Monday, February 18, 2013

Red Alert 2

=======================
Red Alert 2 Compendium
======================
Version *FINAL*

Written by Stephanus Rudiyanto N. 
email: s_rudiyanton@mailcity.com (old, but still functioning)
       s_rudiyanton@lycos.com

NOTES from Author:
* If you send an email to me, may be the reply is too late, this 
happens because I check my mailbox not very frequently. I'm sorry for
this incovenience. But, if you send me some info or corrections, I 
WILL reply the letter (even it may be take a few days, weeks, or 
months) If I don't send the reply, just wait until it comes :) 
(There is also another possibility: I have already sent it and it 
doesn't reach your mailbox). Thanks just for reading this.

* This FAQ is based in Red Alert 2, for Yuri Revenge's data please
refer to my other FAQ.

* To read this FAQ, use Fixed Width fonts like Courier, if not many of
the tables below will look terrible. 
Use WordPad to read this FAQ, and maximize the window. 

Table of Contents
-----------------
i) Introduction
ii) Version
iii) Future edition
iv) Credits
v) How to get this FAQ

I - General and Special Rules
    1) Formulae
    2) Shorcut Keys
    3) Mind Control
    4) Chronoshift
    5) Invulnerability
    6) Building
    7) Veteran and Elite Units
    8) Credits
    9) Weather Storm
    10) Crates
II - Units
    1) Allied Infantry
    2) Soviet Infantry
    3) Allied Vehicle and Aircraft
    4) Soviet Vehicle and Aircraft
    5) Allied Naval
    6) Soviet Naval
    7) Neutral Unit
III - Buildings
    1) Allied Building
    2) Soviet Building
    3) Allied Combat Building
    4) Soviet Combat Building
    5) Neutral Tech Building
    6) Neutral Miscellaneous Building
IV - Tables and Data
    1) Unit and Defensive Building Combat Ability
    2) Scoring
    3) Pip
    4) Unit and Defensive Building Description
    5) Unit and Building Comparison
V - Miscellaneous
    1) Records
    2) Dangerous Unit
    3) Do you know?
    4) Special Section
    5) Patches changes

-------------------------------------------------------------
i) Introduction

Command & Conquer: Red Alert 2 is a real time strategy game 
from Westwood. This is the sequel of Command & Conquer: Red Alert. 
The game story is based on the war between the Alliance and the 
Soviet forces. This game is recommended for fans of real-time 
strategy games. The FAQ I used here is based on version 1.006.
For Yuri's Revenge (its expansion), please refer to my other FAQ.
(Yuri Revenge Compendium)

First, I apologize if my English is not good (Because it is not my 
main language). Maybe some grammars and spells have some errors in
this FAQ. This is my second unpublished FAQ I wrote. (The first 
is Starcraft Broodwar Expert Guide).

This FAQ is created for intermediate and expert players that have 
played the game long enough to truly know the aspects of the game.
Although the beginners can also read this FAQ, it is not recommended 
because of some complicated data and tables. In this FAQ, I hope you 
have known the aspect of this game, because I don't include any 
"how to play", basic strategies or others like those. There are so
many good FAQs to teach you to play in the internet so I don't need
to explain it again :)

A lot of info I acquired by checking the INI files (if you are often 
costumizing any Westwood games (C&C and RA), you must know these
famous INI files), and also from searching, trying, and my other
hardwork by playing the game itself. Note that not all data I extract
pure from INI files (because some of them has many changes and can't
be 100% right), actually I almost check everything (even the 
calculation procedure) to be sure it is right. So forgive me if there
are many errors I didn't notice. Email me at s_rudiyanton@lycos.com
for corrections and suggestions, and of course you will be credited
even for small fixes. I will update this FAQ when there is a mistake,
error, or any addition. I can also add an entirely new section if
I think it's important. 

If you include any information below in any FAQ or Websites, please
ask my permission first (mostly I will answer yes) and give credits
for me. (It's extremely hard to collect information in this FAQ,
you know). 

And lastly, I don't own Red Alert 2 CD. I play the game by borrowing 
my cousin's CD. And so, I also couldn't play it in the net until now.
I am also not too good at multiplayer games (because I rarely had
chances to play it on network games), but I'm also not that bad. This 
is just for info. :P 

ii) Version
Numbers after the dot mean minor updates, while numbers before the dot
mean Major updates.

Early December 2000 - Version 1.0 (Initial release)
11 December 2000 - Version 1.1:
- Add a small but important tips in Section V.3
- Remove the section points of this game (as my cousin wished)
- Add section v) How do you get this FAQ
  This section list the sites currently post my FAQs.
19 December 2000 - Version 1.2:
- Fix some little errors and grammars.
- Fix corrections and some additions on Tesla Troopers, Conscripts, 
  Crazy Ivan, and Terror Drone in units section.
- Add information in Giant Squid, Tanya, SEAL, and Do You Know 
  section.
- Correct some errors in Pip section.
22 December 2000 - Version 1.3:
- Fix some corrections on Sentry Gun and Soviet War Factory.
26 December 2000 - Version 1.4:
- Fix some, well - again - little errors and grammars.
- Fix corrections and some additions on General and Special Rules
  Rules (Buildings), Chrono Legionnaire, Chrono Commando, IFV,
  Dreadnought, Destroyer, Aircraft Carrier, Allied Naval Shipyard,
  and Tesla Coil sections.
- Add information on Invulnerability, Spy, and Flak Cannon sections.
8 January 2000 - Version 2.0:
- Add Neutral Miscellaneous Buildings section (my cousin writes it).
9 January 2000 - Version 2.1:
- Fix some - again - little errors and grammars.
- Fix corrections on Yuri Prime (not much, just replacing any "Yuri"
  word with "Yuri Prime"), Soviet Construction Yard (same case, only
  word replacement), all tech buildings (explain that they can be
  repaired without using engineer), Prism Tower (damage rating)
- Add info on Mind Control, Chronoshift, Invulnerability, Allied and
  Soviet Ore Refinery (selling building), Cloning Vats, Soviet and
  Allied Walls, IFV, Terror Drone, Flak Track, Amphibious Transport,
  Nighthawk, and MCV.
1 February 2001 - version 2.2:
- Do some replacements to make the sentences easy to read.
18 February 2001 - version 3.0:
- Fix an error in Formulae (building speed theory is wrong, thanks
  to Blossom Storm for telling me this).
- Correct little error in War Miner (thanks to Nooplanop for this).
- Update almost all sections because patches 1.004 is out and change
  many statistics. Look for new section V. 4 for Patches changes.
26 March 2001 - version 3.1:
- A long time update.
- Fix small error in unit table.
- Fix small error in Actors and In-Game Voice. (thanks to Mike Ching)
- Fix small error in Flak Troopers and Tesla Troopers.
- Add some note in Kirov Airship.
- Add some note in speed (Put in Do you Know section).
14 April 2001 - version 3.11:
- Add some notes in credits section.
26 May 2001 - version 3.12:
- Add some notes in Miscellaneous section.
7 September 2001 - version 3.2:
- Add some nice infos about Weather Storm (thanks to Alien Overmind).
6 October 2001 - version 3.21:
- Add some notes about Mind Control.
28 October 2001 - version 4.0:
- May be the FINAL version of this FAQ, because Yuri's Revenge is
  out, and I will now focus on its FAQ. I still collect some data
  for this game and need more time to finish it.
- Revised some data and fixes some errors.
- Add some replies in Do You Know section.
20 November 2001 - version 4.01:
- Add some notes in Cloning Vats section.
16 February 2002 - version 4.02:
- Add a site that host my FAQ.
3 March 2002 - version 4.1:
- Add some infos in many sections.
- Fixes some errors.
17 March 2002 - Version 4.11:
- Add a site that host my FAQ.
3 June 2002 - Version 4.2:
- Add Special section that contains many strategies and contribution 
  from Overmind.
3 July 2002 - Version 4.21:
- Add some tips in miscellaneous section.
25 August 2002 - Version 4.3:
- Add some info and corrections. (thanks to Hecht)
13 October 2002 - Final Version:
- Fix some credits.
- Add more website that host my FAQ.

iii) Future editions

* This is final version of this FAQ. So no more section changes.
  I will update my FAQ only if there are some important changes and
  error fixes. Also I will still update websites that hosts my FAQs.

iv) Credits
- Westwood, for making a great game for me to play.
  <www.westwood.com>
- Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQs, 
  GameFAQs is truly a good website for game guides and other 
  game-related info! 
  <www.gamefaqs.com>
- My cousin, because I played RA2 with his CD and on his computer.
  He also writes his own section (Points for this game) in this FAQ
  by himself.
  He checks almost everything in this FAQ.
  He also who writes the Neutral Miscellaneous Buildings section.
- "Tony Toon" <galaga88@evansville.net>, for info on how to ally
  in an easy way.
- Blossom Storm <fmns@yahoo.com>, for telling me the building speed
  theory is wrong and inform me about new patches is out.
  He also show some errors and add some nice info in my FAQ.
  Thanks a lot. 
  Red Alert 2 Sites: <http://redalert2c.8m.com/>
- <Nooplanop@aol.com>, for info that War Miner can become expert. 
- Ching, Mike <cybertrooper@edsamail.com>, for correcting
  Tanya Actor.
- <DJTestrake@aol.com>, for some "interesting" point :)
- Alien Overmind <alien_overmind@2die4.com>, for many useful 
  informations and suggestions. 
  Information: Weather Storm, Crates, Building Occupation, and 
               Survivors
  Fixes: Genetic Mutators Range, Spy shut down power time.
  He also sends me many useful and important informations and
  strategies that I put them into a separate special sections.
- "Justin Mitchell" <justinmit@hotmail.com>, for info about
  Kirov and small notes.
- Kevin Leung <mpe58@yahoo.ca>, for info about Chronoshift and
  Invulnerability.
- Mek <MekZhaoyun@aol.com>, for a little comment in Do You Know?
  section.
- Ang Yi Ping <yipingng@pacific.net.sg>, for some notes about 
  Cloning Vats.
- Ian Tucker <getingjiggy@hotmail.com>, for some info about 
  Chronoshift.
- Yonatan Indrajaya AKA losbolos <losbolos_mig_29@yahoo.com>, for 
  some info about Chrono Waypointing.
- "Hecht" <hecht_online@lycos.de>, for many corrections and info.

v) How to get this FAQ

You can get this FAQ only in these sites:
- http://www.gamefaqs.com
- http://DLH.Net
- http://www.gameadvice.com
- Cheat Empire: 
  http://home.planetinternet.be/~twuyts
- http://www.neoseeker.com
- http://www.actiontrip.com
- http://www.cheatingplanet.com
- http://SPOnG.com
- http://www.gamespot.com
- http://www.PlanetCNC.com
- http://www.cnchq.com

If you want to check my newest FAQ, please check www.gamefaqs.com
first, because I will send my newest FAQs to GameFAQs before other
sites.

*****************************
I - General and Special Rules
*****************************

1) Formulae
* Cells
  One cell in Red 2 Alert means a portion of small terrain that can
  be occupied by one small vehicles (IFV, Flak Track, etc.) or 3
  infantry.
* ROF: Rate of Fire
  The longer the number, the longer the unit reloads its weapons.
  15 are equal to 1 second at middle speed setting. So a weapon 
  with maximum speed with 150 ROF, will attack again after about 10 
  seconds after previous attack.
* Frame Delay
  900 Frame Delays are equal to 60 seconds in 15 fps (frame per
  second) games.
* Veteran Rules
  Each unit that can become Veteran will have increased statistics. 
  For Elite units just multiply the number by 2. And for calculating
  damage, use the Elite Weapons (if the units have it), and not
  the normal weapons. (This is hard to calculating, and still
  being researched).
   Stronger            : Damage received divided by 1.5 
   Faster              : Unit max speed multiplied by 1.2
   Increased ROF       : ROF delay multiplied by 0.6
   Increased Firepower : Damage multiplied by 1.1
  Sight Range is NOT increased when becoming a veteran or Elite.
  For more description and detailed information about Veteran and
  Elite units, look at section below.
* Radiation
  Nuclear Strike, Demolition Truck, and Desolator Radiation Eruption
  can create an area of radiation. The radiation will disappear
  after (Radiation Level x 1) frames.
* Cells Radius and Cells Area
  In some data I mention about Cells Radius and Cells Area. Some people 
  may be confused about its. I will explain it with below examples.

