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YR: Squared
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Mod Information
- Gameplay Additions
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Tech Expansion
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Assault Expansion
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« MOOMAN'S RULES »
SOVIET UNITS

This page details all the infantry, vehicles and naval vessels MooMan's Rules adds to all the Soviet countries. It doesn't however display special country additions, for them, please go here.

Please note that all descriptions and information here is also in the MooMan's Rules readme file. And certain units may only be available in a particular version (shown in red next to the name of the unit).


INFANTRY

Grenadier
Cost: 200
Armor: None
Prerequisite: Soviet Barracks
Weapon: Grenade Launcher
Range: Short
The Grenadier returns! This Soviet support infantry is a major advancement from the standard Conscript, and costs the same as the Allied GI. It is equipped with a personal Grenade Launcher that is quite effective against all types of targets. Grenadiers are a must have addition to any infantry assault force, but watch out for enemy targets that can crush them.
Acid Trooper (Red Alert 2 Only)
Cost: 500
Armor: None
Prerequisite: Soviet Barracks, Radar Tower
Weapon: Concentrated Acid Launcher
Range: Medium
The Soviet's experiments in chemical technologies have taken and even bigger turn, with the creation of the Acid Trooper. These totally loyal Soviet soldiers are armed with a large cannon that fires highly concentrated acidic substances at targets. The acid causes severe damage to infantry and lightly armored vehicles, and concentrated attacks can even wear down structures and more heavily armored units. In Yuri's Revenge this unit is given to Yuri's Army.
Psi-Corp Trooper (Red Alert 2 Only)
Cost: 1000
Armor: None
Prerequisite: Soviet Barracks, Soviet Battle Lab
Weapon: Mind Control
Range: Medium
The Soviet's experiments in chemical technologies have taken and even bigger turn, with the creation of the Acid Trooper. These totally loyal Soviet soldiers are armed with a large cannon that fires highly concentrated acidic substances at targets. The acid causes severe damage to infantry and lightly armored vehicles, and concentrated attacks can even wear down structures and more heavily armored units. In Yuri's Revenge this unit is given to Yuri's Army.


VEHICLES

Howitzer
Cost: 750
Armor: Light
Prerequisite: Soviet War Factory
Weapon: 155mm Ballistic Cannon
Range: Long
Virtually identical to the Artillery from Red Alert 1, the Soviet Howitzer is armed with a deadly long-range 155mm ballistic cannon. Created as an alternative to the V3 Rocket Launcher, the Howitzer's Anti-Armor gun is deadly to armored vehicles and light units, but infantry and last moving units have an advantage over this unit. It's light armor and slow speed require it to defiantly be protected against enemy assaults, and should sit back from the main firing line when in battle.
Incinerator
Cost: 850
Armor: Heavy
Prerequisite: Soviet War Factory
Weapon: Flame Vapor Guns
Range: Short
The Soviet's Anti-Personal weapon, and believe me, it does its job. The Incinerator can rip through enemy infantry lines with ease. It fires a unique weapon, unlike traditional flamethrowers, the Incinerator fires twin beams of deadly flammable vapor that alights on impact, making it virtually instantaneous and very accurate. Watch out for it's short range, as a lot of infantry can outrange this flaming monster.
Subterranean Miner
Cost: 900
Armor: Heavy
Prerequisite: Allied War Factory
Weapon: 120mm Cannon
Range: Medium
A major upgrade for the War Miner, it's main modification is its ability to travel underground to the ore fields from the refinery and back, thus minimizing the risk of it falling under attack. Apart from that, the Subterranean Miner boasts faster speed, stronger armor and twice as much storage from the original War Miner (four times as much as the Chrono Miner). This Miner keeps the same weapon so it's just as deadly against infantry as the normal War Miner. The Subterranean Miner, once built, will automatically burrow underground and surface directly under the ore field, then it will proceed to collect ore like a normal miner. Once full, it will automatically burrow again and pop up later by the Ore Refinery and dump. It will continue this process until told otherwise. Note: The technology used for this unit is still very new and is in the prototype stages, if you are targeting a ore patch that's normally outside the bases accessibility range (for example on a remote island or landscape) the Miner will not be able to find it's way back, meaning you will have to manually target it back and forward. But if it's harvesting a place that normal War Miners and ground troops can get to, it will automatically burrow back and forward without any help.

 

 


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