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======================= Red Alert 2 Compendium ====================== Version 4.2 Written by Stephanus Rudiyanto N. email: s_rudiyanton@mailcity.

com (old, but still functioning) s_rudiyanton@lycos.com NOTES from Author: * If you send an email to me, may be the reply is too late, this happens because I check my mailbox not very frequently. 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 days, 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 reading this. * This FAQ is based in Red Alert 2, for Yuri Revenge's data please refer to my other FAQ. * To read this FAQ, use Fixed Width fonts like Courier, if not many of the tables below will look terrible. Use WordPad to read this FAQ, and maximize the window. 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 strategy game from Westwood. This is the sequel of Command & Conquer: Red Alert. The game story is based on the war between the Alliance and the Soviet forces. This game is recommended for fans of real-time strategy games. The FAQ I used here is based on version 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 (Because 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 players that have played the game long enough to truly know the aspects of the game. Although the beginners can also read this FAQ, it is not recommended because of some complicated data and tables. In this FAQ, I hope you have known the aspect of this game, because I don't include any "how to play", basic strategies or others like those. There are so many good FAQs to teach you to play in the internet so I don't need to explain it again :) A lot of info I acquired by checking the INI files (if you are often costumizing any Westwood games (C&C and RA), you must 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 forgive me if there are many errors I didn't notice. Email me at s_rudiyanton@lycos.com for corrections and suggestions, and of course you will be credited even for small fixes. I will update this FAQ when there 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 (because 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 numbers 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 cousin wished) - Add section v) How do you get this FAQ This section list the sites currently post my FAQs. 19 December 2000 - Version 1.2: - Fix some little errors and grammars. - Fix corrections and some additions on Tesla Troopers, 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 grammars. - Fix corrections and some additions on General and Special Rules Rules (Buildings), Chrono Legionnaire, Chrono Commando, 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 cousin writes it). 9 January 2000 - Version 2.1:

- Fix some - again - little errors and grammars. - Fix corrections on Yuri Prime (not much, just replacing any "Yuri" word with "Yuri Prime"), Soviet Construction Yard (same case, only word replacement), all tech buildings (explain that they can be repaired without using engineer), Prism Tower (damage rating) - Add info on Mind Control, Chronoshift, Invulnerability, Allied and Soviet Ore Refinery (selling building), Cloning Vats, Soviet and Allied Walls, IFV, Terror Drone, Flak Track, Amphibious Transport, Nighthawk, and MCV. 1 February 2001 - version 2.2: - Do some replacements to make the sentences easy to read. 18 February 2001 - version 3.0: - Fix an error in Formulae (building speed theory is wrong, thanks to Blossom Storm for telling me this). - Correct little error in War Miner (thanks to Nooplanop for this). - Update almost all sections because patches 1.004 is out and change many statistics. Look for new section V. 4 for Patches 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. (thanks to Mike Ching) - Fix small error in Flak Troopers and Tesla Troopers. - Add some note in Kirov Airship. - Add some note in speed (Put in Do you Know section). 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 to 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 Yuri's Revenge is out, and I will now focus on its FAQ. I still collect 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 explain 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 hosting 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 on his computer. He also writes his own section (Points for this game) in this FAQ by himself. He checks almost everything in this FAQ. He also who writes the Neutral Miscellaneous Buildings section. - "Tony Toon" <galaga88@evansville.net>, for info on how to ally in an easy way. - Blossom Storm <fmns@yahoo.com>, for telling me the building speed theory is wrong and inform me about new patches is out. He also show some errors and add some nice info in 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 correcting Tanya Actor. - <DJTestrake@aol.com>, for some "interesting" point :) - Alien Overmind <alien_overmind@2die4.com>, for many useful informations and suggestions. Information: Weather Storm, Crates, Building Occupation, and Survivors Fixes: Genetic Mutators Range, Spy shut down power time. He also sends me many useful and important informations and strategies that I put them into a separate special sections. - "Justin Mitchell" <justinmit@hotmail.com>, for info about Kirov and small notes. - Kevin Leung <mpe58@yahoo.ca>, for info about Chronoshift and Invulnerability. - Mek <MekZhaoyun@aol.com>, for a little comment in Do You Know? section. - Ang Yi Ping <yipingng@pacific.net.sg>, for some notes about

Cloning Vats. - Ian Tucker <getingjiggy@hotmail.com>, for some info 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 www.gamefaqs.com first, because I will send my newest FAQs to GameFAQs 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 Track, etc.) or 3 infantry. * ROF: Rate of Fire The longer the number, the longer the unit reloads its weapons. 15 are equal to 1 second at middle speed setting. So a weapon with maximum speed with 150 ROF, will attack again after about 10 seconds after previous attack. * Frame Delay 900 Frame Delays are equal to 60 seconds in 15 fps (frame per second) games. * Veteran Rules Each unit that can become Veteran will have increased statistics. For Elite units just multiply the number by 2. And for calculating damage, use the Elite Weapons (if the units have it), and not the normal weapons. (This is hard to calculating, and still being researched). Stronger Faster Increased ROF : Damage received divided by 1.5 : Unit max speed multiplied by 1.2 : ROF delay multiplied by 0.6

Increased Firepower : Damage multiplied by 1.1 Sight Range is NOT increased when becoming a veteran or Elite.

For more description and detailed information about Veteran and Elite units, look at section below. * Radiation Nuclear Strike, Demolition Truck, and Desolator Radiation Eruption can create an area of radiation. The radiation will disappear after (Radiation Level x 1) frames. * Cells Radius and Cells Area In some data I mention about Cells Radius and Cells Area. Some people may be confused about its. I will explain it with below examples. Cells Radius of 3 will means: o o o o o o o o o o o o o o o o o o o o o o o o x o o o o o o o o o o o o o o o o o o o o o o o o Cells area of 3 x 3 will means: o o o o x o o o o x : Middle point With above examples, it means that: A Cells Radius of 3 is same as a Cells area of 7 x 7. A Cells Area of 3x3 is same as a Cells radius of 1. It will be better if I use the cells area than cells radius for better understanding. But I use cells radius because of some area damage (like radiation) is circle and not square. And in circle, it can't be converted to numberXnumber cells area. So don't be confused if a mention cells radius in some stats and cells area in other stats. Note: Thanks to Overmind for reminding me about this confusing matters. 2) Shorcut keys The use for shorcut keys can't be separated with Real-Time Strategy Games. These keys can be changed in Game Options, Keyboard sections. Here are the shorcut keys for Red Alert 2: Category: Control Keys Description

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Alliances Cheer Deploy Objects Guard Objects Scatter Stop Objects Waypoints

A C D G X S Z

Toggles Alliance Status with the owner of selected object All Units to Cheer (for fun only) Order selected units to Deploy or Undeploy Order selected units to 'Guard' the area Order selected units to scatter Order selected units to stop current action Set planning mode ON (to create waypoints) Units that have been set for waypoints don't do anything until you turn this off Units move synchronically (have same speed)

Category: Information Keys Coordinates Description Gives the information of current coordinates of cursors This key is undefined by default (- in here means no key and not the minus key). Category: Interface Keys Delete Follow Goto Radar Event Description

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-------------------------------------------------------------------Num Del Deletes the selected object F Space Toggle Follow state of selected object(s) Center the Tactical View to the cycle through last 8 EVA events. "Space Bar" also goes to "Ally under Attack" EVA event * Options Page User Place Beacon Repair Mode Sell Mode Screen Capture Esc U B K L Ctrl-C Display game options dialog Page a Westwood Online users (Internet only) ** Used to place a communication Beacon (Multiplayer only) Toggle Repair Mode On/Off Toggle Sell Mode On/Off Take a snapshots of the game screen. (Saved as 'SCRNxxxx.PCX' file in the game directory) Select Str. Tab Select Armory Tab Select Inf. Tab Select Vch. Tab Sidebar Down Sidebar Up Sidebar Page Up Sidebar Page Down Str. List Up Q W E R Num 2 Num 8 Num 6 Num 4 Num 7 Switch the command bar to Building Tab*** Switch the command bar to Defensive Tab*** Switch the command bar to Infantry Tab Switch the command bar to vehicle Tab Scroll Sidebar Selection list downward Scroll Sidebar Selection list upward Page Sidebar Selection list upward Page Sidebar Selection list downward Scroll Sidebar Str. Sel. list upward

Str. List Down Str. List Page Up Str. List Page Dn Unit List Up Unit List Down Unit List Page Up Unit List Page Dn Set Bookmark 1 Set Bookmark 2 Set Bookmark 3 Set Bookmark 4 View Bookmark 1 View Bookmark 2 View Bookmark 3 View Bookmark 4 Jump to Map Edge

Num 1 Num 9 Num 3 -

Scroll Sidebar Str. Sel. list downward Page Sidebar Str. Sel. list upward Page Sidebar Str. Sel. list downward Scroll Sidebar Unit Sel. list upward Scroll Sidebar Unit Sel. list downward Page Sidebar Unit Sel. list upward Page Sidebar Unit Sel. list downward

Ctrl-F1 Set view Bookmark map position 1 Ctrl-F2 Set view Bookmark map position 2 Ctrl-F3 Set view Bookmark map position 3 Ctrl-F4 Set view Bookmark map position 4 F1 F2 F3 F4 View bookmarked map position 1 View bookmarked map position 2 View bookmarked map position 3 View bookmarked map position 4 Jump to the edges of map for corresponding arrow keys ****

Ctrl-Arrow keys

(*) Before version 1.004, Space Bar only center the Tactical View to the last Radar Event. (**) Before version 1.004, there is no default Hotkeys for Page User. (***) The "Q" & "W" keys that select Tab Buttons grab a completed building for the cursor. building. (Version 1.004 above) (****) Only in version 1.004 Category: Selection Keys Center Base Center View Combatant Select Health Navigation Next Object Previous Object Type Select Veterancy Nav. H Num 5 P U N M T Y Description Center the view about the player's base Center the view about the selected object(s) Select all military units * Navigates across the last selection by health level** Select the next object Select the previous object Select units by type * Navigates across the last selection by Veterancy level*** (*) - This shortcut key selects units across SCREEN, if it is pressed again, it selects units across MAP. If all units selected are on screen, it automatically select units across MAP. (**)- This shorcut key shows all units in selected units that in CRITICAL condition (red health bar), then if pressed again shows all units that in HEAVILY DAMAGED condition (yellow Pressing again places that

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health bar), then if pressed again shows all unit that in HEALTHY condition. If pressed again, it loops back to show all units in CRITICAL condition. It also shows the information on how many units in that condition and how many Cost value of all those units. (***) - This shortcut key shows all units in the selected units that are in Elite level, then if pressed again shows all units that are in Veteran level, then if pressed again shows all units that are in Green status (Normal level). If pressed again its loops back to show all units in Elite level. It also shows the information on how many units in that veterancy level and how many Cost value of all those units. Category: Taunt (Multiplayer only) Keys Taunt 1 Taunt 2 Taunt 3 Taunt 4 Taunt 5 Taunt 6 Taunt 7 Taunt 8 Notes: - Taunt is different for each country. Category: Team Keys Create Team 1-10 Select Team 1-10 Add Select Team 1-10 Center Team 1-10 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 any enemy or neutral unit and control its movement and action. In other words that unit will become your own unit. But you can only mind control one unit for each unit that has mind control ability. - There are four units that can mind control an enemy unit. Ctrl # # Shift # Alt # Description Create team # for the selected units Select team # Add selected units to team # Center and center view for team # F5 F6 F7 F8 F9 F10 F11 F12 Description Send taunt message: "Need money" Send taunt message: "Ready to Attack now" Send taunt message: "Help me" Send taunt message: "Please distract enemy" Send taunt message: "Surrender Now!" Send taunt message: "Ha ha ha" Send taunt message: "You coward" Send taunt message: "Victory!!"

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They are Yuri, Psi-Corp Infantry, Psi Commando, and Yuri Prime. Psi-Corp Infantry only appear in campaign mode, and it has the same statistics with Yuri's. - If you control a transport, all units in the transport will NOT be mind controlled, so if you deploy the transport, all of the units inside go out and are still owned by enemy. - Units that are mind controlling and a mind controlled unit can't enter any transport (Amphibious Transport, Nighthawk, Flak Track, and IFV). - To release a mind controlled unit, you can kill the unit that mind control it. - To change mind control unit, just target another unit. Example: If a Yuri is mind controlling a GI and you 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 Attack (CtrlLeft 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 with 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 Control: Unit Chrono Miner Attack Dog Giant Squid Psi Commando Harrier Kirov Airship Dolphin Sides Allies Both Soviet Allies Allies Soviet Allies Unit War Miner Terror Drone Yuri Yuri Prime Black Eagle Rocketeer (while flying) However, it's not You have to have Sides Soviet Soviet Soviet Soviet Korea Allies

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- You CAN actually mind control a Kirov.

exactly something that will happen often.

a mind control unit near the factory that a Kirov is being built at, without it already controlling someone. When the Kirov finishes being built, it's initially "on the ground", and can be controlled. <Justin Mitchell> 4) Chronoshift - Chronoshift can be used after you have built a Chronosphere. - Chronoshift can teleport any unit in 3x3 Cells area to another location. - Chronoshift can be cancelled any time as long as you don't specify the target location. - You can teleport any unit to shrouded areas (Just be careful not teleport to water for your ground units).