  Cells Radius of 3 will means:
  o o o o o o o
  o o o o o o o
  o o o o o o o
  o o o x o o o
  o o o o o o o
  o o o o o o o
  o o o o o o o

  Cells area of 3 x 3 will means:
  o o o
  o x o
  o o o
  
  x : Middle point

  With above examples, it means that:
  A Cells Radius of 3 is same as a Cells area of 7 x 7.
  A Cells Area of 3x3 is same as a Cells radius of 1.
  
  It will be better if I use the cells area than cells radius for 
  better understanding. But I use cells radius because of some area
  damage (like radiation) is circle and not square. And in circle,
  it can't be converted to numberXnumber cells area. 

  So don't be confused if a mention cells radius in some stats and
  cells area in other stats. 

  Note:
  Thanks to Overmind for reminding me about this confusing matters.

2) Shorcut keys
  The use for shorcut keys can't be separated with Real-Time
  Strategy Games. These keys can be changed in Game Options,
  Keyboard sections. Here are the shorcut keys for Red Alert 2:

Category: Control

              Keys  Description
--------------------------------------------------------------------
Alliances       A   Toggles Alliance Status with the owner of 
                    selected object
Cheer           C   All Units to Cheer (for fun only)
Deploy Objects  D   Order selected units to Deploy or Undeploy
Guard Objects   G   Order selected units to 'Guard' the area
Scatter         X   Order selected units to scatter
Stop Objects    S   Order selected units to stop current action
Waypoints       Z   Set planning mode ON (to create waypoints)
                    Units that have been set for waypoints don't
                    do anything until you turn this off
                    Units move synchronically (have same speed)

Category: Information

              Keys  Description
--------------------------------------------------------------------
Coordinates     -   Gives the information of current coordinates of
                    cursors
                    This key is undefined by default (- in here
                    means no key and not the minus key).

Category: Interface

                    Keys    Description
--------------------------------------------------------------------
Delete              Num Del Deletes the selected object
Follow              F       Toggle Follow state of selected object(s)
Goto Radar Event    Space   Center the Tactical View to the cycle 
                            through last 8 EVA events. "Space Bar" 
                            also goes to "Ally under Attack" EVA 
                            event *
Options             Esc     Display game options dialog
Page User           U       Page a Westwood Online users
                            (Internet only) **
Place Beacon        B       Used to place a communication Beacon
                            (Multiplayer only)
Repair Mode         K       Toggle Repair Mode On/Off
Sell Mode           L       Toggle Sell Mode On/Off
Screen Capture      Ctrl-C  Take a snapshots of the game screen.
                            (Saved as 'SCRNxxxx.PCX' file in the 
                            game directory)
Select Str. Tab     Q       Switch the command bar to Building Tab***
Select Armory Tab   W       Switch the command bar to Defensive Tab***
Select Inf. Tab     E       Switch the command bar to Infantry Tab
Select Vch. Tab     R       Switch the command bar to vehicle Tab
Sidebar Down        Num 2   Scroll Sidebar Selection list downward
Sidebar Up          Num 8   Scroll Sidebar Selection list upward
Sidebar Page Up     Num 6   Page Sidebar Selection list upward
Sidebar Page Down   Num 4   Page Sidebar Selection list downward
Str. List Up        Num 7   Scroll Sidebar Str. Sel. list upward
Str. List Down      Num 1   Scroll Sidebar Str. Sel. list downward
Str. List Page Up   -       Page Sidebar Str. Sel. list upward 
Str. List Page Dn   -       Page Sidebar Str. Sel. list downward
Unit List Up        Num 9   Scroll Sidebar Unit Sel. list upward
Unit List Down      Num 3   Scroll Sidebar Unit Sel. list downward
Unit List Page Up   -       Page Sidebar Unit Sel. list upward
Unit List Page Dn   -       Page Sidebar Unit Sel. list downward
Set Bookmark 1      Ctrl-F1 Set view Bookmark map position 1
Set Bookmark 2      Ctrl-F2 Set view Bookmark map position 2
Set Bookmark 3      Ctrl-F3 Set view Bookmark map position 3
Set Bookmark 4      Ctrl-F4 Set view Bookmark map position 4
View Bookmark 1     F1      View bookmarked map position 1
View Bookmark 2     F2      View bookmarked map position 2
View Bookmark 3     F3      View bookmarked map position 3
View Bookmark 4     F4      View bookmarked map position 4
Jump to Map Edge    Ctrl-Arrow keys
                            Jump to the edges of map for 
                            corresponding arrow keys ****

(*) Before version 1.004, Space Bar only center the Tactical View
to the last Radar Event.
(**) Before version 1.004, there is no default Hotkeys for Page User.
(***) The "Q" & "W" keys that select Tab Buttons grab a 
completed building for the cursor.  Pressing again places that 
building. (Version 1.004 above)
(****) Only in version 1.004

Category: Selection 

                    Keys    Description
--------------------------------------------------------------------
Center Base         H       Center the view about the player's base
Center View         Num 5   Center the view about the selected 
                            object(s)
Combatant Select    P       Select all military units *
Health Navigation   U       Navigates across the last selection by
                            health level**
Next Object         N       Select the next object
Previous Object     M       Select the previous object
Type Select         T       Select units by type *
Veterancy Nav.      Y       Navigates across the last selection by
                            Veterancy level***

(*) - This shortcut key selects units across SCREEN, if it is pressed
      again, it selects units across MAP.
      If all units selected are on screen, it automatically select
      units across MAP.
(**)- This shorcut key shows all units in selected units that in 
      CRITICAL condition (red health bar), then if pressed again 
      shows all units that in HEAVILY DAMAGED condition (yellow 
      health bar), then if pressed again shows all unit that in 
      HEALTHY condition. If pressed again, it loops back to show
      all units in CRITICAL condition. It also shows the information
      on how many units in that condition and how many Cost value
      of all those units.
(***) - This shortcut key shows all units in the selected units that 
        are in Elite level, then if pressed again shows all units
        that are in Veteran level, then if pressed again shows all
        units that are in Green status (Normal level). If pressed
        again its loops back to show all units in Elite level.
        It also shows the information on how many units in that
        veterancy level and how many Cost value of all those units.

Category: Taunt (Multiplayer only)

           Keys    Description
--------------------------------------------------------------------
Taunt 1    F5      Send taunt message: "Need money"
Taunt 2    F6      Send taunt message: "Ready to Attack now"
Taunt 3    F7      Send taunt message: "Help me" 
Taunt 4    F8      Send taunt message: "Please distract enemy"
Taunt 5    F9      Send taunt message: "Surrender Now!"
Taunt 6    F10     Send taunt message: "Ha ha ha"
Taunt 7    F11     Send taunt message: "You coward"
Taunt 8    F12     Send taunt message: "Victory!!"

Notes:
- Taunt is different for each country.

Category: Team

                      Keys        Description
--------------------------------------------------------------------
Create Team 1-10      Ctrl #     Create team # for the selected units
Select Team 1-10      #          Select team #
Add Select Team 1-10  Shift #    Add selected units to team #
Center Team 1-10      Alt #      Center and center view for team #

Notes:
- # can be any number between 0 and 9
- After patches 1.002, Center team can also be done by pressing # for
  the second time after the team is selected

3) Mind Control
- Units that have mind control ability can target any enemy or
  neutral unit and control its movement and action. In other
  words that unit will become your own unit. But you can only
  mind control one unit for each unit that has mind control 
  ability.
- There are four units that can mind control an enemy unit.
  They are Yuri, Psi-Corp Infantry, Psi Commando, and Yuri Prime.
  Psi-Corp Infantry only appear in campaign mode, and it has the
  same statistics with Yuri's.
- If you control a transport, all units in the transport will
  NOT be mind controlled, so if you deploy the transport, all
  of the units inside go out and are still owned by enemy.
- Units that are mind controlling and a mind controlled unit can't 
  enter any transport (Amphibious Transport, Nighthawk, Flak Track, 
  and IFV).
- To release a mind controlled unit, you can kill the unit that
  mind control it.
- To change mind control unit, just target another unit.
  Example: If a Yuri is mind controlling a GI and you want him to 
  mind control a Grizzly Tank, just simply ask him to target the 
  Grizzly Tank.
- To release a mind controlled unit, use Force Attack (Ctrl-
  Left Click) to any empty terrain.
- You can't mind control a unit that is being mind controlled by
  other unit.
- You can't mind control a unit that is enveloped with
  invulnerability (Iron Curtain is activated on it).
- A mind controlled MCV can not build buildings.
- There also a few units that are IMMUNE to Mind Control: 
 
   Unit            Sides       Unit          Sides
   ----------------------------------------------------------
   Chrono Miner    Allies      War Miner     Soviet
   Attack Dog      Both        Terror Drone  Soviet
   Giant Squid     Soviet      Yuri          Soviet
   Psi Commando    Allies      Yuri Prime    Soviet
   Harrier         Allies      Black Eagle   Korea
   Kirov Airship   Soviet  Rocketeer    Allies
   Dolphin         Allies          (while flying)  

- You CAN actually mind control a Kirov.  However, it's not 
  exactly something that will happen often.  You have to have 
  a mind control unit near the factory that a Kirov is being 
  built at, without it already controlling someone.  
  When the Kirov finishes being built, it's initially "on the
  ground", and can be controlled.
  <Justin Mitchell>

4) Chronoshift
- Chronoshift can be used after you have built a Chronosphere.
- Chronoshift can teleport any unit in 3x3 Cells area to another
  location.
- Chronoshift can be cancelled any time as long as you don't
  specify the target location.
- You can teleport any unit to shrouded areas (Just be careful
  not teleport to water for your ground units).
- Any infantry or organic unit that is teleported will be killed
  instead of being teleported. They include: Most infantry unit, 
  Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator,
  Monkey, and Polar Bear.
- Chrono Legionnaires and Chrono Ivan can be Chronoshifted and 
  not killed by the process.
- You CAN teleport infantry only if it on a transport and you 
  teleport the transport.
- Invulnerable unit can't be Chronoshifted.
  Notes: This ONLY happen on some occassion and in older version.
- You can teleport enemy units or neutral units.
  Example: 
  * Teleport a group of enemy tanks to water to make them drowned.
  * Teleport a group of enemy ships to grund to make them destroyed.
  * Teleport a group of enemy infantry to kill them instantly.
  * Teleport a Dolphin, Giant Squid, or Attack Dog to kill them 
    instantly.
  * Teleport a group of landing Harriers and Black Eagle
    (in Airforce Command HQ) or Nighthawk to water to destroy them.
- Vehicles are not destroyed when teleported onto a building, they 
  are just placed around it. <Ian Tucker>

5) Invulnerability
- Invulnerability can be used after you have built an Iron Curtain.
- Invulnerability makes any unit in 3x3 Cells area invincible and can't
  be damaged in any way.
- Invulnerability durations: 750 frame delay.
- You can't make any infantry or any organic units Invulnerable.
- You can make Harriers, Black Eagles, and Nighthawks invulnerable,
  but not Kirov Airships. Those three must land first when they are
  cloaked with Invulnerability.
- If you make any transport invulnerable, units inside it are
  not invulnerable.
- Invulnerable Demolition Trucks can't be killed by the enemy. It will
  self-destruct on the target without anything can stop it.
- Invulnerabled building can be captured by engineer.
- Invulnerable units that have dynamite attached to it (by Crazy
  Ivan) can't be destroyed.
- V3 rocket launchers can be invulnerabled, but the rockets are not.
  The same rule applies for Dreadnought.
- Invulnerable unit can't be mind controlled.
- You can use Invulnerability to enemy or neutral units.
  Example:
  * Destroy any group of infantry by covering them with 
    invulnerability.
  * Destroy a Dolphin or Giant Squid by covering them with 
    invulnerability.
- If you put an invulnerabled unit in a transport, the invulnerability
  will not cease and expire after 750 frame delays.

6) Building
- Buildings in Red Alert 2 can only be placed near other buildings.
- Normally, buildings can be placed 2 cells adjacent to other
  building. The exception are:

  Buildings          Cells
  --------------------------
  Naval Shipyard     12
  Concrete Wall      8
  Sentry Gun         4
  Pillbox            4
  Patriot Missile    4

- All buildings need powers. Buildings that don't need power
  are: Construction Yard, Concrete Walls, and Pillbox.
  Allied power sources are the Power Plant. While Soviet power
  sources are Tesla Reactor and Nuclear Reactor.
- Buildings that can't work without power:
  Ore Purifier, Gap Generator, Iron Curtain, Weather Control Device,
  Chronosphere, Radar Facility, Psychic Sensors, Sattelite Uplink,
  Tesla Coil, Prism Tower, Patriot Missile, Grand Cannon, and
  Flak Cannon.
- When a building is destroyed it's cost is divided by a specific 
  number for each side, the result is the number of survivors.
  Allies: 500 (G.I.)
  Soviet: 250 (Conscripts)
  Example: Allied Chronosphere (Cost: 2500) that is destroyed will
  have 5 G.I. survivors (2500/500).

