north. Go all the way to the west and go south 
towards the Chronosphere. Destroy all the oppositions along the way and 
charge the towards Einstein's Lab. Shoot the barrel to destroy his lab 
then destroy then focus on the Chronosphere. Mission accomplished!!!   

Debriefing:

Your ferocious assault on Einstein's Lab and the swift destruction of 
the Chronosphere have ensured that the Soviet people shall be 
victorious in the war. The Allied are already retreating on all fronts. 

***********************************************************************

Mission three: Operation Brain Wash
Location: London, England 

Briefing: 

The Allies have discovered a Psychic Dominator in London, England. Yuri 
has taken control of the Allied strike force to help defend his near-
complete Dominator. Free the Allies and join forces with them to defeat 
Yuri... but beware, the Dominator could become operational at any 
moment. 

Objective 1: Destroy the Psychic Beacon. 

Objective 2: Destroy the Psychic Dominator. 

Objective 3: Finish off Yuri's forces.

Walkthrough:

Get Boris to board the Amphibious Transport and ferry him to the north 
and land near the cruise ships. Destroy the Grizzlies ad Lasher Tanks 
here then proceed to the northwest. Target the Psychic Beacon and call 
in an air strike to take it out.  
The Allied base will come under Soviet control and Tanya will join 
Boris. A ten minutes timer for the Psychic Dominator will start. 

Get Tanya and Boris to go to Yuri's base at the northeastern edge of 
the map. Circle around from the left and use Boris to target the Bio 
Reactors. Yuri will counter by sending his Lasher Tanks. The tanks will 
blow a hole on the wall so sneak Boris and Tanya inside. Try to take 
out as much Bio Reactors as possible by using air strikes to deprive 
the base of power.  
When the base's power is down, simply use Tanya or Boris to shoot the 
barrel outside the Psychic Dominator's wall then send Tanya inside to 
C4 it. Yuri will sell all his buildings after the Psychic Dominator is 
destroyed; kill the remaining Yuri's forces. Mission accomplished!!! 

Debriefing:

The Psychic Dominator has been destroyed and the Allies believe we 
fought for a common good. Fools.  

***********************************************************************

Mission four: Operation Romanov on the Run
Location: Morocco

Briefing: 

Premier Romanov has been shot down by Yuri's forces. We must locate the 
Premier and take him to the airport so he can be rescued. Yuri has 
built a tough defense around the airport that we need to eliminate 
before the Premier's rescue will be secure. 

Objective 1: Locate Premier Romanov and protect him. 

Objective 2: Destroy Yuri's base guarding the airport. 

Objective 3: Take Romanov to the airport once it is safe.  

Walkthrough:
 
Setup the base as usual and build a couple Battle Bunkers to counter 
the initial Yuri attacks. Send an Engineer to capture the oil derrick 
to the northeast (near the small Yuri base there). Build a Sentry gun 
nearby to protect it from Yuri's forces. 
Build two more War-miners to increase cash flow then start building 
some Rhino Heavy Tanks. Quickly develop the base and build the 
Industrial Plant to cut the cost of building vehicles then mass-produce 
the Rhinos (build two War Factories to increase production rate). Use 
the Spy Plane when it is ready to reveal the eastern part of the city; 
the Premier is hiding inside the building called "Rick's Place".  

Yuri will occasionally attack the base with some Lasher and Gatling 
Tanks along with some Initiates plus some Yuri Clones but the Battle 
Bunkers should be able to take care of them. 
While waiting for the tank production to finish, use the Spy Plane to 
clear as much of the map as possible. Start attacking the central part 
of the city and wait for the reinforcement to come, which is consisted 
of three desolators and two Crazy Ivans. 
Build five V3 Rockets and use them to fire at the buildings garrisoned 
by Yuri Initiates while the desolaters should radiate the ground to 
kill the Initiates once they come out of the building.   
Bring the Rhinos over to destroy Yuri's Barracks and the four Gatling 
Cannons nearby. Go across the bridge on the river and put the Rhinos at 
near Yuri's base as a "cork" to repel the endless Initiates and Gatling 
Tanks that Yuri is going to send. The V3 should fire their rockets 
SIMULTANEOUSLY to take out the Gatling Cannons at the entrance followed 
by the Psychic Towers.  

Send in the Rhinos when the obstacles are cleared to destroy Yuri's 
base. When the mop up operation is completed, go to the eastern part of 
the city and approach "Rick's Place" while clearing any opposition 
along the way. 
The Premier will come out after a short cutscene. Simply escort him to 
the airport. Mission accomplished!!!

