red alert 2 compendium
Post on 26-Oct-2014
41 Views
Preview:
TRANSCRIPT
=======================
Red Alert 2 Compendium
======================
Version 4.2
Written by Stephanus Rudiyanto N.
email: s_rudiyanton@mailcity.com (old, but still fu nctioning)
s_rudiyanton@lycos.com
NOTES from Author:
* If you send an email to me, may be the reply is t oo late, this
happens because I check my mailbox not very frequen tly. I'm sorry for
this incovenience. But, if you send me some info or corrections, I
WILL reply the letter (even it may be take a few da ys, weeks, or
months) If I don't send the reply, just wait until it comes :)
(There is also another possibility: I have already sent it and it
doesn't reach your mailbox). Thanks just for readin g this.
* This FAQ is based in Red Alert 2, for Yuri Reveng e's data please
refer to my other FAQ.
* To read this FAQ, use Fixed Width fonts like Cour ier, if not many of
the tables below will look terrible.
Use WordPad to read this FAQ, and maximize the wind ow.
Table of Contents
-----------------
i) Introduction
ii) Version
iii) Future edition
iv) Credits
v) How to get this FAQ
I - General and Special Rules
1) Formulae
2) Shorcut Keys
3) Mind Control
4) Chronoshift
5) Invulnerability
6) Building
7) Veteran and Elite Units
8) Credits
9) Weather Storm
10) Crates
II - Units
1) Allied Infantry
2) Soviet Infantry
3) Allied Vehicle and Aircraft
4) Soviet Vehicle and Aircraft
5) Allied Naval
6) Soviet Naval
7) Neutral Unit
III - Buildings
1) Allied Building
2) Soviet Building
3) Allied Combat Building
4) Soviet Combat Building
5) Neutral Tech Building
6) Neutral Miscellaneous 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
V - Miscellaneous
1) Records
2) Dangerous Unit
3) Do you know?
4) Special Section
5) Patches changes
--------------------------------------------------- ----------
i) Introduction
Command & Conquer: Red Alert 2 is a real time strat egy game
from Westwood. This is the sequel of Command & Conq uer: Red Alert.
The game story is based on the war between the Alli ance and the
Soviet forces. This game is recommended for fans of real-time
strategy games. The FAQ I used here is based on ver sion 1.006.
For Yuri's Revenge (its expansion), please refer to my other FAQ.
(Yuri Revenge Compendium)
First, I apologize if my English is not good (Becau se it is not my
main language). Maybe some grammars and spells have some errors in
this FAQ. This is my second unpublished FAQ I wrote . (The first
is Starcraft Broodwar Expert Guide).
This FAQ is created for intermediate and expert pla yers that have
played the game long enough to truly know the aspec ts of the game.
Although the beginners can also read this FAQ, it i s not recommended
because of some complicated data and tables. In thi s 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 thos e. There are so
many good FAQs to teach you to play in the internet so I don't need
to explain it again :)
A lot of info I acquired by checking the INI files (if you are often
costumizing any Westwood games (C&C and RA), you mu st know these
famous INI files), and also from searching, trying, and my other
hardwork by playing the game itself. Note that not all data I extract
pure from INI files (because some of them has many changes and can't
be 100% right), actually I almost check everything (even the
calculation procedure) to be sure it is right. So f orgive me if there
are many errors I didn't notice. Email me at s_rudi yanton@lycos.com
for corrections and suggestions, and of course you will be credited
even for small fixes. I will update this FAQ when t here is a mistake,
error, or any addition. I can also add an entirely new section if
I think it's important.
If you include any information below in any FAQ or Websites, please
ask my permission first (mostly I will answer yes) and give credits
for me. (It's extremely hard to collect information in this FAQ,
you know).
And lastly, I don't own Red Alert 2 CD. I play the game by borrowing
my cousin's CD. And so, I also couldn't play it in the net until now.
I am also not too good at multiplayer games (becaus e I rarely had
chances to play it on network games), but I'm also not that bad. This
is just for info. :P
ii) Version
Numbers after the dot mean minor updates, while num bers before the dot
mean Major updates.
Early December 2000 - Version 1.0 (Initial release)
11 December 2000 - Version 1.1:
- Add a small but important tips in Section V.3
- Remove the section points of this game (as my cou sin wished)
- Add section v) How do you get this FAQ
This section list the sites currently post my FAQ s.
19 December 2000 - Version 1.2:
- Fix some little errors and grammars.
- Fix corrections and some additions on Tesla Troop ers, Conscripts,
Crazy Ivan, and Terror Drone in units section.
- Add information in Giant Squid, Tanya, SEAL, and Do You Know
section.
- Correct some errors in Pip section.
22 December 2000 - Version 1.3:
- Fix some corrections on Sentry Gun and Soviet War Factory.
26 December 2000 - Version 1.4:
- Fix some, well - again - little errors and gramma rs.
- Fix corrections and some additions on General and Special Rules
Rules (Buildings), Chrono Legionnaire, Chrono Com mando, IFV,
Dreadnought, Destroyer, Aircraft Carrier, Allied Naval Shipyard,
and Tesla Coil sections.
- Add information on Invulnerability, Spy, and Flak Cannon sections.
8 January 2000 - Version 2.0:
- Add Neutral Miscellaneous Buildings section (my c ousin writes it).
9 January 2000 - Version 2.1:
- Fix some - again - little errors and grammars.
- Fix corrections on Yuri Prime (not much, just rep lacing any "Yuri"
word with "Yuri Prime"), Soviet Construction Yard (same case, only
word replacement), all tech buildings (explain th at they can be
repaired without using engineer), Prism Tower (da mage rating)
- Add info on Mind Control, Chronoshift, Invulnerab ility, Allied and
Soviet Ore Refinery (selling building), Cloning V ats, Soviet and
Allied Walls, IFV, Terror Drone, Flak Track, Amph ibious Transport,
Nighthawk, and MCV.
1 February 2001 - version 2.2:
- Do some replacements to make the sentences easy t o read.
18 February 2001 - version 3.0:
- Fix an error in Formulae (building speed theory i s wrong, thanks
to Blossom Storm for telling me this).
- Correct little error in War Miner (thanks to Noop lanop for this).
- Update almost all sections because patches 1.004 is out and change
many statistics. Look for new section V. 4 for Pa tches changes.
26 March 2001 - version 3.1:
- A long time update.
- Fix small error in unit table.
- Fix small error in Actors and In-Game Voice. (tha nks to Mike Ching)
- Fix small error in Flak Troopers and Tesla Troope rs.
- Add some note in Kirov Airship.
- Add some note in speed (Put in Do you Know sectio n).
14 April 2001 - version 3.11:
- Add some notes in credits section.
26 May 2001 - version 3.12:
- Add some notes in Miscellaneous section.
7 September 2001 - version 3.2:
- Add some nice infos about Weather Storm (thanks t o Alien Overmind).
6 October 2001 - version 3.21:
- Add some notes about Mind Control.
28 October 2001 - version 4.0:
- May be the FINAL version of this FAQ, because Yur i's Revenge is
out, and I will now focus on its FAQ. I still col lect some data
for this game and need more time to finish it.
- Revised some data and fixes some errors.
- Add some replies in Do You Know section.
20 November 2001 - version 4.01:
- Add some notes in Cloning Vats section.
16 February 2002 - version 4.02:
- Add a site that host my FAQ.
3 March 2002 - version 4.1:
- Add some infos in many sections.
- Fixes some errors.
17 March 2002 - Version 4.11:
- Add a site that host my FAQ.
3 June 2002 - Version 4.2:
- Add Special section that contains many strategies and contribution
from Overmind.
iii) 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 e xplain this,
while I'm not an expert at multiplayer games).
iv) Credits
- Westwood, for making a great game for me to play.
<www.westwood.com>
- Jeff "CJayC" Veasey (GameFAQs webmaster), for hos ting my FAQs,
GameFAQs is truly a good website for game guides and other
game-related info!
<www.gamefaqs.com>
- My cousin, because I played RA2 with his CD and o n his computer.
He also writes his own section (Points for this g ame) in this FAQ
by himself.
He checks almost everything in this FAQ.
He also who writes the Neutral Miscellaneous Buil dings section.
- "Tony Toon" <galaga88@evansville.net>, for info o n how to ally
in an easy way.
- Blossom Storm <fmns@yahoo.com>, for telling me th e building speed
theory is wrong and inform me about new patches i s out.
He also show some errors and add some nice info i n my FAQ.
Thanks a lot.
Red Alert 2 Sites: <http://redalert2c.8m.com/>
- <Nooplanop@aol.com>, for info that War Miner can become expert.
- Ching, Mike <cybertrooper@edsamail.com>, for corr ecting
Tanya Actor.
- <DJTestrake@aol.com>, for some "interesting" poin t :)
- Alien Overmind <alien_overmind@2die4.com>, for ma ny useful
informations and suggestions.
Information: Weather Storm, Crates, Building Occu pation, and
Survivors
Fixes: Genetic Mutators Range, Spy shut down powe r time.
He also sends me many useful and important inform ations and
strategies that I put them into a separate specia l sections.
- "Justin Mitchell" <justinmit@hotmail.com>, for in fo about
Kirov and small notes.
- Kevin Leung <mpe58@yahoo.ca>, for info about Chro noshift and
Invulnerability.
- Mek <MekZhaoyun@aol.com>, for a little comment in Do You Know?
section.
- Ang Yi Ping <yipingng@pacific.net.sg>, for some n otes about
Cloning Vats.
- Ian Tucker <getingjiggy@hotmail.com>, for some in fo about
Chronoshift.
v) How to get this FAQ
You can get this FAQ only in these sites:
- http://www.gamefaqs.com
- http://DLH.Net
- http://www.gameadvice.com
- Cheat Empire:
http://home.planetinternet.be/~twuyts
- http://www.neoseeker.com
- http://www.actiontrip.com
- http://www.cheatingplanet.com
- http://SPOnG.com
- http://www.gamespot.com
If you want to check my newest FAQ, please check ww w.gamefaqs.com
first, because I will send my newest FAQs to GameFA Qs before other
sites.
*****************************
I - General and Special Rules
*****************************
1) Formulae
* Cells
One cell in Red 2 Alert means a portion of small terrain that can
be occupied by one small vehicles (IFV, Flak Trac k, etc.) or 3
infantry.