7) Veteran and Elite Units
- Unit can become veteran if it destroys/kills enemy units that
  have 3 times more 'points' than its value points. To become
  Elite it needs 6 times more 'points'  than its original value
  points. Buildings also have points.
  Points used here are the unit/building's costs.
  Example:
  Rhino Tank (Cost: 900) that destroys 1 Flak Cannon (Cost: 1000),
  1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and
  1 Conscript (Cost: 100) will be promoted to veteran.
  It happens because all unit values that it destroys:
   1000 + 500 + (600 x 2) + 100 = 2800
  are greater than 3 times of its original value:
   900 x 3 = 2700 < 2800
  Notes that, if it destroys EXACTLY 3 times of its original value
  it won't be promoted. It must be a little more that 3 times
  of its original value.
  To become elite, the Rhino Tank must again destroy 3 unit cost 
  that 3 times of its original value (2700) again.
  So a Veteran Rhino that destroys a War Factory (cost 2000) and
  a Service Depot (Cost: 800) will be promoted to Elite.
- Crushing an infantry also counts as killing them.
- Killing/Destroying a friendly units by Force Attack also counts
  killing them (but it has fewer points than enemy units).
  This is not recommended because it is too EXPENSIVE to
  make a unit a veteran. 
  NOTE: This can be only done in older versions.
- Veteran and Elite Units also give them these benefits:
  Veteran abilities: 
     Armor increased         : all units
     Speed increased         : all units
     ROF increased           : all units
     Weapon damage increased : all units
     Ability to Scatter      : Tanya and SEAL
  Elite abilities:
     Self heal               : all units (some units already
                               have them in normal level)
     HP/Strength increased   : all units
     ROF increased           : all units
     Weapon damage increased : all units
     New Elite Weapons       : most units (look in unit section
                               below for each unit Elite 
                               Weapon details)
  Note:
  'all units' means all units that can be promoted to veteran. 
  For info about veteran stats, please read more at section I.1.

8) Credits
- Harvesters (War Miner or Chrono Miner) automatically harvest 
  ores and minerals patches after you build an Ore Refinery.
  1 'bail' of Ores has a value of 25.
  1 'bail' of Minerals has a value of 50.
  1 Cell of ore/mineral patches can contain more than 1 bail
  (I don't know the exact number and it is hard to research).
  1 Chrono Miner can hold 20 bails at maximum.
  1 War Miner can hold 40 bails at maximum.
  Carried bails are showed in colored pip (small dot in Harvester
  that shows the color of its ores/minerals storage). 1 Pip
  is the same as 4 bails (in Chrono Miner) and 8 bails (in War Miner).
  In a Harvester, Ores are showed in yellow color, while 
  minerals are showed in blue color. 
  Example: If a War Miner carries 5 blue Pip (at max in this example,
  because 1 blue pip can contain 8 bails or less), it carries 2000
  credits (40 bails x 50 minerals value).
  For more information about 'Pip' itself, look in the other 
  section below also in this FAQ.
- You can also get credits by sell a building. Selling a building
  costs half of its original value.
  Selling a building can give you some extra infantry that
  come out from the building (GI and Conscripts), but it
  depends on the building cost and type.
  Selling Construction Yard also gives you an Engineer.
- You can also sell unit (ground vehicles only, including 
  Nighthawks). It costs half of its original value.
  To sell a unit, move it to Service Depot. Move cursor to
  the unit until it shows GREEN dollar sign, then click to 
  sell it.
  Warning, if you sell any transport the unit inside it
  will also be sold but without credits (only the transport worth
  the credits).
- Concrete Walls and all Tech Buildings (even you have captured
  them) can't be sold.
- Tech Oil Derricks give you small credits (20 credits) every
  time, and give 1000 credits for the first time you capture them.

9) Weather Storm
- Number of seconds between announcement of strike and its 
  commencement: 16.666
- Damage done by lightning strike: 250
- Default storm duration is overriden by the trigger 
  control: 28 seconds.
- How often the direct target gets hit: 10 seconds.
- Delay between random bolts: 0.9333 seconds
- How far away random bolts can go: 10 cells
- City-block distance in cells between clouds/bolts: 3
Note: Thanks to Alien Overmind <alien_overmind@yahoo.com> for 
      all of these info on Weather Storm.

10) Crates
When any units take a crate, it can do one of the following:
- Promote a group of units to Veteran status (3x3 cells)
- Increase speed (Speed multiplied by 1.2)
- Increase armor (Armor multiplied by 1.5)
- Increase firepower (Firepower multiplied by 2)
- Add cash (Credits increased by 2000)
- Reveal all map shrouds
- Give free vehicles unit (almost any unit except Naval)
- Heal all units and buildings

Crates Powerup Probability to appear in a crate:

Powerup Type        Probability in Percentage
---------------------------------------------
Promotion           20
Speed               10
Armor               10
Firepower           10
Cash                20
Reveal Map          10
Free Vehicles       20
Heal                10

- All units can only get once (crate): increase firepower, 
  increase armor and increase speed (this is meant for 
  the "random" crates in multiplayer), in solo player 
  there are often crates with firepower or something 
  else.. these can of course all be collected by the same unit.
  Note: Thanks to Hecht for this info.

**************
II - The Units
**************

1) Allied Infantry
------------------
1.1) GI
Country      : Allies
Prerequisite : Barracks
Cost         : 200         TechLevel : 1
Weapons      : M60 Heavy Machine Gun (Deployed)
               Parabellum Pistol (Undeployed)
Speed        : 4           Sight     : 5
HP           : 125         Armor     : none

Weapon Notes:
* Undeployed
  Damage: 15   Range: 4   ROF: 20
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
  Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.
  * Elite Weapon: Damage: 25   Range: 4  ROF: 20
* Deployed 
  Damage: 15   Range: 5   ROF: 15
  Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
  Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
  Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon: Damage: 25   Range: 7  ROF: 5

Notes:
- Can occupy civilian buildings (if GIs occupy a civilian building, 
  they can attack from that building by using the 'deployed' weapon). 
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- GI cannot damage concrete walls and cannot fire pass through 
  concrete walls.
- IFV Mode: 2

1.2) Engineer
Country      : Allies
Prerequisite : Barrack
Cost         : 500         TechLevel : 1
Weapons      : Bomb Defuse Kit
Speed        : 4           Sight     : 4
HP           : 75          Armor     : none

Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged buildings, including civilian buildings.
- Can repair damaged bridges by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can disabled bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means. 
- When in Guard Mode, increase scan range (for detecting bomb and 
  repair building) by 5.
- IFV Mode: 1

1.3) Attack Dog
Country      : Allies
Prerequisite : Barrack
Cost         : 200         TechLevel : 2
Weapons      : Teeth
Speed        : 8           Sight     : 9
HP           : 100         Armor     : none

Weapon Notes:
  Damage: 30   Range: 1.5   ROF: 30
  Though the dogs have only 30 damage, they always kill any infantry or 
  other dog (even they have HP more than 30).  
  The range only shows when the dog 'jumps' to attack the target.

Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and 
  other infantry) by 5.
- Can only target infantry, dog, cow, alligator, monkey, and polar 
  bear.  
- Can detect spies in sight range.
- Can't be veteran or elite by normal means. 
- Immune to Mind control.
- Immune to Psychic Wave.

1.4) Rocketeer
Country      : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost         : 600         TechLevel : 3
Weapons      : 20mm Mini Machine-gun
Speed        : 9           Sight     : 8
HP           : 125         Armor     : none

Weapon Notes:
  Damage: 25   Range: 5   ROF: 30
  Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
  Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
  Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon: Damage: 25   Range: 5  ROF: 5

Notes:
- Always fly and never land. (Except in Campaign mode where they are
  in ground first)
- Rocketeer can't damage concrete wall.

1.5) Spy
Country      : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost         : 1000        TechLevel : 5
Weapons      : Make-up Kit
Speed        : 4           Sight     : 9
HP           : 100         Armor     : Flak

Notes:
- Target any enemy infantry unit, dog, cow, alligator, or monkey
  to disguise like it. 
- Spy, by default, disguises like your own basic infantry (GI for
  Allies, or Conscripts for Soviet).
- Can disguise as ANY biological unit, friends or foes.
- Can disguise as animal or neutral biological units (like cow and dog).
- If Spy targets another spy that has disguised, he will disguise
  like that disguised form (not the spy). For example, spy A has
  disguised as a cow, and spy B has just been created. If you order
  spy B to disguise as spy A (force attack spy A), spy B will camouflage
  himself as a cow.
- If disguised, can still be seen in radar, and also detected by dog
  and Yuri (including Yuri Prime and Psi Commando).
- If disguised, any enemy unit doesn't automatically attack it (except
  dog and Yuri), but it can be attacked (target cursor shows him as 
  enemy).
- Can enter these buildings:
  + Barracks: Make most infantry that you train become veteran.
  + War Factory: Make most vehicles that you train become veteran.
  + Radar/AA HQ: Resets the enemy's shrouds.
  + Ore Refinery: Steal half of their money.
  + Power Plant/Tesla Reactor: Shut down the power for more than 1 
    minute. (1000 frame delay)
  + Allied/Soviet Battle Lab: Can make a special infantry (Chrono 
    Commando, Psi Commando, Yuri Prime, or Chrono Ivan)
  + Chronosphere, Iron Curtain, Nuclear Silo, or Weather Control: 
    Resets the super weapon countdown.
- Can't be veteran or elite by normal means. 
- IFV Mode: 2

1.6) SEAL
Country      : Allies
Prerequisite : Barrack, Airforce Command HQ
Cost         : 1000        TechLevel : -
Weapons      : MP5 Machine Gun
               C4 Charges
Speed        : 5           Sight     : 8
HP           : 125         Armor     : Flak

Weapon Notes:
* MP5 Machine Gun
  Damage: 125   Range: 6   ROF: 10
  Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
  Damage vs. Vehicle's Armor : All (1%) 
  Damage vs. Building's Armor: All (1%)
  Damage vs. Terror Drone    : 1%
  Prone Infantry still receives all damage.
  SEAL doesn't target any vehicle or building automatically, so order
  him to attack those targets manually.
* C4 Charges
  Damage: 5000   Range: 1.5   ROF: 10

Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Can only be trained in Campaign mode.
- IFV Mode: 4

1.7) Tanya
Country      : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost         : 1000        TechLevel : 9
Weapons      : Dual Pistols
               C4 Charges
Speed        : 5           Sight     : 8
HP           : 125         Armor     : Flak

Weapon Notes:
* Dual Pistols
  Damage: 125   Range: 6   ROF: 10
  Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
  Damage vs. Vehicle's Armor : All (1%) 
  Damage vs. Building's Armor: All (1%)
  Damage vs. Terror Drone    : 1%
  Prone Infantry still receives FULL damage.
  * Elite Weapon: Damage: 125   Range: 8  ROF: 10
  Tanya doesn't target any vehicle or building automatically, order
  her to attack those targets manually.
* C4 Charges
  Damage: 5000   Range: 1.5   ROF: 10

Notes:
- Can swim and attack from water.
- Can destroy any buildings or ships by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Can't be trained in Campaign mode.
- IFV Mode: 4

1.8) Chrono Legionnaire
Country      : Allies
Prerequisite : Barrack, Allied Battle Lab
Cost         : 1500        TechLevel : 10
Weapons      : Neutron Riffle
Speed        : Instant     Sight     : 8
HP           : 125         Armor     : None

Weapon Notes:
  Damage: 8   Range: 5   ROF: 120
  Neutron Rifle doesn't have damage reduction to ANY armor,
  so they always hit at full damage.
  They damage the enemy (Temporary damage and not shown) by 8 or 
  (more if Veteran or Elite) continously. If the damage reaches 
  target's maximum HP, target is "removed". If the process is 
  cancelled (the Chrono Legionnaire is killed), the temporary 
  damage resets to 0.
  * Elite Weapon: Damage: 16   Range: 5  ROF: 120

Notes:
- They move by teleporting to target location instantly, but the
  longer the distance, the longer they are "ready" in target 
  location (very vulnerable).
- They enter IFV and any transport by teleporting (instantaneous).
- They have special weapons that can remove any unit/building. The
  stronger the enemy the longer they "remove" it. Killing him while 
  he is targeting will release the unit/building.
  Moving him or making him select another target will also release 
  the unit/building.
- Any enemy unit's or building's targeted by them can't be targeted
  by other unit except by other Chrono Legionnaire. Also their
  target can't move, attack, or do anything while still in the
  phase time.
- They cannot damage Concrete war nor attack pass through 
  Concrete Wall.
- Cannot be crushed by vehicles.
- Tip: Send an IFV to the vicinity of enemy base. Then send your
  Chrono Legionnaire in it. Acting this way will enable the Chrono
  Legionnaire to attack without "unwarping". However, if you unboard
  him soon after he teleports to the IFV, he will "unwarp".
- IFV Mode: 10

1.9) Sniper
Country      : Great Britain
Prerequisite : Barrack, Airforce Command HQ
Cost         : 600                TechLevel : 1
Weapons      : AWP
Speed        : 4                  Sight     : 8
HP           : 125                Armor     : None

Weapon Notes:
  Damage: 125   Range: 14   ROF: 150
  Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
  Damage vs. Vehicle's Armor : All (1%) 
  Damage vs. Building's Armor: All (1%)
  Damage vs. Terror Drone    : 1%
  Prone Infantry still receives FULL damage.
  * Elite Weapon: Damage: 125   Range: 14  ROF: 60
  Sniper doesn't target any vehicle or building automatically, order
  him to attack those targets manually.

