CHRONO COMMANDO |


|
Cost: 2000
Prerequisite: Allied Barracks | Infiltrated Allied
Battle Lab
Armor: None
Weapon: MP5 Machine Gun | C4 Explosives
Range: Medium | Short |
| Purpose:
Anti-Infantry | Scout |
Base Infiltration |
|
I won't spend too much time
discussing combinations that you are familiar with. The
only changes you'll notice on the Chrono Commando is that his
weapon has been altered in the same fashion as our
Navy SEAL, in that
his role on the battlefield has grown to include possible
assault on enemy armor in the same way as our GI battalions.
This change is bound to make him even more useful on the
battlefield with his new teleporting ability, as he can strike and
retreat to a safe distance if the going gets tough. Just
be sure to allow for his phasing time at his destinations.
|
TESLA COMMANDO |


|
Cost:
1500
Prerequisite: Allied Barracks | Infiltrated Soviet
Battle Lab
Armor: Plate
Weapon: Tesla Enhanced MP5 | C4 Explosives
Range: Medium | Short |
| Purpose:
Lightning-Based Assault | Base Infiltration |
|
As mentioned previously, the new
Tesla Commando, our recently developed variation on the SEAL, is
available providing you obtain tesla technology from a Soviet
Battle Lab. We have enhanced the SEAL's MP5 for it's new
explosive ammo to detonate into tesla shrapnel. The result
is even greater effectiveness at blasting through vehicle
armor, decreasing the SEAL's only major target weakness and so
making it a very well-rounded individual.
In addition to that change, the
Tesla Commando also is equipped with the same type of heavy armor as
the Tesla Trooper himself. While it slows him down over
the standard SEAL and prevents him from swimming across water,
it makes him much more resistant to battlefield pressures and
even immune to Dog attacks! Of course he still retains his
C4 ability for infiltration missions.
|
PSI COMMANDO |


|
Cost:
1000
Prerequisite: Allied Barracks | Infiltrated Yuri
Battle Lab
Armor: None
Weapon: Mind Control | C4 Explosives
Range: Long | Short |
| Purpose:
Mind-Control Based
Assault | Base Infiltration |
|
Another
infantry unit that you are familiar with already; the Psi Commando's
only alteration is unfortunately a hindrance rather than a
benefit partly brought on by our own improvements! As psychic units are now unable to penetrate any
side's disguise abilities thanks to improved training and
preparation on their parts, the Psi Commando loses it's ability
to detect enemy Agents. Apart from that, he
remains an interesting alteration to our SEAL by replacing his
MP5 with the mind control ability.
Unfortunately
it remains that the price of learning mind control weakens the
unit enough physically that he is still unable to swim across
water like the standard
SEAL.
Graphical
Enhancement: The Psi Commando's cameo has been altered to best
reflect the new infantry table above.
Sound Enhancement: The Psi Commando's in-game voices are now based
off the Navy SEAL rather than the Psi Corp Trooper to best reflect the
new infantry table above.
|
CHRONO IVAN |


|
Cost:
1750
Prerequisite: Soviet Barracks | Infiltrated Allied
Battle Lab
Armor: None
Weapons: Dynamite Grenades | Dynamite Packs
Range: Short | N/A |
| Purpose:
Anti-Infantry | Scout | Base Infiltration |
|
Don't worry Commanders, we will move
on to the rest of the new infantry soon enough. But if you
recall
Crazy Ivan's
discussion earlier in the briefing, you can probably guess at
the changes here as well. Like our Chrono Commandos, the
Chrono Ivan has undergone the same changes as the infantry unit
it is based on in that he gains the new dynamite grenades as an
effective anti-infantry weapon. This again makes his
ability to teleport even more effective as he now does not have to get as
close to targets he wants to attack. Keep striking
at them during their vulnerable period of phasing in after a
teleport, as they also show no signs of any improvement there
either.
Gameplay Enhancement:
Chrono Ivan's now restore the correct amount of money when sent
into a Grinder.
|
TESLA IVAN |


