title.png (189076 bytes)
Home | Forums | YR: Squared | MooMan's Rules | Capture Pack | Contact Me

General
- Current News
- Archived News
- Forums
- Contact Me

YR: Squared
- About
- Download
- Screenshots

Introduction
- Allied History
- Soviet History
- Yuri History

Mod Information
- Allied Structures
- Allied Armory
- Allied Infantry
- Allied Vehicles
- Soviet Structures
- Soviet Armory
- Soviet Infantry
- Soviet Vehicles
- Yuri Structures
- Yuri Armory
- Yuri Infantry
- Yuri Vehicles
- IFV Combinations
- Stolen Technology
- Civilian Changes
- Game Options
- Multiplayer Maps
- Other Changes

Conclusion
- Credits

Capture Pack
- About
- Download
- Screenshots
- FAQ/Contributors

Mod Information
- Allied Additions
- Soviet Additions
- Yuri Additions

Tutorials
- Adding To Your Mod

MooMan's Rules
- About
- Downloads
- Screenshots

Mod Information
- Gameplay Additions
- Multiplayer Additions
- Allied Structures
- Allied Units
- Allied Country Additions
- Soviet Structures
- Soviet Units
- Soviet Country Additions
- Yuri Additions

Tech Expansion
- New Tech Buildings
- Map Additions

Assault Expansion
- Overview
- Assault Mappacks


 

 

« MOOMAN'S RULES »
SOVIET COUNTRY OPTIONS

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

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


RUSSIA

Hind Transport
Cost: 1200
Armor: Light
Prerequisite: Soviet War Factory
Weapon: Machine Gun
Range: Short
The Soviet counterpart of the Allied Nighthawk Helicopter. The Hind Transport is almost twice as strong as it's allied counterpart and can carry up to 6 passengers around the battlefield. It's front firing machine gun can provide light resistance to the intended landing zone to ensure that the area is clear before dropping off it's troops. Unlike the Nighthawk though, it is not invisible to radar so it doesn't really have an element of surprise.
Tesla Boat
Cost: 1200 (RA2), 1500 (YR)
Armor: Heavy
Prerequisite: Soviet Navel Yard, Soviet Battle Lab
Weapon: Ship-Based Tesla Bolt, Electrical Wave
Range: Medium/Short
The Russian's have taken Tesla technology to a whole new level, in ship to ship combat. They have developed the Tesla Boat, armed with a powerful tesla cannon comparable to ones found on Tesla Tanks, it deals moderate damage to every target it encounters, it's sophisticated sensor array also allows it's Tesla Cannon to fire on submerged units when detected, making it an all-purpose vessel. What makes it unique is it's ability to electrify the water around it to deal damage to almost any nearby target. It fires tesla shots into the water which then are spread throughout for a short range around the ship before dissipating. This wave is more effective against infantry and organic units, but less effective against armored boats. Hover units like Transports etc. are also damaged by the tesla wave being amplified by their hover chassis, however structures like Navel Yards and sea-based defensive structures are not affected by this wave, they will have to resort to their cannon otherwise.
NOTE: In the RA2 version the Tesla Boat is not equipped with the Electrical Wave weapon the YR version has. As this is the case, RA2's Tesla Boats cost only 1200 instead of YR's 1500.
Drone Miner
Cost: 1500
Armor: Medium
Prerequisite: Soviet War Factory, Soviet Battle Lab
Weapon: None
Range: N/A
A modification from the Terror Drone allowed the Russian's to greatly enhance resource gathering methods. This unit can scuttle around a quickly collect ore and gems from areas much quicker than standard Miners and their internal processing components allow them to store an amazing amount of ore and/or gems inside it relative to it's size. It's armor has considerably increased also from standard Terror Drone strength to allow it to easily get out of harms way using it's superior speed long before it gets destroyed. However, this Miner has lost the ability to invade enemy vehicles. Due to the strains of Russian resources needed to construct this unit, only one can be deployed an any army at one time, you can only build another if the one you currently own is captured or destroyed. But don't let that limitation get you down, it can harvest resources a such a fast speed that your funds will greatly benefit from having even only one of these drones in your pocession. It's inability to get sabotaged by normal Terror Drones is also an advantage over standard miners.