Notes:
- When Attack, the shrouds on Sniper don't reveal like other 
  normal units. (So Sniper hiding in shrouds can kill other infantry 
  without being seen)
- IFV Mode: 5

1.10) American Airborne Paratroopers 
Country      : America
Cost         : 0
Prerequisite : Airforce Command HQ

Notes:
- American Airborne Paratroopers drop 8 GIs.
- The statistics for Paratroopers are the same as Allied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will 
  become veteran.
- America can have BOTH of American Airborne and Allied Paradrop.
- Paratrooper can't land in the water. If you target them to water, 
  they automatically land in the nearest land.

1.11) Allied Paradrop
Country      : Allies
Cost         : 0
Prerequisite : Airport (Tech Building Captured)

Notes:
- Paradrop drops 6 GIs.
- The statistics for Paradrop are same as Allied GI
- If your spy has infiltrated enemy's barrack, your paratrooper will 
  become veteran.
- America can have BOTH of American Airborne and Allied Paradrop.
- Paradrop can't land in the water. If you target them to water, 
  they automatically land in the nearest land.

1.12) Chrono Commando
Country      : Allies
Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
Cost         : 2000        TechLevel : 9
Weapons      : Chrono MP5 Machine Gun
               C4 Charges
Speed        : Instant     Sight     : 8
HP           : 100         Armor     : None

Weapon Notes:
* Chrono MP5
  Damage: 125    Range: 6     ROF: 10
  Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%)
  Damage vs. Vehicle's Armor : All (1%) 
  Damage vs. Building's Armor: Use other weapons (C4)
  Damage vs. Terror Drone    : 75%
  Prone Infantry still receives FULL damage.
* C4 Charges
  Damage: 5000   Range: 1.5   ROF: 10
  Destroy any targetted building instantly after he finishes
  "unwarping".

Notes:
- They move by teleporting to target location instantly, but the
  longer the distance, the longer they are "ready" in target (very 
  vulnerable).
- Can target building and destroyed it (using C4), but still needs
  "unwarp" before destroying the building.
- Can't enter water like SEAL and Tanya.
- They enter IFV and any transport by teleporting (instantaneous).
- Cannot be crushed by vehicles.
- Tip: Send an IFV to the vicinity of enemy base. Then send your
  Chrono Commando in it. Acting this way will enable the Chrono
  Commando to attack without "unwarping". However, if you unboard
  him soon after he teleports to the IFV, he will "unwarp".
- IFV Mode: 4

1.13) Psi Commando
Country      : Allies
Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
Cost         : 1000        TechLevel : 9
Weapons      : Mind Control
               C4 Charges
Speed        : 5           Sight     : 8
HP           : 100         Armor     : None

Weapon Notes:
* Mind Control
  Damage: -    Range: 7     ROF: 200
  * Elite Weapon: Damage: -    Range: 14     ROF: 200
  
Notes:
- Mind Control can target most unit to become your unit. Mind Control
  can only target 1 unit. If you choose to control other unit, the 
  control of previous unit will be lost. 
  Controlled unit can be freed by kill the mind controller.
- Mind Control can't target buildings and some units immune to it.
- To release Mind Control on a target, just select another target, or  
  use Force Attack (Ctrl-Left Click) to empty area.
- Can destroy any building by using C4.
- Can destroy bridge by entering Bridge Repair Hut.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Cannot be crushed by vehicles.
- IFV Mode: 4

2) Soviet Infantry
------------------
2.1) Conscripts
Country      : Soviet
Prerequisite : Barrack
Cost         : 100         TechLevel : 1
Weapons      : M1 Carbine
Speed        : 4           Sight     : 5
HP           : 125         Armor     : Flak

Weapon Notes:
  Damage: 15   Range: 4   ROF: 25
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
  Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.
  * Elite Weapon: Damage: 20   Range: 5  ROF: 25

Notes:
- Can occupy civilian buildings. 
- Can be dropped by plane if you have Paradrop/Airport Tech Building.
- Conscripts cannot damage concrete walls and cannot fire pass 
  through Concrete wall.
- IFV Mode: 2

2.2) Engineer
Country      : Soviet
Prerequisite : Barrack
Cost         : 500         TechLevel : 1
Weapons      : Bomb Defuse Kit
Speed        : 4           Sight     : 4
HP           : 75          Armor     : none

Notes:
- Can capture enemy buildings or tech buildings.
- Can repair damaged Buildings, including civilian buildings.
- Can repair damaged bridge by entering Bridge Repair Hut.
- Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
- Can disabled bomb planted by Crazy Ivan but not automatically.
- Can't be veteran or elite by normal means. 
- When in Guard Mode, increase scan range (for detecting bomb and 
  repair building) by 5.
- IFV Mode: 1

2.3) Attack Dog
Country      : Soviet
Prerequisite : Barrack
Cost         : 200         TechLevel : 2
Weapons      : Teeth
Speed        : 8           Sight     : 9
HP           : 100         Armor     : none

Weapon Notes:
  Damage: 30   Range: 1.5   ROF: 30
  Even the dogs have only 30 damage, but they always kill any infantry or 
  other dog (even they have HP more than 30).  
  The range only shows when the dog 'jumps' to attack the target.

Notes:
- Always in Guard Mode (chase any enemy's infantry/dog in sight range)
- When in Guard Mode, increase scan range (detecting spies and 
  other infantry) by 5.
- Can only target infantry or other dog.  
- Can detect spies in sight range.
- Can't be veteran or elite by normal means. 
- Immune to Mind control.
- Immune to Psychic Wave.

2.4) Flak Trooper
Country      : Soviet
Prerequisite : Barrack, Radar
Cost         : 300         TechLevel : 1
Weapons      : Flak Gun
               Flak Anti-Air Gun
Speed        : 4           Sight     : 5
HP           : 100         Armor     : none

Weapon Notes:
* Anti-Air Flak Gun
  Damage: 20   Range: 8   ROF: 25
  Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
  Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%)
  Damage vs. Building        : There are no flying building
  * Elite Weapon: Damage: 20    Range: 8   ROF: 25
                  Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
  Damage: 20   Range: 5   ROF: 20
  Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
  Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy (10%)
  Damage vs. Building's Armor: Wood (30%), Steel (20%), Concrete (10%)
  Damage vs. Terror Drone    : 100%
  * Elite Weapon: Damage: 20   Range: 5   ROF: 20
                  Fire 2 times in rapid succession.
* Both
  Flak Trooper's Weapon is inaccurate and slow, but the bullet
  explodes and any unit/building in the area (1 Cell nearby) will be 
  damaged (Of course the units near the center of explosion receive 
  more damage than the unit far from the center).

Notes:
- Flak Troopers can attack ground but they are more useful for Anti-
  Air units.
- IFV Mode: 3

2.5) Tesla Trooper
Country      : Soviet
Prerequisite : Barrack
Cost         : 500         TechLevel : 5
Weapons      : Electric Bolt
Speed        : 4           Sight     : 6
HP           : 130         Armor     : Plate

Weapon Notes:
* Electric Bolt
  Damage: 50   Range: 3   ROF: 60
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(85%), Medium (100%), Heavy(100%)
  Damage vs. Building's Armor: All (50%)
  Damage vs. Terror Drone    : 200%
  * Elite Weapon: Damage: 50   Range: 5   ROF: 40
                  Can damage 2 other targets that are near the 
                  primary target (Ignore any Concrete Walls for 2 
                  other targets).
* Assault Bolt (only when near Tesla Coil)
  Range: 1.83  ROF: 25
  This is the Tesla Troopers charge when near Tesla Coil. 
  Charging means increasing Tesla Coil range and damage.
  Charging an unpowered Tesla Coil means to give the Tesla Coil 
  power to work (needs at least 2 Tesla Troopers charging).
  1 Tesla Trooper charging to a powered Tesla Coil can make
  the Tesla Coil overpowered.  While unpowered Tesla Coil (your
  power gauge is red) needs at least 3 Tesla Trooper to 
  overpowered it (look in Tesla Coil section below for more
  description).

Notes:
- When near Tesla Coil, Tesla Trooper can charge the Tesla Coil to
  increase range, damage, and fire speed (reduce ROF) of the Tesla
  Coil. They still can attack (and release the charges on Tesla
  Coil) enemy unit that moves near them.
- Tesla Trooper can't be crushed by Vehicles.
- Can't damage Concrete Wall and attack pass through Concrete Walls.
  It can attack pass Concrete Wall only when in Elite status.
  (Thanks to Blossom Storm for remind me about this).
- IFV Mode: 6

2.6) Crazy Ivan
Country      : Soviet
Prerequisite : Barrack, Radar
Cost         : 600         TechLevel : 5
Weapons      : Ivan Dynamites
Speed        : 4           Sight     : 6
HP           : 125         Armor     : None

Weapon Notes:
* Ivan Dynamites
  Damage: 400   Range: 1.5   ROF: 50
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
  Range in here means the distance a Crazy Ivan must take to plant
  the bomb.
  The Time for Bomb to Explode is about 450 frame delay (30 seconds). 
  * Elite Weapon: Damage: 600

Notes:
- Can plant bomb into any unit or buildings (friend or foe). When
  planted, the bomb timer in the unit will countdown. If the timer 
  reaches zero, the planted unit will be damaged (or destroyed) and 
  also the explosion will damage the nearby area.
- Can't be veteran or elite by normal means. 
- Crazy Ivan can also plant bomb on enemy's aircrafts (Harrier, 
  Black Eagle, and Nighthawk) when they are on land.
- Units with bomb planted on them that enter a transport won't
  explode in transport when the bomb timer expires. But, they will 
  explode immediately when they go out from transport (if the bomb
  timer expires inside tranport). They don't explode when the 
  transport destroyed. The more the units with planted bomb in
  the transport, the explosion will do more damage.
  Considering its speed and its transport capacity, Flak Track is
  recommended, and units onboard are Conscripts because of their
  low costs.
- Explodes when killed.
- Can't install bomb on a naval unit (except amphibious transport).
- IFV Mode: 7

2.7) Yuri
Country      : Soviet
Prerequisite : Barrack, Soviet Battle Lab
Cost         : 1200        TechLevel : 10
Weapons      : Mind Control
               Psychic Wave
Speed        : 4           Sight     : 12
HP           : 100         Armor     : None

Weapon Notes:
* Mind Control
  Damage: -    Range: 7     ROF: 200
  * Elite Weapon: Damage: -    Range: 14     ROF: 200
* Psychic Wave
  Damage: 250  Range: 3 Cells   ROF: 50
  Undeploy Delay: 150

Notes:
- Mind Control can target most units to become your unit. Mind Control
  can only target 1 unit. If you choose to control other unit, the 
  control of previous unit will be lost. 
  Controlled unit can be freed by kill the mind controller.
- Mind Control can't target buildings and units immune to it.
- To release Mind Control on a target, just select another target, or  
  use Force Attack (Ctrl-Left Click) to empty area.
- When deployed, Yuri casts Psychic Wave and kills any infantry nearby
  (including your own units). Yuri must rest for a while after that 
  before he can move or do anything.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- IFV Mode: 8

2.8) Desolator
Country      : Iraq
Prerequisite : Barrack, Radar
Cost         : 600        TechLevel  : 8
Weapons      : Radiation beam gun
               Radiation eruption gun
Speed        : 4           Sight     : 6
HP           : 150         Armor     : Plate

Weapon Notes:
* Radiation Beam Gun
  Damage: 125    Range: 6     ROF: 50
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
  Damage vs. Building's Armor: Can't Attack Building.
  * Elite Weapon: Damage: 200    Range: 8     ROF: 50 
* Radiation Eruption Gun
  Range: 10 Cells       ROF: 60
  Radiation Level: 500  
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(20%), Medium(10%), Heavy(10%)
  Damage vs. Building's Armor: Can't Attack Building.