- Any infantry or organic unit that is teleported will be killed instead of being teleported. They include: Most infantry unit, Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator, Monkey, and Polar Bear. - Chrono Legionnaires and Chrono Ivan can be Chronoshifted and not killed by the process. - You CAN teleport infantry only if it on a transport 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 had rechecked this again and couldn't do it. This is may be happen 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 make them drowned. * Teleport a group of enemy ships to grund to make them destroyed. * Teleport a group of enemy infantry to kill them instantly. * Teleport a Dolphin, Giant Squid, or Attack Dog to kill them instantly. * Teleport a group of landing Harriers and Black Eagle (in Airforce Command HQ) 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 Nighthawks invulnerable, but not Kirov Airships. Those three must land first when they are cloaked with Invulnerability. - If you make any transport invulnerable, units inside it are not invulnerable. - Invulnerable Demolition Trucks can't be killed by the enemy. It will self-destruct on the target without anything can stop it. - Invulnerabled building can be captured by engineer. - Invulnerable units that have dynamite attached to it (by Crazy Ivan) can't be destroyed. - V3 rocket launchers can be invulnerabled, but the rockets are not. The same rule applies for Dreadnought. - Invulnerable unit can't be Chronoshifted. (See notes about Chronoshift above) - Invulnerable unit can't be mind controlled. - You can use Invulnerability to enemy or neutral units. Example:

* Destroy any group of infantry by covering them with invulnerability. * Destroy a Dolphin or Giant Squid by covering them with invulnerability. - If you put an invulnerabled unit in a transport, the invulnerability will not cease and expire after 750 frame delays. 6) Building - Buildings in Red Alert 2 can only be placed near other buildings. - Normally, buildings can be placed 2 cells adjacent to other building. The exception are: Buildings Naval Shipyard Concrete Wall Sentry Gun Pillbox Patriot Missile Cells 12 8 4 4 4

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- All buildings need powers. Buildings that don't need power are: Construction Yard, Concrete Walls, and Pillbox. Allied power sources are the Power Plant. While Soviet power sources are Tesla Reactor and Nuclear Reactor. - Buildings that can't work without power: Ore Purifier, Gap Generator, Iron Curtain, Weather Control Device, Chronosphere, Radar Facility, Psychic Sensors, Sattelite Uplink, Tesla Coil, Prism Tower, Patriot Missile, Grand Cannon, 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 enemy units that have 3 times more 'points' than its value points. To become Elite it needs 6 times more 'points' points. Buildings also have points. Points used here are the unit/building's costs. Example: Rhino Tank (Cost: 900) that destroys 1 Flak Cannon (Cost: 1000), 1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and 1 Conscript (Cost: 100) will be promoted to veteran. It happens because all unit values that it destroys: 1000 + 500 + (600 x 2) + 100 = 2800 are greater than 3 times of its original value: 900 x 3 = 2700 < 2800 than its original value

Notes that, if it destroys EXACTLY 3 times of its original value it won't be promoted. It must be a little more that 3 times of its original value. To become elite, the Rhino Tank must again destroy 3 unit cost that 3 times of its original value (2700) again. So a Veteran Rhino that destroys a War Factory (cost 2000) and a Service Depot (Cost: 800) will be promoted to Elite. - Crushing an infantry also counts as killing them. Killing/Destroying a friendly units by Force Attack also counts killing them (but it has fewer points than enemy units). This is not recommended because it is too EXPENSIVE to make a unit a veteran. - Veteran and Elite Units also give them these benefits: Veteran abilities: Armor increased Speed increased ROF increased Ability to Scatter Elite abilities: Self heal HP/Strength increased ROF increased New Elite Weapons : all units (some units already have them in normal level) : all units : all units : most units (look in unit section below for each unit Elite Weapon details) Note: 'all units' means all units that can be promoted to veteran. For info about veteran stats, please read more at section I.1. 8) Credits - Harvesters (War Miner or Chrono Miner) automatically harvest ores and minerals patches after you build an Ore Refinery. 1 'bail' of Ores has a value of 25. 1 'bail' of Minerals has a value of 50. 1 Cell of ore/mineral patches can contain more than 1 bail (I don't know the exact number and it is hard to research). 1 Chrono Miner can hold 20 bails at maximum. 1 War Miner can hold 40 bails at maximum. Carried bails are showed in colored pip (small dot in Harvester that shows the color of its ores/minerals storage). 1 Pip is the same as 4 bails (in Chrono Miner) and 8 bails (in War Miner). In a Harvester, Ores are showed in yellow color, while minerals are showed in blue color. Example: If a War Miner carries 5 blue Pip (at max in this example, because 1 blue pip can contain 8 bails or less), it carries 2000 credits (40 bails x 50 minerals value). For more information about 'Pip' itself, look in the other : all units : all units : all units : Tanya and SEAL

Weapon damage increased : all units

Weapon damage increased : all units

section below also in this FAQ. - You can also get credits by sell a building. Selling a building costs half of its original value. Selling a building can give you some extra infantry that come out from the building (GI and Conscripts), but it depends on the building cost and type. Selling Construction Yard also gives you an Engineer. - You can also sell unit (ground vehicles only, including Nighthawks). It costs half of its original value. To sell a unit, move it to Service Depot. Move cursor to the unit until it shows GREEN dollar sign, then click to sell it. Warning, if you sell any transport the unit inside it will also be sold but without credits (only the transport worth the credits). - Concrete Walls and all Tech Buildings (even you have captured them) can't be sold. - Tech Oil Derricks give you small credits (20 credits) every time, and give 1000 credits for the first time you capture them. 9) Weather Storm - Number of seconds between announcement of strike and its commencement: 16.666 - Damage done by lightning strike: 250 - Default storm duration is overriden by the trigger control: 28 seconds. - How often the direct target gets hit: 10 seconds. - Delay between random bolts: 0.9333 seconds - How far away random bolts can go: 10 cells - City-block distance in cells between clouds/bolts: 3 Note: Thanks to Alien Overmind <alien_overmind@yahoo.com> for all of these info on Weather Storm. 10) Crates When any units take a crate, it can do one of the following: - Promote a group of units to Veteran status (3x3 cells) - Increase speed (Speed multiplied by 1.2) - Increase armor (Armor multiplied by 1.5) - Increase firepower (Firepower multiplied by 2) - Add cash (Credits increased by 2000) - Reveal all map shrouds - Give free vehicles unit (almost any unit except Naval) - Heal all units and buildings Crates Powerup Probability to appear in a crate: Powerup Type Promotion Speed Probability in Percentage 20 10

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Armor Firepower Cash Reveal Map Free Vehicles Heal ************** II - The Units ************** 1) Allied Infantry -----------------1.1) GI Country Cost Weapons Speed HP Weapon Notes: * Undeployed Damage: 15

10 10 20 10 20 10

: Allies : 200 TechLevel : 1

Prerequisite : Barracks : M60 Heavy Machine Gun (Deployed) Parabellum Pistol (Undeployed) : 4 : 125 Sight Armor : 5 : none

Range: 4

ROF: 20

Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%) Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%) Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%) Damage vs. Terror Drone * Elite Weapon: Damage: 25 * Deployed Damage: 15 Range: 5 ROF: 15 Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%) Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%) Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%) Damage vs. Terror Drone * Elite Weapon: Damage: 25 Notes: - Can occupy civilian buildings (if GIs occupy a civilian building, they can attack from that building by using the 'deployed' weapon). - Can be dropped by plane if you have Paradrop/Airport Tech Building. - GI cannot damage concrete walls and cannot fire pass through concrete walls. - IFV Mode: 2 1.2) Engineer Country : Allies : 100% Range: 7 ROF: 5 Prone Infantry reduces the damage to 50%. : 100% Range: 4 ROF: 20 Prone Infantry reduces the damage to 70%.

Prerequisite : Barrack Cost Weapons Speed HP Notes: - Can capture enemy buildings or tech buildings. - Can repair damaged buildings, including civilian buildings. - Can repair damaged bridges by entering Bridge Repair Hut. - Can detect Crazy Ivan Bomb's (in range of 4) in visual only. - Can disabled bomb planted by Crazy Ivan but not automatically. - Can't be veteran or elite by normal means. - When in Guard Mode, increase scan range (for detecting bomb and repair building) by 5. - IFV Mode: 1 1.3) Attack Dog Country Cost Weapons Speed HP Weapon Notes: Damage: 30 Range: 1.5 ROF: 30 Though the dogs have only 30 damage, they always kill any infantry or other dog (even they have HP more than 30). The range only shows when the dog 'jumps' to attack the target. Notes: - Always in Guard Mode (chase any enemy's infantry/dog in sight range) - When in Guard Mode, increase scan range (detecting spies and other infantry) by 5. - Can only target infantry, dog, cow, alligator, monkey, and polar bear. - Can detect spies in sight range. - Can't be veteran or elite by normal means. - Immune to Mind control. - Immune to Psychic Wave. 1.4) Rocketeer Country Cost Weapons Speed HP : Allies : 600 : 9 : 125 TechLevel : 3 Sight Armor : 8 : none Prerequisite : Barrack, Airforce Command HQ : 20mm Mini Machine-gun : Allies : 200 : Teeth : 8 : 100 Sight Armor : 9 : none TechLevel : 2 Prerequisite : Barrack : 500 : 4 : 75 TechLevel : 1 Sight Armor : 4 : none : Bomb Defuse Kit

Weapon Notes: Damage: 25 Range: 5 ROF: 30 Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%) Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%) Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%) Damage vs. Terror Drone * Elite Weapon: Damage: 25 Notes: - Always fly and never land. (Except in Campaign mode where they are in ground first) - Rocketeer can't damage concrete wall. 1.5) Spy Country Cost Weapons Speed HP Notes: - Target any enemy infantry unit, dog, cow, alligator, or monkey to disguise like it. - Spy, by default, disguises like your own basic infantry (GI for Allies, or Conscripts for Soviet). - Can disguise as ANY biological unit, friends or foes. - Can disguise as animal or neutral biological units (like cow and dog). - If Spy targets another spy that has disguised, he will disguise like that disguised form (not the spy). For example, spy A has disguised as a cow, and spy B has just been created. If you order spy B to disguise as spy A (force attack spy A), spy B will camouflage himself as a cow. - If disguised, can still be seen in radar, and also detected by dog and Yuri (including Yuri Prime and Psi Commando). - If disguised, any enemy unit doesn't automatically attack it (except dog and Yuri), but it can be attacked (target cursor shows him as enemy). - Can enter these buildings: + Barracks: Make most infantry that you train become veteran. + War Factory: Make most vehicles that you train become veteran. + Radar/AA HQ: 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 infantry (Chrono Commando, Psi Commando, Yuri Prime, or Chrono Ivan) + Chronosphere, Iron Curtain, Nuclear Silo, or Weather Control: Resets the super weapon countdown. : Allies : 1000 : Make-up Kit : 4 : 100 Sight Armor : 9 : Flak TechLevel : 5 Prerequisite : Barrack, Allied Battle Lab : 100% Range: 5 ROF: 5 Prone Infantry reduces the damage to 50%.

- Can't be veteran or elite by normal means. - IFV Mode: 2 1.6) SEAL Country Cost Weapons Speed HP Weapon Notes: * MP5 Machine Gun Damage: 125 Range: 6 ROF: 10 Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%) Damage vs. Vehicle's Armor : All (1%) Damage vs. Building's Armor: All (1%) Damage vs. Terror Drone : 1% Prone Infantry still receives all damage. SEAL doesn't target any vehicle or building automatically, so order him to attack those targets manually. * C4 Charges Damage: 5000 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 Cost Weapons Speed HP Weapon Notes: * Dual Pistols Damage: 125 Range: 6 ROF: 10 Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%) Damage vs. Vehicle's Armor : All (1%) Damage vs. Building's Armor: All (1%) Damage vs. Terror Drone * Elite Weapon: Damage: 125 : 1% Range: 8 ROF: 10 Prone Infantry still receives FULL damage. : Allies : 1000 : Dual Pistols C4 Charges : 5 : 125 Sight Armor : 8 : Flak TechLevel : 9 Prerequisite : Barrack, Allied Battle Lab Range: 1.5 ROF: 10 : Allies : 1000 C4 Charges : 5 : 125 Sight Armor : 8 : Flak TechLevel : Prerequisite : Barrack, Airforce Command HQ : MP5 Machine Gun

Tanya doesn't target any vehicle or building automatically, order her to attack those targets manually. * C4 Charges Damage: 5000 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 Cost Weapons Speed HP Weapon Notes: Damage: 8 Range: 5 ROF: 120 Neutron Rifle doesn't have damage reduction to ANY armor, so they always hit at full damage. They damage the enemy (Temporary damage and not shown) by 8 or (more if Veteran or Elite) continously. If the damage reaches target's maximum HP, target is "removed". If the process is cancelled (the Chrono Legionnaire is killed), the temporary damage resets to 0. * Elite Weapon: Damage: 16 Notes: - They move by teleporting to target location instantly, but the longer the distance, the longer they are "ready" in target location (very vulnerable). - They enter IFV and any transport by teleporting (instantaneous). - They have special weapons that can remove any unit/building. The stronger the enemy the longer they "remove" it. Killing him while he is targeting will release the unit/building. Moving him or making him select another target will also release the unit/building. - Any enemy unit's or building's targeted by them can't be targeted by other unit except by other Chrono Legionnaire. Also their target can't move, attack, or do anything while still in the phase time. - They cannot damage Concrete war nor attack pass through Concrete Wall. - Cannot be crushed by vehicles. - Tip: Send an IFV to the vicinity of enemy base. Then send your Chrono Legionnaire in it. Acting this way will enable the Chrono Range: 5 ROF: 120 : Allies : 1500 : Instant : 125 TechLevel : 10 Sight Armor : 8 : None Prerequisite : Barrack, Allied Battle Lab : Neutron Riffle Range: 1.5 ROF: 10

Legionnaire to attack without "unwarping". However, if you unboard him soon after he teleports to the IFV, he will "unwarp". - IFV Mode: 10 1.9) Sniper Country Cost Weapons Speed HP 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 * Elite Weapon: Damage: 125 : 1% Range: 14 ROF: 60 Prone Infantry still receives FULL damage. Sniper doesn't target any vehicle or building automatically, order him to attack those targets manually. Notes: - When Attack, the shrouds on Sniper don't reveal like other normal units. (So Sniper hiding in shrouds can kill other infantry without being seen) - IFV Mode: 5 1.10) American Airborne Paratroopers Country Cost : America : 0 : Great Britain : 600 : AWP : 4 : 125 Sight Armor : 8 : None TechLevel : 1 Prerequisite : Barrack, Airforce Command HQ

Prerequisite : Airforce Command HQ Notes: - American Airborne Paratroopers drop 8 GIs. - The statistics for Paratroopers are the same as Allied GI - If your spy has infiltrated enemy's barrack, your paratrooper will become veteran. - America can have BOTH of American Airborne and Allied Paradrop. - Paratrooper can't land in the water. If you target them to water, they automatically land in the nearest land. 1.11) Allied Paradrop Country Cost : Allies : 0

Prerequisite : Airport (Tech Building Captured) Notes: - Paradrop drops 6 GIs.