* ROF: Rate of Fire
The longer the number, the longer the unit reload s its weapons.
15 are equal to 1 second at middle speed setting. So a weapon
with maximum speed with 150 ROF, will attack agai n after about 10
seconds after previous attack.
* Frame Delay
900 Frame Delays are equal to 60 seconds in 15 fp s (frame per
second) games.
* Veteran Rules
Each unit that can become Veteran will have incre ased statistics.
For Elite units just multiply the number by 2. An d 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 vete ran or Elite.
For more description and detailed information abo ut Veteran and
Elite units, look at section below.
* Radiation
Nuclear Strike, Demolition Truck, and Desolator R adiation Eruption
can create an area of radiation. The radiation wi ll disappear
after (Radiation Level x 1) frames.
* Cells Radius and Cells Area
In some data I mention about Cells Radius and Cel ls 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 ce lls radius for
better understanding. But I use cells radius beca use 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 co nfusing 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 th e owner of
selected object
Cheer C All Units to Cheer (for fun onl y)
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 cu rrent action
Waypoints Z Set planning mode ON (to create waypoints)
Units that have been set for wa ypoints don't
do anything until you turn this off
Units move synchronically (have same speed)
Category: Information
Keys Description
--------------------------------------------------- -----------------
Coordinates - Gives the information of curren t coordinates of
cursors
This key is undefined by defaul t (- in here
means no key and not the minus key).
Category: Interface
Keys Description
--------------------------------------------------- -----------------
Delete Num Del Deletes the selected ob ject
Follow F Toggle Follow state of selected object(s)
Goto Radar Event Space Center the Tactical Vie w to the cycle
through last 8 EVA even ts. "Space Bar"
also goes to "Ally unde r Attack" EVA
event *
Options Esc Display game options di alog
Page User U Page a Westwood Online users
(Internet only) **
Place Beacon B Used to place a communi cation Beacon
(Multiplayer only)
Repair Mode K Toggle Repair Mode On/O ff
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 Selectio n list downward
Sidebar Up Num 8 Scroll Sidebar Selectio n 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 p osition 1
Set Bookmark 2 Ctrl-F2 Set view Bookmark map p osition 2
Set Bookmark 3 Ctrl-F3 Set view Bookmark map p osition 3
Set Bookmark 4 Ctrl-F4 Set view Bookmark map p osition 4
View Bookmark 1 F1 View bookmarked map pos ition 1
View Bookmark 2 F2 View bookmarked map pos ition 2
View Bookmark 3 F3 View bookmarked map pos ition 3
View Bookmark 4 F4 View bookmarked map pos ition 4
Jump to Map Edge Ctrl-Arrow keys
Jump to the edges of ma p for
corresponding arrow key s ****
(*) Before version 1.004, Space Bar only center the Tactical View
to the last Radar Event.
(**) Before version 1.004, there is no default Hotk eys for Page User.
(***) The "Q" & "W" keys that select Tab Buttons gr ab a
completed building for the cursor. Pressing again places that
building. (Version 1.004 above)
(****) Only in version 1.004
Category: Selection
Keys Description
--------------------------------------------------- -----------------
Center Base H Center the view about t he player's base
Center View Num 5 Center the view about t he selected
object(s)
Combatant Select P Select all military uni ts *
Health Navigation U Navigates across the la st selection by
health level**
Next Object N Select the next object
Previous Object M Select the previous obj ect
Type Select T Select units by type *
Veterancy Nav. Y Navigates across the la st 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 autom atically 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 condi tion (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 show s the information
on how many units in that condition and how m any Cost value
of all those units.
(***) - This shortcut key shows all units in the se lected units that
are in Elite level, then if pressed again s hows all units
that are in Veteran level, then if pressed again shows all
units that are in Green status (Normal leve l). If pressed
again its loops back to show all units in E lite level.
It also shows the information on how many u nits 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 At tack now"
Taunt 3 F7 Send taunt message: "Help me"
Taunt 4 F8 Send taunt message: "Please dist ract enemy"
Taunt 5 F9 Send taunt message: "Surrender N ow!"
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
- After patches 1.002, 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 a ny enemy or
neutral unit and control its movement and action. In other
words that unit will become your own unit. But yo u can only
mind control one unit for each unit that has mind control
ability.
- There are four units that can mind control an ene my unit.
They are Yuri, Psi-Corp Infantry, Psi Commando, a nd Yuri Prime.
Psi-Corp Infantry only appear in campaign mode, a nd it has the
same statistics with Yuri's.
- If you control a transport, all units in the tran sport will
NOT be mind controlled, so if you deploy the tran sport, all
of the units inside go out and are still owned by enemy.
- Units that are mind controlling and a mind contro lled unit can't
enter any transport (Amphibious Transport, Nighth awk, Flak Track,
and IFV).
- To release a mind controlled unit, you can kill t he unit that
mind control it.
- To change mind control unit, just target another unit.
Example: If a Yuri is mind controlling a GI and y ou want him to
mind control a Grizzly Tank, just simply ask him to target the
Grizzly Tank.
- To release a mind controlled unit, use Force Atta ck (Ctrl-
Left Click) to any empty terrain.
- 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 w ith
invulnerability (Iron Curtain is activated on it) .
- A mind controlled MCV can not build buildings.
- There also a few units that are IMMUNE to Mind Co ntrol:
Unit Sides Unit Sides
------------------------------------------------ ----------
Chrono Miner Allies War Miner Soviet
Attack Dog Both Terror Drone Soviet
Giant Squid Soviet Yuri Soviet
Psi Commando Allies Yuri Prime Soviet
Harrier Allies Black Eagle Korea
Kirov Airship Soviet Rocketeer Allies
Dolphin Allies (while flying)
- You CAN actually mind control a Kirov. However, it's not
exactly something that will happen often. You ha ve 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 initial ly "on the
ground", and can be controlled.
<Justin Mitchell>
4) Chronoshift
- Chronoshift can be used after you have built a Ch ronosphere.
- Chronoshift can teleport any unit in 3x3 Cells ar ea 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 w ill be killed
instead of being teleported. They include: Most i nfantry unit,
Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator,
Monkey, and Polar Bear.
- Chrono Legionnaires and Chrono Ivan can be Chrono shifted and
not killed by the process.
- You CAN teleport infantry only if it on a transpo rt and you
teleport the transport.
- Invulnerable unit can't be Chronoshifted.
Notes: Kevin Leung has spotted and inform me that some
invulnerable units can be chronoshifted, but I ha d rechecked
this again and couldn't do it. This is may be hap pen for
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 found something.
- You can teleport enemy units or neutral units.
Example:
* Teleport a group of enemy tanks to water to mak e them drowned.
* Teleport a group of enemy ships to grund to mak e 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) or Nighthawk to water to destroy them.
- Vehicles are not destroyed when teleported onto a building, they
are just placed around it. <Ian Tucker>
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 Nighthaw ks invulnerable,
but not Kirov Airships. Those three must land fir st when they are
cloaked with Invulnerability.
- If you make any transport invulnerable, units ins ide 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 enginee r.
- 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 no tes about
Chronoshift above)
- Invulnerable unit can't be mind controlled.
- You can use Invulnerability to enemy or neutral u nits.
Example:
* Destroy any group of infantry by covering them with
invulnerability.
* Destroy a Dolphin or Giant Squid by covering th em with
invulnerability.
- If you put an invulnerabled unit in a transport, the invulnerability
will not cease and expire after 750 frame delays.
6) Building
- Buildings in Red Alert 2 can only be placed near other buildings.
- Normally, buildings can be placed 2 cells adjacen t to other
building. The exception are:
Buildings Cells
--------------------------
Naval Shipyard 12
Concrete Wall 8
Sentry Gun 4
Pillbox 4
Patriot Missile 4
- All buildings need powers. Buildings that don't n eed power
are: Construction Yard, Concrete Walls, and Pillb ox.
Allied power sources are the Power Plant. While S oviet power
sources are Tesla Reactor and Nuclear Reactor.
- Buildings that can't work without power:
Ore Purifier, Gap Generator, Iron Curtain, Weathe r Control Device,
Chronosphere, Radar Facility, Psychic Sensors, Sa ttelite Uplink,
Tesla Coil, Prism Tower, Patriot Missile, Grand C annon, and
Flak Cannon.
- 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)
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 enem y units that
have 3 times more 'points' than its value points. To become
Elite it needs 6 times more 'points' than its or iginal value
points. Buildings also have points.
Points used here are the unit/building's costs.
Example:
Rhino Tank (Cost: 900) that destroys 1 Flak Canno n (Cost: 1000),
1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and
1 Conscript (Cost: 100) will be promoted to veter an.
It happens because all unit values that it destro ys:
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 th at 3 times
of its original value.
To become elite, the Rhino Tank must again destro y 3 unit cost
that 3 times of its original value (2700) again.
So a Veteran Rhino that destroys a War Factory (c ost 2000) and
a Service Depot (Cost: 800) will be promoted to E lite.
- Crushing an infantry also counts as killing them.
Killing/Destroying a friendly units by Force Atta ck also counts
killing them (but it has fewer points than enemy units).
This is not recommended because it is too EXPENSI VE to
make a unit a veteran.
- Veteran and Elite Units also give them these bene fits:
Veteran abilities:
Armor increased : all units
Speed increased : all units
ROF increased : all units
Weapon damage increased : all units
Ability to Scatter : Tanya and SEAL
Elite abilities:
Self heal : all units (some unit s already
have them in normal level)
HP/Strength 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) automatica lly 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 th an 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.
Carried bails are showed in colored pip (small do t in Harvester
that shows the color of its ores/minerals storage ). 1 Pip
is the same as 4 bails (in Chrono Miner) and 8 ba ils (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 ma x 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. Sell ing a building
costs half of its original value.
Selling a building can give you some extra infant ry that
come out from the building (GI and Conscripts), b ut it
depends on the building cost and type.
Selling Construction Yard also gives you an Engin eer.
- You can also sell unit (ground vehicles only, inc luding
Nighthawks). It costs half of its original value.
To sell a unit, move it to Service Depot. Move cu rsor to
the unit until it shows GREEN dollar sign, then c lick to
sell it.
Warning, if you sell any transport the unit insid e it
will also be sold but without credits (only the t ransport worth
the credits).
- Concrete Walls and all Tech Buildings (even you h ave captured
them) can't be sold.