Notes:
- When Deployed, he creates an area of radiation that damages all
  units on it (except Terror Drones, Chrono Miner, War Miner, 
  and Desolators). 
  Radiation remains as long as the Desolator is still deployed.
- Cannot be crushed by vehicles.
- Desolators use Radiation weapons, so they can't damage any unit 
  immune to it.
- Immune to Radiation.
- Self Regeneration.
- IFV Mode: 9

2.9) Terrorist
Country      : Cuba  
Prerequisite : Barrack, Radar
Cost         : 200         TechLevel  : 5
Weapons      : Terror Bomb
Speed        : 6           Sight     : 9
HP           : 75          Armor     : Flak

Weapon Notes:
  Damage: 225    Range: 1.5  ROF: 10
  Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
  Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
  Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
  Damage vs. Terror Drone    : 100%
  Terrorist attacks with suicide bomb.
  Area near explosion (2 Cells) is also damaged.

Notes:
- Can't be veteran or elite by normal means. 
- Explodes with Terror Bomb when killed.
- Before version 1.004, Terrorist HP was only 50.
- IFV Mode: 11

2.10) Soviet Paratroopers
Country      : Soviet
Cost         : 0
Prerequisite : Airport (Tech Building Captured)

Notes:
- Paratroopers drop 9 Conscripts.
- The statistics for Paratroopers are the same as Soviet's Conscripts.
- If your spy has infiltrated enemy's barrack, your paratrooper will 
  become veteran.
- Paratrooper can't land in the water. If you target them to water, 
  they automatically land in the nearest land.

2.11) Yuri Prime
Country      : Soviet
Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
Cost         : 2000        TechLevel : 10
Weapons      : Mind Control
               Psychic Wave
Speed        : 6           Sight     : 8
HP           : 200         Armor     : None

Weapon Notes:
* Super Mind Control
  Damage: -    Range: 30     ROF: 200
* Psychic Wave
  Damage: 250  Range: 3 Cells   ROF: 50
  Undeploy Delay: 75

Notes:
- Mind Control can target most unit to become your unit. Mind Control
  can only target 1 unit. If you choose to control other unit, the 
  control of previous unit will lost. 
  Controlled unit can be freed by kill the mind controller.
- Mind Control can't target buildings and units immune to it.
- When deployed, Yuri Prime casts Psychic Wave and kills any infantry
  nearby (including your own units). Yuri Prime must rest for a while
  after that before he can move or do anything.
- To release Mind Control on a target, just select another target,
  or  use Force Attack (Ctrl-Left Click) to empty area.
- Immune to Mind Control.
- Immune to Psychic Wave.
- Can detect spies.
- Cannot be crushed by vehicles.
- Can only train 1 Yuri Prime.
  Trick: Before training a Yuri Prime, build a cloning vats first 
  and you'll have 2 Yuri Primes.
- IFV Mode: 8

2.12) Chrono Ivan
Country      : Soviet
Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
Cost         : 1000        TechLevel : 9
Weapons      : Ivan Dynamites
Speed        : Instant     Sight     : 8
HP           : 100         Armor     : None

Weapon Notes:
* Ivan Dynamites
  Damage: 400   Range: 1.5   ROF: 50
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
  Range in here means the distance a Chrono Ivan must take to plant
  the bomb.
  The Time for Bomb to Explode is about 450 frame delay. 
  * Elite Weapon: Damage: 600

Notes:
- They move by teleporting to target location instantly, but the
  longer the distance, the longer they are "ready" in target (very 
  vulnerable).
- They enter IFV and any transport by teleporting (instantaneous).
- Can plant bomb into any unit or buildings (friend or foe). When
  planted, the bomb timer in the unit will countdown. If the timer 
  reaches zero, the planted unit will be damaged (or destroyed) and 
  also the explosion will damage the nearby area.
- Can't be veteran or elite by normal means. 
- Explodes when killed.
- Cannot be crushed by vehicles.
- IFV Mode: 7

3) Allied Vehicle and Aircraft
------------------------------
3.1) Chrono Miner
Country      : Allies
Prerequisite : War Factory, Ore Refinery
Cost         : 1400        TechLevel : 1
Weapons      : None
Speed        : 4           Sight     : 4
HP           : 1000        Armor     : Medium

Notes:
- Allied Harvester automatically searches ore to harvest when built.
  Use teleportation when unloading to Ore Refinery. If the Refinery
  is occupied (there is another harvester), it moves normally.
  So, if it is attacked by enemy and you have nothing to protect it,
  order it to return and you can save one harvester.
- Self Healing.
- Immune to Radiation and Mind Control.
- When a Terror Drone attaches its body, and it teleports back, the 
  Terror Drone is left behind.
- Can't be veteran or elite by normal means.

3.2) Grizzly Battle Tank
Country      : Allies
Prerequisite : War Factory
Cost         : 700         TechLevel : 2
Weapons      : 105mm Cannon
Speed        : 7           Sight     : 8
HP           : 300         Armor     : Heavy

Weapon Notes:
  Damage: 65    Range: 5     ROF: 60
  Damage vs. Infantry's Armor: All (25%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon:   Damage: 55    Range: 5     ROF: 75
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.

Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.

3.3) IFV
Country      : Allies
Prerequisite : War Factory
Cost         : 600         TechLevel : 3
Weapons      : Hover Missiles
               (Changes depending on boarding infantry)
Speed        : 10          Sight     : 8
HP           : 200         Armor     : Light

Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
  Damage: 25    Range: 6     ROF: 50
  Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
  Damage vs. Terror Drone    : 80%
  Prone Infantry reduces the damage to 70%.
  Fire 2 times in rapid succession.
  Can pass through Concrete Wall, ignore land elevations and cliffs.
  Can damage land eleveation (make holes) at 10% chance.
  Can destroy Ore patches.
  * Elite Weapon: Damage: 80    Range: 6     ROF: 50
                  Fire 4 times in rapid succession.
* Repair Bullets
  Repair: 50    Range: 1.8     ROF: 80
  Can repair Vehicles, but not Infantry.
  Can remove Terror Drones attached in Vehicles (Only need 1 Repair 
  'Tick').
  Automatically repair nearby units when in Guard Mode.
* M60 Machine Gun
  Damage: 15    Range: 6     ROF: 20
  Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
  Damage vs. Building's Armor: Wood (75%), Steel(50%), Concrete(25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 50%.
  Cannot damage Concrete Walls or attack pass through Concrete Walls.
* Flak Gun (Anti-Surface only)
  Damage: 30    Range: 7     ROF: 15
  Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
  Damage vs. Vehicle's Armor : Light(60%), Medium(10%), Heavy(10%)
  Damage vs. Building's Armor: Wood (30%), Steel(20%), Concrete(10%)
  Damage vs. Terror Drone    : 100%
  Cannot damage Concrete Walls or attack pass through Concrete Walls.
  Damage unit in nearby area (1 Cell nearby).
* MP5 Machine Gun
  Damage: 125    Range: 6     ROF: 20
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (2%)
  Damage vs. Building's Armor: All (2%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry still receives FULL damage.
  Cannot damage Concrete Walls or attack pass through Concrete Walls.
* AWP
  Damage: 125    Range: 14     ROF: 60
  Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
  Damage vs. Vehicle's Armor : All (1%)
  Damage vs. Building's Armor: All (1%)
  Prone Infantry still receives FULL damage.
  Sniper IFV doesn't target any vehicle or building automatically. 
  Order it to target vehicles and buildings manually.
* Electric Bolt
  Damage: 60    Range: 6     ROF: 45
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: All (50%)
  Damage vs. Terror Drone    : 200%
  Can't damage Concrete Wall and attack pass through Concrete Walls.
  Before version 1.004, Electric Bolt's ROF was 30.
* Small Nuclear Bomb
  Damage: 200   Range: 5 Cells    ROF: 80
  Radiation: 500
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
  Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(20%)
  Damage vs. Terror Drone    : 100%
  IFVs attacking with Nuclear Bomb is also destroyed (suicide attack).
  Before version 1.004, Damage was 600.
* Psychic Wave
  Range: 1      ROF: 10
  Kill all infantry that in radius of 3 Cells after reaching first
  target (must near first target before releasing Psychic Wave).
  While in this attack mode, an area of Psychic Wave appears near 
  IFV and only stops after IFV moves (the effect is disappearing 
  after a moment).
* Radiation Beam Gun
  Damage: 175    Range: 7     ROF: 30
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
  Damage vs. Building's Armor: Can't damage building
  This is a radiation weapon, so can't damage any unit that is immune
  to Radiation.
* Neutron Rifle
  Damage: 10   Range: 6   ROF: 120
  Neutron Rifle doesn't have damage reduction to ANY armor,
  so they always hit at full damage.
  They damage the enemy (Temporary damage and not shown) by 5 or 
  (more if Veteran or Elite) continously. If the damage reaches 
  target's maximum HP, target is "removed". If the process is 
  cancelled (the Chrono IFV is destroyed), the temporary damage 
  resets to 0.
  This IFV weapon has a little difference with Chrono Legionnaire
  weapons. It sometimes needs reloading and doesn't fire continously
  like Chrono Legionnaire.
  Version 1.004 above, Chrono Legionnaire's IFV destroy 
  units/buildings more slowly.
* Terror Bomb 
  Damage: 250    Range: 1.5  ROF: 10
  Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
  Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
  Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
  Damage vs. Terror Drone    : 100%
  IFVs attacking with this is also destroyed (suicide attack).
  Area near explosion (2 Cells) is also damaged.
 
Notes:
- IFV can changes modes depending on any infantry that boards it.
  It can only carry 1 infantry.
- IFV has 12 Modes:
  Mode  Infantry                      Weapon
  ------------------------------------------------------
  0     None                          Hover Missiles
  1     Engineer                      Repair Bullets
  2     GI, Conscripts, Spy           M60 Machine Gun
  3     Flak Trooper                  Flak Gun
  4     SEAL, Tanya, Psi Commando,    MP5 Machine Gun
        Chrono Commando
  5     Sniper                        AWP
  6     Tesla Trooper                 Electric Bolt
  7     Crazy Ivan, Chrono Ivan       Small Nuclear Bomb
  8     Yuri, Yuri Prime              Psychic Wave
  9     Desolators                    Radiation Beam Gun
  10    Chrono Legionnaire            Neutron Rifle
  11    Terrorist                     Terror Bomb

- For their specific notes, look in Weapon Notes above.
- Although many IFV weapons look the same with its passengers, 
  many of them have more range.
- Mind Controlled Units and mind controlling units that still have 
  mind control attached to a unit can't enter IFV.
- Attack Dog can enter IFV, but IFV Mode is still 0 (as like nothing
  in it).
- Can't unload if in service depot.
- Infantry entering IFV will not be promoted, but the IFV will.

3.4) Prism Tank
Country      : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost         : 1200        TechLevel : 8
Weapons      : Prism Cannon
Speed        : 4           Sight     : 8
HP           : 150         Armor     : Light

Weapon Notes:
* Prism Cannon
  Damage: 100    Range: 10     ROF: 100
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(50%), Heavy(50%)
  Damage vs. Building's Armor: All (200%)
  Damage vs. Terror Drone    : 100%
  Can attack pass through Concrete Wall but can't damage Walls.
  Can attack ignoring land elevation, but still obstructed by cliffs.
  When attacking, can "reflect" to at most 5 other objects (units, 
  buildings, tress, or other objects). 
  * Prism Reflection:   Damage: 30   Range: 3    ROF: 120
  * Elite Weapon:       Damage: 150  Range: 10    ROF: 100
  * Elite Prism Reflection:  Damage: 50   Range: 5    ROF: 100
    The Reflection of Elite weapons also CAN reflect again, with
    the same statistics as normal weapons (Damage: 30, Range: 3, 
    ROF: 120), but can only reflect 3 times.

3.5) Mirage Tank
Country      : Allies
Prerequisite : War Factory, Allied Battle Lab
Cost         : 1000        TechLevel : 9
Weapons      : Mirage Gun
Speed        : 7           Sight     : 9
HP           : 200         Armor     : Light

Weapon Notes:
  Damage: 100    Range: 7     ROF: 70
  Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate(80%)
  Damage vs. Vehicle's Armor : All(100%)
  Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(20%)
  * Elite Weapon: Damage: 150  Range: 9    ROF: 80

Notes:
- When not moving, Mirage Tank automatically disguises as a tree.
- When disguising, it can still attack the enemy.
- When attacking, the shroud on Mirage Tank doesn't reveal like
  other normal units. (So Mirage Tank hiding in shrouds can kill 
  other units without being seen)
- Can't destroy Concrete Wall nor attack pass through Concrete Walls.

