Command & Conquer: Red Alert 2 чит-файл №4

=======================
Red Alert 2 Compendium
=======================
Version 3.0

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.

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
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) 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 patches version
1.004. (You can download it at www.westwood.com)

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 This is my second unpublished FAQ I wrote.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.

iii) Future editions
Need help for:
- Weather Storm damage and duration (I know it has random lightning
but I'm not 100% sure about other facts).
- What a Chrono Commando is saying when he is created.

I MAY :
- Add and correct the data if there are expansion sets or patches
for RA2.
- Check and add the comparison of Allied Battle Lab and Soviet
Battle Lab and other buildings for building and unit
prerequisites.
- 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.

- Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQs,
GameFAQs is truly a good website for game guides and other
game-related info!

- 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" , for info on how to ally
in an easy way.
- Blossom Storm , for telling me the building speed
theory is wrong and inform me about new patches is out.
- , for info that War Miner can become expert.

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

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 : Damage received divided by 1.5
Faster : Unit max speed multiplied by 1.2
Increased ROF : ROF delay multiplied by 0.6
Increased Firepower : Damage multiplied by 1.1
Sight Range is NOT increased when becoming a veteran or Elite.
For more description and detailed information about Veteran and
Elite units, look at section below.
* Radiation
Nuclear Strike, Demolition Truck, and Desolator Radiation Eruption
can create an area of radiation. The radiation will disappear
after (Radiation Level x 1) frames.

2) Shorcut keys
The use for shorcut keys can't be separated with Real-Time
Strategy Games. These keys can be changed in Game Options,
Keyboard sections. Here are the shorcut keys for Red Alert 2:

Category: Control

Keys Description
--------------------------------------------------------------------
Alliances A Toggles Alliance Status with the owner of
selected object
Cheer C All Units to Cheer (for fun only)
Deploy Objects D Order selected units to Deploy or Undeploy
Guard Objects G Order selected units to 'Guard' the area
Scatter X Order selected units to scatter
Stop Objects S Order selected units to stop current action
Waypoints Z Set planning mode ON (to create waypoints)
Units that have been set for waypoints don't
do anything until you turn this off
Units move synchronically (have same speed)

Category: Information

Keys Description
--------------------------------------------------------------------
Coordinates - Gives the information of current coordinates of
cursors
This key is undefined by default (- in here
means no key and not the minus key).

Category: Interface

Keys Description
--------------------------------------------------------------------
Delete Num Del Deletes the selected object
Follow F Toggle Follow state of selected object(s)
Goto Radar Event Space Center the Tactical View to the cycle
through last 8 EVA events. "Space Bar"
also goes to "Ally under Attack" EVA
event *
Options Esc Display game options dialog
Page User U Page a Westwood Online users
(Internet only) **
Place Beacon B Used to place a communication Beacon
(Multiplayer only)
Repair Mode K Toggle Repair Mode On/Off
Sell Mode L Toggle Sell Mode On/Off
Screen Capture Ctrl-C Take a snapshots of the game screen.
(Saved as 'SCRNxxxx.PCX' file in the
game directory)
Select Str. Tab Q Switch the command bar to Building Tab***
Select Armory Tab W Switch the command bar to Defensive Tab***
Select Inf. Tab E Switch the command bar to Infantry Tab
Select Vch. Tab R Switch the command bar to vehicle Tab
Sidebar Down Num 2 Scroll Sidebar Selection list downward
Sidebar Up Num 8 Scroll Sidebar Selection list upward
Sidebar Page Up Num 6 Page Sidebar Selection list upward
Sidebar Page Down Num 4 Page Sidebar Selection list downward
Str. List Up Num 7 Scroll Sidebar Str. Sel. list upward
Str. List Down Num 1 Scroll Sidebar Str. Sel. list downward
Str. List Page Up - Page Sidebar Str. Sel. list upward
Str. List Page Dn - Page Sidebar Str. Sel. list downward
Unit List Up Num 9 Scroll Sidebar Unit Sel. list upward
Unit List Down Num 3 Scroll Sidebar Unit Sel. list downward
Unit List Page Up - Page Sidebar Unit Sel. list upward
Unit List Page Dn - Page Sidebar Unit Sel. list downward
Set Bookmark 1 Ctrl-F1 Set view Bookmark map position 1
Set Bookmark 2 Ctrl-F2 Set view Bookmark map position 2
Set Bookmark 3 Ctrl-F3 Set view Bookmark map position 3
Set Bookmark 4 Ctrl-F4 Set view Bookmark map position 4
View Bookmark 1 F1 View bookmarked map position 1
View Bookmark 2 F2 View bookmarked map position 2
View Bookmark 3 F3 View bookmarked map position 3
View Bookmark 4 F4 View bookmarked map position 4
Jump to Map Edge Ctrl-Arrow keys
Jump to the edges of map for
corresponding arrow keys ****

(*) 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. Pressing again places that
building. (Version 1.004 above)
(****) Only in version 1.004

Category: Selection

Keys Description
--------------------------------------------------------------------
Center Base H Center the view about the player's base
Center View Num 5 Center the view about the selected
object(s)
Combatant Select P Select all military units *
Health Navigation U Navigates across the last selection by
health level**
Next Object N Select the next object
Previous Object M Select the previous object
Type Select T Select units by type *
Veterancy Nav. Y Navigates across the last selection by
Veterancy level***

(*) - This shortcut key selects units across SCREEN, if it is pressed
again, it selects units across MAP.
If all units selected are on screen, it automatically select
units across MAP.
(**)- This shorcut key shows all units in selected units that in
CRITICAL condition (red health bar), then if pressed again
shows all units that in HEAVILY DAMAGED condition (yellow
health bar), then if pressed again shows all unit that in
HEALTHY condition. If pressed again, it loops back to show
all units in CRITICAL condition. It also shows the information
on how many units in that condition and how many Cost value
of all those units.
(***) - This shortcut key shows all units in the selected units that
are in Elite level, then if pressed again shows all units
that are in Veteran level, then if pressed again shows all
units that are in Green status (Normal level). If pressed
again its loops back to show all units in Elite level.
It also shows the information on how many units in that
veterancy level and how many Cost value of all those units.

Category: Taunt (Multiplayer only)

Keys Description
--------------------------------------------------------------------
Taunt 1 F5 Send taunt message: "Need money"
Taunt 2 F6 Send taunt message: "Ready to Attack now"
Taunt 3 F7 Send taunt message: "Help me"
Taunt 4 F8 Send taunt message: "Please distract enemy"
Taunt 5 F9 Send taunt message: "Surrender Now!"
Taunt 6 F10 Send taunt message: "Ha ha ha"
Taunt 7 F11 Send taunt message: "You coward"
Taunt 8 F12 Send taunt message: "Victory!!"

Notes:
- Taunt is different for each country.

Category: Team

Keys Description
--------------------------------------------------------------------
Create Team 1-10 Ctrl # Create team # for the selected units
Select Team 1-10 # Select team #
Add Select Team 1-10 Shift # Add selected units to team #
Center Team 1-10 Alt # Center and center view for team #

Notes:
- # can be any number between 0 and 9
- 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.
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 (Ctrl-
Left Click) to any empty terrain.
- You can't mind control a unit that is being mind controlled by
other unit.
- You can't mind control a unit that is enveloped 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 Sides Unit Sides
----------------------------------------------------------
Chrono Miner Allies War Miner Soviet
Attack Dog Both Terror Drone Soviet
Giant Squid Soviet Yuri Soviet
Psi Commando Allies Yuri Prime Soviet
Harrier Allies Black Eagle Korea
Kirov Airship Soviet Rocketeer Allies
Dolphin Allies (while flying)

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.
- 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.
* Teleport a group of vehicles on buildings. This may destroy them.
However, this needs more tests.