IRAQ

Chemical Tank
Cost: 1400
Armor: Heavy
Prerequisite: Soviet War Factory, Soviet Battle Lab
Weapon: Chemical Slime Launcher
Range: Medium
The Chemical Tank was developed by the Iraqi's to demonstrate their ever-powerful control of dangerous chemical wastes. This tank's weapon is deadly against infantry and lightly armored units, but less effective against more heavily armored units and structures. It fires balls of chemical waste at the target, melting infantry and even eating away though tough tank Armor. However it's balls are slow moving and cannot lock onto the target efficiently so faster moving units will provide a difficult target to these otherwise powerful tanks. It's slime balls also guaranties splash damage, causing damage to surrounding units as well as the one targeted.
M.A.D. Tank
Cost: 1500
Armor: Light
Prerequisite: Soviet War Factory, Soviet Battle Lab
Weapon: Harmonic Shockwave
Range: Wide
The Mutually Assured Destruction (or MAD) Tank was first introduced in the add-on expansion pack Aftermath for the original Red Alert. Basically Red Alert 2's one functions in the same way. The Iraqi pilots are so devoted to their cause that they will actually drive right up to the opponent and begin a short self destruct sequence. In a matter of seconds a powerful harmonic shockwave will sweep from the destroyed tank in a wide radius, heavily damaging, if not destroying, all targets, friend and foe, in it's range. The MAD Tank wave has no affect against enemy and friendly infantry, so they are useless at defending against infantry strikes. But strategic use of MAD Tanks can turn the tide in a battle. MAD Tanks, if situated closely enough, can set each other off if one is deployed, meaning more damage can be dealt within the same amount of time.
Rad Cannon
Cost: 1700
Armor: Medium
Prerequisite: Soviet Barracks, Radar Tower
Weapon: Concentrated Radiation Beam
Range: Medium
Purpose: Radiation-Based Defense
The Rad Cannon more than illustrates Iraq's thirst for chemical warfare. This support defense system is highly recommended to construct to protect your base from assaults. It's Radiation Beam weapon is similar to the Desolator's Rad-Cannon beam but more effective. Like the Desolator, it's beam, is extremely deadly to infantry and even causes moderate damage to vehicles unlike the Desolator's mobile version, but it totally useless against structures. What makes it so deadly is it's ability to damage even units that are immune to the Desolator's version, so this defensive structure, although slightly expensive, is a worthy investment on the battlefield.


CUBA

Hijacker
Cost: 1000
Armor: None
Prerequisite: Soviet Barracks, Radar Tower
Weapon: Ability to steal tanks, Disguise Ability
Range: Very Short
Due to Yuri's betrayal to the Soviet Union, Cuban armies now have access to the Hijacker. He uses a more forceful approach when it comes to taking control of enemy units, if he gets close enough to it, he can automatically take control of the target unit, causing it to fall under your control instantly. Strategic placing of these soldiers can quickly turn the tide of an enemy attack, frustrating your opponent when he discovers his tanks are no longer under his control. What makes him even more deadly is that he is able to disguise himself just like the Spy and Terrorist, which makes up for the fact that he needs to get close to the enemy unit to capture it. When the hijacked unit is destroyed, the Hijacker will pop out, but at reduced health, and you will need to disguise him again if necessary. Hijackers can even take control of Chrono/War/Slave Miners and even Terror Drones and Robot Tanks if they get close enough, these are invaluable infantry on the battlefield.
Demolition Boat
Cost: 1000
Armor: Light
Prerequisite: Soviet Navel Yard, Radar Tower
Weapon: Stockpiled Explosives
Range: Short
The Cubans have now even taken their suicide techniques to the seas, with the development of the Demolition Boat. This sea unit is effectively a naval based Terrorist but with more powerful explosives onboard. This unit will move right next to the target and detonate it's onboard explosives, destroying itself and heavily damaging surrounding units or structures. It's limited to attacking targets over the water, but effective at doing so. It has lighter the average armor, but when it explodes it also detonates the explosives, so either way you're going to get a big boom!
World Devastator
Cost: 2500
Armor: Heavy
Prerequisite: Soviet War Factory, Soviet Battle Lab
Weapon: Internal Droid Processing Facility
Range: Long
The Cubans are not really known for their subtlety. And this tank is a perfect example of the Cuban's passion for power. The World Devastator got its name for it's ability to literally chew up the land it's on. Although it's purpose isn't to completely decimate large areas of land, it actually uses the valuable minerals and building materials that it draws up from beneath it and processes them in it's internal factory. As a result, the World Devastator can basically create any other unit. But it is still in its prototype stages and it can only have the ability to produce a unit that is specifically programmed into its database beforehand. This Devastator has been equipped with the programming to create specialized Suicide Drones that seek out it's target and latches onto it, destroying itself and damaging the target unit or structure. The Drone itself is equipped with experimental EM Shields (just like miniature versions of the Force Shield) meaning nothing physical can touch it. As a result it is impossible to destroy the actual drone's themselves, and the Devastator is usually out of harm's way. It has the ability to produce 5 of these drones at one time and them needs time to draw up more material from the land beneath it. Elite Devastators can produce 8 drones at a time and they are considerably more powerful. It's long range means it can sit back from the target and launch it's drones at will, and it's strong Armor plating means it can usually hold out until reinforcements arrive to defend it. This awesome vehicle does have it's disadvantages though, it's speed is extremely slow, meaning it will take a while before reaching it's target area, and due to an extreme strain on Cuban Resources to build it, only one can be utilized in your army at any one time, you may build another only if the one you previously own is destroyed.