3.6) Allied MCV
Country      : Allies
Prerequisite : War Factory, Service Depot
Cost         : 3000        TechLevel : 10
Weapons      : None
Speed        : 4           Sight     : 6
HP           : 1000        Armor     : Heavy

Notes:
- Can deploy into Allied Construction Yard.
- DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
  more information.

3.7) Tank Destroyer
Country      : Germany
Prerequisite : War Factory, Airforce Command HQ
Cost         : 900         TechLevel : 2
Weapons      : SABOT Shells
Speed        : 5           Sight     : 8
HP           : 400         Armor     : Heavy

Weapon Notes:
  Damage: 150    Range: 5     ROF: 70
  Damage vs. Infantry's Armor: All (2%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(40%), Heavy(100%)
  Damage vs. Building's Armor: All (2%)
  Damage vs. Terror Drone    : 2%
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon: Damage: 175  Range: 6.75    ROF: 60
    Damage vs. Infantry's Armor: All (2%)
    Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(100%)
    Damage vs. Building's Armor: All (2%)
    Damage vs. Terror Drone    : 100%
    Prone Infantry reduces the damage to 50%.

Notes:
- Can damage Concrete Walls, but can't attack pass Concrete Walls.
- Weapon affected by elevation and cliff.

3.8) Harrier
Country      : Allies      Type: Aircraft
Prerequisite : Airforce Command HQ
Cost         : 1200        TechLevel : 3
Weapons      : Maverick
Speed        : 14          Sight     : 8
HP           : 150         Armor     : Light

Weapon Notes:
  Damage: 150    Range: 6     ROF: 10
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(75%)
  Fire 2 times in rapid succession.
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon: Damage: 300  Range: 9     ROF: 10
                  Fire 4 times in rapid succession.

Notes:
- Harrier is automatically repaired in Airforce Command HQ.
- Harrier only has 1 ammo, and always reloadsin Airforce 
  Command HQ. If it damaged it will be repaired first before
  reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.

3.9) Black Eagle
Country      : Korea       Type: Aircraft
Prerequisite : Airforce Command HQ
Cost         : 1200        TechLevel : 3
Weapons      : Maverick2
Speed        : 14          Sight     : 8
HP           : 200         Armor     : Light

Weapon Notes:
  Damage: 200    Range: 6     ROF: 10
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
  Fire 2 times in rapid succession.
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon: Damage: 400  Range: 9     ROF: 10

Notes:
- Black Eagle is automatically repaired in Airforce Command HQ.
- Black Eagle only has 1 ammo, and always reloads in Airforce 
  Command HQ. If it is damaged it will be repaired first before 
  reloading Ammo.
- Can damage Concrete Walls.
- Immune to Mind Control.

3.10) Nighthawk
Country      : Allies      Type: Aircraft
Prerequisite : War Factory
Cost         : 1000        TechLevel : 7
Weapons      : Nighthawk Cannon
Speed        : 14          Sight     : 7
HP           : 175         Armor     : Light

Weapon Notes:
  Damage: 35    Range: 6     ROF: 40
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
  Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.
  * Elite Weapon: Damage: 40  Range: 6     ROF: 40
    Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate (70%)
    Damage vs. Vehicle's Armor : Light(70%), Medium(60%), Heavy(40%)
    Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
    Damage vs. Terror Drone    : 100%
    Prone Infantry reduces the damage to 50%.

Notes:
- Can transport up to 5 infantry.
- Invisible to enemy radar.
- Cannot damage concrete walls.
- Can only attack unit on surface while in flight.
- Can't unload if in service depot.

4) Soviet Vehicle and Aircraft
------------------------------
4.1) War Miner
Country      : Soviet
Prerequisite : War Factory, Ore Refinery
Cost         : 1400        TechLevel : 1
Weapons      : 20mm Machine Gun
Speed        : 4           Sight     : 4
HP           : 1000        Armor     : Medium

Weapon Notes:
  Damage: 30    Range: 5.5    ROF: 20
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
  Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon: Damage: 50  Range: 5.75     ROF: 50
    Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
    Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
    Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
    Damage vs. Terror Drone    : 80%
    Prone Infantry reduces the damage to 50%.
    Can damage concrete walls.

Notes:
- Self Healing.
- Immune to Radiation and Mind Control.
- Cannot damage concrete walls before reaching Elite level.
- Cannot attack pass concrete walls.
- Weapon affected by elevation and cliff.

4.2) Rhino Heavy Tank
Country      : Soviet
Prerequisite : War Factory
Cost         : 900         TechLevel : 2
Weapons      : 120mm Cannon
Speed        : 6           Sight     : 8
HP           : 400         Armor     : Heavy

Weapon Notes:
  Damage: 90    Range: 5.75    ROF: 65
  Damage vs. Infantry's Armor: All (25%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.
  * Elite Weapon:   Damage: 85    Range: 5     ROF: 80
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.
  Fire 2 times in rapid succession.

Notes:
- Can't attack pass Concrete Wall but can damage and destroy wall.
- Weapon affected by elevation and cliff.

4.3) Flak Track
Country      : Soviet
Prerequisite : War Factory
Cost         : 500         TechLevel : 3
Weapons      : Flak Track Gun
               Flak Track Anti-Air Gun
Speed        : 8           Sight     : 8
HP           : 180         Armor     : Heavy

Weapon Notes:
* Anti-Air Flak Gun
  Damage: 35   Range: 10   ROF: 25
  Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
  Damage vs. Building        : There are no flying building
  * Elite Weapon: Damage: 20    Range: 8   ROF: 25
                  Fire 2 times in rapid succession.
* Anti-Surface Flak Gun
  Damage: 25   Range: 5   ROF: 40
  Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
  Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
  Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
  Damage vs. Terror Drone    : 100%
  * Elite Weapon: Damage: 25   Range: 5   ROF: 40
                  Fire 2 times in rapid succession.
* Both
  Flak Track's Weapons are inaccurate and slow, but the bullet
  explodes and any unit/building in the area (1 Cell nearby) will 
  be damaged (Of course the units near the center of explosion receive 
  more damage than the unit far from the center).

Notes:
- Can carry up to 5 infantry passengers.
- Can't unload if in service depot.

4.4) V3 Launcher
Country      : Soviet
Prerequisite : War Factory, Radar
Cost         : 800         TechLevel : 3
Weapons      : V3 Rocket (1 Missile)
Speed        : 4           Sight     : 7
HP           : 150         Armor     : Light

Weapon Notes:
  Damage: 200  Range : 18 (Minimum: 5)   ROF: 150
  Missile Spawn Rate : 400
  Missile HP         : 50
  Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
  Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(70%)
  Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(50%)
  Damage vs. Terror Drone    : 80%
  Prone Infantry reduces the damage to 70%.
  All units/buildings in Area near explosion (1 Cell) are also
  damaged.
  Can destroy Concrete Walls.
  Can pass through Concrete Wall, ignore land elevations and cliffs.
  Can damage land elevation (make holes) at 10% chance.
  Can destroy Ore patches.
  * Elite Weapon: Damage: 400

4.5) Terror Drone
Country      : Soviet
Prerequisite : War Factory
Cost         : 500         TechLevel : 4
Weapons      : Drone Jump
Speed        : 10          Sight     : 4
HP           : 100         Armor     : Special

Weapon Notes:
  Damage: 50   Range: 1.83   ROF: 60
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building        : Can't target building.
  Damage vs. Terror Drone    : Can't attack other Drones.

Notes:
- When attacking a vehicle, it will attach to the vehicle and damage 
  it until the unit is destroyed. 
- A single vehicle can not be attacked by more than one terror
  drone, meaning that if a terror drone has attacked a vehicle, that
  vehicle can not be infiltrated by other drones except the drone
  inside is removed. 
- If the unit is destroyed by the Drone,the Drone will emerge and 
  be ready to attack again. But if the unit is destroyed by other 
  unit/building, the Drone inside is also destroyed.
- Can't target buildings and other Terror Drones.
- Can't be veteran or elite by normal means.
- Can't crush enemy infantry, instead, it attacks by jumping and
  killing it in one hit (like Attack Dog).
- Terror Drone can also attack enemy's aircraft (Harrier, Black
  Eagle, and Nighthawk) when they are on land (not in flight),
  and damage them like other land units. But when they are
  destroyed, they will crash and the Terror Drone will also be
  destroyed. Contrary to the data above, some tests prove that if
  the Harrier is near the land or on the Airforce Command HQ, the
  terror drone may have a chance of escaping.
- Terror Drone may be used against an MCV. If the MCV is deployed, the
  Terror Drone is still inside. However, if the MCV is then ordered to
  undeploy (from CY into an MCV), the MCV will automatically disappear
  and the terror drone will be ready to receive next order.
- A drone-infiltrated vehicle can not be loaded into a transport.
- Immune to Radiation, Mind Control, and Psychic Wave.

4.6) Apocalypse Assault Tank
Country      : Soviet
Prerequisite : War Factory, Soviet Battle Lab
Cost         : 1750        TechLevel : 7
Weapons      : 120mm Cannon
               Mammoth surface to air missile.
Speed        : 4           Sight     : 6
HP           : 800         Armor     : Heavy

Weapon Notes:
* 120mm Cannon
  Damage: 100    Range: 5.75    ROF: 80
  Damage vs. Infantry's Armor: All (25%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.
  Fire 2 times in rapid succession.
  * Elite Weapon:   Damage: 100    Range: 5.75     ROF: 80
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
  Damage vs. Terror Drone    : 60%
  Prone Infantry reduces the damage to 50%.
  Fire 4 times in rapid succession.
* Mammoth surface to air missile
  Damage: 50    Range: 8     ROF: 80
  Damage vs. Infantry's Armor: None (100%), Flak(90%), Plate(80%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  Fire 2 times in rapid succession.
  Apocalypse always uses this weapon when attacking air targets.

Notes:
- Self Healing.
- Can't attack pass through Concrete Walls.
- Can damage Concrete Walls.

4.7) Soviet MCV
Country      : Soviet
Prerequisite : War Factory, Service Depot
Cost         : 3000        TechLevel : 10
Weapons      : None
Speed        : 4           Sight     : 6
HP           : 1000        Armor     : Heavy

Notes:
- Can deploy into Soviet Construction Yard.
- DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
  more information.

4.8) Tesla Tank
Country      : Russia
Prerequisite : War Factory, Radar
Cost         : 1200        TechLevel : 10
Weapons      : Tank Electric Bolt
Speed        : 6           Sight     : 8
HP           : 300         Armor     : Heavy

Weapon Notes:
  Damage: 135    Range: 4     ROF: 75
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: All (50%)
  Damage vs. Terror Drone    : 200%
  * Elite Weapon: Damage: 150   Range: 6   ROF: 60
                  Can damage 2 other targets that are near the 
                  primary target (Ignore any Concrete Walls for 2 
                  other targets).
  Before version 1.004, Tesla Tank's ROF was 60, and Elite 
  Weapon's ROF was 50.

Notes:
- Can damage Concrete Walls and can attack pass through Concrete Walls.

4.9) Demolitions Truck
Country      : Libya
Prerequisite : War Factory, Radar
Cost         : 1500        TechLevel : 10
Weapons      : Demolition Bomb
Speed        : 5           Sight     : 5
HP           : 150         Armor     : Light

Weapon Notes:
  Damage: 300    Range: 1     ROF: 80
  Radiation Level: 100
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(50%)
  Damage vs. Building's Armor: Wood (80%), Steel(150%), Concrete(10%)
  Damage vs. Terror Drone    : 100%
  Demolitons Truck attack with suicide bomb.
  Area near explosion (8 Cells) is also damaged by Radiation.

Notes:
- Can't crush enemy infantry.
- Can't be veteran or elite by normal means.
- Explodes with Demolition Bomb when killed.
- Before patches 1.004, Demolition Truck Speed was 6, and
  Demolition Bomb damage was 400.

4.10) Kirov Airship
Country      : Soviet      Type: Aircraft
Prerequisite : War Factory, Soviet Battle Lab
Cost         : 2000        TechLevel : 10
Weapons      : Blimp Bomb
Speed        : 5           Sight     : 8
HP           : 2000        Armor     : Light

Weapon Notes:
  Damage: 250   Range: 1.5     ROF: 50
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  Damage vs. Building's Armor: Wood(85%), Steel(75%), Concrete(50%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.
  Damage nearby area (2 Cells).
  Destroys Ore patches.