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.
- 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 Cells
--------------------------
Naval Shipyard 12
Concrete Wall 8
Sentry Gun 4
Pillbox 4
Patriot Missile 4

- 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.

7) Veteran and Elite Units
- Unit can become veteran if it destroys/kills enemy units that
have 3 times more 'points' than its value points. To become
Elite it needs 6 times more 'points' than its original value
points. Buildings also have points.
Points used here are the unit/building's costs.
Example:
Rhino Tank (Cost: 900) that destroys 1 Flak Cannon (Cost: 1000),
1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and
1 Conscript (Cost: 100) will be promoted to veteran.
It happens because all unit values that it destroys:
1000 + 500 + (600 x 2) + 100 = 2800
are greater than 3 times of its original value:
900 x 3 = 2700 < 2800
Notes that, if it destroys EXACTLY 3 times of its original value
it won't be promoted. It must be a little more that 3 times
of its original value.
To become elite, the Rhino Tank must again destroy 3 unit cost
that 3 times of its original value (2700) again.
So a Veteran Rhino that destroys a War Factory (cost 2000) and
a Service Depot (Cost: 800) will be promoted to Elite.
- Crushing an infantry also counts as killing them.
Killing/Destroying a friendly units by Force Attack also counts
killing them (but it has fewer points than enemy units).
This is not recommended because it is too EXPENSIVE to
make a unit a veteran.
- Veteran and Elite Units also give them these benefits:
Veteran abilities:
HP/Strength increased : all units
Speed increased : all units
ROF increased : all units
Weapon damage increased : all units
Ability to Scatter : Tanya and SEAL
Elite abilities:
Self heal : all units (some units already
have them in normal level)
HP/Strength increased : all units
ROF increased : all units
Weapon damage increased : all units
New Elite Weapons : most units (look in unit section
below for each unit Elite
Weapon details)
Note:
'all units' means all units that can be promoted to veteran.

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
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.

**************
II - The Units
**************

1) Allied Infantry
------------------
1.1) GI
Country : Allies
Prerequisite : Barracks
Cost : 200 TechLevel : 1
Weapons : M60 Heavy Machine Gun (Deployed)
Parabellum Pistol (Undeployed)
Speed : 4 Sight : 5
HP : 125 Armor : none

Weapon Notes:
* Undeployed
Damage: 15 Range: 4 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 25 Range: 4 ROF: 20
* Deployed
Damage: 15 Range: 5 ROF: 15
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 7 ROF: 5

Notes:
- 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/Airpoirt Tech Building.
- GI cannot damage concrete walls and cannot fire pass through
concrete walls.
- IFV Mode: 2

1.2) Engineer
Country : Allies
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none

Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged buildings, including civilian buildings.
- Can repair damaged bridges by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can 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 : Allies
Prerequisite : Barrack
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none

Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Though the dogs have only 30 damage, they always kill any infantry or
other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.

Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry, dog, cow, alligator, monkey, and polar
bear.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.

1.4) Rocketeer
Country : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost : 600 TechLevel : 3
Weapons : 20mm Mini Machine-gun
Speed : 9 Sight : 8
HP : 125 Armor : none

Weapon Notes:
Damage: 25 Range: 5 ROF: 30
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 25 Range: 5 ROF: 5

Notes:
- Always fly and never land. (Except in Campaign mode where they are
in ground first)
- Rocketeer can't damage concrete wall.

1.5) Spy
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1000 TechLevel : 5
Weapons : Make-up Kit
Speed : 4 Sight : 9
HP : 100 Armor : Flak

Notes:
- Target any enemy infantry unit, dog, cow, 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 the cash in the ore refinery. If enemy has
only 1 refinery, steal half of their money.
+ Power Plant/Tesla Reactor: Shut down the power for almost 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.
- Can't be veteran or elite by normal means.
- IFV Mode: 2

1.6) SEAL
Country : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost : 1000 TechLevel : -
Weapons : MP5 Machine Gun
C4 Charges
Speed : 5 Sight : 8
HP : 125 Armor : Flak

Weapon Notes:
* MP5 Machine Gun
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives all damage.
SEAL doesn't target any vehicle or building automatically, so order
him to attack those targets manually.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10

Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Can only be trained in Campaign mode.
- IFV Mode: 4

1.7) Tanya
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Dual Pistols
C4 Charges
Speed : 5 Sight : 8
HP : 125 Armor : Flak

Weapon Notes:
* Dual Pistols
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives FULL damage.
* Elite Weapon: Damage: 125 Range: 8 ROF: 10
Tanya doesn't target any vehicle or building automatically, order
her to attack those targets manually.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10

Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Can't be trained in Campaign mode.
- IFV Mode: 4

1.8) Chrono Legionnaire
Country : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost : 1500 TechLevel : 10
Weapons : Neutron Riffle
Speed : Instant Sight : 8
HP : 125 Armor : None

Weapon Notes:
Damage: 8 Range: 5 ROF: 120
Neutron Rifle doesn't have damage reduction to ANY armor,
so they always hit at full damage.
They damage the enemy (Temporary damage and not shown) by 8 or
(more if Veteran or Elite) continously. If the damage reaches
target's maximum HP, target is "removed". If the process is
cancelled (the Chrono Legionnaire is killed), the temporary
damage resets to 0.
* Elite Weapon: Damage: 16 Range: 5 ROF: 120

Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target
location (very vulnerable).
- They enter IFV and any transport by teleporting (instantaneous).
- They have special weapons that can remove any unit/building. The
stronger the enemy the longer they "remove" it. Killing him while
he is targeting will release the unit/building.
Moving him or making him select another target will also release
the unit/building.
- Any enemy unit's or building's targeted by them can't be targeted
by other unit except by other Chrono Legionnaire. Also their
target can't move, attack, or do anything while still in the
phase time.
- They cannot damage Concrete war nor attack pass through
Concrete Wall.
- Cannot be crushed by vehicles.
- Tip: Send an IFV to the vicinity of enemy base. Then send your
Chrono Legionnaire in it. Acting this way will enable the Chrono
Legionnaire to attack without "unwarping". However, if you unboard
him soon after he teleports to the IFV, he will "unwarp".
- IFV Mode: 10

1.9) Sniper
Country : Great Britain
Prerequisite : Barrack, Airforce Command HQ
Cost : 600 TechLevel : 1
Weapons : AWP
Speed : 4 Sight : 8
HP : 125 Armor : None

Weapon Notes:
Damage: 125 Range: 14 ROF: 150
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: All (1%)
Damage vs. Terror Drone : 1%
Prone Infantry still receives FULL damage.
* Elite Weapon: Damage: 125 Range: 14 ROF: 60
Sniper doesn't target any vehicle or building 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 : America
Cost : 0
Prerequisite : Airforce Command HQ

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

1.11) Allied Paradrop
Country : Allies
Cost : 0
Prerequisite : Airport (Tech Building Captured)

Notes:
- Paradrop drops 6 GIs.
- The statistics for Paradrop are same as Allied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will
become veteran.
- America can have BOTH of American Airborne and 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 : Allies
Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
Cost : 2000 TechLevel : 9
Weapons : Chrono MP5 Machine Gun
C4 Charges
Speed : Instant Sight : 8
HP : 100 Armor : None

Weapon Notes:
* Chrono MP5
Damage: 125 Range: 6 ROF: 10
Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%)
Damage vs. Vehicle's Armor : All (1%)
Damage vs. Building's Armor: Use other weapons (C4)
Damage vs. Terror Drone : 75%
Prone Infantry still receives FULL damage.
* C4 Charges
Damage: 5000 Range: 1.5 ROF: 10
Destroy any targetted building instantly after he finishes
"unwarping".