- Tech Oil Derricks give you small credits (20 cred its) every
time, and give 1000 credits for the first time yo u 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 trigge r
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 <alien_overmind@yaho o.com> for
all of these info on Weather Storm.
10) Crates
When any units take a crate, it can do one of the f ollowing:
- Promote a group of units to Veteran status (3x3 c ells)
- 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 N aval)
- 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
**************
II - The Units
**************
1) Allied Infantry
------------------
1.1) GI
Country : Allies
Prerequisite : Barracks
Cost : 200 TechLevel : 1
Weapons : M60 Heavy Machine Gun (Deployed)
Parabellum Pistol (Undeployed)
Speed : 4 Sight : 5
HP : 125 Armor : none
Weapon Notes:
* Undeployed
Damage: 15 Range: 4 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (8 0%), Plate (70%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (5 0%), 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: None (100%), Flak (1 00%), Plate (70%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (5 0%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 7 ROF: 5
Notes:
- Can occupy civilian buildings (if GIs occupy a ci vilian building,
they can attack from that building by using the ' deployed' weapon).
- Can be dropped by plane if you have Paradrop/Airp ort Tech Building.
- GI cannot damage concrete walls and cannot fire p ass 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 Rep air Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in v isual only.
- Can disabled bomb planted by Crazy Ivan but not a utomatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for dete cting 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 atta ck the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/ dog in sight range)
- When in Guard Mode, increase scan range (detectin g spies and
other infantry) by 5.
- Can only target infantry, dog, cow, alligator, mo nkey, 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) 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 (1 00%), Plate (70%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (5 0%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 5 ROF: 5
Notes:
- Always fly and never land. (Except in Campaign mo de where they are
in ground first)
- Rocketeer can't damage concrete wall.
1.5) 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, alligat or, or monkey
to disguise like it.
- Spy, by default, disguises like your own basic in fantry (GI for
Allies, or Conscripts for Soviet).
- Can disguise as ANY biological unit, friends or f oes.
- Can disguise as animal or neutral biological unit s (like cow and dog).
- If Spy targets another spy that has disguised, he will disguise
like that disguised form (not the spy). For examp le, spy A has
disguised as a cow, and spy B has just been creat ed. 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 als o detected by dog
and Yuri (including Yuri Prime and Psi Commando).
- If disguised, any enemy unit doesn't automaticall y attack it (except
dog and Yuri), but it can be attacked (target cur sor shows him as
enemy).
- Can enter these buildings:
+ Barracks: Make most infantry that you train bec ome veteran.
+ War Factory: Make most vehicles that you train become veteran.
+ Radar/AA HQ: Resets the enemy's shrouds.
+ Ore Refinery: Steal half of their money.
+ Power Plant/Tesla Reactor: Shut down the power for more than 1
minute. (1000 frame delay)
+ Allied/Soviet Battle Lab: Can make a special in fantry (Chrono
Commando, Psi Commando, Yuri Prime, or Chrono I van)
+ Chronosphere, Iron Curtain, Nuclear Silo, or We ather Control:
Resets the super weapon countdown.
- Can't be veteran or elite by normal means.
- IFV Mode: 2
1.6) SEAL
Country : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost : 1000 TechLevel : -
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 autom atically, 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.
- Can only be trained in Campaign mode.
- IFV Mode: 4
1.7) Tanya
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Dual Pistols
C4 Charges
Speed : 5 Sight : 8
HP : 125 Armor : Flak
Weapon Notes:
* Dual Pistols
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None (200%), Flak (1 00%), 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 auto matically, 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 bridge by entering Bridge Repair Hut.
- Can't be trained in Campaign mode.
- IFV Mode: 4
1.8) 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 AN Y armor,
so they always hit at full damage.
They damage the enemy (Temporary damage and not s hown) by 8 or
(more if Veteran or Elite) continously. If the da mage 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 insta ntly, 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 uni t/building. The
stronger the enemy the longer they "remove" it. K illing him while
he is targeting will release the unit/building.
Moving him or making him select another target wi ll also release
the unit/building.
- Any enemy unit's or building's targeted by them c an't be targeted
by other unit except by other Chrono Legionnaire. Also their
target can't move, attack, or do anything while s till in the
phase time.
- They cannot damage Concrete war nor attack pass t hrough
Concrete Wall.
- Cannot be crushed by vehicles.
- Tip: Send an IFV to the vicinity of enemy base. T hen send your
Chrono Legionnaire in it. Acting this way will en able the Chrono
Legionnaire to attack without "unwarping". Howeve r, if you unboard
him soon after he teleports to the IFV, he will " unwarp".
- IFV Mode: 10
1.9) 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 aut omatically, order
him to attack those targets manually.
Notes:
- When Attack, the shrouds on Sniper don't reveal l ike other
normal units. (So Sniper hiding in shrouds can ki ll other infantry
without being seen)
- IFV Mode: 5
1.10) 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 A llied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- America can have BOTH of American Airborne and Al lied Paradrop.
- Paratrooper can't land in the water. If you targe t them to water,
they automatically land in the nearest land.
1.11) 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 Al lied Paradrop.
- Paradrop can't land in the water. If you target t hem to water,
they automatically land in the nearest land.
1.12) Chrono Commando
Country : Allies
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 (C 4)
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 insta ntly, 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. T hen send your
Chrono Commando in it. Acting this way will enabl e 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
1.13) Psi Commando
Country : Allies
Prerequisite : Barrack, Spy infiltrating the Soviet 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: 2 00
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 con troller.
- Mind Control can't target buildings and some unit s immune to it.
- To release Mind Control on a target, just select another target, or
use Force Attack (Ctrl-Left Click) to empty area.
- 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
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:
Damage: 15 Range: 4 ROF: 25
Damage vs. Infantry's Armor: None (100%), Flak (8 0%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(2 5%), 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
Notes:
- Can occupy civilian buildings.
- Can be dropped by plane if you have Paradrop/Airp ort Tech Building.
- Conscripts cannot damage concrete walls and canno t 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 Repa ir Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in v isual only.
- Can disabled bomb planted by Crazy Ivan but not a utomatically.
- Can't be veteran or elite by normal means.
- When in Guard Mode, increase scan range (for dete cting 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 alway s kill any infantry or
other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to atta ck the target.
Notes:
- Always in Guard Mode (chase any enemy's infantry/ dog in sight range)
- When in Guard Mode, increase scan range (detectin g 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 (1 00%), 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 (1 00%), Plate (50%)
Damage vs. Vehicle's Armor : Light(60%), Medium ( 10%), Heavy (10%)
Damage vs. Building's Armor: Wood (30%), Steel (2 0%), 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 Cel l nearby) will be
damaged (Of course the units near the center of e xplosion 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 a re near the
primary target (Ignore any Concre te 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 da mage.
Charging an unpowered Tesla Coil means to give th e Tesla Coil
power to work (needs at least 2 Tesla Troopers ch arging).
1 Tesla Trooper charging to a powered Tesla Coil can make
the Tesla Coil overpowered. While unpowered Tesl a Coil (your
power gauge is red) needs at least 3 Tesla Troope r to
overpowered it (look in Tesla Coil section below for more
description).
Notes:
- When near Tesla Coil, Tesla Trooper can charge th e Tesla Coil to
increase range, damage, and fire speed (reduce RO F) of the Tesla
Coil. They still can attack (and release the char ges 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 throug h Concrete Walls.
It can attack pass Concrete Wall only when in Eli te 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: 400 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(25 0%), Concrete(20%)
Range in here means the distance a Crazy Ivan mus t take to plant
the bomb.
The Time for Bomb to Explode is about 450 frame d elay (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 countdow n. If the timer
reaches zero, the planted unit will be damaged (o r 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 aircraf ts (Harrier,
Black Eagle, and Nighthawk) when they are on land .
- Units with bomb planted on them that enter a tran sport won't
explode in transport when the bomb timer expires. But, they will
explode immediately when they go out from transpo rt (if the bomb
timer expires inside tranport). They don't explod e when the
transport destroyed. The more the units with plan ted 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 bec ause of their
low costs.
- Explodes when killed.
- Can't install bomb on a naval unit (except amphib ious transport).
- IFV Mode: 7
2.7) Yuri
Country : Soviet
Prerequisite : Barrack, Soviet Battle Lab
Cost : 1200 TechLevel : 10
Weapons : Mind Control
Psychic Wave
Speed : 4 Sight : 12
HP : 100 Armor : None
Weapon Notes:
* Mind Control
Damage: - Range: 7 ROF: 200
* Elite Weapon: Damage: - Range: 14 ROF: 2 00
* 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 con troller.
- Mind Control can't target buildings and units imm une to it.
- To release Mind Control on a target, just select another target, or
use Force Attack (Ctrl-Left Click) to empty area.
- When deployed, Yuri casts Psychic Wave and kills any infantry nearby
(including your own units). Yuri must rest for a while after that
before he can move or do anything.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- IFV Mode: 8
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(1 5%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Buildin g.
* 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(1 0%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Buildin g.
Notes:
- When Deployed, he creates an area of radiation th at damages all
units on it (except Terror Drones, Chrono Miner, War Miner,
and Desolators).
Radiation remains as long as the Desolator is sti ll deployed.
- Cannot be crushed by vehicles.
- Desolators use Radiation weapons, so they can't d amage 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(5 0%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(15 0%), 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.
- Before version 1.004, Terrorist HP was only 50.
- 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 S oviet's Conscripts.
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- Paratrooper can't land in the water. If you targe t them to water,
they automatically land in the nearest land.
2.11) Yuri Prime
Country : Soviet
Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
Cost : 2000 TechLevel : 10
Weapons : Mind Control
Psychic Wave
Speed : 6 Sight : 8
HP : 200 Armor : None
Weapon Notes:
* Super Mind Control
Damage: - Range: 30 ROF: 200
* Psychic Wave
Damage: 250 Range: 3 Cells ROF: 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 con troller.
- Mind Control can't target buildings and units imm une to it.
- When deployed, Yuri Prime casts Psychic Wave and kills any infantry
nearby (including your own units). Yuri Prime mus t rest for a while
after that before he can move or do anything.
- To release Mind Control on a target, just select another target,
or use Force Attack (Ctrl-Left Click) to empty a rea.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Cannot be crushed by vehicles.
- Can only train 1 Yuri Prime.
Trick: Before training a Yuri Prime, build a clon ing vats first
and you'll have 2 Yuri Primes.