Debriefing:

Premier Romanov has been rescued and safely evacuated thanks to your 
quick and decisive elimination of Yuri's base. 

***********************************************************************

Mission five: Operation Escape Velocity
Location: An uncharted island in the Pacific Ocean

Briefing:

We have uncovered Yuri's secret Submarine Base on an uncharted island 
in the Pacific Ocean. The threat of Yuri's Boomer Subs must be 
neutralized!

Objective 1: Pick a landing zone and construct a base. 

Objective 2: Locate and destroy Yuri's Submarine Pen. 

Objective 3: Finish off all remaining Yuri forces. 

Walkthrough:

Get everyone to land at the southern landing zone while destroying 
Yuri's Boomers along the way. Setup a base and train three Engineers to 
capture the oil derricks further to the west. Build a few Battle 
Bunkers near the westernmost oil derrick to protect against Yuri's 
troops, which are usually consisted of Initiates, Viruses, Brutes, Yuri 
Clones and Lasher Tanks. 

Build two War-miners as usual and develop the base until Zofia 
introduced the Siege Chopper. Build an Industrial Plant then there are 
three choices from which to decide how to complete this mission. 
The first method is to mass-produce Siege Choppers. Destroy Yuri's base 
from behind by landing on the ridges and deploying into artilleries 
before advancing slowly towards the Submarine Pen. 
The second method is to mass-produce Kirov Airships and charge the 
Submarine Pen, hoping to destroy it before getting shot down by the 
Gatling Cannons. 
The third method is to mass-produce submarines and head to the 
Submarine Pen while fighting off Yuri's Boomers. 
When the Submarine Pen is destroyed, Zofia will inform the Soviets that 
Yuri's base is actually a launching facility for a spacecraft. Mission 
accomplished!!!

Debriefing:

Your swift attack will keep this secret island a secret forever. Yuri's 
forces are in full retreat. Press on, General--Defeat Yuri!

***********************************************************************

Mission six: Operation To The Moon 
Location: The Moon

Briefing:

Yuri plans to launch himself to the moon after initiating his Psychic 
Dominator wave over earth. We need to install a base on the moon so we 
can build an attack force capable of destroying Yuri's moon bases and 
his Lunar Command Center. 

Objective 1: Find a location to build a base. 

Objective 2: Locate and destroy Yuri's Lunar Command Center. 

Objective 3: Destroy Yuri's remaining base. 

Walkthrough:

Welcome to the moon! Move the MCV to the east and setup a base on the 
flat land there. Develop the base as usual but there is no need to 
build a War Factory. Focus on building some Flak Cannons and Sentry 
Guns to ward off any Yuri attempt to destroy the base. 
Train as many cosmonauts as possible (until there is no more money if 
possible) and head north to look for Yuri's base. If necessary, sell 
off the other buildings to get more cosmonauts.  Yuri has three bases. 
The main one occupies almost half of the map. The other two smaller 
bases are located at the western and eastern edge of the map 
respectively. 
Get the cosmonauts to hit the smaller bases first but only take out the 
Bio Reactors aside from the attacking units. Head to the main base and 
repeat the same process in order to disable all the defenses. Mopping 
up should be easy when the defenses are down. Destroy every single one 
of Yuri's buildings and units including the Lunar Command Center. 
Mission accomplished!!!  

Debriefing:

You moved so quickly that Yuri couldn't do anything but watch his lunar 
establishment crumble. The moon is now a part of the glorious Soviet 
state.  

*********************************************************************** 

Mission seven: Operation Head Games
Location: Transylvania

Briefing:

Hoping to hide from your onslaught, Yuri has retreated to his ancestral 
home in Transylvania. We cannot allow him any respite or he will only 
rally his forces and return again to threaten us all. Eliminate Yuri 
now and forever!

Objective 1: Destroy Yuri's Fortress. 

Walkthrough:  

Deploy the MCV and start building as usual. Build a couple Battle 
Bunkers to ward off Yuri's initial assaults. Build one or two Flak 
Cannons as well. 
QUICKLY build five Flak Tracks and scout to the north with the Spy 
Plane's help to prepare for the two Kirovs that will come later. 

Assemble a small strike force and head to the northeast of the base to 
find a small town with a Grinder in the middle. Destroy it to find a 
crate, which will boost the income slightly. Head to the north from 
here to find a secret tech lab, capture it with an Engineer.  
Head to the west just across the river to find another small town and a 
Grinder, destroy it to find a money crate. 