Notes:
- Self Healing.
- Cannot Land.
- Immune to Mind Control and Psychic Wave.
- In statistic Kirov Airship speed is 5, but in RA2 flight speed 
  is slower than ground speed. So in real game, Kirov is slower than 
  Apocalypse Tank (speed: 4)
  Thanks to Blossom Storm for pointing this out.

5) Allied Naval
---------------
5.1) Amphibious Transport
Country      : Allies
Prerequisite : Allied Naval Shipyard
Cost         : 900         TechLevel : 2
Weapons      : None
Speed        : 6           Sight     : 6
HP           : 300         Armor     : Heavy

Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
  on Vehicle size.
  This transport can carry maximum 12 points of size.
  Below is the list of All Vehicle size points that can be
  carried:

  Allied Vehicles     Point       Soviet Vehicles     Point
  ------------------------------------------------------------
  Grizzly Tank        3           Rhino Tank          3
  IFV                 3           Flak Track          3
  Chrono Miner        3           War Miner           3
  Allied MCV          6           Soviet MCV          6
  Prism Tank          3           Terror Drone        2
  Mirage Tank         3           Apocalypse          6
  Tank Destroyer      3           V3 Launcher         3
                                  Tesla Tank          3
                                  Demolition Truck    3

- Can carry up to 12 infantry passengers. 
  Infantry has 1 point of size.
- Can crush infantry, although it hovers.
- If you transport any other land transport (Flak Track and IFV),
  the unit inside the transport DOESN'T count.
  So you can transport 4 IFVs occupied by 1 GI in each IFV.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
  those infantry, the transport will accept the order, but it just
  moves next to them and do nothing.
- If ordered to load a Chrono Legionnaire while on water, it will move
  next to the Chrono Legionnaire first.
  
5.2) Destroyer
Country      : Allies
Prerequisite : Allied Naval Shipard
Cost         : 1000        TechLevel : 4
Weapons      : 155mm Artillery Cannon
               ASW Helicopter Launcher (Anti Sub Weapon)
Speed        : 6           Sight     : 7
HP           : 600         Armor     : Heavy

Weapon Notes:
* 155mm Artillery Cannon
  Damage: 60   Range: 8     ROF: 110
  Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
  Damage vs. Building's Armor: Wood (100%), Steel(80%), Concrete(60%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 50%.
  Can destroy Concrete Wall.
  Can pass through Concrete Wall, ignore land elevations and cliffs.
  Can damage land eleveation (make holes) at 15% chance.
  Can destroy Ore patches.
  Area near explosion (1 Cell) is also damaged.
  * Elite Weapon: Fire 2 times in rapid succession.
* ASW Helicoper Launcher
  Range: Infinite (as long as the Destroyer can see the unit, it can 
         launch the heli to attack from far)
  Helicopter's Statistics:
         HP: 30   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
  ASW Bomb (Bomb launched by ASW heli):
    Damage: 50  Range: 3   ROF: 3
    Damage vs. Infantry's Armor: All(25%)
    Damage vs. Vehicle's Armor : Light(75%), Medium(60%), Heavy(60%)
    Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
  ASW Collision:
    If the heli is shot down, the heli's crash can also cause damage.
    The heli crash can hit unit/building on ground.
    Damage: 100  Range: 3   ROF: 20
    Damage vs. Infantry's Armor: All(25%)
    Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
    Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
    Damage vs. Terror Drone    : 60%
    Prone Infantry reduces the damage to 50%.

Notes:
- Can detect enemy underwater (Range: 8).
- When ASW heli is destroyed, Destroyer automatically create it again
  in time (ASW Creation Speed: 400, ASW Reload speed: 150)

5.3) Aegis Cruiser
Country      : Allies
Prerequisite : Allied Naval Shipyard, Airforce Command HQ
Cost         : 1200        TechLevel : 7
Weapons      : Medusa surface to air missiles
Speed        : 4           Sight     : 8
HP           : 800         Armor     : Light

Weapon Notes:
  Damage: 100   Range: 12     ROF: 15
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)
  Medusa missiles has very fast speed.
  * Elite Weapon:  Damage: 100   Range: 14     ROF: 5
                   Fire 2 times in rapid succession.

Notes:
- Can only attack air units.
- ASW Heli (Destroyer's Heli), V3 rockets, Hornet (Carrier's 
  Fighter), and Dreadnought missiles are considered as air units.

5.4) Aircraft Carrier
Country      : Allies
Prerequisite : Allied Naval Yard, Allied Battle Lab
Cost         : 2000        TechLevel : 7
Weapons      : Hornet's Fighter Launcher
Speed        : 4           Sight     : 7
HP           : 800         Armor     : Heavy

Weapon Notes:
* Hornet Launcher
  Launches 3 Hornet Fighter to attack enemy's unit/building.
  Can also attack underwater unit (even it can't detect underwater).
  But the underwater unit must be detected first or use force attack.
  Range: 25    ROF: 150
  Hornet's Statistic:
      HP: 75   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
      Hornet Reload Time: 150
      Hornet Regenerate Time: 600 (When it destroyed)
  Hornet Bomb (Bomb launched by Hornet Fighter):
    Damage: 40 (5 bombs each Hornet) Range: 3   ROF: 5
    Damage vs. Infantry's Armor: All(100%)
    Damage vs. Vehicle's Armor : All(100%)
    Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
    Prone Infantry reduces the damage to 50%.
  * Elite Weapon: (When the Hornet fighter become elite)
    Damage: 80  Range: 3   ROF: 5
    Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
    Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
    Damage vs. Building's Armor: Wood(100%), Steel(80%), Concrete(60%)
    Damage vs. Terror Drone    : 100%
    Prone Infantry reduces the damage to 50%.
    Can destroy Concrete Wall.
    Can pass through Concrete Wall, ignore land elevations and cliffs.
    Can damage land eleveation (make holes) at 15% chance.
    Can destroy Ore patches.
    Area near explosion (1 Cell) is also damaged.
  Hornet Collision:
    If the Hornet is shot down, the Hornet crash can also cause 
    damage.
    The Hornet crash can hit unit/building on ground.
    Damage: 100  Range: 3   ROF: 20
    Damage vs. Infantry's Armor: All(25%)
    Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
    Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
    Damage vs. Terror Drone    : 60%
    Prone Infantry reduces the damage to 50%.

5.5) Dolphin
Country      : Allies
Prerequisite : Allied Naval Yard, Allied Battle Lab
Cost         : 500         TechLevel : 5
Weapons      : Sonic
Speed        : 8           Sight     : 4
HP           : 200         Armor     : Light

Weapon Notes:
  Damage: 4   Ambient Damage: 10    Range: 6     ROF: 120
  Damage vs. Infantry's Armor: All(100%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(80%), Heavy(80%)
  Damage vs. Building's Armor: Wood(100%), Steel(60%), Concrete(60%)
  * Elite Weapon: Damage: 8   Ambient Damage: 15
                  Range: 6    ROF: 80
                  Fire 2 times in rapid succession.

Notes:
- Dolphin moves underwater, and can be detected only by enemy
  units that have sensors.
- Dolphins are immune to others' Dolphin attack.
- Can detect enemy underwater (Range: 4).
- Can release ships that are attacked by Giant Squids.
- Doesn't uncloak (still underwater) while attacking.
- Dolphin and Giant Squid can't cooperate by attacking an enemy
  ship because a ship grabbed by Giant Squid will automatically
  be released by Dolphin's Sonic weapon even they are on the
  same sides.

6) Soviet Naval
---------------
6.1) Amphibious Transport
Country      : Soviet
Prerequisite : Soviet Naval Shipyard
Cost         : 900         TechLevel : 2
Weapons      : None
Speed        : 6           Sight     : 6
HP           : 300         Armor     : Heavy

Notes:
- Can move on water and also on ground.
- Can carry vehicles (number of vehicles can be carried depends
  on Vehicle size.
  This transport can carry maximum 12 points of size.
  Below is the list of All Vehicle size points that can be
  carried:

  Allied Vehicles     Point       Soviet Vehicles     Point
  ------------------------------------------------------------
  Grizzly Tank        3           Rhino Tank          3
  IFV                 3           Flak Track          3
  Chrono Miner        3           War Miner           3
  Allied MCV          6           Soviet MCV          6
  Prism Tank          3           Terror Drone        2
  Mirage Tank         3           Apocalypse          6
  Tank Destroyer      3           V3 Launcher         3
                                  Tesla Tank          3
                                  Demolition Truck    3

- Can carry up to 12 infantry passengers. 
  Infantry has 1 point of size.
- Can crush infantry, even it is hovers.
- If you transport any other land transport (Flak Track and IFV),
  the unit inside the transport DOESN'T count to the points.
  So you can transport 4 Flak Track occupied by 5 Conspripts in 
  each Flak Track.
- Can't unload if in service depot.
- Can not load or unload Tanya/SEAL in water. If ordered to load
  those infantry, the transport will accept the order, but it just
  moves next to them and do nothing.

6.2) Sea Scorpion
Country      : Soviet
Prerequisite : Soviet Naval Shipyard, Radar
Cost         : 600         TechLevel : 6
Weapons      : Flak Gun
Speed        : 8           Sight     : 8
HP           : 400         Armor     : Heavy

Weapon Notes:
* Flak Anti-Air Gun
  Damage: 40   Range: 12   ROF: 20
  Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
  Damage vs. Building        : There are no flying building
  * Elite Weapon: Damage: 35    Range: 10   ROF: 20
                  Fire 2 times in rapid succession.
* Flak Anti-Surface Gun
  Damage: 25   Range: 5   ROF: 40
  Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
  Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
  Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
  Damage vs. Terror Drone    : 100%
  * Elite Weapon: Damage: 25   Range: 5   ROF: 40
                  Fire 2 times in rapid succession.
* Both
  Sea Scorpion's Weapons are inaccurate and slow, but the bullet
  explodes and any unit/building in the area (1 Cell nearby) will 
  be damaged (Of course the unit near the center of explosion
  receives more damage than the unit far from the center).

Notes:
- Use this unit to attack air unit (V3 rockets, Hornet fighters,
  ASW Heli, Dreadnought missiles also count as air units).

6.3) Typhoon Attack Sub
Country      : Soviet
Prerequisite : Soviet Naval Shipyard
Cost         : 1000        TechLevel : 2
Weapons      : Torpedoes
Speed        : 4           Sight     : 4
HP           : 600         Armor     : Heavy

Weapon Notes:
  Damage: 100   Range: 7     ROF: 120
  Damage vs. Infantry's Armor: All(25%)
  Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
  * Elite Weapon:  Fire 2 times in rapid succession.

Notes:
- Attack Sub moves underwater, and can be detected only by enemy
  units that have sensors.
- Can detect enemy in underwater (Range: 4).
- Doesn't uncloak (still underwater) when attacking.

6.4) Dreadnought
Country      : Soviet
Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
Cost         : 2000        TechLevel : 6
Weapons      : Dreadnought Missile Launcher
Speed        : 4           Sight     : 7
HP           : 800         Armor     : Heavy

Weapon Notes:
* Dreadnought Missile Launcher
  Launches 2 Dreadnought Missiles to attack enemy's unit/building.
  Can also attack underwater unit (although it can't detect
  underwater). However, the underwater units must be detected
  first or use force attack (Ctl+Left Click).
  Range: 25   Minimum Range: 8      ROF: 50
  Dreadnought Missile Statistics (in Air):
      HP: 50       Armor: Special   Sight: 0   Speed: 20
      Damage: 50 (in Air)   Missile Reload Time: 80
  Dreadnought Missile hit on target:
      Damage: 300
      Damage vs. Infantry's Armor: All(25%)
      Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%)
      Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Can destroy Concrete Wall.
      * Elite Weapon: Damage: 600

6.5) Giant Squid
Country      : Soviet
Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
Cost         : 1000        TechLevel : 9
Weapons      : Squid Tentacles Grab and Hit
Speed        : 8           Sight     : 5
HP           : 200         Armor     : Light

Weapon Notes:
* Squid Tentacles Grab.
  Giant Squid uses this weapon to attack any ship unit (Destroyer,
  AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious 
  Transport, and Dreadnought).
  Giant Squid automatically grabs a ship when attacking and rocking
  them. It does some damage to the ship continuously until the
  ship is destroyed.
  If the ship HP is red, the ship is automatically destroyed.
  Only Dolphin can release a ship grabbed by Giant Squid.
  While grabbing, Giant Squid can't be selected and ordered until
  it releases or destroys its victims.
  Damage: 15   Range: 1.5
  * Elite Weapon: Damage: 40   Range: 1.5
* Squid Hit.  
  Giant Squid uses this normal attack when attacking non-ship unit
  (SEAL, Tanya, Giant Squid, and Dolphin).
  Damage: 50   Range: 1.83    ROF: 32
  Damage vs. Infantry's Armor: None(100%), Flak (90%), Plate(80%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  * Elite Weapon: Damage: 200   Range: 1.83    ROF: 32

Notes:
- Giant Squid moves underwater, and can be detected only by enemy
  unit that have sensors.
- Can detect enemy in underwater (Range: 4).
- Giant Squid can't attack building. (Naval Shipyard).
- Giant Squid can't attack ships that are being repaired in Nayal
  Shipyard.
- Self Healing.
- Immune to Mind Control and Psychic Wave.