- IFV Mode: 8
2.12) Chrono Ivan
Country : Soviet
Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Ivan Dynamites
Speed : Instant Sight : 8
HP : 100 Armor : None
Weapon Notes:
* Ivan Dynamites
Damage: 400 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(25 0%), Concrete(20%)
Range in here means the distance a Chrono Ivan mu st take to plant
the bomb.
The Time for Bomb to Explode is about 450 frame d elay.
* Elite Weapon: Damage: 600
Notes:
- They move by teleporting to target location insta ntly, 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 countdow n. If the timer
reaches zero, the planted unit will be damaged (o r 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
3) Allied Vehicle and Aircraft
------------------------------
3.1) 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 ha rvest when built.
Use teleportation when unloading to Ore Refinery. If the Refinery
is occupied (there is another harvester), it move s normally.
So, if it is attacked by enemy and you have nothi ng 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 tel eports back, the
Terror Drone is left behind.
- Can't be veteran or elite by normal means.
3.2) 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: All (25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(1 00%), 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: 55 Range: 5 ROF: 75
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 an d destroy wall.
- Weapon affected by elevation and cliff.
3.3) IFV
Country : Allies
Prerequisite : War Factory
Cost : 600 TechLevel : 3
Weapons : Hover Missiles
(Changes depending on boarding infan try)
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 (9 0%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), 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 eleva tions and cliffs.
Can damage land eleveation (make holes) at 10% ch ance.
Can destroy Ore patches.
* Elite Weapon: Damage: 80 Range: 6 ROF: 5 0
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 (On ly need 1 Repair
'Tick').
Automatically repair nearby units when in Guard M ode.
* M60 Machine Gun
Damage: 15 Range: 6 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (1 00%), Plate (70%)
Damage vs. Vehicle's Armor : Light(60%), Medium(4 0%), 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 throu gh Concrete Walls.
* Flak Gun (Anti-Surface only)
Damage: 30 Range: 7 ROF: 15
Damage vs. Infantry's Armor: None (150%), Flak (1 00%), Plate (50%)
Damage vs. Vehicle's Armor : Light(60%), Medium(1 0%), 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 throu gh Concrete Walls.
Damage unit in nearby area (1 Cell nearby).
* MP5 Machine Gun
Damage: 125 Range: 6 ROF: 20
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 throu gh Concrete Walls.
* AWP
Damage: 125 Range: 14 ROF: 60
Damage vs. Infantry's Armor: None (200%), Flak (1 00%), 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 manuall y.
* Electric Bolt
Damage: 60 Range: 6 ROF: 45
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium(1 00%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
Can't damage Concrete Wall and attack pass throug h 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(5 0%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(15 0%), Concrete(20%)
Damage vs. Terror Drone : 100%
IFVs attacking with Nuclear Bomb is also destroye d (suicide attack).
Before version 1.004, Damage was 600.
* 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 P sychic Wave).
While in this attack mode, an area of Psychic Wav e 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(1 5%), Heavy(10%)
Damage vs. Building's Armor: Can't damage buildin g
This is a radiation weapon, so can't damage any u nit that is immune
to Radiation.
* Neutron Rifle
Damage: 10 Range: 6 ROF: 120
Neutron Rifle doesn't have damage reduction to AN Y armor,
so they always hit at full damage.
They damage the enemy (Temporary damage and not s hown) by 5 or
(more if Veteran or Elite) continously. If the da mage reaches
target's maximum HP, target is "removed". If the process is
cancelled (the Chrono IFV is destroyed), the temp orary damage
resets to 0.
This IFV weapon has a little difference with Chro no Legionnaire
weapons. It sometimes needs reloading and doesn't fire continously
like Chrono Legionnaire.
Version 1.004 above, Chrono Legionnaire's IFV des troy
units/buildings more slowly.
* 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(5 0%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(15 0%), Concrete(30%)
Damage vs. Terror Drone : 100%
IFVs attacking with this is also destroyed (suici de attack).
Area near explosion (2 Cells) is also damaged.
Notes:
- IFV can changes modes depending on any infantry t hat boards it.
It can only carry 1 infantry.
- IFV has 12 Modes:
Mode Infantry Weapon
------------------------------------------------- -----
0 None Hover Missile s
1 Engineer Repair Bullet s
2 GI, Conscripts, Spy M60 Machine G un
3 Flak Trooper Flak Gun
4 SEAL, Tanya, Psi Commando, MP5 Machine G un
Chrono Commando
5 Sniper AWP
6 Tesla Trooper Electric Bolt
7 Crazy Ivan, Chrono Ivan Small Nuclear Bomb
8 Yuri, Yuri Prime Psychic Wave
9 Desolators Radiation Bea m Gun
10 Chrono Legionnaire Neutron Rifle
11 Terrorist Terror Bomb
- For their specific notes, look in Weapon Notes ab ove.
- 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 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 t he IFV will.
3.4) 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(5 0%), Heavy(50%)
Damage vs. Building's Armor: All (200%)
Damage vs. Terror Drone : 100%
Can attack pass through Concrete Wall but can't d amage Walls.
Can attack ignoring land elevation, but still obs tructed by cliffs.
When attacking, can "reflect" to at most 5 other objects (units,
buildings, tress, or other objects).
* Prism Reflection: Damage: 30 Range: 3 RO F: 120
* Elite Weapon: Damage: 150 Range: 10 R OF: 100
* Elite Prism Reflection: Damage: 50 Range: 5 ROF: 100
The Reflection of Elite weapons also CAN reflec t again, with
the same statistics as normal weapons (Damage: 30, Range: 3,
ROF: 120), but can only reflect 3 times.
3.5) 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 disgui ses 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 shr ouds can kill
other units without being seen)
- Can't destroy Concrete Wall nor attack pass throu gh Concrete Walls.
3.6) 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 an drone-infiltrated MCV! Read Terr or Drone section for
more information.
3.7) 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%), Mediu m(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.
3.8) 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(10 0%), 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 Com mand HQ.
- Harrier only has 1 ammo, and always reloadsin Air force
Command HQ. If it damaged it will be repaired fir st before
reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.
3.9) 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 i n Airforce
Command HQ. If it is damaged it will be repaired first before
reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.
3.10) 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 (8 0%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(2 5%), 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(1 00%), Plate (70%)
Damage vs. Vehicle's Armor : Light(70%), Medium (60%), Heavy(40%)
Damage vs. Building's Armor: Wood(75%), Steel(5 0%), 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 while in flight.
- Can't unload if in service depot.
4) Soviet Vehicle and Aircraft
------------------------------
4.1) War Miner
Country : Soviet
Prerequisite : War Factory, Ore Refinery
Cost : 1400 TechLevel : 1
Weapons : 20mm 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 (8 0%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(2 0%), 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%.
* Elite Weapon: Damage: 50 Range: 5.75 ROF: 50
Damage vs. Infantry's Armor: None(100%), Flak(9 0%), Plate (80%)
Damage vs. Vehicle's Armor : Light(60%), Medium (40%), Heavy(40%)
Damage vs. Building's Armor: Wood(50%), Steel(4 0%), 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 Elit e level.
- Cannot attack pass concrete walls.
- Weapon affected by elevation and cliff.
4.2) 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: All (25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(1 00%), 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: 85 Range: 5 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 an d destroy wall.
- Weapon affected by elevation and cliff.
4.3) 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 Cel l nearby) will
be damaged (Of course the units near the center o f explosion receive
more damage than the unit far from the center).
Notes:
- Can carry up to 5 infantry passengers.
- Can't unload if in service depot.
4.4) 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(7 0%), Heavy(70%)
Damage vs. Building's Armor: Wood(100%), Steel(10 0%), Concrete(50%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
All units/buildings in Area near explosion (1 Cel l) are also
damaged.
Can destroy Concrete Walls.
Can pass through Concrete Wall, ignore land eleva tions and cliffs.
Can damage land elevation (make holes) at 10% cha nce.
Can destroy Ore patches.
* Elite Weapon: Damage: 400
4.5) 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 buildin g.
Damage vs. Terror Drone : Can't attack other D rones.
Notes:
- When attacking a vehicle, it will attach to the v ehicle 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 attacke d a vehicle, that
vehicle can not be infiltrated by other drones ex cept the drone
inside is removed.
- If the unit is destroyed by the Drone,the Drone w ill emerge and
be ready to attack again. But if the unit is dest royed 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 b y jumping and
killing it in one hit (like Attack Dog).
- Terror Drone can also attack enemy's aircraft (Ha rrier, Black
Eagle, and Nighthawk) when they are on land (not in flight),
and damage them like other land units. But when t hey are
destroyed, they will crash and the Terror Drone w ill also be
destroyed. Contrary to the data above, some tests prove that if
the Harrier is near the land or on the Airforce C ommand HQ, the
terror drone may have a chance of escaping.
- Terror Drone may be used against an MCV. If the M CV 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 auto matically disappear
and the terror drone will be ready to receive nex t order.
- A drone-infiltrated vehicle can not be loaded int o a transport.
- Immune to Radiation, Mind Control, and Psychic Wa ve.
4.6) 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(1 00%), Heavy(100%)
Damage vs. Building's Armor: Wood(100%), Steel(10 0%), 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(1 00%), Heavy(100%)
Damage vs. Building's Armor: Wood(100%), Steel(10 0%), 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(3 5%), 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.
4.7) 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 Terr or Drone section for
more information.
4.8) 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(1 00%), 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 a re near the
primary target (Ignore any Concre te Walls for 2
other targets).
Before version 1.004, Tesla Tank's ROF was 60, an d Elite
Weapon's ROF was 50.
Notes:
- Can damage Concrete Walls and can attack pass thr ough Concrete Walls.
4.9) 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(15 0%), 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.
- Before patches 1.004, Demolition Truck Speed was 6, and
Demolition Bomb damage was 400.
4.10) 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(3 5%), 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, Kir ov is slower than
Apocalypse Tank (speed: 4)
Thanks to Blossom Storm for pointing this out.
5) Allied Naval
---------------
5.1) 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 car ried depends
on Vehicle size.
This transport can carry maximum 12 points of siz e.
Below is the list of All Vehicle size points that can be
carried:
Allied Vehicles Point Soviet Vehicles 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
Tesla Tank 3
Demolition Truck 3
- Can carry up to 12 infantry passengers.