Notes:
- They move by teleporting to target location instantly, but the
longer the distance, the longer they are "ready" in target (very
vulnerable).
- Can target building and destroyed it (using C4), but still needs
"unwarp" before destroying the building.
- Can't enter water like SEAL and Tanya.
- They enter IFV and any transport by teleporting (instantaneous).
- Cannot be crushed by vehicles.
- Tip: Send an IFV to the vicinity of enemy base. Then send your
Chrono Commando in it. Acting this way will enable the Chrono
Commando to attack without "unwarping". However, if you unboard
him soon after he teleports to the IFV, he will "unwarp".
- IFV Mode: 4

1.13) Psi Commando
Country : Allies
Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Mind Control
C4 Charges
Speed : 5 Sight : 8
HP : 100 Armor : None

Weapon Notes:
* Mind Control
Damage: - Range: 7 ROF: 200
* Elite Weapon: Damage: - Range: 14 ROF: 200

Notes:
- Mind Control can target most unit to become your unit. Mind Control
can only target 1 unit. If you choose to control other unit, the
control of previous unit will be lost.
Controlled unit can be freed by kill the mind controller.
- Mind Control can't target buildings and some units immune to it.
- To release Mind Control on a target, just select another target, or
use Force Attack (Ctrl-Left Click) to empty area.
- Can destroy any building by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Cannot be crushed by vehicles.
- IFV Mode: 4

2) Soviet Infantry
------------------
2.1) Conscripts
Country : Soviet
Prerequisite : Barrack
Cost : 100 TechLevel : 1
Weapons : M1 Carbine
Speed : 4 Sight : 5
HP : 125 Armor : Flak

Weapon Notes:
Damage: 15 Range: 4 ROF: 25
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 20 Range: 5 ROF: 25

Notes:
- Can occupy civilian buildings.
- Can be dropped by plane if you have Paradrop/Airpoirt Tech Building.
- Conscripts cannot damage concrete walls and cannot fire pass
through Concrete wall.
- IFV Mode: 2

2.2) Engineer
Country : Soviet
Prerequisite : Barrack
Cost : 500 TechLevel : 1
Weapons : Bomb Defuse Kit
Speed : 4 Sight : 4
HP : 75 Armor : none

Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged Buildings, including civilian buildings.
- Can repair damaged bridge by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can 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 : Soviet
Prerequisite : Barrack
Cost : 200 TechLevel : 2
Weapons : Teeth
Speed : 8 Sight : 9
HP : 100 Armor : none

Weapon Notes:
Damage: 30 Range: 1.5 ROF: 30
Even the dogs have only 30 damage, but they always kill any infantry or
other dog (even they have HP more than 30).
The range only shows when the dog 'jumps' to attack the target.

Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and
other infantry) by 5.
- Can only target infantry or other dog.
- Can detect spies in sight range.
- Can't be veteran or elite by normal means.
- Immune to Mind control.
- Immune to Psychic Wave.

2.4) Flak Trooper
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 300 TechLevel : 1
Weapons : Flak Gun
Flak Anti-Air Gun
Speed : 4 Sight : 5
HP : 100 Armor : none

Weapon Notes:
* Anti-Air Flak Gun
Damage: 20 Range: 8 ROF: 25
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 8 Range: 8 ROF: 25
Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
Damage: 20 Range: 5 ROF: 20
Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy (10%)
Damage vs. Building's Armor: Wood (30%), Steel (20%), Concrete (10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 20 Range: 5 ROF: 20
Fire 2 times in rapid succession.
* Both
Flak Trooper's Weapon is inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 Cell nearby) will be
damaged (Of course the units near the center of explosion receive
more damage than the unit far from the center).

Notes:
- Flak Troopers can attack ground but they are more useful for Anti-
Air units.
- IFV Mode: 3

2.5) Tesla Trooper
Country : Soviet
Prerequisite : Barrack
Cost : 500 TechLevel : 5
Weapons : Electric Bolt
Speed : 4 Sight : 6
HP : 130 Armor : Plate

Weapon Notes:
* Electric Bolt
Damage: 50 Range: 3 ROF: 60
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium (100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
* Elite Weapon: Damage: 50 Range: 5 ROF: 40
Can damage 2 other targets that are near the
primary target (Ignore any Concrete Walls for 2
other targets).
* Assault Bolt (only when near Tesla Coil)
Range: 1.83 ROF: 25
This is the Tesla Troopers charge when near Tesla Coil.
Charging means increasing Tesla Coil range and damage.
Charging an unpowered Tesla Coil means to give the Tesla Coil
power to work (needs at least 2 Tesla Troopers charging).
1 Tesla Trooper charging to a powered Tesla Coil can make
the Tesla Coil overpowered. While unpowered Tesla Coil (your
power gauge is red) needs at least 3 Tesla Trooper to
overpowered it (look in Tesla Coil section below for more
description).

Notes:
- When near Tesla Coil, Tesla Trooper can charge the Tesla Coil to
increase range, damage, and fire speed (reduce ROF) of the Tesla
Coil. They still can attack (and release the charges on Tesla
Coil) enemy unit that moves near them.
- Tesla Trooper can't be crushed by Vehicles.
- Can't damage Concrete Wall and attack pass through Concrete Walls.
- IFV Mode: 6

2.6) Crazy Ivan
Country : Soviet
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 5
Weapons : Ivan Dynamites
Speed : 4 Sight : 6
HP : 125 Armor : None

Weapon Notes:
* Ivan Dynamites
Damage: 400 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(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.
* Elite Weapon: Damage: 600

Notes:
- Can plant bomb into any unit or buildings (friend or foe). When
planted, the bomb timer in the unit will countdown. If the timer
reaches zero, the planted unit will be damaged (or destroyed) and
also the explosion will damage the nearby area.
- Can't be veteran or elite by normal means.
- Crazy Ivan can also plant bomb on enemy's aircrafts (Harrier,
Black Eagle, and Nighthawk) when they are on land.
- Units with bomb planted on them that enter a transport won't
explode in transport when the bomb timer expires. But, they will
explode immediately when they go out from transport (if the bomb
timer expires inside tranport). 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 : Soviet
Prerequisite : Barrack, Soviet Battle Lab
Cost : 1200 TechLevel : 10
Weapons : Mind Control
Psychic Wave
Speed : 4 Sight : 12
HP : 100 Armor : None

Weapon Notes:
* Mind Control
Damage: - Range: 7 ROF: 200
* Elite Weapon: Damage: - Range: 14 ROF: 200
* Psychic Wave
Damage: 250 Range: 3 Cells ROF: 50
Undeploy Delay: 150

Notes:
- Mind Control can target most units to become your unit. Mind Control
can only target 1 unit. If you choose to control other unit, the
control of previous unit will be lost.
Controlled unit can be freed by kill the mind controller.
- Mind Control can't target buildings and units immune to it.
- To release Mind Control on a target, just select another target, or
use Force Attack (Ctrl-Left Click) to empty area.
- When deployed, Yuri casts Psychic Wave and kills any infantry nearby
(including your own units). Yuri must rest for a while after that
before he can move or do anything.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- IFV Mode: 8

2.8) Desolator
Country : Iraq
Prerequisite : Barrack, Radar
Cost : 600 TechLevel : 8
Weapons : Radiation beam gun
Radiation eruption gun
Speed : 4 Sight : 6
HP : 150 Armor : Plate

Weapon Notes:
* Radiation Beam Gun
Damage: 125 Range: 6 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Building.
* Elite Weapon: Damage: 200 Range: 8 ROF: 50
* Radiation Eruption Gun
Range: 10 Cells ROF: 60
Radiation Level: 500
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(20%), Medium(10%), Heavy(10%)
Damage vs. Building's Armor: Can't Attack Building.