- The statistics for Paradrop are same as Allied GI - If your spy has infiltrated enemy's barrack, your paratrooper will become veteran. - America can have BOTH of American Airborne and Allied Paradrop. - Paradrop can't land in the water. If you target them to water, they automatically land in the nearest land. 1.12) Chrono Commando Country Cost Weapons Speed HP Weapon Notes: * Chrono MP5 Damage: 125 Range: 6 ROF: 10 Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%) Damage vs. Vehicle's Armor : All (1%) Damage vs. Building's Armor: Use other weapons (C4) Damage vs. Terror Drone * C4 Charges Damage: 5000 "unwarping". Notes: - They move by teleporting to target location instantly, but the longer the distance, the longer they are "ready" in target (very vulnerable). - Can target building and destroyed it (using C4), but still needs "unwarp" before destroying the building. - Can't enter water like SEAL and Tanya. - They enter IFV and any transport by teleporting (instantaneous). - Cannot be crushed by vehicles. - Tip: Send an IFV to the vicinity of enemy base. Then send your Chrono Commando in it. Acting this way will enable the Chrono Commando to attack without "unwarping". However, if you unboard him soon after he teleports to the IFV, he will "unwarp". - IFV Mode: 4 1.13) Psi Commando Country Cost Weapons : Allies : 1000 : Mind Control C4 Charges TechLevel : 9 Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab Range: 1.5 ROF: 10 Destroy any targetted building instantly after he finishes : 75% Prone Infantry still receives FULL damage. : Allies : 2000 C4 Charges : Instant : 100 Sight Armor : 8 : None TechLevel : 9 Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab : Chrono MP5 Machine Gun

Speed HP Weapon Notes:

: 5 : 100

Sight Armor

: 8 : None

* Mind Control Damage: Range: 7 ROF: 200 Range: 14 ROF: 200 * Elite Weapon: Damage: Notes: - Mind Control can target most unit to become your unit. Mind Control can only target 1 unit. If you choose to control other unit, the control of previous unit will be lost. Controlled unit can be freed by kill the mind controller. - Mind Control can't target buildings and some units immune to it. - 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 Cost Weapons Speed HP Weapon Notes: Damage: 15 Range: 4 ROF: 25 Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%) Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%) Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%) Damage vs. Terror Drone * Elite Weapon: Damage: 20 Notes: - Can occupy civilian buildings. - Can be dropped by plane if you have Paradrop/Airport Tech Building. - Conscripts cannot damage concrete walls and cannot fire pass through Concrete wall. - IFV Mode: 2 : 100% Range: 5 ROF: 25 Prone Infantry reduces the damage to 70%. : Soviet : 100 : M1 Carbine : 4 : 125 Sight Armor : 5 : Flak TechLevel : 1 Prerequisite : Barrack

2.2) Engineer Country Cost Weapons Speed HP Notes: - Can capture enemy buildings or tech buildings. - Can repair damaged Buildings, including civilian buildings. - Can repair damaged bridge by entering Bridge Repair Hut. - Can detect Crazy Ivan Bomb's (in range of 4) in visual only. - Can disabled bomb planted by Crazy Ivan but not automatically. - Can't be veteran or elite by normal means. - When in Guard Mode, increase scan range (for detecting bomb and repair building) by 5. - IFV Mode: 1 2.3) Attack Dog Country Cost Weapons Speed HP Weapon Notes: Damage: 30 Range: 1.5 ROF: 30 Even the dogs have only 30 damage, but they always kill any infantry or other dog (even they have HP more than 30). The range only shows when the dog 'jumps' to attack the target. Notes: - Always in Guard Mode (chase any enemy's infantry/dog in sight range) - When in Guard Mode, increase scan range (detecting spies and other infantry) by 5. - Can only target infantry or other dog. - Can detect spies in sight range. - Can't be veteran or elite by normal means. - Immune to Mind control. - Immune to Psychic Wave. 2.4) Flak Trooper Country Cost Weapons Speed : Soviet : 300 : Flak Gun Flak Anti-Air Gun : 4 Sight : 5 TechLevel : 1 Prerequisite : Barrack, Radar : Soviet : 200 : Teeth : 8 : 100 Sight Armor : 9 : none TechLevel : 2 Prerequisite : Barrack : Soviet : 500 : 4 : 75 TechLevel : 1 Sight Armor : 4 : none Prerequisite : Barrack : Bomb Defuse Kit

HP Weapon Notes:

: 100

Armor

: none

* Anti-Air Flak Gun Damage: 20 Range: 8 ROF: 25 Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%) Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%) Damage vs. Building * Elite Weapon: Damage: 20 * Anti-Surface Flak Gun Damage: 20 Range: 5 ROF: 20 Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%) Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy (10%) Damage vs. Building's Armor: Wood (30%), Steel (20%), Concrete (10%) Damage vs. Terror Drone * Elite Weapon: Damage: 20 * Both Flak Trooper's Weapon is inaccurate and slow, but the bullet explodes and any unit/building in the area (1 Cell nearby) will be damaged (Of course the units near the center of explosion receive more damage than the unit far from the center). Notes: - Flak Troopers can attack ground but they are more useful for AntiAir units. - IFV Mode: 3 2.5) Tesla Trooper Country Cost Weapons Speed HP 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 * Elite Weapon: Damage: 50 : 200% Range: 5 ROF: 40 : Soviet : 500 : 4 : 130 TechLevel : 5 Sight Armor : 6 : Plate Prerequisite : Barrack : Electric Bolt : 100% Range: 5 ROF: 20 : There are no flying building Range: 8 ROF: 25

Fire 2 times in rapid succession.

Fire 2 times in rapid succession.

Can damage 2 other targets that are near the primary target (Ignore any Concrete Walls for 2 other targets). * Assault Bolt (only when near Tesla Coil) Range: 1.83 ROF: 25

This is the Tesla Troopers charge when near Tesla Coil. Charging means increasing Tesla Coil range and damage. Charging an unpowered Tesla Coil means to give the Tesla Coil power to work (needs at least 2 Tesla Troopers charging). 1 Tesla Trooper charging to a powered Tesla Coil can make the Tesla Coil overpowered. While unpowered Tesla Coil (your power gauge is red) needs at least 3 Tesla Trooper to overpowered it (look in Tesla Coil section below for more description). Notes: - When near Tesla Coil, Tesla Trooper can charge the Tesla Coil to increase range, damage, and fire speed (reduce ROF) of the Tesla Coil. They still can attack (and release the charges on Tesla Coil) enemy unit that moves near them. - Tesla Trooper can't be crushed by Vehicles. - Can't damage Concrete Wall and attack pass through Concrete Walls. It can attack pass Concrete Wall only when in Elite status. (Thanks to Blossom Storm for remind me about this). - IFV Mode: 6 2.6) Crazy Ivan Country Cost Weapons Speed HP 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(250%), Concrete(20%) Range in here means the distance a Crazy Ivan must take to plant the bomb. The Time for Bomb to Explode is about 450 frame delay (30 seconds). * Elite Weapon: Damage: 600 Notes: - Can plant bomb into any unit or buildings (friend or foe). When planted, the bomb timer in the unit will countdown. If the timer reaches zero, the planted unit will be damaged (or destroyed) and also the explosion will damage the nearby area. - Can't be veteran or elite by normal means. - Crazy Ivan can also plant bomb on enemy's aircrafts (Harrier, Black Eagle, and Nighthawk) when they are on land. - Units with bomb planted on them that enter a transport won't explode in transport when the bomb timer expires. But, they will : Soviet : 600 : 4 : 125 TechLevel : 5 Sight Armor : 6 : None Prerequisite : Barrack, Radar : Ivan Dynamites

explode immediately when they go out from transport (if the bomb timer expires inside tranport). They don't explode when the transport destroyed. The more the units with planted bomb in the transport, the explosion will do more damage. Considering its speed and its transport capacity, Flak Track is recommended, and units onboard are Conscripts because of their low costs. - Explodes when killed. - Can't install bomb on a naval unit (except amphibious transport). - IFV Mode: 7 2.7) Yuri Country Cost Weapons Speed HP Weapon Notes: * Mind Control Damage: * Psychic Wave Damage: 250 Range: 3 Cells ROF: 50 Undeploy Delay: 150 Notes: - Mind Control can target most units to become your unit. Mind Control can only target 1 unit. If you choose to control other unit, the control of previous unit will be lost. Controlled unit can be freed by kill the mind controller. - Mind Control can't target buildings and units immune to it. - 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 Cost Weapons : Iraq : 600 TechLevel : 8 Prerequisite : Barrack, Radar : Radiation beam gun Radiation eruption gun Range: 7 ROF: 200 Range: 14 ROF: 200 * Elite Weapon: Damage: : Soviet : 1200 : Mind Control Psychic Wave : 4 : 100 Sight Armor : 12 : None TechLevel : 10 Prerequisite : Barrack, Soviet Battle Lab

Speed HP Weapon Notes:

: 4 : 150

Sight Armor

: 6 : Plate

* Radiation Beam Gun Damage: 125 Range: 6 ROF: 50 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%) Damage vs. Building's Armor: Can't Attack Building. * Elite Weapon: Damage: 200 * Radiation Eruption Gun Range: 10 Cells Radiation Level: 500 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(20%), Medium(10%), Heavy(10%) Damage vs. Building's Armor: Can't Attack Building. Notes: - When Deployed, he creates an area of radiation that damages all units on it (except Terror Drones, Chrono Miner, War Miner, and Desolators). Radiation remains as long as the Desolator is still deployed. - Cannot be crushed by vehicles. - Desolators use Radiation weapons, so they can't damage any unit immune to it. - Immune to Radiation. - Self Regeneration. - IFV Mode: 9 2.9) Terrorist Country Cost Weapons Speed HP Weapon Notes: Damage: 225 Range: 1.5 ROF: 10 Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%) Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%) Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%) Damage vs. Terror Drone : 100% Terrorist attacks with suicide bomb. Area near explosion (2 Cells) is also damaged. Notes: - Can't be veteran or elite by normal means. - Explodes with Terror Bomb when killed. - Before version 1.004, Terrorist HP was only 50. : Cuba : 200 : Terror Bomb : 6 : 75 Sight Armor : 9 : Flak TechLevel : 5 Prerequisite : Barrack, Radar ROF: 60 Range: 8 ROF: 50

- IFV Mode: 11 2.10) Soviet Paratroopers Country Cost : Soviet : 0

Prerequisite : Airport (Tech Building Captured) Notes: - Paratroopers drop 9 Conscripts. - The statistics for Paratroopers are the same as Soviet's Conscripts. - If your spy has infiltrated enemy's barrack, your paratrooper will become veteran. - Paratrooper can't land in the water. If you target them to water, they automatically land in the nearest land. 2.11) Yuri Prime Country Cost Weapons Speed HP Weapon Notes: * Super Mind Control Damage: * 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 controller. - Mind Control can't target buildings and units immune to it. - When deployed, Yuri Prime casts Psychic Wave and kills any infantry nearby (including your own units). Yuri Prime must 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 area. - 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 cloning vats first and you'll have 2 Yuri Primes. - IFV Mode: 8 Range: 30 ROF: 200 : Soviet : 2000 : Mind Control Psychic Wave : 6 : 200 Sight Armor : 8 : None TechLevel : 10 Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab

2.12) Chrono Ivan Country Cost Weapons Speed HP 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(250%), Concrete(20%) Range in here means the distance a Chrono Ivan must take to plant the bomb. The Time for Bomb to Explode is about 450 frame delay. * Elite Weapon: Damage: 600 Notes: - They move by teleporting to target location instantly, but the longer the distance, the longer they are "ready" in target (very vulnerable). - They enter IFV and any transport by teleporting (instantaneous). - Can plant bomb into any unit or buildings (friend or foe). When planted, the bomb timer in the unit will countdown. If the timer reaches zero, the planted unit will be damaged (or destroyed) and also the explosion will damage the nearby area. - Can't be veteran or elite by normal means. - Explodes when killed. - Cannot be crushed by vehicles. - IFV Mode: 7 3) Allied Vehicle and Aircraft -----------------------------3.1) Chrono Miner Country Cost Weapons Speed HP Notes: - Allied Harvester automatically searches ore to harvest when built. Use teleportation when unloading to Ore Refinery. If the Refinery is occupied (there is another harvester), it moves normally. So, if it is attacked by enemy and you have nothing to protect it, order it to return and you can save one harvester. : Allies : 1400 : None : 4 : 1000 Sight Armor : 4 : Medium TechLevel : 1 Prerequisite : War Factory, Ore Refinery : Soviet : 1000 : Instant : 100 TechLevel : 9 Sight Armor : 8 : None Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab : Ivan Dynamites

- Self Healing. - Immune to Radiation and Mind Control. - When a Terror Drone attaches its body, and it teleports back, the Terror Drone is left behind. - Can't be veteran or elite by normal means. 3.2) Grizzly Battle Tank Country Cost Weapons Speed HP Weapon Notes: Damage: 65 Range: 5 ROF: 60 Damage vs. Infantry's Armor: All (25%) Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%) Damage vs. Terror Drone * Elite Weapon: : 60% Range: 5 ROF: 75 Prone Infantry reduces the damage to 50%. Damage: 55 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : All (100%) Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%) Damage vs. Terror Drone : 60% Prone Infantry reduces the damage to 50%. Notes: - Can't attack pass Concrete Wall but can damage and destroy wall. - Weapon affected by elevation and cliff. 3.3) IFV Country Cost Weapons Speed HP Weapon Notes: * Hover Missiles (Anti-Surface and Anti-Air) Damage: 25 Range: 6 ROF: 50 Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%) Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%) Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%) Damage vs. Terror Drone : 80% Prone Infantry reduces the damage to 70%. Fire 2 times in rapid succession. : Allies : 600 TechLevel : 3 Prerequisite : War Factory : Hover Missiles (Changes depending on boarding infantry) : 10 : 200 Sight Armor : 8 : Light : Allies : 700 : 105mm Cannon : 7 : 300 Sight Armor : 8 : Heavy TechLevel : 2 Prerequisite : War Factory

Can pass through Concrete Wall, ignore land elevations and cliffs. Can damage land eleveation (make holes) at 10% chance. Can destroy Ore patches. * Elite Weapon: Damage: 80 * Repair Bullets Repair: 50 Range: 1.8 ROF: 80 Can repair Vehicles, but not Infantry. Can remove Terror Drones attached in Vehicles (Only need 1 Repair 'Tick'). Automatically repair nearby units when in Guard Mode. * M60 Machine Gun Damage: 15 Range: 6 ROF: 20 Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%) Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%) Damage vs. Building's Armor: Wood (75%), Steel(50%), Concrete(25%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 50%. Cannot damage Concrete Walls or attack pass through Concrete Walls. * Flak Gun (Anti-Surface only) Damage: 30 Range: 7 ROF: 15 Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%) Damage vs. Vehicle's Armor : Light(60%), Medium(10%), Heavy(10%) Damage vs. Building's Armor: Wood (30%), Steel(20%), Concrete(10%) Damage vs. Terror Drone : 100% Cannot damage Concrete Walls or attack pass through Concrete Walls. Damage unit in nearby area (1 Cell nearby). * MP5 Machine Gun Damage: 125 Range: 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 through Concrete Walls. * AWP Damage: 125 Range: 14 ROF: 60 Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%) Damage vs. Vehicle's Armor : All (1%) Damage vs. Building's Armor: All (1%) Prone Infantry still receives FULL damage. Sniper IFV doesn't target any vehicle or building automatically. Order it to target vehicles and buildings manually. * Electric Bolt Damage: 60 Range: 6 ROF: 45 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: All (50%) Damage vs. Terror Drone : 200% Can't damage Concrete Wall and attack pass through Concrete Walls. Range: 6 ROF: 50 Fire 4 times in rapid succession.