LIBYA

Mine Layer
Cost: 1000
Armor: Heavy
Prerequisite: Soviet War Factory, Radar Tower
Weapon: All-Purpose Mines, Turret Mounted Machine Gun
Range: Short/Short
The Mine Layer returns! This Libyan Mine Layer carries 5 mines which can be placed around the battlefield at will. They cannot be seen by the enemy and also the Mines are equipped with a beacon which it also a safeguard system. In other words any friendly vehicles moving over the mines do not trigger them to explode. The Mine though, can destroy any enemy unit in one blast and can be very useful in mining the enemies ore field, although because of the Ore underneath it, mines cannot be directly laid on top of ore, but can be placed just outside it. Mines will not inadvertally set each other off if next to each other, but debris from the destroyed tank may hit another mine and that would be destroyed as well. Mine Layers are equipped with a small Anti-Personnel Machine Gun for which it can defend itself, the reason for this being because of it's payload, the Mine Layer cannot be reloaded, so it is basically used for infantry defense after that.
SSM Launcher
Cost: 1000
Armor: Heavy
Prerequisite: Soviet War Factory, Radar Tower
Weapon: Duel Surface-To-Surface Missile Launchers
Range: Long
The Libyan SSM Launcher is a very useful unit for long range bombardment. It launches powerful, surface to surface missiles at enemy targets at great ranges. It can sit back from a distance and can takes out lightly Armored units and structures with ease. It is the best at taking out defensive structures before the enemy has a chance to respond to your attacks. It's cheap cost relative to it's usefulness makes this unit a must have in any attack force.
Improved Dreadnaught
Cost: 2500
Armor: Heavy
Prerequisite: Soviet Navel Yard, Soviet Battle Lab
Weapon: Duel Heavy Missiles
Range: Long
The Libyan Dreadnought is a significant improvement over the original Dreadnought. Apart from some major changes to the superstructure of it to include fins on either side to dramatically increase speed, this Dreadnought can fire it's duel missiles 25% faster than the original Dreadnought as well as it's Armor has been upgraded to almost twice as heavy as the standard Dreadnought. The bottom line is, this Dreadnought is deadly, and is easily a match for any stationary ground target it comes up against.

 

 


All content, images and files contained within the projects hosted here and appearing on this website, are Copyright © 2001 - 2006 by MooMan65,
No reproduction of any of this material is permitted for any reason unless express permission is given by the Author(s).
All trademarks appearing on this website are property of their respective owners.
This website is best viewed with Internet Explorer 5 or higher, at a resolution of 1024x768 or greater.
Fight Spam! Click here!