Quickly build a Nuclear Missile Silo and Yuri will comment that he will 
make one as well. Roughly three minutes later, he will have one as 
well. Approximately two minutes later, the Allies will have a Weather 
Control Device as well. Wait again for another two minutes and Yuri 
will have a Psychic Dominator. 
Don't worry and keep protecting your base from Yuri's attacks. If 
anything gets destroyed, rebuild it again. 
When the nuclear missile is ready, launch it to destroy the Psychic 
Beacon controlling the Soviet base. Wait for the next nuclear missile 
to be ready while building some more defenses to protect against Yuri 
or build up a strike force. 
When the missile is ready, fire it to destroy the Psychic Beacon 
controlling the Allied base then start building some Prism or Robot 
Tanks. Combine them with the Soviet strike force that had been built 
earlier then launch a powerful attack to Yuri's base from both side. If 
the nuclear missile or weather control device is ready before the 
assault began, use them to destroy Yuri's Bio Reactors so the defenses 
will be down thus making the strike force's task to be easier. 
Ignore any other buildings; focus only on Yuri's Fortress then destroy 
it once and for all. Mission accomplished!!!    

Debriefing:

The sheer ferocity of your attack and genius of your tactics left Yuri 
stunned. There is no doubt you have crushed him once and for all.

GENERAL CHANGES OR FEATURE ADDITIONS

1. RA2 now allows you to play "Free for All" in Skirmish mode. Now
the AI can attack each other and not just the player.
2. Hotkeys and Interface changes added:
* Right clicking on the mouse centers on the Radar Screen instead of
deselecting the player's units.
* Press the "Spacebar" to cycle through last 8 EVA events. "Space Bar"
now also goes to "Ally under Attack" EVA event.
* Players can now place Rally Points on Service Depots.
* The "Q" & "W" keys that select Tab Buttons now grab a completed
building for the cursor.  Pressing again places that building.
* Press "Ctrl" + "Arrow" keys to jump to the edges of the map.
* Page User is bound to "U".
* Health Navigation, Veterancy Navigation, and Previous Unit hotkeys
are now unbound.  They can be rebound in the Keyboard Configuration
menu.
3. Observer Mode: RA2 now has an Observer Mode that allows 1 player
to watch other player's games.  Particularly useful for Korean
television shows and tournaments.
* There is a new checkbox at the top of the bunkers that players
can check to observe games. Clicking it will switch the "Join"
button to "Observe" and vice versa.
* In the game setup screen, the host can select the bottom slot to
be open for observers (assuming he isn't the observer himself).
Players attempting to observe go into this slot.
* The observer can only chat to all players.
* The observer cannot use Beacons or Waypoint Mode.
* The observer is not shown on the score screen.
* The observer is not allowed in Co-Op mode.
4. Dreadnaughts can now break bridges with missiles.
5. Now players can destroy a unit flying over an Iron Curtained
building.
6. If the player has a Cloning Vat, an Engineer, 2 infantry units,
and a Tech Hospital he will no longer get a complimentary unit out
of his Cloning Vat for every unit healed.
7. The edges of the Radar Screen are now visible.
8. We've enabled the Microsoft Sidewinder Strategic Commander(TM)
to work properly. We've also included the Westwood endorsed
configuration.
9. The Desolator will no longer continue to shoot the ground over
and over and keep building up radiation.
10. Parts of buildings will no longer disappear on occasion.
11. Structures no longer flash a frame of animation during placement.
12. Fixed the "Place Structure Anywhere" cheat.
13. Super Weapon tab flashes when ready.
14. Crazy Ivan and Tanya bombs now work on all bridges.
15. Fixed a Terror Drone + Unpacking MCV problem that made games
never end.

WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS

1. Quick Match now gives ping of opponent when matching.
2. Zero starting units are allowed.
3. Fixed up the taunts to make sure they play correctly.
4. Paging additions:
* Players can page a buddy from inside a game room, bunkers or game.
 (/page user name message)
 Example: /page Yuri Hi.
* Players can reply to last message. (/r message)
 Example:  /r Hi there.
* Players can check to see if another player is online. (/on user name)
Example: /on Tanya
* If player is paged and he presses "U" to reply to that sender, the
paging screen will default to that sender's name if U is pressed
within 5 seconds.
5. A ping meter is included inside game lobby as a tooltip.  There
are also graphic indicators (green, red, yellow) next to player
names. The ping indicated in the tooltip is between that player
and the game host.
6. Lobby Chat only scrolls if player is on bottom chat line.
7. Included an icon table that displays most icons and what they
mean in Westwood Online.
8. Fixed "Fetching Server" message pop up problem. Now it happens
less.
9. Fixed the loss of keystrokes when typing chat in bunker.
10. Lobby now defaults to the bunker the player left when returning
from Buddy List, etc.
11. Click on an existing game to show the name of map in bunker as
tooltip.  No need to enter a game to find out which map is being
played.
12. Chat messages during games no longer display in a choppy
and slow manner. Messages written at the end of games will now
display properly also.
13. Players are now routed to bunkers with less than 25 people
when entering Custom Match.
14. A tooltip has been added that shows a player's rank, battleclan
and battleclan rank when you mouse-over a player's name.  It may
take a bit for the server to return the player's rank.

UNIT BALANCE CHANGES
1. Unit Balance: IFV + Chrono Legionaire now destroys things more
slowly.
2. Unit Balance: Tesla Tank will shoot a little slower.
3. Unit Balance: Demo Truck speed reduced.
4. Unit Balance: Demo Truck damage was reduced.
5. Unit Balance: IFV+Tesla Trooper will shoot a little slower.
6. Unit Balance: IFV+Terrorist damage reduced.
7. Unit Balance: Terrorist hit points are increased.

* Patches 1.006

GENERAL CHANGES

Fixes:
1. Chrono IFV no longer loses its target when selecting a
target further than his firing range. Now it moves within
attack range and fires without losing focus at any moment.
2. Modified official maps are not transferred over Internet games.
3. If a player disconnects 3 times in one game for durations
more than 25 seconds each, the game will finish and be
awarded to the non-disconnector at the 3rd time.
4. If walls or other buildings block the Soviet Barracks exit,
no unit is built even if the user has a Cloning Vat. The cost
is refunded to the player.
5. No other infantry units other than those with explosives can
blow up buildings when joining to a Tanya command waypoint.


WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS

New Features
1. NAT (Network Address Translation) and Firewall support

Fixes
1. In 4 player Internet games,  Red Alert 2TM now behaves
correctly and continues the match with the remaining players
when the host loses connection.
2. The game now behaves correctly by continuing 4 player
Internet games when the host gets disconnected from his
ISP but is able to reconnect in time.
3. In-game chat,  whenever the user types a message longer
than a screen width the text is transmitted and displayed
properly.

* Yuri's Revenge, version 1.000

GENERAL CHANGES & FEATURE UPDATES

General:
1. In the Game Option screen, the Game Resolution setting
only sets the in-game (battlefield) resolution.  The game
shell screen resolution is locked at 800 by 600 pixels.
2. With the Short Game selected, Yuri’s Slave Miner is
excluded from the winning condition.
3. Now all players can see the infantry pips of any fortifiable
civilian building, regardless of which player garrisons it.
4. When a unit is mind controlled, all players will see the
initial mind-control line from the controller to its victim.
5. The T (unit-type select) and P (all-unit select) hot-keys
will automatically exclude units inside of a Tank Bunker.
6. In Red Alert 2, sometimes a game would not end if the
last remaining unit were in a mind-controlled vehicle.
Now, if this should happen, the unit inside will be
automatically killed, and the ex-owner of the captured unit
will be declared the loser.
7. Tab-flash-for-readiness has been updated.  The following
features will only flash the tab for a bit to inform the
player when fully charged: Spy Plane, Force Shield,
Psychic Reveal.
8. If playing behind a firewall, the preview maps do not
get transmitted to other players.

Units & Structures:
1. Magnetron can only levitate vehicles, not infantry.
2. The Brute is not allowed inside of an IFV.  However,
the Brute is allowed inside other transports, but only as
a passenger.
3. The Hero units (Tanya, Boris, and Yuri Prime) are not
allowed to use their special attack from within the
Battle Fortress.
4. Kirov spinning every time it acquires an order/target
is now fixed.
5. Setting waypoints for planes from within the radar
map has been disabled.
6. Floating Disc will auto target and shoot any base
defenses that are powered (i.e. Prism Tower and Tesla Coil).
However, the Floating Disc will not auto target and shoot
any base defenses that are not powered (i.e. Pillbox
and Sentry Gun).
7. Psychic Dominator permanently “captures” its victims
rather than just mind controls them for a short duration.
Once a unit has been psychic dominated (purple halo on
the unit), it can never be mind controlled again.
8. Yuri Prime and Yuri Clone’s psychic blast do not harm
friendly units.
9. Cloning Vats allow the player to make a second Hero
unit (Tanya, Boris, and Yuri Prime).