Notes:
- When Deployed, he creates an area of radiation that damages all
units on it (except 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 : Cuba
Prerequisite : Barrack, Radar
Cost : 200 TechLevel : 5
Weapons : Terror Bomb
Speed : 6 Sight : 9
HP : 75 Armor : Flak

Weapon Notes:
Damage: 225 Range: 1.5 ROF: 10
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
Damage vs. Terror Drone : 100%
Terrorist attacks with suicide bomb.
Area near explosion (2 Cells) is also damaged.

Notes:
- Can't be veteran or elite by normal means.
- Explodes with Terror Bomb when killed.
- Before version 1.004, Terrorist HP was only 50.
- IFV Mode: 11

2.10) Soviet Paratroopers
Country : Soviet
Cost : 0
Prerequisite : Airport (Tech Building Captured)

Notes:
- Paratroopers drop 9 Conscripts.
- The statistics for Paratroopers are the same as 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 : Soviet
Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
Cost : 2000 TechLevel : 10
Weapons : Mind Control
Psychic Wave
Speed : 6 Sight : 8
HP : 200 Armor : None

Weapon Notes:
* Super Mind Control
Damage: - Range: 30 ROF: 200
* Psychic Wave
Damage: 250 Range: 3 Cells ROF: 50
Undeploy Delay: 75

Notes:
- Mind Control can target most unit to become your unit. Mind Control
can only target 1 unit. If you choose to control other unit, the
control of previous unit will lost.
Controlled unit can be freed by kill the mind 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

2.12) Chrono Ivan
Country : Soviet
Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Ivan Dynamites
Speed : Instant Sight : 8
HP : 100 Armor : None

Weapon Notes:
* Ivan Dynamites
Damage: 400 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(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 : Allies
Prerequisite : War Factory, Ore Refinery
Cost : 1400 TechLevel : 1
Weapons : None
Speed : 4 Sight : 4
HP : 1000 Armor : Medium

Notes:
- Allied Harvester automatically searches ore to harvest when built.
Use teleportation when unloading to Ore Refinery. If the Refinery
is occupied (there is another harvester), it moves normally.
So, if it is attacked by enemy and you have nothing to protect it,
order it to return and you can save one harvester.
- Self Healing.
- Immune to Radiation and Mind Control.
- When a Terror Drone attaches its body, and it teleports back, the
Terror Drone is left behind.
- Can't be veteran or elite by normal means.

3.2) Grizzly Battle Tank
Country : Allies
Prerequisite : War Factory
Cost : 700 TechLevel : 2
Weapons : 105mm Cannon
Speed : 7 Sight : 8
HP : 300 Armor : Heavy

Weapon Notes:
Damage: 65 Range: 5 ROF: 60
Damage vs. Infantry's Armor: All (25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 55 Range: 5 ROF: 75
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.

Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.

3.3) IFV
Country : Allies
Prerequisite : War Factory
Cost : 600 TechLevel : 3
Weapons : Hover Missiles
(Changes depending on boarding infantry)
Speed : 10 Sight : 8
HP : 200 Armor : Light

Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
Damage: 25 Range: 6 ROF: 50
Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
Fire 2 times in rapid succession.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 10% chance.
Can destroy Ore patches.
* Elite Weapon: Damage: 80 Range: 6 ROF: 50
Fire 4 times in rapid succession.
* Repair Bullets
Repair: 50 Range: 1.8 ROF: 80
Can repair Vehicles, but not Infantry.
Can remove Terror Drones attached in Vehicles (Only need 1 Repair
'Tick').
Automatically repair nearby units when in Guard Mode.
* M60 Machine Gun
Damage: 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.
Before version 1.004, Electric Bolt's ROF was 30.
* Small Nuclear Bomb
Damage: 200 Range: 5 Cells ROF: 80
Radiation: 500
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(20%)
Damage vs. Terror Drone : 100%
IFVs attacking with Nuclear Bomb is also destroyed (suicide attack).
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.
- IFV has 12 Modes:
Mode Infantry Weapon
------------------------------------------------------
0 None Hover Missiles
1 Engineer Repair Bullets
2 GI, Conscripts, Spy M60 Machine Gun
3 Flak Trooper Flak Gun
4 SEAL, Tanya, Psi Commando, MP5 Machine Gun
Chrono Commando
5 Sniper AWP
6 Tesla Trooper Electric Bolt
7 Crazy Ivan, Chrono Ivan Small Nuclear Bomb
8 Yuri, Yuri Prime Psychic Wave
9 Desolators Radiation Beam Gun
10 Chrono Legionnaire Neutron Rifle
11 Terrorist Terror Bomb

- 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 : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 1200 TechLevel : 8
Weapons : Prism Cannon
Speed : 4 Sight : 8
HP : 150 Armor : Light

Weapon Notes:
* Prism Cannon
Damage: 100 Range: 10 ROF: 100
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(75%), Medium(50%), Heavy(50%)
Damage vs. Building's Armor: All (200%)
Damage vs. Terror Drone : 100%
Can attack pass through Concrete Wall but can't damage Walls.
Can attack ignoring land elevation, but still obstructed by cliffs.
When attacking, can "reflect" to at most 5 other objects (units,
buildings, tress, or other objects).
* Prism Reflection: Damage: 30 Range: 3 ROF: 120
* Elite Weapon: Damage: 150 Range: 10 ROF: 100
* Elite Prism Reflection: Damage: 50 Range: 5 ROF: 100
The Reflection of Elite weapons also CAN reflect again, with
the same statistics as normal weapons (Damage: 30, Range: 3,
ROF: 120), but can only reflect 3 times.

3.5) Mirage Tank
Country : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost : 1000 TechLevel : 9
Weapons : Mirage Gun
Speed : 7 Sight : 9
HP : 200 Armor : Light

Weapon Notes:
Damage: 100 Range: 7 ROF: 70
Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate(80%)
Damage vs. Vehicle's Armor : All(100%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(20%)
* Elite Weapon: Damage: 150 Range: 9 ROF: 80

Notes:
- When not moving, Mirage Tank automatically 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 : Allies
Prerequisite : War Factory, Service Depot
Cost : 3000 TechLevel : 10
Weapons : None
Speed : 4 Sight : 6
HP : 1000 Armor : Heavy

Notes:
- Can deploy into Allied Construction Yard.
- DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
more information.

3.7) Tank Destroyer
Country : Germany
Prerequisite : War Factory, Airforce Command HQ
Cost : 900 TechLevel : 2
Weapons : SABOT Shells
Speed : 5 Sight : 8
HP : 400 Armor : Heavy

Weapon Notes:
Damage: 150 Range: 5 ROF: 70
Damage vs. Infantry's Armor: All (2%)
Damage vs. Vehicle's Armor : Light(100%), Medium(40%), Heavy(100%)
Damage vs. Building's Armor: All (2%)
Damage vs. Terror Drone : 2%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 175 Range: 6.75 ROF: 60
Damage vs. Infantry's Armor: All (2%)
Damage vs. Vehicle's Armor : Light(100%), 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 : Allies Type: Aircraft
Prerequisite : Airforce Command HQ
Cost : 1200 TechLevel : 3
Weapons : Maverick
Speed : 14 Sight : 8
HP : 150 Armor : Light

Weapon Notes:
Damage: 150 Range: 6 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(75%)
Fire 2 times in rapid succession.
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 300 Range: 9 ROF: 10
Fire 4 times in rapid succession.