Infantry has 1 point of size.
- Can crush infantry, although it hovers.
- If you transport any other land transport (Flak T rack and IFV),
the unit inside the transport DOESN'T count.
So you can transport 4 IFVs occupied by 1 GI in e ach IFV.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If or dered to load
those infantry, the transport will accept the ord er, 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.
5.2) Destroyer
Country : Allies
Prerequisite : Allied Naval Shipard
Cost : 1000 TechLevel : 4
Weapons : 155mm Artillery Cannon
ASW Helicopter Launcher (Anti Sub We apon)
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(8 0%), 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 eleva tions and cliffs.
Can damage land eleveation (make holes) at 15% ch ance.
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(6 5%), 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(4 5%), 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 automatical ly create it again
in time (ASW Creation Speed: 400, ASW Reload spee d: 150)
5.3) Aegis Cruiser
Country : Allies
Prerequisite : Allied Naval Shipyard, Airforce Comm and 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 as air units.
5.4) 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 de tect underwater).
But the underwater unit must be detected first or use force attack.
Range: 25 ROF: 150
Hornet's Statistic:
HP: 75 Armor: Light Sight: 2 Speed: 12 Ammo: 1
Hornet Reload Time: 150
Hornet Regenerate Time: 600 (When it destroye d)
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(1 00%),Concrete(75%)
Prone Infantry reduces the damage to 50%.
* Elite Weapon: (When the Hornet fighter become e lite)
Damage: 80 Range: 3 ROF: 5
Damage vs. Infantry's Armor: None(100%), Flak(8 0%), Plate(60%)
Damage vs. Vehicle's Armor : Light(100%), Mediu m(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 ele vations 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 ca n also cause
damage.
The Hornet crash can hit unit/building on groun d.
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(4 5%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
5.5) 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 RO F: 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 onl y by enemy
units that have sensors.
- Dolphins are immune to others' Dolphin attack.
- Can detect enemy underwater (Range: 4).
- Can release ships that are attacked by Giant Squi ds.
- Doesn't uncloak (still underwater) while attackin g.
- Dolphin and Giant Squid can't cooperate by attack ing an enemy
ship because a ship grabbed by Giant Squid will a utomatically
be released by Dolphin's Sonic weapon even they a re on the
same sides.
6) Soviet Naval
---------------
6.1) 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 car ried depends
on Vehicle size.
This transport can carry maximum 12 points of siz e.
Below is the list of All Vehicle size points that can be
carried:
Allied Vehicles Point Soviet Vehicles 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
Tesla Tank 3
Demolition Truck 3
- Can carry up to 12 infantry passengers.
Infantry has 1 point of size.
- Can crush infantry, even it is hovers.
- If you transport any other land transport (Flak T rack and IFV),
the unit inside the transport DOESN'T count to th e points.
So you can transport 4 Flak Track occupied by 5 C onspripts in
each Flak Track.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If or dered to load
those infantry, the transport will accept the ord er, but it just
moves next to them and do nothing.
6.2) 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, b ut the bullet
explodes and any unit/building in the area (1 Cel l nearby) will
be damaged (Of course the unit near the center of explosion
receives more damage than the unit far from the c enter).
Notes:
- Use this unit to attack air unit (V3 rockets, Hor net fighters,
ASW Heli, Dreadnought missiles also count as air units).
6.3) 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(1 00%), 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: 4).
- Doesn't uncloak (still underwater) when attacking .
6.4) 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 b e 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 Spee d: 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%),Mediu m(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
6.5) 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 u nit (Destroyer,
AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious
Transport, and Dreadnought).
Giant Squid automatically grabs a ship when attac king and rocking
them. It does some damage to the ship continuousl y 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 attackin g non-ship unit
(SEAL, Tanya, Giant Squid, and Dolphin).
Damage: 50 Range: 1.83 ROF: 32
Damage vs. Infantry's Armor: None(100%), Flak (90 %), Plate(80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), 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: 4).
- Giant Squid can't attack building. (Naval Shipyar d).
- Giant Squid can't attack ships that are being rep aired in Nayal
Shipyard.
- Self Healing.
- Immune to Mind Control and Psychic Wave.
7) Neutral Unit
---------------
7.1) 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 m ind-controlled
one. The only scenario that you have cow is in Al lied Campaign
scenario, Operation: Dark Night, Mission 5.
You can create Flak Track in this scenario by cap turing Soviet's
War Factory.
Too bad, you won't have IFV.
7.2) 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 t hem.
7.3) 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 t hem.
7.4) 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 t hem.
7.5) 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 ha ve 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(2 5%), 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 i t has a weapon.
***************
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 Vehicl e.
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 r eloading), any
Chrono Miner that finishes harvesting teleports i n 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, Alli ed 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, then add the ability t o drop Airborne
Paratroopers.
- Can repair and reload Allied Harriers and Black E agles.
- Can hold 4 aircraft unit (Harrier and Black Eagle )
- Has Radar equipped (Enable 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 Ship s, Dolphin,
Giant Squid, 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 N ighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.
1.9) Allied Battle Lab
Country : Allies
Prerequisite : Construction Yard, Allied War Factor y,
Airforce Command HQ
Cost : 2000 TechLevel : 8
Power : -100 Sight : 6
HP : 500 Armor : Wood
Foundation : 3 x 2 Height : 8
1.10) Ore Purifier
Country : Allies
Prerequisite : Construction Yard, Ore Refinery, All ied 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 re finery, it adds
250 more credits.
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 Vehicl e.
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/mi neral patches
to harvest. War Miner will not be sold if you sel l 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, So viet 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 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:
- Have Radar equipped (Enable Minimap).
2.7) Soviet Naval Shipyard
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Or e 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 bebuilt in water.
- Can repair water units: Allied Ships, Soviet Ship s, Dolphin,
Giant Squid, 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 Ni ghthawks.
- 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 Factor y,
Radar Tower
Cost : 2000 TechLevel : 7
Power : -100 Sight : 6
HP : 500 Armor : Wood
Foundation : 3 x 3 Height : 8
2.10) 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:
- Explode when destroyed (Damage: 600, Radiation Le vel: 500),
causing Radiation in the area.
- Immune to Radiation.
2.11) Cloning Vats
Country : Soviet
Prerequisite : Construction Yard, Soviet 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 inf antry or
Attack Dog at Primary Barracks.
- Kills any infantry (except engineer) which enters it.
- To build 2 Yuri Prime, you must create Cloning Va ts first
before creating Yuri Prime.
- Cloning Vats will kill any infantry that ordered to enter,
but half of unit costs is returned to you as cred its.
You can mind-control enemy infantry and ordered t hem
into your Cloning Vats for money.
You can also use it for the 'free' infantry you g et from
capturing the airport.
Terrorist, Engineer, Chrono Ivan & Crazy Ivan can not be
ordered to enter Cloning Vats.
<Ang Yi Ping>
3) Allied Combat Buildings
---------------------------
3.1) 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 on ly.
- Concrete Wall prevents any ground infantry or veh icles unit to
pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall j ust build
a new wall over the damaged one.
- Wall can be sold but you won't receive any credit s.
- Though they have the same statistics, Soviet and Allied Walls are
different. You can not build an array of Allied w alls if the initial
wall is Soviet Wall.
3.2) 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 (8 0%), Plate (70%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (5 0%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
Notes:
- Can't be captured by Engineer.
3.3) 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.
3.4) Prism Tower
Country : Allies
Prerequisite : Construction Yard, Power Plant, Airf orce 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 (10 0%), 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 Co ncrete Walls.
Notes:
- Prism Tower can support fire from another Prism T ower. 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 Tow er. (The maximum
number of Prism Towers which supports a Prism Tow er is 8).
After firing a support beam, a Prism Tower is off line for 60 frame
delay.
- Can't be captured by Engineer.
3.5) 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 player s at a radius
of 10 Cells around the Gap Generator.
- Can't be captured by Engineer.
3.6) 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:
- Open shrouds on all map (but not for your allies) .
- Have Radar equipped (Enable Minimap), even if you don't have a
Radar Tower or Airforce Command HQ.
3.7) 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 multiplaye r.
- Can only build 1 Weather Control Device.
- Enables: Weather Storm.
Creates a Weather Storm at target location. Weath er Storm creates
random lightning bolts in the area, but can't exc eed 10 Cells from
the target center in Range. Each lightning bolt t hat 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 m inutes.
- Can't be captured by engineer.
- For more info and details about Weather Storm, ch eck out
section I.9.
3.8) 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 multiplaye r.
- Can only build 1 Chronosphere.
- Enables: Chronoshift (Teleports a group of units to another
target location)
- Chronoshift completes its recharging after 7 minu tes.
- For more information about Chronoshift, look in a nother section
in this FAQ.
3.9) 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) RO F: 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.
4) Soviet Combat Buildings
---------------------------
4.1) 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:
- Wall building costs 100 each time you construct a Wall in a
terrain.
You can build 5 adjacent walls for 100 credits on ly.
- Concrete Wall prevents any ground infantry or veh icles unit to
pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall j ust build
a new wall over the damaged one.
- Wall can be sold but you won't receive any credit s.
- Though they have the same statistics, Soviet and Allied Walls are
different. You can not build an array of Allied w alls if the initial
wall is Soviet Wall.
4.2) 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(2 5%), 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) 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).
4.4) Tesla Coil
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Ra dar 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(1 00%), 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 Yell ow instead Blue).
Notes:
- Can be supported by Tesla Trooper to increase ran ge and damage.
- Can't be captured by Engineer.
- Tesla Coil can attack without power (your power g auge is red) if
there are at least 2 Tesla Troopers charging it. However, it
depends on the power available. The more power av ailable, the less
Tesla Trooper is needed to charge. If there is no power at all, 2
Tesla Troopers are needed.
4.5) Psychic Sensors
Country : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost : 1000 TechLevel : 10
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 w here they want to
move/attack and from where. It also sensors neutr al 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.
- Can detect any unit that is mind controlled by en emy's Yuri.
4.6) 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 r evealed to all
players. This can be turned off in multiplayer.
- Can only build 1 Iron Curtain.
- Enables: Invulnerability (Make a group of vehicle s 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.
4.7) 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 r evealed to all
players. This can be turned off in multiplayer.
- Can only build 1 Nuclear Missile Silo.
- Enables: Nuclear Strike (Launches a powerful Nucl ear Missile to
severely damage any units and buildings target ar ea).
