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« MOOMAN'S RULES »
ALLIED COUNTRY OPTIONS

This page details all added units/structures/abilities for each of the Allied countries.

Please note that all descriptions and information here is also in the MooMan's Rules readme file.


AMERICA

Paratroopers
Charge Time: 4 minutes
Prerequisite: Airforce Command HQ
Units: 5 Veteran GI's
Due to enhanced military training of American troops, standard GIs for the American side are now produced in veteran status (see above Special Veteran Unit). This allows the American Paradrop weapon to because even more deadly to opponents. Veteran GI's can fire faster, deal more damage, and have enhanced sight and speed. Unfortunately, American players will only receive the standard 5 GI's in a paradrop, but they are more powerful than regular GI's or Conscripts, keeping the balance. There is no cost in the recharge times either, meaning you can deliver more powerful troops with no extra 'charge' time.
A10 Phoenix
Cost: 1400
Armor: Light
Prerequisite: Airforce Command HQ, Allied Battle Lab
Weapon: Napalm Bombs
Range: Short
The A10 Phoenix was designed to be a countermeasure for the Soviet and Yuri attacking forces, as it's napalm bombs are very powerful against infantry and units. Although the bombs still do decent damage to structure, their damage output is noticeably smaller than against armor and flesh. The A10 is slightly more expensive the standard Harrier and Black Eagle, and are very deadly in groups.
Improved Mirage Tank
Cost: 1000
Armor: Light
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: Heat Ray
Range: Short
For the American's advancements in tactical espionage action, they have enhanced their version of the Mirage Tank to not only disguise itself as trees, but it allows the user to specifically select which terrain object to disguise itself as, it can range from any tree and even rocks. The fact that these Mirage Tanks do not automatically attack any target within it's range can help it maintain it's disguise for the specific target of your choice.
Nimitz Aircraft Carrier
Cost: 2800
Armor: Heavy
Prerequisite: Allied Naval Yard, Allied Battle Lab
Weapon: 4 Hornet Attack Aircraft
Range: Long
The Americans have access to a beefed up Aircraft Carrier, dubbed the 'Nimitz'. These aircraft carriers are almost twice a strong and normal aircraft carriers, take half the time to reload and rearm it's Hornets, and comes with 4 Hornet attack aircraft instead of 3 on the standard Aircraft Carrier. But these advancements have to come at a price, the Nimitz is slower than the standard Aircraft Carrier and is 800 credits more expensive to build.


BRITIAN

Sniper Tower
Cost: 900
Armor: Heavy
Prerequisite: Allied Barracks, Aircraft Command HQ
Weapon: Sniper Rifle
Range: Long
Purpose: Long Range Anti-Infantry Defense
The Sniper Tower is basically a stationary Sniper. Although it's weapon is more damaging and faster to fire, it's main advantage is it's range, it is almost twice as long as the Sniper and it will not reveal itself when firing, meaning that your opponent won't even know what's killing your men. Its Sniper Gun is useless against structures and enemy armor. But backed up with Prism Towers they can make the perfect base defense combination.
Immobolizer
Cost: 1500
Armor: Light
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: Chrono Displacement Beam
Range: Long
A great new enhancement for British defensive forces, the British, being somewhat experts at espionage and covert operations, with the help of Einstein and his Chrono devices, they developed a very useful means of shutting down vital operations and unit advances. This unit is a modification of the Allied Chrono Legionnaire and uses a strange new weapon, it fires a beam of bluish energy at a target, which then completely envelops it in a chrono field. This will render the target practically outside the normal plane of existence, effectively stopping it's entire operation in it's tracks. Also, what makes this unit potentially lethal is that it can also target structures and effectively take them out of action, here's a summary of what will happen if one of these structures are targeted, whether they be friend or foe, until the beam is removed:
Construction Yards: The player will lose the ability to produce structures.
Power Plants: Shuts down their power output and can possibly put the base on low power (effective for Allied Power and Hydro Power plants, Soviet Tesla Reactor and Nuke Plants, and Yuri Bio Reactors).
Airforce Command Center: The player will lose the ability to both produce aircraft and shut down radar (see below) . In addition to this, if an Immobolizer is targeting an Airforce Command Center while the planes are up in the air, once they are ordered to return home, they will crash instead.
Refinery/Slave Miner: As long as the structure is out of phase, miners will not be able to dump their ore at that particular refinery, if targeting a deployed Slave Miner, the Slaves will not be able to dump their shovel loads of ore.
Barracks: Player will lose the ability to produce infantry.
War Factory: Player will lose the ability to produce vehicles.
Base Defenses: Will shut down any base defense, making them unable to operate.
Radar Type Structures: Will shut down the target player's radar (effective for Soviet Radar, Allied Airforce Command, and Yuri Psychic Radar).
Spy Satellite: Can completely shut down Spy Satellite operations, reducing the map to basic shroud.
Superweapons: The timer for the appropriate superweapon will halt.
Gap Generator: Will shut down the Gap Field or Super Gap Field.
Psychic Tower/Mastermind/Psi Drone: Any unit(s) that has been mind controlled by either the Psychic Tower, Mastermind or Psi Drone unit will be freed once the Immobolizer's beam has been focused on the controllers. And even if the beam is removed, they will no longer have any influence over them unless they re-mind control it.
In addition to all this, structures which are targeted will no longer use up any power requirements, so it is also a good option in case of an emergency to target some power demanding structures and temporarily take them out of action until you have enough power to sustain them. Also, and unit and structure disabled by this effect is also impervious to all damage dealt by units who aren't effected by the beam, making them virtually unable to be hit, this is a great lifesaver and can protect key structure during the heat of battle. It does have it's downsides though, it can only target one object at a time, requiring the need to spend money or groups to stop and attacking force, also it's weak armor means that any enemy unit within range of it can easily destroy this menace. However, it's main downside is that it's displacement beam has no affect on organic beings, meaning all infantry are not affected by it's beam, requiring it to be protected at all times. It's benefits however, greatly outweigh it's costs, and this is a must have unit in any British defensive and offensive force.
Battleship
Cost: 2000
Armor: Heavy
Prerequisite: Allied Naval Yard, Allied Battle Lab
Weapon: 8-Inch Cannon
Range: Long
Britain has always been known to have one of the best navies in the world, and the mighty Battleship is the perfect example of Britain's rule at sea. The Battleship is the most powerful naval unit you can get and it can totally wipe out enemy bases from afar. The ship however, has no submarine based defense so it's needs to be protected by the faster moving Destroyers or Dolphins, or the stationary NDS Towers.