Notes:
- Harrier is automatically repaired in Airforce Command HQ.
- Harrier only has 1 ammo, and always reloadsin Airforce
Command HQ. If it damaged it will be repaired first before
reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.

3.9) Black Eagle
Country : Korea Type: Aircraft
Prerequisite : Airforce Command HQ
Cost : 1200 TechLevel : 3
Weapons : Maverick2
Speed : 14 Sight : 8
HP : 200 Armor : Light

Weapon Notes:
Damage: 200 Range: 6 ROF: 10
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
Fire 2 times in rapid succession.
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 400 Range: 9 ROF: 10

Notes:
- Black Eagle is automatically repaired in Airforce Command HQ.
- Black Eagle only has 1 ammo, and always reloads 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 : Allies Type: Aircraft
Prerequisite : War Factory
Cost : 1000 TechLevel : 7
Weapons : Nighthawk Cannon
Speed : 14 Sight : 7
HP : 175 Armor : Light

Weapon Notes:
Damage: 35 Range: 6 ROF: 40
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.
* Elite Weapon: Damage: 40 Range: 6 ROF: 40
Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate (70%)
Damage vs. Vehicle's Armor : Light(70%), Medium(60%), Heavy(40%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.

Notes:
- Can transport up to 5 infantry.
- Invisible to enemy radar.
- Cannot damage concrete walls.
- Can only attack unit on surface while in flight.
- Can't unload if in service depot.

4) Soviet Vehicle and Aircraft
------------------------------
4.1) War Miner
Country : Soviet
Prerequisite : War Factory, Ore Refinery
Cost : 1400 TechLevel : 1
Weapons : 20mm Machine Gun
Speed : 4 Sight : 4
HP : 1000 Armor : Medium

Weapon Notes:
Damage: 30 Range: 5.5 ROF: 20
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 50 Range: 5.75 ROF: 50
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 50%.
Can damage concrete walls.

Notes:
- Self Healing.
- Immune to Radiation and Mind Control.
- Cannot damage concrete walls until becomes Elite.
- Cannot attack pass concrete walls.
- Weapon affected by elevation and cliff.

4.2) Rhino Heavy Tank
Country : Soviet
Prerequisite : War Factory
Cost : 900 TechLevel : 2
Weapons : 120mm Cannon
Speed : 6 Sight : 8
HP : 400 Armor : Heavy

Weapon Notes:
Damage: 90 Range: 5.75 ROF: 65
Damage vs. Infantry's Armor: All (25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
* Elite Weapon: Damage: 85 Range: 5 ROF: 80
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Fire 2 times in rapid succession.

Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.

4.3) Flak Track
Country : Soviet
Prerequisite : War Factory
Cost : 500 TechLevel : 3
Weapons : Flak Track Gun
Flak Track Anti-Air Gun
Speed : 8 Sight : 8
HP : 180 Armor : Heavy

Weapon Notes:
* Anti-Air Flak Gun
Damage: 35 Range: 10 ROF: 25
Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 20 Range: 8 ROF: 25
Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
Damage: 25 Range: 5 ROF: 40
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 25 Range: 5 ROF: 40
Fire 2 times in rapid succession.
* Both
Flak Track's Weapons are inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 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 : Soviet
Prerequisite : War Factory, Radar
Cost : 800 TechLevel : 3
Weapons : V3 Rocket (1 Missile)
Speed : 4 Sight : 7
HP : 150 Armor : Light

Weapon Notes:
Damage: 200 Range : 18 (Minimum: 5) ROF: 150
Missile Spawn Rate : 400
Missile HP : 50
Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(70%)
Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(50%)
Damage vs. Terror Drone : 80%
Prone Infantry reduces the damage to 70%.
All units/buildings in Area near explosion (1 Cell) are also
damaged.
Can destroy Concrete Walls.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land elevation (make holes) at 10% chance.
Can destroy Ore patches.
* Elite Weapon: Damage: 400

4.5) Terror Drone
Country : Soviet
Prerequisite : War Factory
Cost : 500 TechLevel : 4
Weapons : Drone Jump
Speed : 10 Sight : 4
HP : 100 Armor : Special

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

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

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

Weapon Notes:
* 120mm Cannon
Damage: 100 Range: 5.75 ROF: 80
Damage vs. Infantry's Armor: All (25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(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 : Soviet
Prerequisite : War Factory, Service Depot
Cost : 3000 TechLevel : 10
Weapons : None
Speed : 4 Sight : 6
HP : 1000 Armor : Heavy

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

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

Weapon Notes:
Damage: 135 Range: 4 ROF: 75
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
* Elite Weapon: Damage: 150 Range: 6 ROF: 60
Can damage 2 other targets that are near the
primary target (Ignore any Concrete Walls for 2
other targets).
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 : Libya
Prerequisite : War Factory, Radar
Cost : 1500 TechLevel : 10
Weapons : Demolition Bomb
Speed : 5 Sight : 5
HP : 150 Armor : Light

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

Notes:
- Can't crush enemy infantry.
- Can't be veteran or elite by normal means.
- Explodes with Demolition Bomb when killed.
- Before patches 1.004, Demolition Truck Speed was 6, and
Demolition Bomb damage was 400.

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

Weapon Notes:
Damage: 250 Range: 1.5 ROF: 50
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(70%), Medium(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.

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

Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be 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 Point Soviet Vehicles Point
------------------------------------------------------------
Grizzly Tank 3 Rhino Tank 3
IFV 3 Flak Track 3
Chrono Miner 3 War Miner 3
Allied MCV 6 Soviet MCV 6
Prism Tank 3 Terror Drone 2
Mirage Tank 3 Apocalypse 6
Tank Destroyer 3 V3 Launcher 3
Tesla Tank 3
Demolition Truck 3

- Can carry up to 12 infantry passengers.
Infantry has 1 point of size.
- Can crush infantry, although it hovers.
- If you transport any other land transport (Flak 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 : Allies
Prerequisite : Allied Naval Shipard
Cost : 1000 TechLevel : 4
Weapons : 155mm Artillery Cannon
ASW Helicopter Launcher (Anti Sub Weapon)
Speed : 6 Sight : 7
HP : 600 Armor : Heavy

Weapon Notes:
* 155mm Artillery Cannon
Damage: 60 Range: 8 ROF: 110
Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
Damage vs. Building's Armor: Wood (100%), Steel(80%), Concrete(60%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 50%.
Can destroy Concrete Wall.
Can pass through Concrete Wall, ignore land elevations and cliffs.
Can damage land eleveation (make holes) at 15% chance.
Can destroy Ore patches.
Area near explosion (1 Cell) is also damaged.
* Elite Weapon: Fire 2 times in rapid succession.
* ASW Helicoper Launcher
Range: Infinite (as long as the Destroyer can see the unit, it can
launch the heli to attack from far)
Helicopter's Statistics:
HP: 30 Armor: Light Sight: 2 Speed: 12 Ammo: 1
ASW Bomb (Bomb launched by ASW heli):
Damage: 50 Range: 3 ROF: 3
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(60%), Heavy(60%)
Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
ASW Collision:
If the heli is shot down, the heli's crash can also cause damage.
The heli crash can hit unit/building on ground.
Damage: 100 Range: 3 ROF: 20
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.