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%), Mediu m(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(60%), Steel(1 00%), 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.
5) Neutral Tech Buildings
-------------------------
5.1) Airport
Country : Neutral
HP : 800 Armor : Concrete
Foundation : 3 x 3 Height : 6
Notes:
- Can't be sold for credits.
- Capture this with Engineer to create the ability to place
Paradrop to any place on terrains.
- Paradrop recharges after 4 minutes.
5.2) Oil Derrick
Country : Neutral
HP : 1000 Armor : Steel
Foundation : 2 x 2 Height : 5
Notes:
- Can't be sold for credits.
- When first captured by engineer, gives 1000 credi ts.
Aftet that gives 20 credits every 100 frame delay s 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(7 0%), Heavy(50%)
Damage vs. Building's Armor: Wood(200%), Steel(90 %), Concrete(50%)
Damage vs. Terror Drone : 100%
Can damage and destroy Concrete Walls.
5.3) Outpost
Country : Neutral
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 (9 0%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), 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 eleva tions and cliffs.
Can damage land eleveation (make holes) at 10% ch ance.
Can destroy Ore patches.
Notes:
- Can't be sold for credits.
- After captured by engineer, can repair any vehicl e units.
Have a weapon to protect itself.
5.4) Hospital
Country : Neutral
HP : 800 Armor : Concrete
Foundation : 6 x 4 Height : 7
Notes:
- Can't be sold for credits.
- Invisible to Radar.
- After captured by engineer, can heal any infantry units.
6) Neutral Miscellaneous Buildings
----------------------------------
Information in this section is not complete yet. Th ere are a lot of
buildings in RA2 and it is tiring to include them a ll. This section
will only present common buildings which were ever met by my data
compiler.
Most buildings in this section have the same charac teristics:
- Can not be repaired without engineer.
- Can not be captured.
* Air Force Academy Chapel Colorado
HP: 1000
Points: 5
Armor: concrete
Notes:
- May create a crate containing credits if destroye d.
- Can be seen in Allied Mission.
* Army Tents
HP: 200
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 8
* Barn
HP: 500
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 5
* Barrel
HP: 5
Points: 5
Armor: concrete
Weapon Notes:
Barrel Explosion
Damage: 200
Damage vs. Infantry's Armor: None (150%), Flak (1 00%), 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%
Area near explosion (4 cells) is also damaged
Notes:
- Will explode if destroyed.
- Can not be repaired in any way.
* Beach Towels
HP: 1
Points: 5
Armor: wood
Sight: 6
* Beach Umbrellas
HP: 50
Points: 5
Armor: wood
Sight: 6
* Bridge Repair Hut
HP: 2000
Notes:
- Used to destroy or repair a bridge. To repair a b ridge, send an
engineer in it. To blow up a bridge, send a unit with C4 ability
in it.
- Can be targetted, but can not be destroyed.
* Bunker
HP: 2000
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 8
* Bus Stop
HP: 1000
Points: 5
Armor: steel
Sight: 6
* Camp Fire
HP: 10
Points: 5
Armor: wood
Sight: 6
* Concession Stand
HP: 1000
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 5
* Einstein's Lab
HP: 1000
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 10
* Farm
HP: 400
Points: 5
Armor: wood
Sight: 4
Max number of occupants: 6
* Farm Silo
HP: 400
Points: 5
Armor: wood
* Farmhouse
HP: 400
Points: 5
Armor: wood
Sight: 4
Max number of occupants: 10
* Fence Wall
HP: 100
armor: wood
sight: 0
point: 1
Notes:
- Can be crushed by vehicles.
* Flag
HP: 20
Points: 5
Armor: steel
Sight: 6
Notes:
- There are several flags in this game, such as Ger man flag, Soviet
Flag, American Flag, etc. They all have the same statistics.
* Fountain
HP: 200
Points: 5
Armor: concrete
Sight: 6
* Gas Station
HP: 1000
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 10
* Guard Border Crossing
HP: 100
Armor: wood
Points: 50
* Guard Shack
HP: 100
Points: 5
Armor: steel
Sight: 6
* Iwo Jima Memorial
HP: 500
Points: 5
Armor: concrete
Sight: 6
* Lifeguard Hut
HP: 200
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 3
* Lighthouse
HP: 500
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 5
* Mail Box
HP: 10
Points: 5
Armor: concrete
* Mayan Castillo
HP: 1000
Armor: concrete
Point: 5
Sight:6
Max number of occupants: 10
* Mayan Large Temple
HP: 1000
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 10
* Mayan Minor Temple
HP: 1000
Points: 5
Armor: concrete
Sight: 6
Max number of Occupants: 10
* Mayan Platfrom
HP: 1000
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 10
* McBurger Kong
HP: 1000
Points: 20
Armor: wood
Sight: 6
Max number of occupants: 8
* Merry Go Round
HP: 1
Points: 5
Armor: wood
Sight: 6
* Mobile Home
HP: 300
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 5
* Movie Screen
HP: 500
Points: 5
Armor: steel
Sight: 6
* Outhouse
HP: 50
Points: 5
Armor: wood
Sight: 4
Max number of occupants: 1
* Paris Tower
HP: 3000
Points: 5
Armor: steel
Primary: Eiffel Bolt
Power: -100
Weapon Notes:
Eiffel Bolt:
Damage: 2000 Range: 20 ROF: 20
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light (85%),Medium (10 0%),Heavy (100%)
Damage vs. Building's Armor: Wood (50%),Steel (50%) ,Concrete (50%)
Damage vs. Terror Drone : 100%
Can destroy Concrete Wall.
Notes:
- The active version of this building can only be s een in Soviet's
Operation: City of Lights. Otherwise, it belongs to neutral and can
not fire.
* Park Bench
HP: 1
Points: 5
Armor: wood
Sight: 6
* Pentagon
HP: 600
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 10
* Phone Booth
HP: 100
Points: 5
Armor: wood
Sight: 6
* Pipes
HP: 10
Points: 5
Armor: concrete
* Psychic Amplifier
HP: 1000
Points: 5
Power: -100
Armor: concrete
Sight: 6
* Psychic Beacon
HP: 750
Armor: wood
Sight: 10
Points: 50
Power: -100
* Sandbag Wall
HP: 100
Armor: wood
Point: 1
Notes:
- Can be crushed by vehicles.
* Statue
HP: 400
Points: 5
Armor: concrete
Sight: 6
* Statue of Liberty
HP: 1000
Points: 5
Armor: concrete
Sight: 4
Notes:
- May create a crate containing credits if destroye d.
* Swing Set
HP: 1
Points: 5
Armor: wood
Sight: 6
* Thatched Hut
HP: 200
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 6
* Thatched Hut Chief
HP: 600
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 6
* Tires
HP: 10
Points: 5
Armor: concrete
* Traffic Light
HP: 1000
Points: 5
Sight: 6
Notes:
- Can not be selected.
* Water Tower
HP: 1000
Points: 5
Armor: steel
* White House
HP: 1000
Points: 5
Armor: concrete
Sight: 6
Notes:
- May create a crate containing credits if destroye d.
*********************
IV - Tables and Data
*********************
1) Unit and Defensive Building Combat Ability
RA2 has so many units, so it may be difficult to br owse 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 mos t 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, an d ROF, just
look in each units section above for detailed infor mation. Because
the data below is just VERY simplified data. Some w eapon that fires
at 2 times, etc. are not listed below.
Unit Name Side Cost Sgt Spd HP Ar Rng R OF Damage
--------------------------------------------------- -------------------
GI Allies 200 5 4 125 N 4/4,5/7 2 0,15/5 15/25,15/25
Conscript Soviet 100 5 4 125 F 4/5 2 5 15/20
Attack Dog Both 200 9 8 100 N 1.5 3 0 -
Engineer Both 500 4 4 75 N - - -
Rocketeer Allies 600 8 9 125 N 5 3 0/5 25
Flak Tr. Soviet 300 5 4 100 N 8,5 2 5,20 20/8,20
Tesla Tr. Soviet 500 6 4 130 P 3/5 6 0/40 50
Crazy Ivan Soviet 600 6 4 125 N - - 400
Spy Allies 1000 9 4 100 F - - -
Sniper Britain 600 8 4 125 N 14 1 50/60 125
Desolator Soviet 600 6 4 150 P 6/8 5 0 125/200
Terrorist Soviet 200 9 6 75 F - - -
Tanya Allies 1000 8 5 125 F 6/8 1 0 125
SEAL Allies 1000 8 5 125 F 6 1 0 125
Chrono L. Allies 1500 8 ! 125 N 5 1 20 -
Yuri Soviet 1200 12 4 100 N 7/14 2 00 -
Yuri Prime Soviet 2000 8 6 200 F 30 2 00 -
Psi-Com. Allies 1000 8 ! 100 N - - -
Chrono C. Allies 2000 8 ! 100 N 6 1 0 125
Chrono Iv. Soviet 1000 8 ! 100 N - - 400
Grizzly T. Allies 700 8 7 300 H 5 6 0/75 65/55
Rhino Tank Soviet 900 8 6 400 H 5.75/5 6 5/80 90/85
IFV (1) Allies 600 8 10 200 L 6 5 0 25/80
Flak Track Soviet 500 8 8 180 H 10/8,5 2 5,40 35/20,25
Terror Dr. Soviet 500 4 10 100 S - - 50
War Miner Soviet 1400 4 4 1000 M 5.5 2 0 30
Chr.Miner Allies 1400 4 4/! 1000 M - - -
Apocalypse Soviet 1750 6 4 800 H 5.75,8 8 0,80 100,50
Prism Tank Allies 1200 8 4 150 L 10 1 00 100/150
Mirage Tank Allies 1000 9 7 200 L 7/9 7 0/80 100/150
V3 Launcher Soviet 800 7 4 150 L 18 1 50 200
MCV Both 3000 6 4 1000 H - - -
Tank Dest. Germany 900 8 5 400 H 5/6.75 7 0/60 150/175
Demo Truck Libya 1500 5 6 150 L - - 400
Tesla Tank Russia 1200 8 6 300 H 4/6 6 0/50 135/150
Attack Sub Soviet 1000 4 4 600 H 7 1 20 100
Sea Scorp. Soviet 600 8 8 400 H 12/10,5 2 0,40 40/35,25
Destroyer Allies 1000 7 6 600 H 8 1 10 60
Aegis Crs. Allies 1200 8 4 800 L 12/14 1 5/5 100
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 - - -, 50
Dolphin Allies 500 4 8 200 L 6 1 20 4+10/8+15
A. Tranport Both 900 6 6 300 H - - -
Harrier Allies 1200 8 14 150 L 6/9 1 0/10 150/300
Black Eagle Korea 1200 8 14 200 L 6/9 1 0/10 200/400
Kirov A. Soviet 2000 8 5 2000 L 1.5 5 0 250
Nighthawk Allies 1000 7 14 175 L 6 4 0 35/40
Pillbox Allies 500 7 - 400 S 5.5 2 6 50
Sentry Gun Soviet 500 7 - 400 S 5 2 6 50
Tesla C.(2) Soviet 1500 8 - 600 S 7+ 1 20+ 200+
Prism Tower Allies 1500 8 - 600 S 8 5 5 120+
Patriot Allies 1000 10 - 900 S 12 5 5 75
Flak Cannon Soviet 1000 5 - 900 S 12 2 0 40
Grand C.(3) France 2000 10 - 900 S 15 1 20 150
Notes:
For more detailed explanation, you can see in Unit' s description in
above section.