|
Cost:
1250
Prerequisite: Soviet Barracks | Infiltrated Soviet
Battle Lab
Armor: Plate
Weapons: Tesla Grenades | Dynamite Packs
Range: Short | N/A |
| Purpose: Lightning-Based Assault
| Base Infiltration |
|
In many ways the new Tesla Ivan
parallels our Tesla Commando in development: He also gains
the use of the heavy but durable armor to protect him
better against enemy fire (not to mention Attack Dog teeth).
While his standard dynamite packs remain the same, the Tesla
Ivan switches to new tesla-based dynamite grenades which show a measure of improvement over their standard weapon.
Infantry didn't usually stand much of a chance against their
Grenades in the first place, but now they literally don't even
get time to react before being zapped to a crisp.
That's not all though, as the impact the grenades send out
tesla shrapnel shots to any nearby targets, damaging them as
well.
At first we were
puzzled at why the Soviets didn't order Tesla Ivans to fire their
new improved Grenades on vehicle targets as well, but after the
Ivan improvements which allow them to remote detonate their
bombs, they are
effective enough in destroying armored targets too, especially
with their enhanced Tesla armor that prevents them from being
crushed by the tanks they are attempted to destroy.
|
PSI IVAN |


|
Cost: 1000
Prerequisite: Soviet Barracks | Infiltrated Yuri
Battle Lab
Armor: None
Weapons: Mind Control | Dynamite Packs
Range: Long | N/A |
| Purpose:
Mind-Control Based Assault | Base Infiltration |
|
I could never have imagined a Crazy
Ivan choosing to learn the art of mind control considering their
rather... erm... psychotic personality? In any case, the
Psi Ivan acts very similar to our Psi Commando.
Ivan discards his dynamite grenades and instead relies on mind control
to confuse and distract enemies, but keeps his Dynamite Packs
for structures.
Another difference is that Psi Ivans prefer to mind control
vehicles over using their dynamite.
Come to think of it, before Ivan's
core changes when he included grenades in his arsenal, this
combination would have been considered much more deadly to us,
but now it's bottled down to a matter of opinion as to whether you
would prefer going up against a grenade-laden psychopath or one
that just prefers to let our own troops behave that way against
us...
|
CHRONO CORP |


|
Cost: 1750
Prerequisite: Yuri Barracks | Infiltrated Allied Battle Lab
Armor: None
Weapons: Mind Control | Mind Blast
Range: Long | Short |
| Purpose: Mind
Control-Based Assault | Scout |
|
Now this is a potentially dangerous
combination. A Psi Corp Trooper's biggest weakness was that
he had to have a direct line of sight with his victim before
controlling him or her (or it), leaving him open to attack. While
that has not changed,
giving him the teleportation ability allows him to mind control
the unfortunate target and then teleport away to safety!
Once he has a unit under his control, you'd be lucky to kill him
before he jumps away. He
also retains the mind blast ability to wipe out any infantry he
does not wish to control, but thankfully for us, Yuri also has
not found a way to refine the technology so to reduce the phasing
times in between jumps.
|
TESLA CORP |


|
Cost: 1500
Prerequisite: Yuri Barracks | Infiltrated Soviet Battle Lab
Armor: Plate
Weapons: Mind Control | Tesla Enhanced Mind Blast
Range: Long | Short |
| Purpose: Mind
Control/Lightning-Based Assault |
|
Admittedly the most powerful of the
Tesla-enhanced infantry options, the Tesla Psi-Corps' defining
feature is the enhanced mind blast he discharges. The Tesla
Corp fuses it's standard psychic mind blast with tesla
technology to create a tesla mind blast! Just as deadly
against infantry, this wave of energy even damages units and
structures in the vicinity! In many ways similar to
the blast Yuri himself fired, except the ingenious merge of mind
and technology makes it relatively easy for his minions to
achieve the same effect! Keep your distance when up
against these infantry.
Of course the Tesla Corp gains Tesla armor like the other
infantry as well, a rather intelligent move considering the
Trooper's natural weakness to physical assaults over more
conventional infantry.
|
CORP ELITE |


|
Cost:
2000
Prerequisite: Yuri Barracks | Infiltrated Yuri Battle Lab
Armor: None
Weapons: Enhanced Mind Control | Mind Blast
Range: Long | Short |
| Purpose:
Mind
Control-Based Assault |
|
It actually took us some time to
figure out what type of infantry would go here. Unlike
both us and the Soviets, Yuri's technology that you gained (Mind
Control) was the only one in which their applicable infantry
(Psi Corps Trooper) already utilised! However, once Yuri
started deploying these troops when they gained the additional
knowledge they needed, it did not take long for us to pick up on
their deadly effectiveness in battle.
In many ways it reminds of Yuri
himself during the times when he was out in battle himself
before he was replaced by Khamsin. His psychic powers
are so developed that he can control up to three victims at once
and control them individually, and is also able to levitate above the
ground making him able to move quite fast and effortlessly cross bodies of water!
His mind blast attack remains the same as a standard Psi Corps,
but it doesn't take many of these to provide a
controlled and stable alternative to a Master Mind unit. Be
thankful that they are quite costly to train. |