Multiplay:
1. In the Westwood Online Quick Match and Quick Co-op games,
the Super Weapons setting is always on, and the Crates
setting is always to off.
2. In Team Alliance game mode, you must set your teams at
the start.  Once the battle has started, you are not allowed
to switch alliance.
3. In Land Rush game mode, the Yuri player begins with a few
Attack Dogs among his starting units.
4. In Skirmish: Battle mode, all AI players start out on the
same team fighting against the human player.

Other:
1. Known problems with the Cirrus Logic 5464 video card:
Systems with this device may experience the following problems:
low frame rate, slow movie playback, and audio distortion.
2. Known problems with USB sound devices:
There seems to be some sort of conflict with USB sound devices.
If using these devices, the game may load with no audio.
Examples of such devices: the Altec Lansing ADA70 USB Speakers,
Microsoft Digital Sound System 80 USB.
3. Known problems with Ensoniq SoundScape and OPTI 82C 931:
Systems with this device may experience the following problems:
some random audio stuttering and popping in game and movies.

Information from the previous Readme files still applies.

* Yuri's Revenge, version 1.001

CHANGES & FEATURE UPDATES:

General:
* To maximize game performance for all game modes, it’s best
to set the game’s resolution to 640 x 480 pixels. The higher
the resolution setting, the slower the game’s performance,
especially on lower end PCs.
* Another way to maximize WOL game performance is to never
adjust the Internet Connection Slider (in WOL Options Screen).
The game determines the optimal setting before starting the
battle. This is often confused by users in believing moving
this slider will increase the game’s speed, which it does not.
* PCs with more than one CD Rom device caused the game to
launch slowly. This has been fixed.