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

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

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

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

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

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

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

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

Notes:
- Dolphin moves underwater, and can be detected only by enemy
units that have sensors.
- Dolphins are immune to others' Dolphin attack.
- Can detect enemy underwater (Range: 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 : Soviet
Prerequisite : Soviet Naval Shipyard
Cost : 900 TechLevel : 2
Weapons : None
Speed : 6 Sight : 6
HP : 300 Armor : Heavy

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

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

- Can carry up to 12 infantry passengers.
Infantry has 1 point of size.
- Can crush infantry, even it is hovers.
- If you transport any other land transport (Flak 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 : Soviet
Prerequisite : Soviet Naval Shipyard, Radar
Cost : 600 TechLevel : 6
Weapons : Flak Gun
Speed : 8 Sight : 8
HP : 400 Armor : Heavy

Weapon Notes:
* Flak Anti-Air Gun
Damage: 40 Range: 12 ROF: 20
Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
Damage vs. Building : There are no flying building
* Elite Weapon: Damage: 35 Range: 10 ROF: 20
Fire 2 times in rapid succession.
* Flak Anti-Surface Gun
Damage: 25 Range: 5 ROF: 40
Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
Damage vs. Terror Drone : 100%
* Elite Weapon: Damage: 25 Range: 5 ROF: 40
Fire 2 times in rapid succession.
* Both
Sea Scorpion's Weapons are inaccurate and slow, but the bullet
explodes and any unit/building in the area (1 Cell nearby) will
be damaged (Of course the unit near the center of explosion
receives more damage than the unit far from the center).

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

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

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

Notes:
- Attack Sub moves underwater, and can be detected only by enemy
units that have sensors.
- Can detect enemy in underwater (Range: 4).
- Doesn't uncloak (still underwater) when attacking.

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

Weapon Notes:
* Dreadnought Missile Launcher
Launches 2 Dreadnought Missiles to attack enemy's unit/building.
Can also attack underwater unit (although it can't detect
underwater). However, the underwater units must be detected
first or use force attack (Ctl+Left Click).
Range: 25 Minimum Range: 8 ROF: 50
Dreadnought Missile Statistics (in Air):
HP: 50 Armor: Special Sight: 0 Speed: 20
Damage: 50 (in Air) Missile Reload Time: 80
Dreadnought Missile hit on target:
Damage: 300
Damage vs. Infantry's Armor: All(25%)
Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%)
Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%)
Damage vs. Terror Drone : 60%
Prone Infantry reduces the damage to 50%.
Can destroy Concrete Wall.
* Elite Weapon: Damage: 600

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

Weapon Notes:
* Squid Tentacles Grab.
Giant Squid uses this weapon to attack any ship unit (Destroyer,
AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious
Transport, and Dreadnought).
Giant Squid automatically grabs a ship when attacking and rocking
them. It does some damage to the ship continuously until the
ship is destroyed.
If the ship HP is red, the ship is automatically destroyed.
Only Dolphin can release a ship grabbed by Giant Squid.
While grabbing, Giant Squid can't be selected and ordered until
it releases or destroys its victims.
Damage: 15 Range: 1.5
* Elite Weapon: Damage: 40 Range: 1.5
* Squid Hit.
Giant Squid uses this normal attack when attacking non-ship unit
(SEAL, Tanya, Giant Squid, and Dolphin).
Damage: 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 Range: 1.83 ROF: 32

Notes:
- Giant Squid moves underwater, and can be detected only by enemy
unit that have sensors.
- Can detect enemy in underwater (Range: 4).
- Giant Squid can't attack building. (Naval 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 : Neutral
Weapons : None
Speed : 4 Sight : 4
HP : 150 Armor : None

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

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

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

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

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

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

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

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

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

Notes:
- It can attack your unit if your unit is near to 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 : Neutral
Weapons : Pistol (Some civilians don't even have this)
Speed : 4 Sight : 2
HP : 50 Armor : None

Weapon Notes:
Damage: 2 Range: 3 ROF: 20
Damage vs. Infantry's Armor: None(100%), Flak (80%), Plate(70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.

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

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

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

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

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

Notes:
- The only Allied building that produces power.

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

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

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

Notes:
- Allied Barracks can train Allied Infantry.

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

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

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

Notes:
- Can train Harrier (any Allied countries, but not Korea).
- Can train Black Eagle (if the country is Korea).
- If the country is America, 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
Cost : 1000 TechLevel : 4
Power : -25 Sight : 10
HP : 1500 Armor : Concrete
Foundation : 4 x 4 Height : 10

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

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

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

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

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

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

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

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

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

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

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

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

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

Notes:
- Soviet Barracks can train Soviet Infantry.

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

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

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

Notes:
- Have Radar equipped (Enable Minimap).

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

Notes:
- Soviet Naval Shipyard can train Soviet Navy.
- Can only 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 : Soviet
Prerequisite : Construction Yard, War Factory
Cost : 800 TechLevel : 6
Power : -20 Sight : 5
HP : 1200 Armor : Wood
Foundation : 3 x 3 Height : 3

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

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

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

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

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

Notes:
- Can only build 1 Cloning Vats.
- Can't be captured by Engineer.
- Creates a cloned infantry, when you create an 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.

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

Notes:
- Building a wall costs 100 each time you construct a Wall in a
terrain.
You can build 5 adjacent walls for 100 credits 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 : Allies
Prerequisite : Construction Yard, Allied Barracks
Cost : 500 TechLevel : 1
Power : 0 Sight : 7
HP : 400 Armor : Steel
Weapon : Vulcan Machine Gun
Foundation : 1 x 1 Height : 1

Weapon Notes:
Damage: 50 Range: 5.5 ROF: 26
Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
Damage vs. Terror Drone : 100%
Prone Infantry reduces the damage to 70%.

Notes:
- Can't be captured by Engineer.

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

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

Notes:
- Can't be captured by Engineer.

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

Weapon Notes:
Damage: 120 Range: 8 ROF: 60
Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
Damage vs. Vehicle's Armor : All (100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
Can destroy Concrete Walls and can attack pass Concrete Walls.

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

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

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

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

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

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

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

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

Notes:
- This is an Allied Super Weapon, so when built it is revealed to
all players. This can be turned off in 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 : France
Prerequisite : Construction Yard, Airforce Command HQ
Cost : 2000 TechLevel : 7
Power : -100 Sight : 10
HP : 900 Armor : Steel
Weapon : Grand Cannon
Foundation : 2 x 2 Height : 3

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

Notes:
- Can't be captured by Engineer.

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

Notes:
- Wall building costs 100 each time you construct a Wall in a
terrain.
You can build 5 adjacent walls for 100 credits 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.

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

Weapon Notes:
Damage: 50 Range: 5 ROF: 26
Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(70%)
Damage vs. Vehicle's Armor : Light(50%), Medium(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 : Soviet
Prerequisite : Construction Yard, Soviet Barracks
Cost : 1000 TechLevel : 4
Power : -50 Sight : 5
HP : 900 Armor : Steel
Weapon : Anti-Air Flak Cannon
Foundation : 1 x 1 Height : 4

Weapon Notes:
Damage: 40 Range: 12 ROF: 20
Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
Damage vs. Building : There are no flying building

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

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

Weapon Notes:
Damage: 200 Range: 7 ROF: 120
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
Damage vs. Building's Armor: All (50%)
Damage vs. Terror Drone : 200%
Can destroy Concrete Walls.
* When Overpowered: Damage: 300 Range: 8 ROF: 100
You can notice an overpowered Tesla Coil by
its electric colour (its Yellow instead Blue).

