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« MOOMAN'S RULES »
YURI ADDITIONS

This page details all the units and structures MooMan's Rules adds to Yuri's Army. All these additions are for Yuri's Revenge Only!

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).


STRUCTURES

Iron Fence
Cost: 25
Armor: Light
Prerequisite: Yuri Barracks
Purpose: Light, Infantry-Based Defense
The Iron Fence is Yuri's equivalent to the Allied Sandbag Wall and Soviet Barbed-Wire Fence. This fence does little to stop enemy armor from advancing, but it quite effective in stopping those early Engineer or Dog rushes in early game, without spending as much funds on the stronger wall. The Iron Fence is covered with spikes to prevent infantry from passing it, but units can run over or destroy these fences with ease. It is very useful at the beginning of the game, but somewhat ineffective during long battles.
Gates
Cost: 250
Armor: Medium
Prerequisite: Allied Barracks
Purpose: Base Entry
The gates are back! Now they take on a more familiar red and while striped version but they still behave in the same manner as in Tiberian Sun. They will automatically open to let friendly and allied units through but will not open for enemy units. After seeing a rather more limiting appearance in Tiberian Sun, MooMan's Rules enable you to fully use these defensive structures again.
Flame Tower
Cost: 800
Armor: Medium
Prerequisite: Yuri Barracks
Weapon: Psychic Propelled Flame Vapor
Range: Medium
Purpose: All Purpose Psychic Flame Defense
What Yuri's side lacks in base defense technology is made up for in the Flame Tower. This turret is basically a stationary Initiate but with better power and range. It holds tanks of flammable fluid and the Initiate inside uses his mind to propel and ignite it on the target. Yuri found Flame Turret were much more efficient than standard Initiates so he only selected his best minds to go and control the Flame Turret's fluid, meaning it's attack is much more powerful than the standard Initiate's Psychic Blast. The flame bursts do high damage to infantry and even moderate damage to most vehicles but has no air based defense at all. A big advantage over standard Yuri base defenses is that it does not require power to run, so while Gattling and Psychic Towers are down, these structures can do their job until they can come back online again.


INFANTRY

Acid Trooper
Cost: 500
Armor: None
Prerequisite: Yuri Barracks, Psychic Radar
Weapon: Concentrated Acid Launcher
Range: Medium
Yuri's experiments in forbidden technologies have taken and even bigger turn, with the creation of the Acid Trooper. These mindless minions for Yuri's cause 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.
Yuri Elite
Cost: 1200
Armor: None
Prerequisite: Yuri Barracks, Yuri War Factory, Psychic Radar
Weapon: Multiple Mind Control, Psychic Wave
Range: Long/Short
As Yuri's battles wore on, he found that some Yuri Clones were reported to be promoting well in battle, so Yuri decided to reward those Yuri Clones by genetically modifying them into Yuri Elites. Although not as powerful as Yuri himself, the Elite has the ability to mind control up to not one, but two enemy units on the battlefield at any one time, as well as keeping it's standard Psychic Wave. Additionally these Yuri Elite's hover above the battlefield, so they can cross water and impassible terrain with ease. These genetic Yuri's are a force to be reckoned with in the field, if you aren't careful, a group of Elites can easily turn the tide of an attacking force onto you.


NAVAL UNITS

Giant Squid
Cost: 1000
Armor: None
Prerequisite: Submarine Pen, Yuri Battle Lab
Weapon: Giant Tentacles
Range: Short
When Yuri defected from the Soviet side, he stole a number of unit and structure designs from them, including the Cloning Vats, Psychic Sensor, and now the Giant Squid. Yuri has persuaded these otherwise rebellious animals the only way he knows how, to take over their minds. With their will totally dominated by Yuri, these Squids are being forced now to do Yuri's bidding instead of the Soviets, enhancing Yuri's Navel force even more. Their tentacles can crush ships and slap swimming infantry unto submission, because they reside under the water, they are normally invisible to enemy radar and units.
Magnetic Boat
Cost: 1200
Armor: Medium
Prerequisite: Submarine Pen, Psychic Radar
Weapon: Magnetic Beam
Range: Long
Once Yuri had realized the strength of their original Magnetrons ability to destroy units by dropping them into the water, he decided to create a navel version of the deadly unit to do primarily just that. Armed with a strong Magnetic Beam that can drag units towards it, this ship is most deadly when it's on shore based defense by dragging enemy targets into the water to it, destroying them instantly. With it's long range it can easily attack before many targets have a chance to respond.

 

 


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