Before version 1.004, Electric Bolt's ROF was 30. * Small Nuclear Bomb Damage: 200 Radiation: 500 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%) Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(20%) Damage vs. Terror Drone : 100% IFVs attacking with Nuclear Bomb is also destroyed (suicide attack). 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 Psychic Wave). While in this attack mode, an area of Psychic Wave appears near IFV and only stops after IFV moves (the effect is disappearing after a moment). * Radiation Beam Gun Damage: 175 Range: 7 ROF: 30 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%) Damage vs. Building's Armor: Can't damage building This is a radiation weapon, so can't damage any unit that is immune to Radiation. * Neutron Rifle Damage: 10 Range: 6 ROF: 120 Neutron Rifle doesn't have damage reduction to ANY armor, so they always hit at full damage. They damage the enemy (Temporary damage and not shown) by 5 or (more if Veteran or Elite) continously. If the damage reaches target's maximum HP, target is "removed". If the process is cancelled (the Chrono IFV is destroyed), the temporary damage resets to 0. This IFV weapon has a little difference with Chrono Legionnaire weapons. It sometimes needs reloading and doesn't fire continously like Chrono Legionnaire. Version 1.004 above, Chrono Legionnaire's IFV destroy 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(50%), Heavy(50%) Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%) Damage vs. Terror Drone : 100% IFVs attacking with this is also destroyed (suicide attack). Area near explosion (2 Cells) is also damaged. Notes: - IFV can changes modes depending on any infantry that boards it. It can only carry 1 infantry. Range: 5 Cells ROF: 80

- IFV has 12 Modes: Mode 0 1 2 3 4 5 6 7 8 9 10 11 Infantry None Engineer GI, Conscripts, Spy Flak Trooper SEAL, Tanya, Psi Commando, Chrono Commando Sniper Tesla Trooper Crazy Ivan, Chrono Ivan Yuri, Yuri Prime Desolators Chrono Legionnaire Terrorist AWP Electric Bolt Small Nuclear Bomb Psychic Wave Radiation Beam Gun Neutron Rifle Terror Bomb Weapon Hover Missiles Repair Bullets M60 Machine Gun Flak Gun MP5 Machine Gun ------------------------------------------------------

- For their specific notes, look in Weapon Notes above. - 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 the IFV will. 3.4) Prism Tank Country Cost Weapons Speed HP Weapon Notes: * Prism Cannon Damage: 100 Range: 10 ROF: 100 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(75%), Medium(50%), Heavy(50%) Damage vs. Building's Armor: All (200%) Damage vs. Terror Drone : 100% Can attack pass through Concrete Wall but can't damage Walls. Can attack ignoring land elevation, but still obstructed by cliffs. When attacking, can "reflect" to at most 5 other objects (units, buildings, tress, or other objects). * Prism Reflection: * Elite Weapon: Damage: 30 Damage: 150 Range: 3 Range: 10 Range: 5 ROF: 120 ROF: 100 ROF: 100 : Allies : 1200 : Prism Cannon : 4 : 150 Sight Armor : 8 : Light TechLevel : 8 Prerequisite : War Factory, Allied Battle Lab

* Elite Prism Reflection:

Damage: 50

The Reflection of Elite weapons also CAN reflect again, with

the same statistics as normal weapons (Damage: 30, Range: 3, ROF: 120), but can only reflect 3 times. 3.5) Mirage Tank Country Cost Weapons Speed HP 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 Notes: - When not moving, Mirage Tank automatically disguises as a tree. - When disguising, it can still attack the enemy. - When attacking, the shroud on Mirage Tank doesn't reveal like other normal units. (So Mirage Tank hiding in shrouds can kill other units without being seen) - Can't destroy Concrete Wall nor attack pass through Concrete Walls. 3.6) Allied MCV Country Cost Weapons Speed HP Notes: - Can deploy into Allied Construction Yard. - DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for more information. 3.7) Tank Destroyer Country Cost Weapons Speed HP Weapon Notes: Damage: 150 Range: 5 ROF: 70 Damage vs. Infantry's Armor: All (2%) : Germany : 900 : SABOT Shells : 5 : 400 Sight Armor : 8 : Heavy TechLevel : 2 Prerequisite : War Factory, Airforce Command HQ : Allies : 3000 : None : 4 : 1000 Sight Armor : 6 : Heavy TechLevel : 10 Prerequisite : War Factory, Service Depot Range: 9 ROF: 80 : Allies : 1000 : Mirage Gun : 7 : 200 Sight Armor : 9 : Light TechLevel : 9 Prerequisite : War Factory, Allied Battle Lab

Damage vs. Vehicle's Armor : Light(100%), Medium(40%), Heavy(100%) Damage vs. Building's Armor: All (2%) Damage vs. Terror Drone * Elite Weapon: Damage: 175 : 2% Range: 6.75 ROF: 60 Prone Infantry reduces the damage to 50%. Damage vs. Infantry's Armor: All (2%) Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(100%) Damage vs. Building's Armor: All (2%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 50%. Notes: - Can damage Concrete Walls, but can't attack pass Concrete Walls. - Weapon affected by elevation and cliff. 3.8) Harrier Country Cost Weapons Speed HP Weapon Notes: Damage: 150 Range: 6 ROF: 10 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : All (100%) Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(75%) Fire 2 times in rapid succession. Prone Infantry reduces the damage to 50%. * Elite Weapon: Damage: 300 Range: 9 ROF: 10 Fire 4 times in rapid succession. Notes: - Harrier is automatically repaired in Airforce Command HQ. - Harrier only has 1 ammo, and always reloadsin Airforce Command HQ. If it damaged it will be repaired first before reloading Ammo. - Can damage Concrete Walls. - Immune to Mind Control. 3.9) Black Eagle Country Cost Weapons Speed HP Weapon Notes: : Korea : 1200 : Maverick2 : 14 : 200 Sight Armor : 8 : Light Type: Aircraft TechLevel : 3 Prerequisite : Airforce Command HQ : Allies : 1200 : Maverick : 14 : 150 Sight Armor : 8 : Light Type: Aircraft TechLevel : 3 Prerequisite : Airforce Command HQ

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 Notes: - Black Eagle is automatically repaired in Airforce Command HQ. - Black Eagle only has 1 ammo, and always reloads in Airforce Command HQ. If it is damaged it will be repaired first before reloading Ammo. - Can damage Concrete Walls. - Immune to Mind Control. 3.10) Nighthawk Country Cost Weapons Speed HP Weapon Notes: Damage: 35 Range: 6 ROF: 40 Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%) Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%) Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%) Damage vs. Terror Drone * Elite Weapon: Damage: 40 : 100% Range: 6 ROF: 40 Prone Infantry reduces the damage to 70%. Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate (70%) Damage vs. Vehicle's Armor : Light(70%), Medium(60%), Heavy(40%) Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 50%. Notes: - Can transport up to 5 infantry. - Invisible to enemy radar. - Cannot damage concrete walls. - Can only attack unit on surface 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 : Allies : 1000 : 14 : 175 Type: Aircraft TechLevel : 7 Sight Armor : 7 : Light Prerequisite : War Factory : Nighthawk Cannon Range: 9 ROF: 10

Cost Weapons Speed HP Weapon Notes: Damage: 30

: 1400 : 4 : 1000

TechLevel : 1 Sight Armor : 4 : Medium

: 20mm Machine Gun

Range: 5.5

ROF: 20

Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%) Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%) Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%) Damage vs. Terror Drone * Elite Weapon: Damage: 50 : 100% Range: 5.75 ROF: 50 Prone Infantry reduces the damage to 50%. Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%) Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%) Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%) Damage vs. Terror Drone Can damage concrete walls. Notes: - Self Healing. - Immune to Radiation and Mind Control. - Cannot damage concrete walls before reaching Elite level. - Cannot attack pass concrete walls. - Weapon affected by elevation and cliff. 4.2) Rhino Heavy Tank Country Cost Weapons Speed HP Weapon Notes: Damage: 90 Range: 5.75 ROF: 65 Damage vs. Infantry's Armor: All (25%) Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%) Damage vs. Terror Drone * Elite Weapon: : 60% Range: 5 ROF: 80 Prone Infantry reduces the damage to 50%. Damage: 85 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. : Soviet : 900 : 120mm Cannon : 6 : 400 Sight Armor : 8 : Heavy TechLevel : 2 Prerequisite : War Factory : 80% Prone Infantry reduces the damage to 50%.

Notes: - Can't attack pass Concrete Wall but can damage and destroy wall. - Weapon affected by elevation and cliff. 4.3) Flak Track Country Cost Weapons Speed HP 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 * Elite Weapon: Damage: 20 * 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 * Elite Weapon: Damage: 25 * Both Flak Track's Weapons are inaccurate and slow, but the bullet explodes and any unit/building in the area (1 Cell nearby) will be damaged (Of course the units near the center of explosion receive more damage than the unit far from the center). Notes: - Can carry up to 5 infantry passengers. - Can't unload if in service depot. 4.4) V3 Launcher Country Cost Weapons Speed HP Weapon Notes: Damage: 200 Range : 18 (Minimum: 5) ROF: 150 Missile Spawn Rate : 400 : Soviet : 800 : 4 : 150 TechLevel : 3 Sight Armor : 7 : Light Prerequisite : War Factory, Radar : V3 Rocket (1 Missile) : 100% Range: 5 ROF: 40 : There are no flying building Range: 8 ROF: 25 : Soviet : 500 TechLevel : 3 Prerequisite : War Factory : Flak Track Gun Flak Track Anti-Air Gun : 8 : 180 Sight Armor : 8 : Heavy

Fire 2 times in rapid succession.

Fire 2 times in rapid succession.

Missile HP

: 50

Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%) Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(70%) Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(50%) Damage vs. Terror Drone : 80% Prone Infantry reduces the damage to 70%. All units/buildings in Area near explosion (1 Cell) are also damaged. Can destroy Concrete Walls. Can pass through Concrete Wall, ignore land elevations and cliffs. Can damage land elevation (make holes) at 10% chance. Can destroy Ore patches. * Elite Weapon: Damage: 400 4.5) Terror Drone Country Cost Weapons Speed HP 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 Damage vs. Terror Drone Notes: - When attacking a vehicle, it will attach to the vehicle and damage it until the unit is destroyed. - A single vehicle can not be attacked by more than one terror drone, meaning that if a terror drone has attacked a vehicle, that vehicle can not be infiltrated by other drones except the drone inside is removed. - If the unit is destroyed by the Drone,the Drone will emerge and be ready to attack again. But if the unit is destroyed by other unit/building, the Drone inside is also destroyed. - Can't target buildings and other Terror Drones. - Can't be veteran or elite by normal means. - Can't crush enemy infantry, instead, it attacks by jumping and killing it in one hit (like Attack Dog). - Terror Drone can also attack enemy's aircraft (Harrier, Black Eagle, and Nighthawk) when they are on land (not in flight), and damage them like other land units. But when they are destroyed, they will crash and the Terror Drone will also be destroyed. Contrary to the data above, some tests prove that if the Harrier is near the land or on the Airforce Command HQ, the terror drone may have a chance of escaping. : Can't target building. : Can't attack other Drones. : Soviet : 500 : Drone Jump : 10 : 100 Sight Armor : 4 : Special TechLevel : 4 Prerequisite : War Factory

- Terror Drone may be used against an MCV. If the MCV is deployed, the Terror Drone is still inside. However, if the MCV is then ordered to undeploy (from CY into an MCV), the MCV will automatically disappear and the terror drone will be ready to receive next order. - A drone-infiltrated vehicle can not be loaded into a transport. - Immune to Radiation, Mind Control, and Psychic Wave. 4.6) Apocalypse Assault Tank Country Cost Weapons Speed HP Weapon Notes: * 120mm Cannon Damage: 100 Range: 5.75 ROF: 80 Damage vs. Infantry's Armor: All (25%) Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%) Damage vs. Terror Drone : 60% Prone Infantry reduces the damage to 50%. Fire 2 times in rapid succession. * Elite Weapon: Damage: 100 Range: 5.75 ROF: 80 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%) Damage vs. Terror Drone : 60% Prone Infantry reduces the damage to 50%. Fire 4 times in rapid succession. * Mammoth surface to air missile Damage: 50 Range: 8 ROF: 80 Damage vs. Infantry's Armor: None (100%), Flak(90%), Plate(80%) Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%) Fire 2 times in rapid succession. Apocalypse always uses this weapon when attacking air targets. Notes: - Self Healing. - Can't attack pass through Concrete Walls. - Can damage Concrete Walls. 4.7) Soviet MCV Country Cost Weapons Speed : Soviet : 3000 : None : 4 Sight : 6 TechLevel : 10 Prerequisite : War Factory, Service Depot : Soviet : 1750 : 120mm Cannon Mammoth surface to air missile. : 4 : 800 Sight Armor : 6 : Heavy TechLevel : 7 Prerequisite : War Factory, Soviet Battle Lab

HP Notes:

: 1000

Armor

: Heavy

- Can deploy into Soviet Construction Yard. - DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for more information. 4.8) Tesla Tank Country Cost Weapons Speed HP Weapon Notes: Damage: 135 Range: 4 ROF: 75 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: All (50%) Damage vs. Terror Drone * Elite Weapon: Damage: 150 : 200% Range: 6 ROF: 60 : Russia : 1200 : 6 : 300 TechLevel : 10 Sight Armor : 8 : Heavy Prerequisite : War Factory, Radar : Tank Electric Bolt

Can damage 2 other targets that are near the primary target (Ignore any Concrete Walls for 2 other targets). Before version 1.004, Tesla Tank's ROF was 60, and Elite Weapon's ROF was 50. Notes: - Can damage Concrete Walls and can attack pass through Concrete Walls. 4.9) Demolitions Truck Country Cost Weapons Speed HP Weapon Notes: Damage: 300 Range: 1 ROF: 80 Radiation Level: 100 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(50%) Damage vs. Building's Armor: Wood (80%), Steel(150%), Concrete(10%) Damage vs. Terror Drone : 100% Demolitons Truck attack with suicide bomb. Area near explosion (8 Cells) is also damaged by Radiation. Notes: : Libya : 1500 : 5 : 150 TechLevel : 10 Sight Armor : 5 : Light Prerequisite : War Factory, Radar : Demolition Bomb

- 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 Cost Weapons Speed HP Weapon Notes: Damage: 250 Range: 1.5 ROF: 50 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%) Damage vs. Building's Armor: Wood(85%), Steel(75%), Concrete(50%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 70%. Damage nearby area (2 Cells). Destroys Ore patches. Notes: - Self Healing. - Cannot Land. - Immune to Mind Control and Psychic Wave. - In statistic Kirov Airship speed is 5, but in RA2 flight speed is slower than ground speed. So in real game, Kirov is slower than Apocalypse Tank (speed: 4) Thanks to Blossom Storm for pointing this out. 5) Allied Naval --------------5.1) Amphibious Transport Country Cost Weapons Speed HP Notes: - Can move on water and also on ground. - Can carry vehicles (number of vehicles can be carried depends on Vehicle size. This transport can carry maximum 12 points of size. Below is the list of All Vehicle size points that can be carried: : Allies : 900 : None : 6 : 300 Sight Armor : 6 : Heavy TechLevel : 2 Prerequisite : Allied Naval Shipyard : Soviet : 2000 : Blimp Bomb : 5 : 2000 Sight Armor : 8 : Light Type: Aircraft TechLevel : 10 Prerequisite : War Factory, Soviet Battle Lab