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

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

Notes:
- Sensors Area: 15 Cells radius.
- Any units that move or attack to the area in the radius of Psychic
Sensors are visible. So you know what units and 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 : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 4
HP : 750 Armor : Concrete
Foundation : 3 x 3 Height : 6

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

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

Notes:
- This is a Soviet Super Weapon, so when built is 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
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 : Neutral
HP : 800 Armor : Concrete
Foundation : 3 x 3 Height : 6

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

5.2) Oil Derrick
Country : Neutral
HP : 1000 Armor : Steel
Foundation : 2 x 2 Height : 5

Notes:
- Can't be sold for credits.
- When first captured by engineer, gives 1000 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 : Neutral
HP : 2000 Armor : Concrete
Weapon : Hover Missiles
Foundation : 4 x 3 Height : 6

Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
Damage: 25 Range: 6 ROF: 50
Damage vs. Infantry's Armor: None (100%), Flak (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 : Neutral
HP : 800 Armor : Concrete
Foundation : 6 x 4 Height : 7

Notes:
- Can't be sold for credits.
- Invisible to Radar.
- After captured by engineer, can heal any infantry units.

6) Neutral Miscellaneous Buildings
----------------------------------
Information in this section is not complete yet. 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 : 100%
Area near explosion (4 cells) is also damaged
Notes:
- Will explode if destroyed.
- Can not be repaired in any way.

* Beach Towels
HP: 1
Points: 5
Armor: wood
Sight: 6

* Beach Umbrellas
HP: 50
Points: 5
Armor: wood
Sight: 6

* Bridge Repair Hut
HP: 2000
Notes:
- Used to destroy or repair a bridge. To repair a 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 : 100%
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
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 Allies 200 5 4 125 N 4/4,5/7 20,15/5 15/25,15/25
Conscript Soviet 100 5 4 125 F 4/5 25 15/20
Attack Dog Both 200 9 8 100 N 1.5 30 -
Engineer Both 500 4 4 75 N - - -
Rocketeer Allies 600 8 9 125 N 5 30/5 25
Flak Tr. Soviet 300 5 4 100 N 8,5 25,20 20/8,20
Tesla Tr. Soviet 500 6 4 130 P 3/5 60/40 50
Crazy Ivan Soviet 600 6 4 125 N - - 400
Spy Allies 1000 9 4 100 F - - -
Sniper Britain 600 8 4 125 N 14 150/60 125
Desolator Soviet 600 6 4 150 P 6/8 50 125/200
Terrorist Soviet 200 9 6 50 F - - -
Tanya Allies 1000 8 5 125 F 6/8 10 125
SEAL Allies 1000 8 5 125 F 6 10 125
Chrono L. Allies 1500 8 ! 125 N 5 120 -
Yuri Soviet 1200 12 4 100 N 7/14 200 -
Yuri Prime Soviet 2000 8 6 200 F 30 200 -
Psi-Com. Allies 1000 8 ! 100 N - - -
Chrono C. Allies 2000 8 ! 100 N 6 10 125
Chrono Iv. Soviet 1000 8 ! 100 N - - 400
Grizzly T. Allies 700 8 7 300 H 5 60/75 65/55
Rhino Tank Soviet 900 8 6 400 H 5.75/5 65/80 90/85
IFV (1) Allies 600 8 10 200 L 6 50 25/80
Flak Track Soviet 500 8 8 180 H 10/8,5 25,40 35/20,25
Terror Dr. Soviet 500 4 10 100 S - - 50
War Miner Soviet 1400 4 4 1000 M 5.5 20 30
Chr.Miner Allies 1400 4 4/! 1000 M - - -
Apocalypse Soviet 1750 6 4 800 H 5.75,8 80,80 100,50
Prism Tank Allies 1200 8 4 150 L 10 100 100/150
Mirage Tank Allies 1000 9 7 200 L 7/9 70/80 100/150
V3 Launcher Soviet 800 7 4 150 L 18 150 200
MCV Both 3000 6 4 1000 H - - -
Tank Dest. Germany 900 8 5 400 H 5/6.75 70/60 150/175
Demo Truck Libya 1500 5 6 150 L - - 400
Tesla Tank Russia 1200 8 6 300 H 4/6 60/50 135/150
Attack Sub Soviet 1000 4 4 600 H 7 120 100
Sea Scorp. Soviet 600 8 8 400 H 12/10,5 20,40 40/35,25
Destroyer Allies 1000 7 6 600 H 8 110 60
Aegis Crs. Allies 1200 8 4 800 L 12/14 15/5 100
Dreadnought Soviet 2000 7 4 800 H 25 - (300x2)
A. Carrier Allies 2000 7 4 800 H 25 - (40x5)x3
Giant Squid Soviet 1000 5 8 200 L - - -, 50
Dolphin Allies 500 4 8 200 L 6 120 4+10/8+15
A. Tranport Both 900 6 6 300 H - - -
Harrier Allies 1200 8 14 150 L 6/9 10/10 150/300
Black Eagle Korea 1200 8 14 200 L 6/9 10/10 200/400
Kirov A. Soviet 2000 8 5 2000 L 1.5 50 250
Nighthawk Allies 1000 7 14 175 L 6 40 35/40
Pillbox Allies 500 7 - 400 S 5.5 26 50
Sentry Gun Soviet 500 7 - 400 S 5 26 50
Tesla C.(2) Soviet 1500 8 - 600 S 7+ 120+ 200+
Prism Tower Allies 1500 8 - 600 S 8 55 180+
Patriot Allies 1000 10 - 900 S 12 55 75
Flak Cannon Soviet 1000 5 - 900 S 12 20 40
Grand C.(3) France 2000 10 - 900 S 15 120 150

Notes:
For more detailed explanation, you can see in Unit's description in
above section.
Spd: Unit Speed (The lower the number, the slower the unit,
!: Teleportation)
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 Pts. Vehicles Pts. Buildings Pts.
---------------------------------------------------------------
GI 10 Grizzly Tank 25 Const. Yard 80
Conscript 5 Rhino Tank 25 Power Plant 40
Attack Dog 10 IFV 20 Tesla Reactor 40
Engineer 5 Flak Track 20 Ore Refinery 80
Rocketeer 15 Chrono Miner 55 Barracks 30
Spy 5 War Miner 55 War Factory 80
Flak Trooper 5 Prism Tank 50 Service Depot 80
Crazy Ivan 30 Mirage Tank 25 Allied B. Lab 85
Tesla Trooper 5 Apocalypse 60 Soviet B. Lab 85
SEAL 50 Terror Drone 20 Naval Shipyard 55
Tanya 50 V3 Launcher 40 Ore Purifier 30
Yuri 5 MCV 60 Airforce C.HQ 70
Sniper 10 Harrier 20 Radar Tower 60
Desolator 30 Kirov Airship 100 SpySat Uplink 0
Terrorist 5 Tank Destroyer 25 Gap Generator 30
Chrono L. 15 Black Eagle 20 Cloning Vats 30
Psi Commando 50 Nighthawk 15 Pillbox 30
Chrono C. 50 Amphibious T. 25 Sentry Gun 30
Chrono Ivan 50 Destroyer 30 Patriot 30
Yuri Prime 50 A. Carrier 55 Flak Cannon 30
Civilian 1 AEGIS Cruiser 35 Prism Tower 30
Cow 1 Dolphin 15 Tesla Coil 30
Alligator 1 Sea Scorpion 20 Concrete Walls 5
Polar Bear 1 Attack Sub 30 Iron Curtain 30
Monkey 1 Dreadnought 55 Weather C. D. 30
Secret Service 1 Giant Squid 20 Chronosphere 30
President 1 Demo. Truck 40 Nuclear M. S. 30
Technician 1 Tesla Tank 25 Psychic Sensors 50
Hornet 20 Tech Outpost 5
Dreadnought M. 20 Tech Oil Der. 5
V3 Missile 20 Tech Hospital 5
ASW 10 Tech Airport 5
Drop Plane 30 Grand Cannon 30
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 Color Infantry Color
------------------------------------------------------
GI Green Conscript Green
Flak Trooper Green Tesla Trooper Green
Attack Dog Green Engineer Blue
Spy Blue Sniper Red
Ghost Red Tanya Red
Yuri Red Crazy Ivan Red
Desolator Red Terrorist Red
Chrono L. Red Chrono C. Red
Psi Commando Red Chrono Ivan Red
Yuri Prime Red Cow Yellow