Spd: Unit Speed (The lower the number, the slower t he unit,
!: Teleportation)
HP: Unit Strength
Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Me dium/Heavy:
Vehicle, and Special for few unit)
Sgt: Unit Sight Range
Rng: Unit's Weapon Range.
Number after , is the secondary weapon. (Usual ly anti-air
or deployed weapon).
Number after / is Elite Weapon range, if there are no /
means it has no Elite weapon, or has same rang e as non-Elite
Weapon.
- means that unit have no weapons or have spec ial weapon.
ROF: Unit's Rate of Fire.
Number after , is the secondary weapon. (Usual ly anti-air
or deployed weapon).
Number after / is Elite Weapon ROF, if there a re no /
means it has no Elite weapon, or has same ROF as non-Elite
Weapon.
Damage: Weapon damage.
Number after , is the secondary weapon. (Usual ly anti-air
or deployed weapon).
Number after / is the Elite weapon, if there a re no /
means it has no Elite weapon, or has same dama ge as non-Elite
Weapon.
- means Special Weapon.(No damage or a special weapon).
(1) - IFV listed here is normal IFV (no infantry)
(2) - Tesla Coils range and ROF changes depend on T esla Troopers
that charge near it.
(3) - Grand Cannon has a Minimum Range of 3.
2) Scoring
After playing single or multiplayer games, there ar e Scores showed
to tell how good the players are. For some people t his is not too
important, but I list the scores table below for th ose who need it.
Below is a score table for destroying/killing a uni t/building.
Note that I don't list many of civilian units and b uildings 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. Ya rd 80
Conscript 5 Rhino Tank 25 Power Pla nt 40
Attack Dog 10 IFV 20 Tesla Rea ctor 40
Engineer 5 Flak Track 20 Ore Refin ery 80
Rocketeer 15 Chrono Miner 55 Barracks 30
Spy 5 War Miner 55 War Facto ry 80
Flak Trooper 5 Prism Tank 50 Service D epot 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 Shi pyard 55
Tanya 50 V3 Launcher 40 Ore Purif ier 30
Yuri 5 MCV 60 Airforce C.HQ 70
Sniper 10 Harrier 20 Radar Tow er 60
Desolator 30 Kirov Airship 100 SpySat Up link 0
Terrorist 5 Tank Destroyer 25 Gap Gener ator 30
Chrono L. 15 Black Eagle 20 Cloning V ats 30
Psi Commando 50 Nighthawk 15 Pillbox 30
Chrono C. 50 Amphibious T. 25 Sentry Gu n 30
Chrono Ivan 50 Destroyer 30 Patriot 30
Yuri Prime 50 A. Carrier 55 Flak Cann on 30
Civilian 1 AEGIS Cruiser 35 Prism Tow er 30
Cow 1 Dolphin 15 Tesla Coi l 30
Alligator 1 Sea Scorpion 20 Concrete Walls 5
Polar Bear 1 Attack Sub 30 Iron Curt ain 30
Monkey 1 Dreadnought 55 Weather C . D. 30
Secret Service 1 Giant Squid 20 Chronosph ere 30
President 1 Demo. Truck 40 Nuclear M . S. 30
Technician 1 Tesla Tank 25 Psychic S ensors 50
Hornet 20 Tech Outp ost 5
Dreadnought M. 20 Tech Oil Der. 5
V3 Missile 20 Tech Hosp ital 5
ASW 10 Tech Airp ort 5
Drop Plane 30 Grand Can non 30
Nuclear R eactor 30
3) Pip
Pip is a small colored dot that appears in all unit s that can carry
other objects. Pip appears in transports (carry oth er units) and
harvesters (carry ores or minerals). Pip also appea rs in a building
to show how many units garrisonned in that building s.
In some units, Pip shows the unit ammo that it curr ently has.
In a Transport the Pip's color is determined the ty pe of unit that
the transports carries, while in a harvester it det ermines what
the harvester carries, ores or minerals.
Below is the table of all infantry that can be carr ied 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
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
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). T he Pip Color
would like:
BrrBrrrrr...
B : Blue Pip r : Red Pip . : No Colo red 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 de ployed/garissoned
Conscript Soviet 1 Infantry Very cheap
Flak Trooper Soviet 1 Infantry Cheap anti-a ir units
Engineer Both 1 Infantry Captures and Repair Building
Sniper Britain 1 Infantry Infantry kil ler at long range
War Miner Soviet 1 Vehicle Armed Harves ters
Chrono Miner Allies 1 Vehicle Teleporting Harvesters
Pillbox Allies 1 Building Anti-infantr y turrets
Sentry Gun Soviet 1 Building Anti-infantr y turrets
Attack Dog Both 2 Infantry Detects Spie s, Infantry Killer
Grizzly Tank Allies 2 Vehicle General purp ose tank
Rhino Tank Soviet 2 Vehicle General purp ose tank
Amphibious T. Both 2 Naval Land and wat er transport
Attack Sub Soviet 2 Naval Underwater a ttack sub
Tank Destroyer Germany 2 Vehicle Vehicle Dest royers
Rocketeer Allies 3 Infantry Cheap flying units
IFV Allies 3 Vehicle Anti-air, Cu stom vehicle
Flak Track Soviet 3 Vehicle Strong anti- air vehicle,
infantry tra nsport
V3 Launcher Soviet 3 Vehicle Long Range m issile 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 d etector, land
bombardment naval
Patriot Allies 4 Building Anti-air tur rets
Flak Cannon Soviet 4 Building Anti-air tur rets
Tesla Trooper Soviet 5 Infantry Strong, good vs. anything
Crazy Ivan Soviet 5 Infantry Can plant de vastating bomb
Terrorist Soviet 5 Infantry Cheap, Suici de attack
Tesla Coil Soviet 5 Building Strong defen sive turrets
Spy Allies 5 Infantry Disguises,in filtrates building
Dolphin Allies 5 Naval Fast underwa ter unit
Prism Tower Allies 6 Building Strong defen sive turrets
Sea Scorpion Soviet 6 Naval Fast and Ant i-air ship
Dreadnought Soviet 6 Naval Long Range m issile vessel
Apocalypse Soviet 7 Vehicle Very strong tank, anti-air
Aegis Cruiser Allies 7 Naval Anti-air nav al
A. Carrier Allies 7 Naval Long Range c raft naval
Nighthawk Allies 7 Aircraft Armed air in fantry transport
Grand Cannon France 7 Building Strong long range turrets
Desolator Soviet 8 Infantry Strong, Mass infantry killer
Prism Tank Allies 8 Vehicle Long Range t ank
Mirage Tank Allies 9 Vehicle Disguising t ank
Giant Squid Soviet 9 Naval Ship destroy er
Tanya Allies 9 Infantry Good vs. Inf ., Bld. and Ship
Psi Commando Allies 9 Infantry Mind Control
Chrono C. Allies 9 Infantry Teleports, G ood vs. Infantry
and Building
Chrono Ivan Soviet 9 Infantry Teleports, p lants devastating
bombs
Chrono L. Allies 10 Infantry Teleports, c an destroy
anything wit hout retaliation
Yuri Soviet 10 Infantry Mind Control
Yuri Prime Soviet 10 Infantry Long range M ind Control
MCV Both 10 Vehicle Deploy into Construction Yard
Demolition T. Libya 10 Vehicle Small Nuclea r Suicide Bomb
Tesla Tank Russia 10 Vehicle Tesla powere d tank
Kirov Airship Soviet 10 Aircraft Very Strong surface bomber
SEAL Allies - Infantry Good vs. Inf ., Bld. and Ship
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 a re they are not
the same unit/building, even they have some similar ities.
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.) T he only
differences are their portrait.
Allied Attack Dogs are German Shepherd.
Soviet Attack Dogs are Siberian Huskies.
* Allied Engineer and Soviet Engineer
They are all the same at almost everything. The o nly difference
is their speech.
* SEAL and Tanya
2 very different units, but actually have the sam e role and
have most of their statistics identical.
SEAL Tanya
--------------------------------------------------- ---------------
Gender Male Female
Weapon MP5 Machine Gun Dual Pistol
(Have more ra nge when
become Elite)
Available on Campaign Skirmish and Multiplayer Games
(Don't even exist in (Can't be tra ined in Campaign)
Multiplayer games)
Tech Level -1 9
(not available in
multiplayer)
Prerequisite Barrack & Airforce Barrack & Alli ed Battle Lab
Command HQ
* Allied MCV and Soviet MCV
Has the same statistics. They only different when deploying into a
Construction Yard and their voices are different.
* Chrono Miner and War 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 Refi nery. War Miner
can't teleport, but it has a weapon to protect it self from danger.
War Miner can also carry twice more ore/minerals than Chrono
Miner. Aside from those mentioned above, they hav e the same
statistics in cost, speed, and other stats.
* Harrier and Black Eagle
Black Eagle can only be built by Korea, while Har rier 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 Harrie r (look in unit
statistics in above section for more details).
Black Eagle and Harrier also have different voice s.
5.2) Building
* Allied Ore Refinery and Soviet Ore Refinery
Building an Allied Ore Refinery will give you a f ree Chrono
Miner, while building Soviet Ore Refinery will gi ve you a free
War Miner. Beside that similarity, both have the same stats and
functions.