Allied Vehicles Grizzly Tank IFV Chrono Miner Allied MCV Prism Tank Mirage Tank Tank Destroyer

Point 3 3 3 6 3 3 3

Soviet Vehicles Rhino Tank Flak Track War Miner Soviet MCV Terror Drone Apocalypse V3 Launcher Tesla Tank Demolition Truck

Point 3 3 3 6 2 6 3 3 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 Track and IFV), the unit inside the transport DOESN'T count. So you can transport 4 IFVs occupied by 1 GI in each IFV. - Can't unload if in service depot. - Can not load or unload Tanya/SEAL in water. If ordered to load those infantry, the transport will accept the order, but it just moves next to them and do nothing. - If ordered to load a Chrono Legionnaire while on water, it will move next to the Chrono Legionnaire first. 5.2) Destroyer Country Cost Weapons Speed HP Weapon Notes: * 155mm Artillery Cannon Damage: 60 Range: 8 ROF: 110 Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%) Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%) Damage vs. Building's Armor: Wood (100%), Steel(80%), Concrete(60%) Damage vs. Terror Drone Can destroy Concrete Wall. Can pass through Concrete Wall, ignore land elevations and cliffs. Can damage land eleveation (make holes) at 15% chance. Can destroy Ore patches. Area near explosion (1 Cell) is also damaged. * Elite Weapon: Fire 2 times in rapid succession. * ASW Helicoper Launcher : 100% Prone Infantry reduces the damage to 50%. : Allies : 1000 TechLevel : 4 Prerequisite : Allied Naval Shipard : 155mm Artillery Cannon ASW Helicopter Launcher (Anti Sub Weapon) : 6 : 600 Sight Armor : 7 : Heavy

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 Damage: 50 Armor: Light Range: 3 ROF: 3 Sight: 2 Speed: 12 Ammo: 1 ASW Bomb (Bomb launched by ASW heli): Damage vs. Infantry's Armor: All(25%) Damage vs. Vehicle's Armor : Light(75%), Medium(60%), Heavy(60%) Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%) ASW Collision: If the heli is shot down, the heli's crash can also cause damage. The heli crash can hit unit/building on ground. Damage: 100 Range: 3 ROF: 20 Damage vs. Infantry's Armor: All(25%) Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%) Damage vs. Terror Drone : 60% Prone Infantry reduces the damage to 50%. Notes: - Can detect enemy underwater (Range: 8). - When ASW heli is destroyed, Destroyer automatically create it again in time (ASW Creation Speed: 400, ASW Reload speed: 150) 5.3) Aegis Cruiser Country Cost Weapons Speed HP 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 Cost Weapons : Allies : 2000 TechLevel : 7 Prerequisite : Allied Naval Yard, Allied Battle Lab : Hornet's Fighter Launcher : Allies : 1200 : 4 : 800 TechLevel : 7 Sight Armor : 8 : Light Prerequisite : Allied Naval Shipyard, Airforce Command HQ : Medusa surface to air missiles

Speed HP Weapon Notes:

: 4 : 800

Sight Armor

: 7 : Heavy

* Hornet Launcher Launches 3 Hornet Fighter to attack enemy's unit/building. Can also attack underwater unit (even it can't detect underwater). But the underwater unit must be detected first or use force attack. Range: 25 HP: 75 ROF: 150 Armor: Light Sight: 2 Speed: 12 Ammo: 1 Hornet's Statistic: Hornet Reload Time: 150 Hornet Regenerate Time: 600 (When it destroyed) Hornet Bomb (Bomb launched by Hornet Fighter): Damage: 40 (5 bombs each Hornet) Range: 3 Damage vs. Infantry's Armor: All(100%) Damage vs. Vehicle's Armor : All(100%) Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%) Prone Infantry reduces the damage to 50%. * Elite Weapon: (When the Hornet fighter become elite) Damage: 80 Range: 3 ROF: 5 Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%) Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%) Damage vs. Building's Armor: Wood(100%), Steel(80%), Concrete(60%) Damage vs. Terror Drone Can destroy Concrete Wall. Can pass through Concrete Wall, ignore land elevations and cliffs. Can damage land eleveation (make holes) at 15% chance. Can destroy Ore patches. Area near explosion (1 Cell) is also damaged. Hornet Collision: If the Hornet is shot down, the Hornet crash can also cause damage. The Hornet crash can hit unit/building on ground. Damage: 100 Range: 3 ROF: 20 Damage vs. Infantry's Armor: All(25%) Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%) Damage vs. Terror Drone : 60% Prone Infantry reduces the damage to 50%. 5.5) Dolphin Country Cost Weapons Speed HP : Allies : 500 : Sonic : 8 : 200 Sight Armor : 4 : Light TechLevel : 5 Prerequisite : Allied Naval Yard, Allied Battle Lab : 100% Prone Infantry reduces the damage to 50%. ROF: 5

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

Fire 2 times in rapid succession. Notes: - Dolphin moves underwater, and can be detected only by enemy units that have sensors. - Dolphins are immune to others' Dolphin attack. - Can detect enemy underwater (Range: 4). - Can release ships that are attacked by Giant Squids. - Doesn't uncloak (still underwater) while attacking. - Dolphin and Giant Squid can't cooperate by attacking an enemy ship because a ship grabbed by Giant Squid will automatically be released by Dolphin's Sonic weapon even they are on the same sides. 6) Soviet Naval --------------6.1) Amphibious Transport Country Cost Weapons Speed HP Notes: - Can move on water and also on ground. - Can carry vehicles (number of vehicles can be carried depends on Vehicle size. This transport can carry maximum 12 points of size. Below is the list of All Vehicle size points that can be carried: Allied Vehicles Grizzly Tank IFV Chrono Miner Allied MCV Prism Tank Mirage Tank Tank Destroyer Point 3 3 3 6 3 3 3 Soviet Vehicles Rhino Tank Flak Track War Miner Soviet MCV Terror Drone Apocalypse V3 Launcher Tesla Tank Demolition Truck Point 3 3 3 6 2 6 3 3 3 : Soviet : 900 : None : 6 : 300 Sight Armor : 6 : Heavy TechLevel : 2 Prerequisite : Soviet Naval Shipyard

------------------------------------------------------------

- 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 Track and IFV), the unit inside the transport DOESN'T count to the points. So you can transport 4 Flak Track occupied by 5 Conspripts in each Flak Track. - Can't unload if in service depot. - Can not load or unload Tanya/SEAL in water. If ordered to load those infantry, the transport will accept the order, but it just moves next to them and do nothing. 6.2) Sea Scorpion Country Cost Weapons Speed HP 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 * Elite Weapon: Damage: 35 * 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 * Elite Weapon: Damage: 25 * Both Sea Scorpion's Weapons are inaccurate and slow, but the bullet explodes and any unit/building in the area (1 Cell nearby) will be damaged (Of course the unit near the center of explosion receives more damage than the unit far from the center). Notes: - Use this unit to attack air unit (V3 rockets, Hornet fighters, ASW Heli, Dreadnought missiles also count as air units). 6.3) Typhoon Attack Sub Country : Soviet Prerequisite : Soviet Naval Shipyard : 100% Range: 5 ROF: 40 : There are no flying building Range: 10 ROF: 20 : Soviet : 600 : Flak Gun : 8 : 400 Sight Armor : 8 : Heavy TechLevel : 6 Prerequisite : Soviet Naval Shipyard, Radar

Fire 2 times in rapid succession.

Fire 2 times in rapid succession.

Cost Weapons Speed HP Weapon Notes: Damage: 100

: 1000 : Torpedoes : 4 : 600

TechLevel : 2 Sight Armor : 4 : Heavy

Range: 7

ROF: 120

Damage vs. Infantry's Armor: All(25%) Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%) * Elite Weapon: 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 Cost Weapons Speed HP Weapon Notes: * Dreadnought Missile Launcher Launches 2 Dreadnought Missiles to attack enemy's unit/building. Can also attack underwater unit (although it can't detect underwater). However, the underwater units must be detected first or use force attack (Ctl+Left Click). Range: 25 HP: 50 Minimum Range: 8 Armor: Special ROF: 50 Sight: 0 Speed: 20 Dreadnought Missile Statistics (in Air): Damage: 50 (in Air) Damage: 300 Damage vs. Infantry's Armor: All(25%) Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%) Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%) Damage vs. Terror Drone Can destroy Concrete Wall. * Elite Weapon: Damage: 600 6.5) Giant Squid Country Cost : Soviet : 1000 TechLevel : 9 Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab : 60% Prone Infantry reduces the damage to 50%. Missile Reload Time: 80 : Soviet : 2000 : 4 : 800 TechLevel : 6 Sight Armor : 7 : Heavy Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab : Dreadnought Missile Launcher Fire 2 times in rapid succession.

Dreadnought Missile hit on target:

Weapons Speed HP Weapon Notes:

: Squid Tentacles Grab and Hit : 8 : 200 Sight Armor : 5 : Light

* Squid Tentacles Grab. Giant Squid uses this weapon to attack any ship unit (Destroyer, AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious Transport, and Dreadnought). Giant Squid automatically grabs a ship when attacking and rocking them. It does some damage to the ship continuously until the ship is destroyed. If the ship HP is red, the ship is automatically destroyed. Only Dolphin can release a ship grabbed by Giant Squid. While grabbing, Giant Squid can't be selected and ordered until it releases or destroys its victims. Damage: 15 * Squid Hit. Giant Squid uses this normal attack when attacking 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(35%), Heavy(35%) * Elite Weapon: Damage: 200 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 Shipyard). - Giant Squid can't attack ships that are being repaired in Nayal Shipyard. - Self Healing. - Immune to Mind Control and Psychic Wave. 7) Neutral Unit --------------7.1) Cow Country Weapons Speed HP Notes: - Cow has a points of weight of 2, and it CAN enter Flak Track. But this only if you have your own cow, and not mind-controlled one. The only scenario that you have cow is in Allied Campaign scenario, Operation: Dark Night, Mission 5. You can create Flak Track in this scenario by capturing Soviet's : Neutral : None : 4 : 150 Sight Armor : 4 : None Range: 1.83 ROF: 32 Range: 1.5 Range: 1.5 * Elite Weapon: Damage: 40

War Factory. Too bad, you won't have IFV. 7.2) Alligator Country Weapons Speed HP Weapon Notes: Damage: 30 Notes: - It can attack your unit if your unit is near to them. 7.3) Monkey Country Weapons Speed HP Weapon Notes: Damage: 30 Notes: - It can attack your unit if your unit is near to them. 7.4) Polar Bear Country Weapons Speed HP Weapon Notes: Damage: 30 Notes: - It can attack your unit if your unit is near to them. 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 Weapons Speed HP Weapon Notes: : Neutral : Pistol (Some civilians don't even have this) : 4 : 50 Sight Armor : 2 : None Range: 1.5 ROF: 30 : Neutral : Bear's Bite : 4 : 200 Sight Armor : 2 : None Range: 1.5 ROF: 30 : Neutral : Chimp's Bite : 6 : 200 Sight Armor : 2 : None Range: 1.5 ROF: 30 : Neutral : Alligator's Bite : 4 : 200 Sight Armor : 2 : None

Damage: 2

Range: 3

ROF: 20

Damage vs. Infantry's Armor: None(100%), Flak (80%), Plate(70%) Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%) Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 70%. Notes: - Can't be veteran or elite by normal means, even it has a weapon. *************** III - Buildings *************** 1) Allied Buildings ------------------1.1) Construction Yard Country Cost Power HP Foundation Notes: - Can undeploy to Allied Mobile Construction Vehicle. Can be turned off by an option in Multiplayer. - Can create other buildings. 1.2) Power Plant Country Cost Power HP Foundation Notes: - The only Allied building that produces power. 1.3) Allied Ore Refinery Country Cost Power HP Foundation Notes: - The 'Credits' production facility. : Allies : 2000 : -50 : 1000 : 4 x 3 TechLevel : 1 Sight Armor Height : 6 : Wood : 4 Prerequisite : Construction Yard : Allies : 800 : +200 : 750 : 2 x 2 TechLevel : 1 Sight Armor Height : 4 : Wood : 4 Prerequisite : Construction Yard : Allies : 3000 : 0 : 1000 : 4 x 4 TechLevel : Sight Armor Height : 8 : Concrete : 4 Prerequisite : MCV

- If you create an Allied Ore Refinery, it includes a free Chrono Miner. Chrono Miner automatically searches an ore/mineral patches to harvest. Chrono Miner will not be sold if you sell the Refinery, so if you sell your Refinery, you will get only 2000-1400 (the price of Chrono Miner):2= 300. When this refinery is not occupied (no miner is reloading), any Chrono Miner that finishes harvesting teleports in here. 1.4) Allied Barrack Country Cost Power HP Foundation Notes: - Allied Barracks can train Allied Infantry. 1.5) Allied War Factory Country Cost Power HP Foundation Notes: - Allied War Factory can train Allied Vehicles and Nighthawks. 1.6) Airforce Command HQ Country Cost Power HP Foundation 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 to drop Airborne Paratroopers. - Can repair and reload Allied Harriers and Black Eagles. - 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 : Allies : 1000 : -50 : 600 : 3 x 2 TechLevel : 3 Sight Armor Height : 5 : Steel : 7 Prerequisite : Construction Yard, Ore Refinery : Allies : 2000 : -25 : 1000 : 5 x 3 TechLevel : 2 Sight Armor Height : 4 : Wood : 4 Prerequisite : Construction Yard, Power Plant, Allied Barracks : Allies : 500 : -10 : 500 : 3 x 2 TechLevel : 2 Sight Armor Height : 5 : Steel : 4 Prerequisite : Construction Yard, Power Plant

Cost Power HP Foundation Notes:

: 1000 : -25 : 1500 : 4 x 4

TechLevel : 4 Sight Armor Height : 10 : Concrete : 10

- Can train Allied Navy. - Can only be built in water. - Can repair water units: Allied Ships, Soviet Ships, 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 Cost Power HP Foundation Notes: - Can repair Vehicles, Amphibious Transports, and Nighthawks. - Can remove Crazy Ivan's Dynamites. - Can remove Terror Drone attached to vehicle. - Needs credits to repair. 1.9) Allied Battle Lab Country : Allies Airforce Command HQ Cost Power HP Foundation : 2000 : -100 : 500 : 3 x 2 TechLevel : 8 Sight Armor Height : 6 : Wood : 8 Prerequisite : Construction Yard, Allied War Factory, : Allies : 800 : -25 : 1200 : 3 x 3 TechLevel : 6 Sight Armor Height : 5 : Wood : 3 Prerequisite : Construction Yard, War Factory