FRANCE

French Wall
Cost: 100
Armor: Heavy
Prerequisite: Allied Barracks
Purpose: Heavy Armor Defense
The French Wall is a very useful addition to the French Armies, it is twice as strong as normal concrete walls and come at no extra cost to the player than standard Allied Walls. Since it can be built early in the game it can very invaluable to protecting your vital structures from damage.
Chrono Tank
Cost: 1500
Armor: Heavy
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: Duel Heatseeking Missiles
Range: Long
The French have always been known for their technological level, and with the help of Professor Einstein, the French have developed a major advancement from the Chrono Legionnaire. The Chrono Tank teleports around the battlefield and fires deadly and precise heatseeking missiles than are extremely effective against enemy Armor and structures. It's most vulnerable point will be while phasing back in at it's destination and these tanks are too expensive to lose.
Chrono Tower
Cost: 2000
Armor: Heavy
Prerequisite: Allied Barracks, Allied Battle Lab
Weapon: Chronospheric Particle Beam
Range: Medium
Purpose: Chrono-Based Defense
France's defensive nature has gotten the best of them, the development of the Chrono Tower. As Allied soldiers say 'the only base defense that can stop an Apocalypse dead in it's tracks', and that's true. It uses the same particle beam that the Chrono Legionnaires use but it slightly more powerful, so it erases targets from time faster. In groups, if you can afford it, once they have a target in it's beam, it's stronger the average armor makes it difficult to destroy a Chrono Tower in time to save the affected target.