* Power Plant and Tesla Reactor
Both are the main sources of power for building m aintenance.
Soviet can later has Nuclear Reactor to change th e Tesla Reactor
functions. Power Plant costs 800 credits to build while Tesla
Reactor only needs 600 credits to build, but Powe r Plant gives
200 power while Tesla Reactor only gives 150 powe r.
* Allied Barracks and Soviet Barracks
Building Allied Barracks can make Allied Infantry available.
The same rule applies for Soviet Barracks with So viet Infantry.
But if you have both, you can train Soviet Infant ry in Allied
Barracks and vice versa. Their statistics are als o the same,
only Soviet Barracks has 6 sight range, while All ied Barracks
only have 5 sight range.
* Allied War Factory and Soviet War Factory
Have the same statistics, and have no difference except what
they can build. (And of course, their image)
* Allied Shipyard and Soviet Shipyard
They have the difference in power consumption and Tech Level.
Allied Naval Shipyard needs 25 power and Tech Lev el 4.
Soviet Naval Shipyard needs 20 power and Tech Lev el 2.
* Allied Battle Lab and Soviet Battle Lab
They have the same function, that is to build mor e advanced
units and buildings. 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.
6) Actors and In-Game Voices
This may be not quite important, but I list here ju st for
information.
Live Action (In Movie)
Role Actor/Actress
---------------------------------------------
President Dugan Ray Wise
Yuri Udo Kier
General Thorn Barry Corbin
Agent Tanya Kari Wuhrer
Premier Alexander Romanov Nicholas Worth
Lt. Eva Athena Massey
Lt. Zofia Aleksandra Kaniak
General Vladimir Adam Greggor
Dr. Einstein Larry Gelman
Soviet Officer Oleg Stephan
Prime Minister Kerry Michaels
General Lyon Frank Bruynbroek
German Chancellor Stuart Nesbit
Soviet Newscaster Gabriella Bern
Korean Commander Richard Narita
Tesla Trooper Igor Jijenke
Base Commander Gary Marshal
Watch Officer 1 Rick Cramer
Watch Officer 2 Nate Bynum
Female Officer Heather Nickens
Allied GI 1 Sharif Perry
Allied GI 2 Micheal Rouleau
Allied GI 3 Jeremy Olson
Allied Soldier 1 Randy Stafford
Allied Soldier 2 Shane Dietrich
Allied Guard 1 Justin Bloom
Allied Guard 2 Beau Hopkins
Allied General Robert Eustice
Allied Colonel Robert Christensen
Secret Service man 1 Spike Heaser
Secret Service man 2 Robert Garretson
Soviet Soldier 1 Alexander Moiseev
Soviet Soldier 2 Igor Jijikine
Soviet Conscript 1 Andrei Skorobogatov
Soviet Conscript 2 Mario Lewis
White House Aide Ann-Marie Lazaroff
Bikini Babe 1 Stephanie Harrold
Bikini Babe 2 Tamara Kozen
Chaplain Donald La Mothe
Waitress Natasha
In-game voices (Speech)
Speech of Voice by
--------------------------------------------------- --
Yuri, Psy Corps Udo Kier
American taunts Barry Corbi n
Tanya Karl Wuhrer
Lt. Eva Athena Mass ey
Lt. Zofia Aleksandra Kaniak
Soviet Taunts Adam Greggo r
German Taunts Stuart Nesb it
Night Hawk, Soviet Vehicle Grant Albre cht
Spy, Sniper, Allied Infantry Michael Bel l
Installer Douglas Rye
Allied Boat, Intruder Gregg Berge r
Texan Glenn Burti s
Allied and Soviet Civilian Julie Brugm an
Rocketeer, Chrono Legionnaire David Fries
Propaganda Truck David Fries
BBC Newscaster, American Newscaster Sam Murray
SEAL, Soviet Civilian, Allied Vehicle Stefan Mark s
Libyan & Iraqi Taunts, Demo Truck Adoni Milde r
Soviet Infantry & Engineer Andy Milder
Desolator, Soviet Boat Phil Procto r
Cuban Taunts, Terrorist Gustavo Rex
Black Eagle, French Newscaster Gustavo Rex
British Taunts, Kirov, Crazy Ivan Neil Ross
Drill Sergeant, Flak Trooper Douglas Rye
World Wide Domination, Narrator Douglas Rye
Intercom Voice, Computer Voice Heidi Shann on
Female Newscaster Heidi Shann on
American Civilian, American Engineer Phil Tanzin i
Tesla Trooper John Vernon
Korean Taunts Douglas Rye
******************
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 and I FV
The fastest non-flying infantry: Terrorist and Yuri Prime
(Teleporting doesn 't count)
The strongest unit: Kirov Airship
The longest range unit: Dreadnought and Ca rrier
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 dange rous and enemy
need to know when they are created and be ready for them.
Units Announcement
------------------------------------------
Tanya Her laughs
Kirov Airship "Kirov reporting"
Demolition Truck "My truck is loaded"
Chrono Commando "Already there"
3) Do You Know ?
- You can guard your important units (Harvesters, f or example) by
selecting the escort units and then press Ctrl-Al t+Left Click to
your unit/building to be escorted/guarded. All se lected units will
now follow that units (or stay guard if you click it to a building),
and attack any enemy that attack that unit/buildi ng.
Use Stop command to stop any unit for escorting m ode.
- 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 u nits 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 acros s water. It can't
target water. So be careful when you use Rally po int to collect
your Kirov Airships.
Rally point for Naval Shipyard can target land (u seful for
Amphibious Transport only).
- Crates can appear in water.
- All the animals except the Cow 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 controlli ng it and send
it to water.
- All the animals are very aggressive!! (Except cow )
Move units near it, and they will surely attack y our units,
especially infantry. Vehicles will be attacked if your vehicles
hurt those critters.
Surprised? Attack them with Nuclear Strike but ma ke sure they
are not killed (It is possible, just remember, th e radius for Nuke
is 10 Cells, so put them within the radiation) an d ahhh....
they attack your Nuclear Missile Silo!!
(make sure your silo is not walled and let them m ove 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.
- You can play the Unholy Alliance mode in Skirmish by change
GameMode=1 to GameMode=4 in [Skirmish] section in RA2.INI file.
Unholy Alliance Mode gives you both Allied and So viet MCV.
- Use TAB (in Multiplayer games only) to changes th e alliance
status for other players.
From "Tony Toon" <galaga88@evansville.net>
With this, you can also 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 lose s the battle.
- Air speed and Ground speed are different, ground speed is faster
than air speed even they have the same number in stats.
(Thanks to Blossom Storm for confirming this conf using matter).
- In the intro movie, when they're about to missile the soviets and
the missile dude is hypnotized by yuri (sp?), the UN-hypnotized dude
says: "Jimmy, open the silo doors!! This is suic ide!!" The
unhypnotized dude calls him "Jimmy", but the hypn otized dude's name
tag says "boyd."
From <DJTestrake@aol.com>
I have got 2 'comments' e-mail for this small sec tion. :)
1) From Justin Mitchell:
...
Also, this is pretty inconsequential, but I'd like to point
out that there's nothing unusual about the guy getting called
"Jimmy" in the intro, even though his nametag says "Boyd."
It's very likely that his name is actually "Ji mmy Boyd."
But that's just nitpicking.
...
2) From Mek <MekZhaoyun@aol.com>:
...
That doesn't mean anything, in the military, a ll name tags state
the last name, not the first. I guess the dire ctor was trying
to show their "friendship" or whatever by havi ng him say his
first name.
4) Special Section
(All infos and strategies in this section are contr ibuted by Overmind)
* The free infantry bug
This one ONLY works in RA2 1.000 (Not in YR). Play with the Soviets.
Build Barracks and the Clonning Vats. Block the exi t of the Barracks with
walls, other buildings or whatever. Start building infantry.
When you build it, the CV will produce one infantry unit, and the Barracks
will refund the cash spend on it.
So if you have a cash reserve of 1200, you can buil d any infantry for free.
* 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 CTR L+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 Dr one.
(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 th e enemy
can't see it or destroy it. You're the winner !!!
5) Patches Changes
Note: section below are taken directly from launche r.txt from Red
Alert 2 directory. For older patches, just look for older Red
Alert 2 version launcher.txt.
* Patches 1.004
GENERAL CHANGES OR FEATURE ADDITIONS
1. RA2 now allows you to play "Free for All" in Ski rmish mode. Now
the AI can attack each other and not just the playe r.
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 Dep ots.
* The "Q" & "W" keys that select Tab Buttons now gr ab a completed
building for the cursor. Pressing again places tha t building.
* Press "Ctrl" + "Arrow" keys to jump to the edges of the map.
* Page User is bound to "U".
* Health Navigation, Veterancy Navigation, and Prev ious Unit hotkeys
are now unbound. They can be rebound in the Keyboa rd 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 observ er 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 Ir on 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 complim entary 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 t he 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 brid ges.
15. Fixed a Terror Drone + Unpacking MCV problem th at made games
never end.
WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
1. Quick Match now gives ping of opponent when matc hing.
2. Zero starting units are allowed.
3. Fixed up the taunts to make sure they play corre ctly.
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 onl ine. (/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) ne xt 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 c hat 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 lef t when returning
from Buddy List, etc.
11. Click on an existing game to show the name of m ap 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 gam es will now
display properly also.
13. Players are now routed to bunkers with less tha n 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 ra nk.
UNIT BALANCE CHANGES
1. Unit Balance: IFV + Chrono Legionaire now destro ys things more
slowly.
2. Unit Balance: Tesla Tank will shoot a little slo wer.
3. Unit Balance: Demo Truck speed reduced.
4. Unit Balance: Demo Truck damage was reduced.
5. Unit Balance: IFV+Tesla Trooper will shoot a lit tle 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 selec ting 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 Bar racks 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 ex plosives can
blow up buildings when joining to a Tanya command w aypoint.
WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
New Features
1. NAT (Network Address Translation) and Firewall s upport
Fixes
1. In 4 player Internet games, Red Alert 2TM now b ehaves
correctly and continues the match with the remainin g players
when the host loses connection.
2. The game now behaves correctly by continuing 4 p layer
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 dis played
properly.
**********
Unpublished work Copyrighted by S. Rudiyanto N. 200 0
top related