1.10) Ore Purifier Country Cost Power HP Foundation Notes: - Can only build 1 Ore Purifier. - Can't be captured by Engineer. - Add any converted harvested ore to credits by 25%. If your harvester reloads 1000 credits to your refinery, it adds 250 more credits. : Allies : 2500 : -200 : 900 : 3 x 3 TechLevel : 10 Sight Armor Height : 5 : Wood : 4 Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab

2) Soviet Buildings ------------------2.1) Construction Yard Country Cost Power HP Foundation Notes: - Can undeploy to Soviet Mobile Construction Vehicle. Can be turned off by an option in Multiplayer. - Can create other buildings. 2.2) Tesla Reactor Country Cost Power HP Foundation Notes: - Cheaper than Allied Power Plant and also has less power. But Soviet can build a Nuclear Reactor. 2.3) Soviet Ore Refinery Country Cost Power HP Foundation Notes: - The 'Credits' production facility. - If you create an Soviet Ore Refinery, it creates a free War Miner. War Miner automatically searches an ore/mineral patches to harvest. War Miner will not be sold if you sell the Refinery, so if you sell your Refinery, you will get only 2000-1400 (the price of War Miner):2= 300. 2.4) Soviet Barrack Country Cost Power HP : Soviet : 500 : -10 : 500 TechLevel : 2 Sight Armor : 6 : Steel Prerequisite : Construction Yard, Tesla Reactor : Soviet : 2000 : -50 : 1000 : 4 x 3 TechLevel : 1 Sight Armor Height : 6 : Wood : 4 Prerequisite : Construction Yard : Soviet : 600 : +150 : 750 : 3 x 2 TechLevel : 1 Sight Armor Height : 4 : Wood : 4 Prerequisite : Construction Yard : Soviet : 3000 : 0 : 1000 : 4 x 4 TechLevel : Sight Armor Height : 8 : Concrete : 4 Prerequisite : MCV

Foundation Notes:

: 2 x 2

Height

: 9

- Soviet Barracks can train Soviet Infantry. 2.5) Soviet War Factory Country Cost Power HP Foundation Notes: - Soviet War Factory can train Soviet Vehicles and Kirov Airships. 2.6) Radar Facility Country Cost Power HP Foundation Notes: - Have Radar equipped (Enable Minimap). 2.7) Soviet Naval Shipyard Country Cost Power HP Foundation Notes: - Soviet Naval Shipyard can train Soviet Navy. - Can only bebuilt in water. - Can repair water units: Allied Ships, Soviet Ships, 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 Cost Power HP Foundation : Soviet : 800 : -20 : 1200 : 3 x 3 TechLevel : 6 Sight Armor Height : 5 : Wood : 3 Prerequisite : Construction Yard, War Factory : Soviet : 1000 : -20 : 1500 : 4 x 4 TechLevel : 2 Sight Armor Height : 10 : Concrete : 10 Prerequisite : Construction Yard, Tesla Reactor, Ore Refinery : Soviet : 1000 : -50 : 1000 : 2 x 2 TechLevel : 3 Sight Armor Height : 10 : Wood : 6 Prerequisite : Construction Yard, Ore Refinery : Soviet : 2000 : -25 : 1000 : 5 x 3 TechLevel : 2 Sight Armor Height : 4 : Wood : 4 Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks

Notes: - Can repair Vehicles, Amphibious Transport, and Nighthawks. - Can remove Crazy Ivan's Dynamites. - Can remove Terror Drone attached to vehicle. - Needs credits to repair. 2.9) Soviet Battle Lab Country : Soviet Radar Tower Cost Power HP Foundation : 2000 : -100 : 500 : 3 x 3 TechLevel : 7 Sight Armor Height : 6 : Wood : 8 Prerequisite : Construction Yard, Soviet War Factory,

2.10) Nuclear Reactor Country Cost Power HP Foundation Notes: - Explode when destroyed (Damage: 600, Radiation Level: 500), causing Radiation in the area. - Immune to Radiation. 2.11) Cloning Vats Country Cost Power HP Foundation Notes: - Can only build 1 Cloning Vats. - Can't be captured by Engineer. - Creates a cloned infantry, when you create an infantry or Attack Dog at Primary Barracks. - Kills any infantry (except engineer) which enters it. - To build 2 Yuri Prime, you must create Cloning Vats 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 credits. You can mind-control enemy infantry and ordered them into your Cloning Vats for money. You can also use it for the 'free' infantry you get from : Soviet : 2500 : -200 : 1000 : 2 x 2 TechLevel : 9 Sight Armor Height : 5 : Wood : 6 Prerequisite : Construction Yard, Soviet Battle Lab : Soviet : 1000 : +2000 : 1000 : 4 x 4 TechLevel : 9 Sight Armor Height : 5 : Concrete : 4 Prerequisite : Construction Yard, Soviet Battle Lab

capturing the airport. Terrorist, Engineer, Chrono Ivan & Crazy Ivan cannot be ordered to enter Cloning Vats. <Ang Yi Ping> 3) Allied Combat Buildings --------------------------3.1) Fortress Wall Country Cost Power HP Foundation Notes: - Building a wall costs 100 each time you construct a Wall in a terrain. You can build 5 adjacent walls for 100 credits only. - Concrete Wall prevents any ground infantry or vehicles unit to pass it until it is destroyed. - Wall can't be repaired. To change a broken wall just build a new wall over the damaged one. - Wall can be sold but you won't receive any credits. - Though they have the same statistics, Soviet and Allied Walls are different. You can not build an array of Allied walls if the initial wall is Soviet Wall. 3.2) Pillbox Country Cost Power HP Weapon Foundation Weapon Notes: Damage: 50 Range: 5.5 ROF: 26 Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%) Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%) Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 70%. Notes: - Can't be captured by Engineer. 3.3) Patriot Missile System Country : Allies : Allies : 500 : 0 : 400 : 1 x 1 TechLevel : 1 Sight Armor Height : 7 : Steel : 1 Prerequisite : Construction Yard, Allied Barracks : Allies : 100 : 0 : 300 : 1 x 1 TechLevel : 1 Sight Armor Height : 1 : Concrete : 2 Prerequisite : Allied Barracks

: Vulcan Machine Gun

Prerequisite : Construction Yard, Allied Barracks Cost Power HP Weapon Foundation 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 Cost Power HP Weapon Foundation Weapon Notes: Damage: 120 Range: 8 ROF: 60 Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%) Damage vs. Vehicle's Armor : All (100%) Damage vs. Building's Armor: All (50%) Damage vs. Terror Drone : 200% Can destroy Concrete Walls and can attack pass Concrete Walls. Notes: - Prism Tower can support fire from another Prism Tower. Each Prism Tower support beam adds 150% damage to the firing beam's damage. Prism Tower can only support other Prism Tower at range: 8. Only 8 Prism Towers can support another Prism Tower. (The maximum number of Prism Towers which supports a Prism Tower is 8). After firing a support beam, a Prism Tower is offline for 60 frame delay. - Can't be captured by Engineer. 3.5) Gap Generator Country Cost Power HP Foundation : Allies : 1000 : -100 : 600 : 1 x 1 TechLevel : 7 Sight Armor Height : 5 : Wood : 6 Prerequisite : Construction Yard, Allied Battle Lab : Allies : 1500 : -75 : 600 : Prism Cannon : 1 x 1 Height : 6 TechLevel : 6 Sight Armor : 8 : Steel Prerequisite : Construction Yard, Power Plant, Airforce Command HQ : 1000 : -50 : 900 : 1 x 1 TechLevel : 4 Sight Armor Height : 10 : Steel : 3

: Anti-Air Patriot Missile

Notes: - Gap Generator re-shrouds the map for other players at a radius of 10 Cells around the Gap Generator. - Can't be captured by Engineer. 3.6) Spy Satellite Uplink Country Cost Power HP Foundation 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 Cost Power HP Foundation Notes: - This is an Allied Super Weapon, so when built, it is revealed to all players. This can be turned off in multiplayer. - Can only build 1 Weather Control Device. - Enables: Weather Storm. Creates a Weather Storm at target location. Weather Storm creates random lightning bolts in the area, but can't exceed 10 Cells from the target center in Range. Each lightning bolt that appears in Weather Storm has the statistics below: Damage: 250 Can damage and destroy Concrete walls. Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : All (100%) Damage vs. Building's Armor: All (100%) Damage vs. Terror Drone - Can't be captured by engineer. - For more info and details about Weather Storm, check out section I.9. 3.8) Chronosphere Country : Allies Prerequisite : Construction Yard, Allied Battle Lab : 3% - Weather Storm completes its recharging after 10 minutes. : Allies : 5000 : -200 : 1000 : 3 x 3 TechLevel : 10 Sight Armor Height : 5 : Concrete : 5 Prerequisite : Construction Yard, Allied Battle Lab : Allies : 1500 : -100 : 1000 : 2 x 2 TechLevel : 9 Sight Armor Height : 5 : Wood : 5 Prerequisite : Construction Yard, Allied Battle Lab

Cost Power HP Foundation Notes:

: 2500 : -200 : 750 : 4 x 3

TechLevel : 10 Sight Armor Height : 5 : Concrete : 3

- This is an Allied Super Weapon, so when built it is revealed to all players. This can be turned off in multiplayer. - Can only build 1 Chronosphere. - Enables: Chronoshift (Teleports a group of units to another target location) - Chronoshift completes its recharging after 7 minutes. - For more information about Chronoshift, look in another section in this FAQ. 3.9) Grand Cannon Country Cost Power HP Weapon Foundation Weapon Notes: Damage: 150 Range: 15 (Minimum Range: 3) ROF: 120 Damage vs. Infantry's Armor: All(100%) Damage vs. Vehicle's Armor : All(100%) Damage vs. Building's Armor: Wood(50%), Steel(100%), Concrete(50%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 30%. Can damage and destroy Concrete walls. Notes: - Can't be captured by Engineer. 4) Soviet Combat Buildings --------------------------4.1) Fortress Wall Country Cost Power HP Foundation Notes: - Wall building costs 100 each time you construct a Wall in a terrain. You can build 5 adjacent walls for 100 credits only. : Soviet : 100 : 0 : 300 : 1 x 1 TechLevel : 1 Sight Armor Height : 1 : Concrete : 2 Prerequisite : Soviet Barracks : France : 2000 : -100 : 900 : Grand Cannon : 2 x 2 Height : 3 TechLevel : 7 Sight Armor : 10 : Steel Prerequisite : Construction Yard, Airforce Command HQ

- Concrete Wall prevents any ground infantry or vehicles unit to pass it until it is destroyed. - Wall can't be repaired. To change a broken wall just build a new wall over the damaged one. - Wall can be sold but you won't receive any credits. - Though they have the same statistics, Soviet and Allied Walls are different. You can not build an array of Allied walls if the initial wall is Soviet Wall. 4.2) Sentry Gun Country Cost Power HP Weapon Foundation Weapon Notes: Damage: 50 Range: 5 ROF: 26 Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(70%) Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%) Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%) Damage vs. Terror Drone : 100% Prone Infantry reduces the damage to 70%. Notes: - Can't be captured by Engineer. 4.3) Flak Cannon Country Cost Power HP Weapon Foundation 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 Notes: - Can't be captured by Engineer. - Has splash damage (units near the target are also damaged). 4.4) Tesla Coil Country : Soviet : There are no flying building : Soviet : 1000 : -50 : 900 : 1 x 1 TechLevel : 4 Sight Armor Height : 5 : Steel : 4 Prerequisite : Construction Yard, Soviet Barracks : Soviet : 500 : 0 : 400 : 1 x 1 TechLevel : 1 Sight Armor Height : 7 : Steel : 2 Prerequisite : Construction Yard, Soviet Barracks

: Vulcan Machine Gun

: Anti-Air Flak Cannon

Prerequisite : Construction Yard, Tesla Reactor, Radar Tower Cost Power HP Weapon Foundation Weapon Notes: Damage: 200 Range: 7 ROF: 120 Damage vs. Infantry's Armor: All (100%) Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: All (50%) Damage vs. Terror Drone Can destroy Concrete Walls. * When Overpowered: Damage: 300 Range: 8 ROF: 100 You can notice an overpowered Tesla Coil by its electric colour (its Yellow instead Blue). Notes: - Can be supported by Tesla Trooper to increase range and damage. - Can't be captured by Engineer. - Tesla Coil can attack without power (your power gauge is red) if there are at least 2 Tesla Troopers charging it. However, it depends on the power available. The more power available, the less Tesla Trooper is needed to charge. If there is no power at all, 2 Tesla Troopers are needed. 4.5) Psychic Sensors Country Cost Power HP Foundation Notes: - Sensors Area: 15 Cells radius. - Any units that move or attack to the area in the radius of Psychic Sensors are visible. So you know what units and where they want to move/attack and from where. It also sensors neutral units (like Cow). - Psychic Sensors can also detect Spies. - Can also detect invisible units (like Submarine, Giant Squid, and Dolphin) if placed it near water. - Can detect any unit that is mind controlled by enemy's Yuri. 4.6) Iron Curtain Country Cost : Soviet : 2500 TechLevel : 10 Prerequisite : Construction Yard, Soviet Battle Lab : Soviet : 1000 : -50 : 750 : 2 x 2 TechLevel : 10 Sight Armor Height : 10 : Wood : 8 Prerequisite : Construction Yard, Soviet Battle Lab : 200% : 1500 : -75 : 600 : 1 x 1 TechLevel : 5 Sight Armor Height : 8 : Steel : 5

: Tesla Coil Bolt

Power HP Foundation Notes:

: -200 : 750 : 3 x 3

Sight Armor Height

: 4 : Concrete : 6

- This is a Soviet Super Weapon, so when built is revealed to all players. This can be turned off in multiplayer. - Can only build 1 Iron Curtain. - Enables: Invulnerability (Make a group of vehicles becomes invulnerable for a period amount of time). - Iron Curtain recharges after 5 minutes. - For more information about Invulnerability, look in another section in this FAQ. 4.7) Nuclear Missile Silo Country Cost Power HP Foundation Notes: - This is a Soviet Super Weapon, so when built is revealed to all players. This can be turned off in multiplayer. - Can only build 1 Nuclear Missile Silo. - Enables: Nuclear Strike (Launches a powerful Nuclear Missile to severely damage any units and buildings target area). Nuclear Missile has these statistic: Damage: 1500 Radiation Level: 500 Area: 10 Cells Radius Always destroys any Concrete Walls. Damage vs. Infantry's Armor: All(100%) Damage vs. Vehicle's Armor : Light(200%), Medium(100%), Heavy(100%) Damage vs. Building's Armor: Wood(60%), Steel(100%), Concrete(8%) Damage vs. Terror Drone : 100% Infantry can't survive in the Nuclear Radiation Area. - Nuclear Strike recharges after 10 minutes. - Can't be captured by engineer. 5) Neutral Tech Buildings ------------------------5.1) Airport Country HP Foundation Notes: - Can't be sold for credits. - Capture this with Engineer to create the ability to place Paradrop to any place on terrains. : Neutral : 800 : 3 x 3 Armor Height : Concrete : 6 : Soviet : 5000 : -200 : 1000 : 3 x 3 TechLevel : 10 Sight Armor Height : 4 : Concrete : 8 Prerequisite : Construction Yard, Soviet Battle Lab

- Paradrop recharges after 4 minutes. 5.2) Oil Derrick Country HP Foundation Notes: - Can't be sold for credits. - When first captured by engineer, gives 1000 credits. Aftet that gives 20 credits every 100 frame delays to player. - Explodes when destroyed. Oil Explosion statistics: Damage: 600 Area: 4 Cells. Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%) Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%) Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%) Damage vs. Terror Drone : 100% Can damage and destroy Concrete Walls. 5.3) Outpost Country HP Weapon Foundation Weapon Notes: * Hover Missiles (Anti-Surface and Anti-Air) Damage: 25 Range: 6 ROF: 50 Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%) Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%) Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%) Damage vs. Terror Drone : 80% Prone Infantry reduces the damage to 70%. Fire 2 times in rapid succession. Can pass through Concrete Wall, ignore land elevations and cliffs. Can damage land eleveation (make holes) at 10% chance. Can destroy Ore patches. Notes: - Can't be sold for credits. - After captured by engineer, can repair any vehicle units. Have a weapon to protect itself. 5.4) Hospital Country HP Foundation Notes: : Neutral : 800 : 6 x 4 Armor Height : Concrete : 7 : Neutral : 2000 : 4 x 3 Armor Height : Concrete : 6 : Hover Missiles : Neutral : 1000 : 2 x 2 Armor Height : Steel : 5

- 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. There are a lot of buildings in RA2 and it is tiring to include them all. This section will only present common buildings which were ever met by my data compiler. Most buildings in this section have the same characteristics: - 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 destroyed. - 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 (100%), Plate (100%) Damage vs. Vehicle's Armor : Light (90%), Medium (70%), Heavy (50%) Damage vs. Building's Armor: Wood (200%), Steel (90%), Concrete (50%) Damage vs. Terror Drone Notes: : 100% Area near explosion (4 cells) is also damaged

- 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 bridge, 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 German 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 (100%),Heavy (100%) Damage vs. Building's Armor: Wood (50%),Steel (50%),Concrete (50%) Damage vs. Terror Drone Can destroy Concrete Wall. Notes: - The active version of this building can only be seen 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 : 100%

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 destroyed. * 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 destroyed. ********************* IV - Tables and Data ********************* 1) Unit and Defensive Building Combat Ability RA2 has so many units, so it may be difficult to browse this FAQ just to see the speed of a unit, range, or others, so I'll try to put them all on a few tables and show the comparisons of most important aspects of the units. I also add few of defensive buildings that may be needed for comparison. For more information about weapon damage, range, and ROF, just look in each units section above for detailed information. Because the data below is just VERY simplified data. Some weapon that fires at 2 times, etc. are not listed below. Unit Name Side Cost Sgt Spd HP Ar Rng ROF Damage

----------------------------------------------------------------------

GI Conscript Attack Dog Engineer Rocketeer Flak Tr. Tesla Tr. Crazy Ivan Spy Sniper Desolator Terrorist Tanya SEAL Chrono L. Yuri Yuri Prime Psi-Com. Chrono C. Chrono Iv. Grizzly T. Rhino Tank IFV (1) Flak Track Terror Dr. War Miner Chr.Miner Apocalypse Prism Tank

Allies Soviet Both Both Allies Soviet Soviet Soviet Allies Soviet Soviet Allies Allies Allies Soviet Soviet Allies Allies Soviet Allies Soviet Allies Soviet Soviet Soviet Allies Soviet Allies

200 100 200 500 600 300 500 600 1000 600 200 1000 1000 1500 1200 2000 1000 2000 1000 700 900 600 500 500 1400 1400 1750 1200 1000 800 3000 1500 1200 1000 600 1000 1200 2000 2000 1000 500 900 1200 1200 2000 1000 500 500

5 5 9 4 8 5 6 6 9 8 6 9 8 8 8 12 8 8 8 8 8 8 8 8 4 4 4 6 8 9 7 6 8 5 8 4 8 7 8 7 7 5 4 6 8 8 8 7 7 7

4 4 8 4 9 4 4 4 4 4 4 6 5 5 ! 4 6 ! ! ! 7 6 10 8 10 4 4 4 7 4 4 5 6 6 4 8 6 4 4 4 8 8 6 14 14 5 14 -

125 125 100 75 125 100 130 125 100 125 150 75 125 125 125 100 200 100 100 100 300 400 200 180 100

N F N N N N P N F N P F F F N N F N N N H H L H S

4/4,5/7 20,15/5 4/5 1.5 5 8,5 3/5 14 6/8 6/8 6 5 7/14 30 6 5 5.75/5 6 10/8,5 5.5 5.75,8 10 7/9 18 5/6.75 4/6 7 8 12/14 25 25 6 6/9 6/9 1.5 6 5.5 5 25 30 30/5 25,20 60/40 150/60 50 10 10 120 200 200 10 60/75 65/80 50 25,40 20 80,80 100 70/80 150 70/60 60/50 120 110 15/5 120 10/10 10/10 50 40 26 26

15/25,15/25 15/20 25 20/8,20 50 400 125 125/200 125 125 125 400 65/55 90/85 25/80 35/20,25 50 30 100,50 100/150 100/150 200 150/175 400 135/150 100 40/35,25 60 100 (300x2) (40x5)x3 -, 50 4+10/8+15 150/300 200/400 250 35/40 50 50

Britain 600

1000 M 800 150 200 150 400 150 300 600 400 600 800 800 800 200 200 300 150 200 175 400 400 H L L L H L H H H H L H H L L H L L L S S

4/! 1000 M

Mirage Tank Allies V3 Launcher Soviet MCV Tank Dest. Demo Truck Tesla Tank Attack Sub Sea Scorp. Destroyer Aegis Crs. A. Carrier Dolphin Harrier Kirov A. Nighthawk Pillbox Sentry Gun Both Libya Russia Soviet Soviet Allies Allies Allies Allies Allies Soviet Allies Allies Soviet

1000 H

Germany 900

12/10,5 20,40

Dreadnought Soviet Giant Squid Soviet A. Tranport Both Black Eagle Korea

2000 L

Tesla C.(2) Soviet Prism Tower Allies Patriot Allies Flak Cannon Soviet Grand C.(3) France Notes:

1500 1500 1000 1000 2000

8 8 10 5 10

600 600 900 900 900

S S S S S

7+ 8 12 12 15

120+ 55 55 20 120

200+ 120+ 75 40 150

For more detailed explanation, you can see in Unit's description in above section. Spd: Unit Speed (The lower the number, the slower the unit, !: Teleportation) HP: Unit Strength Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy: Vehicle, and Special for few unit) Sgt: Unit Sight Range Rng: Unit's Weapon Range. Number after , is the secondary weapon. (Usually anti-air or deployed weapon). Number after / is Elite Weapon range, if there are no / means it has no Elite weapon, or has same range as non-Elite Weapon. - means that unit have no weapons or have special weapon. ROF: Unit's Rate of Fire. Number after , is the secondary weapon. (Usually anti-air or deployed weapon). Number after / is Elite Weapon ROF, if there are no / means it has no Elite weapon, or has same ROF as non-Elite Weapon. Damage: Weapon damage. Number after , is the secondary weapon. (Usually anti-air or deployed weapon). Number after / is the Elite weapon, if there are no / means it has no Elite weapon, or has same damage as non-Elite Weapon. - means Special Weapon.(No damage or a special weapon). (1) - IFV listed here is normal IFV (no infantry) (2) - Tesla Coils range and ROF changes depend on Tesla Troopers that charge near it. (3) - Grand Cannon has a Minimum Range of 3. 2) Scoring After playing single or multiplayer games, there are Scores showed to tell how good the players are. For some people this is not too important, but I list the scores table below for those who need it. Below is a score table for destroying/killing a unit/building. Note that I don't list many of civilian units and buildings and some special buildings because they are too many to list. May be if I'm not tired or bored, I will list them soon.

Units GI Conscript Attack Dog Engineer Rocketeer Spy Flak Trooper Crazy Ivan Tesla Trooper SEAL Tanya Yuri Sniper Desolator Terrorist Chrono L. Psi Commando Chrono C. Chrono Ivan Yuri Prime Civilian Cow Alligator Polar Bear Monkey Secret Service President Technician

Pts. 10 5 10 5 15 5 5 30 5 50 50 5 10 30 5 15 50 50 50 50 1 1 1 1 1 1 1 1

Vehicles Grizzly Tank Rhino Tank IFV Flak Track Chrono Miner War Miner Prism Tank Mirage Tank Apocalypse Terror Drone V3 Launcher MCV Harrier Kirov Airship Black Eagle Nighthawk Amphibious T. Destroyer A. Carrier AEGIS Cruiser Dolphin Sea Scorpion Attack Sub Dreadnought Giant Squid Demo. Truck Tesla Tank Hornet V3 Missile ASW Drop Plane

Pts. Buildings 25 25 20 20 55 55 50 25 60 20 40 60 20 100 20 15 25 30 55 35 15 20 30 55 20 40 25 20 20 10 30 Const. Yard Power Plant Tesla Reactor Ore Refinery Barracks War Factory Service Depot Allied B. Lab Soviet B. Lab Naval Shipyard Ore Purifier Airforce C.HQ Radar Tower SpySat Uplink Gap Generator Cloning Vats Pillbox Sentry Gun Patriot Flak Cannon Prism Tower Tesla Coil Concrete Walls Iron Curtain Weather C. D. Chronosphere Nuclear M. S. Tech Outpost Tech Oil Der. Tech Hospital Tech Airport Grand Cannon

Pts. 80 40 40 80 30 80 80 85 85 55 30 70 60 0 30 30 30 30 30 30 30 30 5 30 30 30 30 5 5 5 5 30

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Tank Destroyer 25

Psychic Sensors 50

Dreadnought M. 20

Nuclear Reactor 30 3) Pip Pip is a small colored dot that appears in all units that can carry other objects. Pip appears in transports (carry other units) and harvesters (carry ores or minerals). Pip also appears in a building to show how many units garrisonned in that buildings. In some units, Pip shows the unit ammo that it currently has. In a Transport the Pip's color is determined the type of unit that the transports carries, while in a harvester it determines what the harvester carries, ores or minerals. Below is the table of all infantry that can be carried and its Pip color. Table 2 contains the color of infantry that may not be seen

in normal ways (because mind controlled unit can't enter transport), but I list them here just for info. Table 1 Infantry GI Flak Trooper Attack Dog Spy Ghost Yuri Desolator Chrono L. Psi Commando Yuri Prime Table 2 Infantry Pentagon Gen. Civilian Alligator Monkey Vladimir Color Green Yellow Yellow Yellow Green Infantry Color -----------------------------------------------------Secret Service Green President Polar Bear Technician Yellow Yellow Yellow Color Green Green Green Blue Red Red Red Red Red Red Infantry Conscript Tesla Trooper Engineer Sniper Tanya Crazy Ivan Terrorist Chrono C. Chrono Ivan Cow Color Green Green Blue Red Red Red Red Red Red Yellow ------------------------------------------------------

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

4) Unit and Defensive Building Descriptions Below is the table that contains a very simple unit description. Unit Name GI Conscript Flak Trooper Engineer Sniper War Miner Chrono Miner Pillbox Sentry Gun Attack Dog Side Allies Soviet Soviet Both Soviet Allies Allies Soviet Both Tech Type 1 1 1 1 1 1 1 1 2 Infantry Infantry Infantry Infantry Infantry Vehicle Vehicle Building Building Infantry Description Strong if deployed/garissoned Very cheap Cheap anti-air units Captures and Repair Building Infantry killer at long range Armed Harvesters Teleporting Harvesters Anti-infantry turrets Anti-infantry turrets Detects Spies, Infantry Killer

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Britain 1

Grizzly Tank Rhino Tank Amphibious T. Attack Sub Tank Destroyer Rocketeer IFV Flak Track V3 Launcher Harrier Black Eagle Terror Drone Destroyer Patriot Flak Cannon Tesla Trooper Crazy Ivan Terrorist Tesla Coil Spy Dolphin Prism Tower Sea Scorpion Dreadnought Apocalypse Aegis Cruiser A. Carrier Nighthawk Grand Cannon Desolator Prism Tank Mirage Tank Giant Squid Tanya Psi Commando Chrono C. Chrono Ivan Chrono L. Yuri Yuri Prime MCV Demolition T. Tesla Tank Kirov Airship SEAL

Allies Soviet Both Soviet Allies Allies Soviet Soviet Allies Korea Soviet Allies Allies Soviet Soviet Soviet Soviet Soviet Allies Allies Allies Soviet Soviet Soviet Allies Allies Allies France Soviet Allies Allies Soviet Allies Allies Allies Soviet Allies Soviet Soviet Both Libya Russia Soviet Allies

2 2 2 2 3 3 3 3 3 3 4 4 4 4 5 5 5 5 5 5 6 6 6 7 7 7 7 7 8 8 9 9 9 9 9 9 10 10 10 10 10 10 10 -

Vehicle Vehicle Naval Naval Vehicle Infantry Vehicle Vehicle Vehicle Aircraft Aircraft Vehicle Naval Building Building Infantry Infantry Infantry Building Infantry Naval Building Naval Naval Vehicle Naval Naval Aircraft Building Infantry Vehicle Vehicle Naval Infantry Infantry Infantry Infantry Infantry Infantry Infantry Vehicle Vehicle Vehicle Aircraft Infantry