Units & Structures:
* Sometimes the Con Yard would disappear if it was captured
by Yuri Prime, and then Yuri Prime was killed while the Con
Yard was being packed up. This has been fixed by not allowing
the player to deploy/un-deploy the Con Yard in this situation.
* Sometimes an exiting vehicle would be stuck on the edge of
the War Factory causing the War Factory to become unusable
if the vehicle were chrono’d just as it was about to come
out of the structure. This will no longer happen.
* Oil Derricks did not animate on some maps. This has now been
fixed.
* Sometimes an exiting Robot Tank may be stuck on the edge of
the War Factory and causing the War Factory to become unusable,
if the Robot Control Center was destroyed just as the tank
was about to come out of the structure. This will no longer happen.
* If a vehicle being repaired by a Repair Depot was chrono’d
to a new location, that vehicle would continue to be repaired
even though it was no longer on the Repair Depot. This has
been fixed.
* The player could sell a vehicle that was being repaired on
an Allied Repair Depot, unlike the Soviet Repair Depot. Now,
the player can’t use either type of Repair Depots to sell
vehicles.
* Infantry were allowed to interact (garrison, un-garrison,
engineer, and C4) with a building that was being chrono’d by
a Chrono Legionnaire. Doing so would disrupt the chrono effect.
These will no longer be allowed.
* If the enemy units garrison/un-garrison a building, Boris’
laser designator could be interrupted and the MiGs called off.
This will no longer happen.
* Using the Genetic Mutator on any infantry on a bridge killed
the infantry rather than being transformed to Brutes. Now,
the infantry will be turned into Brutes.
* If the player placed an infantry unit with a Crazy Ivan bomb
on it into a Battle Fortress, waited for the timer to tick down,
then deployed the infantry, the bomb would be gone. Now, the
bomb will explode right after the infantry exits the Battle
Fortress.
* If any unit that can attack from within a Battle Fortress
was placed in a Battle Fortress, then into an Amphibious
Transport, then moved elsewhere, the player would still
retain the ability to attack from the location where the
Battle Fortress was loaded, even though the unit is no longer
there. This has been fixed.
* The Air Force Command HQ can no longer have rally points.
* Now you can set the Naval Yard’s rally point while it’s
being placed/constructed.
* Using a Magnetron to levitate, and then drop, a vehicle
over a high bridge, would cause the vehicle to fall through
the bridge and land on the water below. Now, the vehicle will
no longer fall through the bridge.
* Sometimes, the Magnetron would become confused and continuously
pick up and drop an enemy vehicle. This has been fixed.
* A Squids could be pulled onto land if it was chrono’d or
magnetron’d while attacking a vehicle. Now, a chrono’d squid
will be killed; a magnetron’d Squid will let go.
* If a Slave Miner were dropped into water, the freed Slaves
would turn neutral instead of joining the player that freed
them. Now, the slaves will join the player that freed them.
* Sometimes, when a Battle Fortress full of infantry was deployed,
the infantry would become uncontrollable as they walked back
where they came from or attack the enemy’s base. This has been
fixed.
* When a vehicle carrying additional units was sent into a
Grinder, the player would receive money only for that vehicle.
Now, the player will receive money for all units it’s
carrying, too, including Terror Drones.
* Sometimes a stray unit would get stuck in a Grinder, causing
the Grinder to become unusable. This has been fixed.
* When a Yuri Clone was loaded into a Battle Fortress, then
mind controlled an enemy unit, and that Battle Fortress was
sent into a Grinder, the player could still control that
mind-controlled unit even though the Yuri Clone had already
been destroyed. Now, the mind-controlled unit will be returned
to its previous owner.
* In a multiplayer game, if the host loaded a Yuri clone,
Yuri Prime, or Psi Commando into a Battle Fortress, then mind
controlled enemy units, then ordered this Battle Fortress into
a Grinder and exited the game, the guest’s game would receive
an internal error. This has been fixed.
* If a hero unit (Tanya, Boris, Yuri Prime) was placed into
a transport, and that transport was destroyed on water, the
player would not be allowed to make another one of these
units. This has been fixed.
* The planes from the Allied Aircraft Carrier could be made
to attack out of range targets if you switch targets while
it’s firing its missiles. Now, this will no longer be allowed.
* Yuri Clone’s psychic blast used to harm nearby Yuri Prime
units. Now, Yuri Prime is immune to Yuri Clone’s psychic blasts.
* When a GI or Guardian GI was affected by the Chaos Drone’s
gas, the owner of that unit could still continue to deploy
and un-deploy it. This will no longer be allowed.
* The AI-controlled Yuri Prime would never sell off the
captured buildings. Now, the AI-controlled Yuri Prime will sell
off any building it captures.
* The production of the Navy Seal unit will now be accompanied
with an audio announcement as it comes out of the Barracks.
* The LAX building can now be garrisoned in multiplayer games.
* Deployed Guardian GIs had problems harming the Paratroopers.
Now, the Paratroopers will take damage.
* An elite Magnetron’s firing range was a bit shorter than a
standard Magnetron. It now has the same range.
* The Gattling Cannon’s ground-target attack range has been
slightly increased.
* Boris’ attack cursor and attack action on the occupied Tank
Bunker was reversed. Now, whenever Boris attacks an occupied
Tank Bunker, the MiGs will be called.
* Tanya used to be allowed to attack the vehicle inside the
Tank Bunker. This will no longer be allowed.
* The Soviet’s Spy Plane and MiGs have been made more durable.
* An IFV loaded with infantry could be made to look like a
standard IFV by building a wall around it, then deploying it.
This will no longer be allowed.
* The Rhino Tank’s build speed has been slightly decreased.
* The Siege Chopper’s cost has been slightly decreased.
* The Slave Miner’s cost has been slightly increased.
* If ordered from the Structure Tab, the Slave Miner now builds
slightly slower. However, if ordered from the Units Tab, the
Slave Miner now builds slightly faster.
* The Chaos Drone now costs slightly more, builds and shoots
slightly slower.

Multiplay:
* Trainers that remove the game’s shroud will no longer work.
If any such hack is detected, the game will be forced out of sync
and the cheater will be logged for corrective action.
* Sometimes, if the host had quit out of the game channel right
after it was created, the client would become stuck in the
lobby and unable to respond at all. Now, the client will time
out and properly return to the lobby.
* All screens that might experience slow Internet connection now
have an active indicator to inform the user that the system has
not locked up during lengthy waiting periods.
* The Clan Abbreviation column in the WOL lobby has been
expanded to accommodate longer names/text.

Other:
* Using large font can result in some shell screen issues.
For example, text position on the buttons could be off,
start positions and team fields could be off in the
drop-down selection boxes, etc. To correct this, set your
system font to the standard/small font. [Desktop ->
Properties -> Appearance -> Scheme -> Windows Standard].
* If you are using Windows 2000, or Windows XP, or systems
with multi-processors, and you experience problems with
the movie’s audio, then set the system’s audio Hardware
Acceleration down to the Basic setting (under Audio Properties).

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The End of My Comand & Conquer : Yuri's Revenge , Red Alert 2 Expansion 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thank You For looking at my Walkthrough .





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