Table 2
Infantry Color Infantry Color
------------------------------------------------------
Pentagon Gen. Green Secret Service Green
Civilian Yellow President Yellow
Alligator Yellow Polar Bear Yellow
Monkey Yellow Technician Yellow
Vladimir Green

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

4) Unit and Defensive Building Descriptions

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

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

Notes:
Tech: Unit Tech Level

5) Unit and Building Comparison

Below are descriptions of some units and buildings that are almost
identical. The comparisons below will reveal that 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 Tanya
------------------------------------------------------------------
Gender Male Female
Weapon MP5 Machine Gun Dual Pistol
(Have more range when
become Elite)
Available on Campaign Skirmish and Multiplayer Games
(Don't even exist in (Can't be trained in Campaign)
Multiplayer games)
Tech Level -1 9
(not available in
multiplayer)
Prerequisite Barrack & Airforce Barrack & Allied Battle Lab
Command HQ

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

* Chrono Miner and War Miner
Although both of them are Ore/Mineral Harvesters, they are very
different. Chrono Miner doesn't have weapon, but it can
automatically teleport when reloading to Ore Refinery. War Miner
can't teleport, but it has a weapon to protect itself from danger.
War Miner can also carry twice more ore/minerals than Chrono
Miner. 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 Actor/Actress
---------------------------------------------
President Dugan Ray Wise
Yuri Udo Kier
General Thorn Barry Corbin
Agent Tanya Karl Wuhrer
Premier Alexander Romanov Nicholas Worth
Lt. Eva Athena Massey
Lt. Zofia Aleksandra Kaniak
General Vladimir Adam Greggor
Dr. Einstein Larry Gelman
Soviet Officer Oleg Stephan
Prime Minister Kerry Michaels
General Lyon Frank Bruynbroek
German Chancellor Stuart Nesbit
Soviet Newscaster Gabriella Bern
Korean Commander Richard Narita
Tesla Trooper Igor Jijenke
Base Commander Gary Marshal
Watch Officer 1 Rick Cramer
Watch Officer 2 Nate Bynum
Female Officer Heather Nickens
Allied GI 1 Sharif Perry
Allied GI 2 Micheal Rouleau
Allied GI 3 Jeremy Olson
Allied Soldier 1 Randy Stafford
Allied Soldier 2 Shane Dietrich
Allied Guard 1 Justin Bloom
Allied Guard 2 Beau Hopkins
Allied General Robert Eustice
Allied Colonel Robert Christensen
Secret Service man 1 Spike Heaser
Secret Service man 2 Robert Garretson
Soviet Soldier 1 Alexander Moiseev
Soviet Soldier 2 Igor Jijikine
Soviet Conscript 1 Andrei Skorobogatov
Soviet Conscript 2 Mario Lewis
White House Aide Ann-Marie Lazaroff
Bikini Babe 1 Stephanie Harrold
Bikini Babe 2 Tamara Kozen
Chaplain Donald La Mothe
Waitress Natasha

In-game voices (Speech)
Speech of Voice by
-----------------------------------------------------
Yuri, Psy Corps Udo Kier
American taunts Barry Corbin
Tanya Karl Wuhrer
Lt. Eva Athena Massey
Lt. Zofia Aleksandra Kaniak
Soviet Taunts Adam Greggor
German Taunts Stuart Nesbit
Night Hawk, Soviet Vehicle Grant Albrecht
Spy, Sniper, Allied Infantry Michael Bell
Installer Douglas Rye
Allied Boat, Intruder Gregg Berger
Texan Glenn Burtis
Allied and Soviet Civilian Julie Brugman
Rocketeer, Chrono Legionnaire David Fries
Propaganda Truck David Fries
BBC Newscaster, American Newscaster Sam Murray
SEAL, Soviet Civilian, Allied Vehicle Stefan Marks
Libyan & Iraqi Taunts, Demo Truck Adoni Milder
Soviet Infantry & Engineer Andy Milder
Desolator, Soviet Boat Phil Proctor
Cuban Taunts, Terrorist Gustavo Rex
Black Eagle, French Newscaster Gustavo Rex
British Taunts, Kirov, Crazy Ivan Neil Ross
Drill Sergeant, Flak Trooper Douglas Rye
World Wide Domination, Narrator Douglas Rye
Intercom Voice, Computer Voice Heidi Shannon
Female Newscaster Heidi Shannon
American Civilian, American Engineer Phil Tanzini
Tesla Trooper John Vernon
Korean Taunts Douglas Rye

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

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

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

Units Announcement
------------------------------------------
Tanya Her laughs
Kirov Airship "Kirov reporting"
Demolition Truck "My truck is loaded"
Chrono Commando "I'm your man"
(The C. Commando speech is hard to hear,
so this may not be the right speech)

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.
- Use TAB (in Multiplayer games only) to changes the alliance
status for other players.
From "Tony Toon"
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.

4) 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. They can be rebound in the Keyboard Configuration
menu.
3. Observer Mode: RA2 now has an Observer Mode that allows 1 player
to watch other player's games. Particularly useful for Korean
television shows and tournaments.
* There is a new checkbox at the top of the bunkers that players
can check to observe games. Clicking it will switch the "Join"
button to "Observe" and vice versa.
* In the game setup screen, the host can select the bottom slot to
be open for observers (assuming he isn't the observer himself).
Players attempting to observe go into this slot.
* The observer can only chat to all players.
* The observer cannot use Beacons or Waypoint Mode.
* The observer is not shown on the score screen.
* The observer is not allowed in Co-Op mode.
4. Dreadnaughts can now break bridges with missiles.
5. Now players can destroy a unit flying over an Iron Curtained
building.
6. If the player has a Cloning Vat, an Engineer, 2 infantry units,
and a Tech Hospital he will no longer get a complimentary unit out
of his Cloning Vat for every unit healed.
7. The edges of the Radar Screen are now visible.
8. We've enabled the Microsoft Sidewinder Strategic Commander(TM)
to work properly. We've also included the Westwood endorsed
configuration.
9. The Desolator will no longer continue to shoot the ground over
and over and keep building up radiation.
10. Parts of buildings will no longer disappear on occasion.
11. Structures no longer flash a frame of animation during placement.
12. Fixed the "Place Structure Anywhere" cheat.
13. Super Weapon tab flashes when ready.
14. Crazy Ivan and Tanya bombs now work on all bridges.
15. Fixed a Terror Drone + Unpacking MCV problem that made games
never end.

WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS

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

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

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