General purpose tank General purpose tank Land and water transport Underwater attack sub Vehicle Destroyers Cheap flying units Anti-air, Custom vehicle Strong anti-air vehicle, infantry transport Long Range missile launcher Anti-surface fighter Anti-surface fighter Infantry and Vehicle killer Underwater detector, land bombardment naval Anti-air turrets Anti-air turrets Strong, good vs. anything Can plant devastating bomb Cheap, Suicide attack Strong defensive turrets Disguises,infiltrates building Fast underwater unit Strong defensive turrets Fast and Anti-air ship Long Range missile vessel Very strong tank, anti-air Anti-air naval Long Range craft naval Armed air infantry transport Strong long range turrets Strong, Mass infantry killer Long Range tank Disguising tank Ship destroyer Good vs. Inf., Bld. and Ship Mind Control Teleports, Good vs. Infantry and Building Teleports, plants devastating bombs Teleports, can destroy anything without retaliation Mind Control Long range Mind Control Deploy into Construction Yard Small Nuclear Suicide Bomb Tesla powered tank Very Strong surface bomber Good vs. Inf., Bld. and Ship

Germany 2

Notes: Tech: Unit Tech Level 5) Unit and Building Comparison Below are descriptions of some units and buildings that are almost identical. The comparisons below will reveal that are they are not the same unit/building, even they have some similarities. 5.1) Unit * Allied Attack Dog and Soviet Attack Dog Both Allies and Soviet have attack dogs. They are actually have the same statistics (cost, strength, etc.) The only differences are their portrait. Allied Attack Dogs are German Shepherd. Soviet Attack Dogs are Siberian Huskies. * Allied Engineer and Soviet Engineer They are all the same at almost everything. The only difference is their speech. * SEAL and Tanya 2 very different units, but actually have the same role and have most of their statistics identical. SEAL Gender Weapon Male MP5 Machine Gun Tanya Female Dual Pistol (Have more range when become Elite) Available on Campaign (Don't even exist in Multiplayer games) Tech Level -1 (not available in multiplayer) Prerequisite Barrack & Airforce 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 Refinery. War Miner Barrack & Allied Battle Lab 9 Skirmish and Multiplayer Games (Can't be trained in Campaign)

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can't teleport, but it has a weapon to protect itself from danger. War Miner can also carry twice more ore/minerals than Chrono Miner. Aside from those mentioned above, they have the same statistics in cost, speed, and other stats. * Harrier and Black Eagle Black Eagle can only be built by Korea, while Harrier can be built by any Allied country other than Korea. Black Eagle has 200 HP, while Harrier only 150 HP. Black Eagle also has stronger weapons than Harrier (look in unit statistics in above section for more details). Black Eagle and Harrier also have different voices. 5.2) Building * Allied Ore Refinery and Soviet Ore Refinery Building an Allied Ore Refinery will give you a free Chrono Miner, while building Soviet Ore Refinery will give you a free War Miner. Beside that similarity, both have the same stats and functions. * Power Plant and Tesla Reactor Both are the main sources of power for building maintenance. Soviet can later has Nuclear Reactor to change the Tesla Reactor functions. Power Plant costs 800 credits to build while Tesla Reactor only needs 600 credits to build, but Power Plant gives 200 power while Tesla Reactor only gives 150 power. * Allied Barracks and Soviet Barracks Building Allied Barracks can make Allied Infantry available. The same rule applies for Soviet Barracks with Soviet Infantry. But if you have both, you can train Soviet Infantry in Allied Barracks and vice versa. Their statistics are also the same, only Soviet Barracks has 6 sight range, while Allied 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 Level 4. Soviet Naval Shipyard needs 20 power and Tech Level 2. * Allied Battle Lab and Soviet Battle Lab They have the same function, that is to build more 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 just for information. Live Action (In Movie) Role President Dugan Yuri General Thorn Agent Tanya Premier Alexander Romanov Lt. Eva Lt. Zofia General Vladimir Dr. Einstein Soviet Officer Prime Minister General Lyon German Chancellor Soviet Newscaster Korean Commander Tesla Trooper Base Commander Watch Officer 1 Watch Officer 2 Female Officer Allied GI 1 Allied GI 2 Allied GI 3 Allied Soldier 1 Allied Soldier 2 Allied Guard 1 Allied Guard 2 Allied General Allied Colonel Secret Service man 1 Secret Service man 2 Soviet Soldier 1 Soviet Soldier 2 Soviet Conscript 1 Soviet Conscript 2 White House Aide Bikini Babe 1 Bikini Babe 2 Chaplain Waitress In-game voices (Speech) Actor/Actress Ray Wise Udo Kier Barry Corbin Kari Wuhrer Nicholas Worth Athena Massey Aleksandra Kaniak Adam Greggor Larry Gelman Oleg Stephan Kerry Michaels Frank Bruynbroek Stuart Nesbit Gabriella Bern Richard Narita Igor Jijenke Gary Marshal Rick Cramer Nate Bynum Heather Nickens Sharif Perry Micheal Rouleau Jeremy Olson Randy Stafford Shane Dietrich Justin Bloom Beau Hopkins Robert Eustice Robert Christensen Spike Heaser Robert Garretson Alexander Moiseev Igor Jijikine Andrei Skorobogatov Mario Lewis Ann-Marie Lazaroff Stephanie Harrold Tamara Kozen Donald La Mothe Natasha ---------------------------------------------

Speech of Yuri, Psy Corps American taunts Tanya Lt. Eva Lt. Zofia Soviet Taunts German Taunts Night Hawk, Soviet Vehicle Spy, Sniper, Allied Infantry Installer Allied Boat, Intruder Texan Allied and Soviet Civilian Rocketeer, Chrono Legionnaire Propaganda Truck BBC Newscaster, American Newscaster SEAL, Soviet Civilian, Allied Vehicle Libyan & Iraqi Taunts, Demo Truck Soviet Infantry & Engineer Desolator, Soviet Boat Cuban Taunts, Terrorist Black Eagle, French Newscaster British Taunts, Kirov, Crazy Ivan Drill Sergeant, Flak Trooper World Wide Domination, Narrator Intercom Voice, Computer Voice Female Newscaster American Civilian, American Engineer Tesla Trooper Korean Taunts ****************** V - Miscellaneous ******************

Voice by Udo Kier Barry Corbin Karl Wuhrer Athena Massey Aleksandra Kaniak Adam Greggor Stuart Nesbit Grant Albrecht Michael Bell Douglas Rye Gregg Berger Glenn Burtis Julie Brugman David Fries David Fries Sam Murray Stefan Marks Adoni Milder Andy Milder Phil Proctor Gustavo Rex Gustavo Rex Neil Ross Douglas Rye Douglas Rye Heidi Shannon Heidi Shannon Phil Tanzini John Vernon Douglas Rye

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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 IFV (Teleporting doesn't count) The strongest unit: The longest range unit: The cheapest unit: The most expensive unit: Kirov Airship Dreadnought and Carrier Conscript MCV The fastest non-flying infantry: Terrorist and Yuri Prime

The best anti-air unit/building: AEGIS Cruiser 2) Dangerous units

There are some units that when they are created by enemy, you're noticed by hearing special sound or speech. These are because they are somehow considered dangerous and enemy need to know when they are created and be ready for them. Units Tanya Kirov Airship Demolition Truck Chrono Commando 3) Do You Know ? - You can guard your important units (Harvesters, for example) by selecting the escort units and then press Ctrl-Alt+Left Click to your unit/building to be escorted/guarded. All selected units will now follow that units (or stay guard if you click it to a building), and attack any enemy that attack that unit/building. Use Stop command to stop any unit for escorting mode. - Infantry that can't crawl: Chrono Legionnaire and Crazy Ivan. - Water is also affected by Radiation. - A bridge can only be destroyed by Wall Crushing units and buildings (ex: Rhino Tank and Tesla Coils). - Rally point for War Factory and Barracks can't be targeted to target land if it needs a transport to walk across water. It can't target water. So be careful when you use Rally point to collect your Kirov Airships. Rally point for Naval Shipyard can target land (useful for Amphibious Transport only). - Crates can appear in water. - All the animals except the Cow in RA2 have names (the designer of RA2 give them a name, it is hidden in the INI files) Herbert the Alligator, Frosty the Polar Bear, and Josh the Monkey. - Alligators can't swim. Check it by mind controlling it and send it to water. - All the animals are very aggressive!! (Except cow) Move units near it, and they will surely attack your units, especially infantry. Vehicles will be attacked if your vehicles hurt those critters. Surprised? Attack them with Nuclear Strike but make sure they are not killed (It is possible, just remember, the radius for Nuke is 10 Cells, so put them within the radiation) and ahhh.... they attack your Nuclear Missile Silo!! (make sure your silo is not walled and let them move inside your base safely to check this) - A bomb-installed Transport which is grabbed by a Giant Squid will still explode and kill the Squid as well. - 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 Soviet MCV. Announcement Her laughs "Kirov reporting" "My truck is loaded" "Already there"

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- Use TAB (in Multiplayer games only) to changes the 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 loses the battle. - Air speed and Ground speed are different, ground speed is faster than air speed even they have the same number in stats. (Thanks to Blossom Storm for confirming this confusing 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!! tag says "boyd." From <DJTestrake@aol.com> I have got 2 'comments' e-mail for this small section. :) 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 "Jimmy Boyd." But that's just nitpicking. ... 2) From Mek <MekZhaoyun@aol.com>: ... That doesn't mean anything, in the military, all name tags state the last name, not the first. I guess the director was trying to show their "friendship" or whatever by having him say his first name. 4) Special Section (All infos and strategies in this section are contributed 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 exit 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 build 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 CTRL+click on the area. The power and range of the radiation will double. This is suicide!!" The unhypnotized dude calls him "Jimmy", but the hypnotized dude's name

* The Conyard+T-Drone bug Play with the Soviets. Build an MCV and a Terror Drone. (MCV requires Repair Depot) Put the MCV in an open area (don't deploy it). Put the Terror Drone into it by a forced attack. Deploy the MCV. Undeploy it. Tada ! It disappears. You can build near it, but the enemy can't see it or destroy it. You're the winner !!! 5) Patches Changes Note: section below are taken directly from launcher.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 Skirmish mode. Now the AI can attack each other and not just the player. 2. Hotkeys and Interface changes added: * Right clicking on the mouse centers on the Radar Screen instead of deselecting the player's units. * Press the "Spacebar" to cycle through last 8 EVA events. "Space Bar" now also goes to "Ally under Attack" EVA event. * Players can now place Rally Points on Service Depots. * The "Q" & "W" keys that select Tab Buttons now grab a completed building for the cursor. Pressing again places that building. * Press "Ctrl" + "Arrow" keys to jump to the edges of the map. * Page User is bound to "U". * Health Navigation, Veterancy Navigation, and Previous Unit hotkeys are now unbound. menu. 3. Observer Mode: RA2 now has an Observer Mode that allows 1 player to watch other player's games. Particularly useful for Korean television shows and tournaments. * There is a new checkbox at the top of the bunkers that players can check to observe games. Clicking it will switch the "Join" button to "Observe" and vice versa. * In the game setup screen, the host can select the bottom slot to be open for observers (assuming he isn't the observer himself). Players attempting to observe go into this slot. * The observer can only chat to all players. * The observer cannot use Beacons or Waypoint Mode. * The observer is not shown on the score screen. * The observer is not allowed in Co-Op mode. 4. Dreadnaughts can now break bridges with missiles. 5. Now players can destroy a unit flying over an Iron Curtained building. 6. If the player has a Cloning Vat, an Engineer, 2 infantry units, They can be rebound in the Keyboard Configuration

and a Tech Hospital he will no longer get a complimentary unit out of his Cloning Vat for every unit healed. 7. The edges of the Radar Screen are now visible. 8. We've enabled the Microsoft Sidewinder Strategic Commander(TM) to work properly. We've also included the Westwood endorsed configuration. 9. The Desolator will no longer continue to shoot the ground over and over and keep building up radiation. 10. Parts of buildings will no longer disappear on occasion. 11. Structures no longer flash a frame of animation during placement. 12. Fixed the "Place Structure Anywhere" cheat. 13. Super Weapon tab flashes when ready. 14. Crazy Ivan and Tanya bombs now work on all bridges. 15. Fixed a Terror Drone + Unpacking MCV problem that made games never end. WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS 1. Quick Match now gives ping of opponent when matching. 2. Zero starting units are allowed. 3. Fixed up the taunts to make sure they play correctly. 4. Paging additions: * Players can page a buddy from inside a game room, bunkers or game. (/page user name message) Example: /page Yuri Hi. * Players can reply to last message. (/r message) Example: /r Hi there. * Players can check to see if another player is online. (/on user name) Example: /on Tanya * If player is paged and he presses "U" to reply to that sender, the paging screen will default to that sender's name if U is pressed within 5 seconds. 5. A ping meter is included inside game lobby as a tooltip. There are also graphic indicators (green, red, yellow) next to player names. The ping indicated in the tooltip is between that player and the game host. 6. Lobby Chat only scrolls if player is on bottom chat line. 7. Included an icon table that displays most icons and what they mean in Westwood Online. 8. Fixed "Fetching Server" message pop up problem. Now it happens less. 9. Fixed the loss of keystrokes when typing chat in bunker. 10. Lobby now defaults to the bunker the player left when returning from Buddy List, etc. 11. Click on an existing game to show the name of map in bunker as tooltip. played. 12. Chat messages during games no longer display in a choppy and slow manner. Messages written at the end of games will now display properly also. No need to enter a game to find out which map is being

13. Players are now routed to bunkers with less than 25 people when entering Custom Match. 14. A tooltip has been added that shows a player's rank, battleclan and battleclan rank when you mouse-over a player's name. take a bit for the server to return the player's rank. UNIT BALANCE CHANGES 1. Unit Balance: IFV + Chrono Legionaire now destroys things more slowly. 2. Unit Balance: Tesla Tank will shoot a little slower. 3. Unit Balance: Demo Truck speed reduced. 4. Unit Balance: Demo Truck damage was reduced. 5. Unit Balance: IFV+Tesla Trooper will shoot a little slower. 6. Unit Balance: IFV+Terrorist damage reduced. 7. Unit Balance: Terrorist hit points are increased. * Patches 1.006 GENERAL CHANGES Fixes: 1. Chrono IFV no longer loses its target when selecting a target further than his firing range. Now it moves within attack range and fires without losing focus at any moment. 2. Modified official maps are not transferred over Internet games. 3. If a player disconnects 3 times in one game for durations more than 25 seconds each, the game will finish and be awarded to the non-disconnector at the 3rd time. 4. If walls or other buildings block the Soviet Barracks exit, no unit is built even if the user has a Cloning Vat. The cost is refunded to the player. 5. No other infantry units other than those with explosives can blow up buildings when joining to a Tanya command waypoint. It may

WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS New Features 1. NAT (Network Address Translation) and Firewall support Fixes 1. In 4 player Internet games, when the host loses connection. 2. The game now behaves correctly by continuing 4 player Internet games when the host gets disconnected from his ISP but is able to reconnect in time. 3. In-game chat, properly. whenever the user types a message longer than a screen width the text is transmitted and displayed Red Alert 2TM now behaves correctly and continues the match with the remaining players

********** Unpublished work Copyrighted by S. Rudiyanto N. 2000

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