GERMANY

Chrono Transport
Cost: 1500
Armor: Light
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: None
Range: N/A
The pinnacle of personal carrying has arrived! The German Chrono Transport was in it's testing stages during the first war, but with Yuri posing such a great threat to the world, Einstein released it as soon as he could to all German armies. The Chrono Transport has the capability to teleport around the battlefield at will and, just like a Chrono Legionnaire and Chrono Tank, the longer it travels, the longer it takes for the unit itself to phase back in. This unit has the capability to hold up to 5 infantry units, inside of it. What makes it unique is that even though it is phasing back in itself, the infantry inside can still exit and enter the transport since they were protected from the longer effect of the chrono field, so it can be a very valuable depositor of attack forces in critical areas of the enemy base, as if it is destroyed or still phasing back in, the units or infantry that it is carrying still have the capability to exit. It does have it's downsides though, it is incredibly expensive relative to the other available units, and it has very weak armor, so it can be destroyed easily, although the transport is just a decoy to the real danger that is inside it when it's destroyed. Using these useful but expensive units in battle can help distract the enemy greatly.
Multi Launch Pad System (MLPS)
Cost: 2000
Armor: Heavy
Prerequisite: Allied War Factory, Allied Battle Lab
Weapon: 2 Attack Choppers
Range: Long
The German MLPS (Multi Launch Pad System) is basically a land version of the Aircraft Carrier. It is a large land carrier that houses 2 Attack Choppers that fire high powered chainguns that are effective against both infantry and units, but are less effective against heavy armor and structures. The unit itself is very slow moving but can stay a far distance from the actual target and let the choppers fly the rest of the way. The MLPS Choppers never run our of ammo once launched, so they can fire continuously at a target until stopped or destroyed. Choppers that have been destroyed are automatically replaced by the MLPS at no cost to the player. If the aircraft are in the air while the MLPS is hijacked or mind controlled, the planes will not also be controlled, but just hover in place until the unit is back under your control.
Ore Mining Facility
Cost: 2600
Armor: Light
Prerequisite: Allied Battle Lab
Purpose: Multi-Purpose Ore Purifying/Producing Plant
Germany needed a way to be able to produce more funds for the MLPS and Tank Destroyer. And they found it, German scientists are radically advanced the Ore Purifier into a Ore Mining Facility. Visually it looks almost identical to the Ore Purifier but it has two prominent ore mining plants that are similar to the mines that produce ore around the map. In addition to purifying your ore bundles that come with Miners, the Facility also gradually increases your credits overtime using those artificial mines (just like the Oil Derricks). It's main feature however, is its ability to produce ore, once built simply force-fire onto the ground nearby and it will slowly stimulate the ground around it, causing ore to sprout up randomly around it. It has quiet a long range at which it can produce ore fields, even to help other people if you're not careful! The radius of the ore field is not that large, but enough for a couple Miners to harvest nicely without running out of supply. The Mining Facility will continuously pump up ore around it even in low power situations, but when destroyed it will stop and you will have to make do with the ore made already until you build another. Once you have started it you will hear the machinery working inside it to indicate it that it is running, if you feel you've had enough, just select it and hit the 'S' key or 'Stop' on the Advanced Command Bar to stop it's production. Like the Purifier, you can only build one of these structures at a time. One word of warning though, the ore producing 'weapon' is useless on urban maps due to most of the map being covered by concrete, ore will only sprout up under grass and dirt, so if you are aiming to create an ore field on urban maps, make sure you target a grass or dirt patch to produce you're field.


KOREA

Frigate
Cost: 100
Armor: Heavy
Prerequisite: Allied Barracks
Purpose: Heavy Armor Defense
The Korean's hold their naval based fleet at high regard, and with the new enhanced Yuri and Soviet threat, they have ordered deployment of their enhanced Frigates for their armies. Frigates are the ground based equivalents of the Allied Aegis Cruiser, firing large heatseeking surface to surface missiles rapidly for long ranges. Unlike the Aegis though, it's missiles cannot be trained on aircraft, only ground based targets. However, this unit has no anti-sub based weapon, so it needs to be protected by standard Allied Destroyers or Dolphins. Despite that, this unit is a valuable asset to the Korean fleet.
Parabombs
Cost: 1500
Charge Time: 6 minutes
Prerequisite: Allied Battle Lab
Drops: 6 Parabombs
The Korean Air Power is in your hands Commander. Korean scientists have designed a new format of air to ground combat, designed to assist Black Eagles in bombarding targets. The Koreans have a special upgrade to their Airforce Command Center that gives them access to the parabomb superweapon. As a result the Airforce Command Center for the Koreans have increased in size slightly to incorporate this new feature. After constructing a Battle Lab you will be able to build a Parabomb Upgrade for the HQ. The Parabombs will automatically begin to charge up from that point. Beware though, if the Airforce HQ is destroyed, then both the upgrade and your radar will be lost, so it is vital to protect it. All players will be alerted of the parabomb's once built but it will not reveal your HQ to the player, only the timer in the bottom will be activated. The Parabombs are still a new development, and have several errors which will hinder its use. Parabombs cannot be dropped directly on water, and due to the EM Pulses sent out by targets, no matter how weak the signal is, parabombs cannot be dropped directly on its target. Now parabombs do have a large explosion radius to combat this, so dropping them right next to the target will do as much damage as you would have done dropping it right on top. Avoid dropping parabombs directly on a large group of units, as the planes will take a much longer time to select a site near it to drop the bombs, which by then they could be easily destroyed by anti-aircraft fire. Parabombs are also a useful anti-submarine detection system, as while they are falling, all cloaked or submerged units will be displayed on the radar and tactical map, allowing you to take offensive measures while they are being dropped on the target, as they will become invisible once again when the bombs explode.
Stealth Bomber
Cost: 2200
Armor: Light
Prerequisite: Airforce Command HQ, Allied Battle Lab
Weapon: Heavy Guided Missile
Range: Medium
The Korean parties now get an extra boost of airpower, Korean Commanders how have access to the classified Stealth Bomber jet. It fires more advanced missiles than even the Black Eagle. It also has the added ability to be invisible to enemy radar like the Nighthawk. These advancements have to come at a price though, and a hefty one as well. Stealth Bombers cost almost double the cost of the Black Eagle jet and is slower, but if you have the cash, it is defiantly worth it.

 

 


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