7) Neutral Unit
---------------
7.1) Cow
Country      : Neutral
Weapons      : None
Speed        : 4           Sight     : 4
HP           : 150         Armor     : None

Notes:
- Cow has a points of weight of 2, and it CAN enter Flak Track.
  But this only if you have your own cow, and not mind-controlled
  one. The only scenario that you have cow is in Allied Campaign
  scenario, Operation: Dark Night, Mission 5.
  You can create Flak Track in this scenario by capturing Soviet's 
  War Factory.
  Too bad, you won't have IFV.

7.2) Alligator
Country      : Neutral
Weapons      : Alligator's Bite
Speed        : 4           Sight     : 2
HP           : 200         Armor     : None

Weapon Notes:
  Damage: 30    Range: 1.5   ROF: 30

Notes:
- It can attack your unit if your unit is near to them.

7.3) Monkey
Country      : Neutral
Weapons      : Chimp's Bite
Speed        : 6           Sight     : 2
HP           : 200         Armor     : None

Weapon Notes:
  Damage: 30    Range: 1.5   ROF: 30

Notes:
- It can attack your unit if your unit is near to them.

7.4) Polar Bear
Country      : Neutral
Weapons      : Bear's Bite
Speed        : 4           Sight     : 2
HP           : 200         Armor     : None

Weapon Notes:
  Damage: 30    Range: 1.5   ROF: 30

Notes:
- It can attack your unit if your unit is near to them.

7.5) Civilian
Because there are so many civilians type that exist in Red Alert 2,
I won't list all of them in here.
But normally, they have the statistics below:

Country      : Neutral
Weapons      : Pistol (Some civilians don't even have this)
Speed        : 4           Sight     : 2
HP           : 50          Armor     : None

Weapon Notes:
  Damage: 2   Range: 3      ROF: 20
  Damage vs. Infantry's Armor: None(100%), Flak (80%), Plate(70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
  Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.

Notes:
- Can't be veteran or elite by normal means, even it has a weapon.

***************
III - Buildings
***************

1) Allied Buildings
-------------------
1.1) Construction Yard
Country      : Allies
Prerequisite : MCV
Cost         : 3000        TechLevel : -
Power        : 0           Sight     : 8
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 4

Notes:
- Can undeploy to Allied Mobile Construction Vehicle.
  Can be turned off by an option in Multiplayer.
- Can create other buildings.

1.2) Power Plant
Country      : Allies
Prerequisite : Construction Yard
Cost         : 800         TechLevel : 1
Power        : +200        Sight     : 4
HP           : 750         Armor     : Wood
Foundation   : 2 x 2       Height    : 4

Notes:
- The only Allied building that produces power.

1.3) Allied Ore Refinery
Country      : Allies
Prerequisite : Construction Yard
Cost         : 2000        TechLevel : 1
Power        : -50         Sight     : 6
HP           : 1000        Armor     : Wood
Foundation   : 4 x 3       Height    : 4

Notes:
- The 'Credits' production facility.
- If you create an Allied Ore Refinery, it includes a free Chrono
  Miner. Chrono Miner automatically searches an ore/mineral patches
  to harvest. Chrono Miner will not be sold if you sell the Refinery, so
  if you sell your Refinery, you will get only 2000-1400 (the price of
  Chrono Miner):2= 300.
  When this refinery is not occupied (no miner is reloading), any 
  Chrono Miner that finishes harvesting teleports in here.

1.4) Allied Barrack
Country      : Allies
Prerequisite : Construction Yard, Power Plant
Cost         : 500         TechLevel : 2
Power        : -10         Sight     : 5
HP           : 500         Armor     : Steel
Foundation   : 3 x 2       Height    : 4

Notes:
- Allied Barracks can train Allied Infantry.

1.5) Allied War Factory
Country      : Allies
Prerequisite : Construction Yard, Power Plant, Allied Barracks
Cost         : 2000        TechLevel : 2
Power        : -25         Sight     : 4
HP           : 1000        Armor     : Wood
Foundation   : 5 x 3       Height    : 4

Notes:
- Allied War Factory can train Allied Vehicles and Nighthawks.

1.6) Airforce Command HQ
Country      : Allies
Prerequisite : Construction Yard, Ore Refinery
Cost         : 1000        TechLevel : 3
Power        : -50         Sight     : 5
HP           : 600         Armor     : Steel
Foundation   : 3 x 2       Height    : 7

Notes:
- Can train Harrier (any Allied countries, but not Korea).
- Can train Black Eagle (if the country is Korea).
- If the country is America, then add the ability to drop Airborne
  Paratroopers.
- Can repair and reload Allied Harriers and Black Eagles.
- Can hold 4 aircraft unit (Harrier and Black Eagle)
- Has Radar equipped (Enable Minimap).

1.7) Allied Naval Shipyard
Country      : Allies
Prerequisite : Construction Yard, Power Plant, Ore Refinery
Cost         : 1000        TechLevel : 4
Power        : -25         Sight     : 10
HP           : 1500        Armor     : Concrete
Foundation   : 4 x 4       Height    : 10

Notes:
- Can train Allied Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin, 
  Giant Squid, and Amphibious Transport.
- Can't be captured by Engineers nor be infiltrated by Spies.
- Needs credits to repair.

1.8) Service Depot
Country      : Allies
Prerequisite : Construction Yard, War Factory
Cost         : 800         TechLevel : 6
Power        : -25         Sight     : 5
HP           : 1200        Armor     : Wood
Foundation   : 3 x 3       Height    : 3

Notes:
- Can repair Vehicles, Amphibious Transports, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.

1.9) Allied Battle Lab
Country      : Allies
Prerequisite : Construction Yard, Allied War Factory, 
               Airforce Command HQ
Cost         : 2000        TechLevel : 8
Power        : -100        Sight     : 6
HP           : 500         Armor     : Wood
Foundation   : 3 x 2       Height    : 8

1.10) Ore Purifier
Country      : Allies
Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 900         Armor     : Wood
Foundation   : 3 x 3       Height    : 4

Notes:
- Can only build 1 Ore Purifier.
- Can't be captured by Engineer.
- Add any converted harvested ore to credits by 25%.
  If your harvester reloads 1000 credits to your refinery, it adds
  250 more credits.

2) Soviet Buildings
-------------------
2.1) Construction Yard
Country      : Soviet
Prerequisite : MCV
Cost         : 3000        TechLevel : -
Power        : 0           Sight     : 8
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 4

Notes:
- Can undeploy to Soviet Mobile Construction Vehicle. 
  Can be turned off by an option in Multiplayer.
- Can create other buildings.

2.2) Tesla Reactor
Country      : Soviet
Prerequisite : Construction Yard
Cost         : 600         TechLevel : 1
Power        : +150        Sight     : 4
HP           : 750         Armor     : Wood
Foundation   : 3 x 2       Height    : 4

Notes: 
- Cheaper than Allied Power Plant and also has less power.
  But Soviet can build a Nuclear Reactor.

2.3) Soviet Ore Refinery
Country      : Soviet
Prerequisite : Construction Yard
Cost         : 2000        TechLevel : 1
Power        : -50         Sight     : 6
HP           : 1000        Armor     : Wood
Foundation   : 4 x 3       Height    : 4

Notes:
- The 'Credits' production facility.
- If you create an Soviet Ore Refinery, it creates a free War
  Miner. War Miner automatically searches an ore/mineral patches
  to harvest. War Miner will not be sold if you sell the Refinery, so
  if you sell your Refinery, you will get only 2000-1400 (the price of
  War Miner):2= 300.

2.4) Soviet Barrack
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor
Cost         : 500         TechLevel : 2
Power        : -10         Sight     : 6
HP           : 500         Armor     : Steel
Foundation   : 2 x 2       Height    : 9

Notes:
- Soviet Barracks can train Soviet Infantry.

2.5) Soviet War Factory
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks
Cost         : 2000        TechLevel : 2
Power        : -25         Sight     : 4
HP           : 1000        Armor     : Wood
Foundation   : 5 x 3       Height    : 4

Notes:
- Soviet War Factory can train Soviet Vehicles and Kirov Airships.

2.6) Radar Facility
Country      : Soviet
Prerequisite : Construction Yard, Ore Refinery
Cost         : 1000        TechLevel : 3
Power        : -50         Sight     : 10
HP           : 1000        Armor     : Wood
Foundation   : 2 x 2       Height    : 6

Notes:
- Have Radar equipped (Enable Minimap).

2.7) Soviet Naval Shipyard
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Ore Refinery
Cost         : 1000        TechLevel : 2
Power        : -20         Sight     : 10
HP           : 1500        Armor     : Concrete
Foundation   : 4 x 4       Height    : 10

Notes:
- Soviet Naval Shipyard can train Soviet Navy.
- Can only bebuilt in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin, 
  Giant Squid, and Amphibious Transport.
- Can't be captured by Engineers nor be infiltrated by Spies.
- Needs credits to repair.

2.8) Service Depot
Country      : Soviet
Prerequisite : Construction Yard, War Factory
Cost         : 800         TechLevel : 6
Power        : -20         Sight     : 5
HP           : 1200        Armor     : Wood
Foundation   : 3 x 3       Height    : 3

Notes:
- Can repair Vehicles, Amphibious Transport, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.

2.9) Soviet Battle Lab
Country      : Soviet
Prerequisite : Construction Yard, Soviet War Factory, 
               Radar Tower
Cost         : 2000        TechLevel : 7
Power        : -100        Sight     : 6
HP           : 500         Armor     : Wood
Foundation   : 3 x 3       Height    : 8

2.10) Nuclear Reactor
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 1000        TechLevel : 9
Power        : +2000       Sight     : 5
HP           : 1000        Armor     : Concrete
Foundation   : 4 x 4       Height    : 4

Notes:
- Explode when destroyed (Damage: 600, Radiation Level: 500),
  causing Radiation in the area.
- Immune to Radiation.

2.11) Cloning Vats
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 2500        TechLevel : 9
Power        : -200        Sight     : 5
HP           : 1000        Armor     : Wood
Foundation   : 2 x 2       Height    : 6

Notes:
- Can only build 1 Cloning Vats.
- Can't be captured by Engineer.
- Creates a cloned infantry, when you create an infantry or 
  Attack Dog at Primary Barracks.
- Kills any infantry (except engineer) which enters it.
- To build 2 Yuri Prime, you must create Cloning Vats first 
  before creating Yuri Prime.
- Cloning Vats will kill any infantry that ordered to enter,
  but half of unit costs is returned to you as credits.
  You can mind-control enemy infantry and ordered them 
  into your Cloning Vats for money.
  You can also use it for the 'free' infantry you get from 
  capturing the airport.
  Terrorist, Engineer, Chrono Ivan & Crazy Ivan cannot be 
  ordered to enter Cloning Vats. 
  <Ang Yi Ping>
  
3) Allied Combat Buildings
---------------------------
3.1) Fortress Wall
Country      : Allies
Prerequisite : Allied Barracks
Cost         : 100         TechLevel : 1
Power        : 0           Sight     : 1
HP           : 300         Armor     : Concrete
Foundation   : 1 x 1       Height    : 2

Notes:
- Building a wall costs 100 each time you construct a Wall in a
  terrain. 
  You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to 
  pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
  a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet and Allied Walls are
  different. You can not build an array of Allied walls if the initial
  wall is Soviet Wall.

3.2) Pillbox
Country      : Allies
Prerequisite : Construction Yard, Allied Barracks
Cost         : 500         TechLevel : 1
Power        : 0           Sight     : 7
HP           : 400         Armor     : Steel
Weapon       : Vulcan Machine Gun
Foundation   : 1 x 1       Height    : 1

Weapon Notes:
  Damage: 50     Range: 5.5     ROF: 26
  Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
  Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
  Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.

Notes:
- Can't be captured by Engineer.

3.3) Patriot Missile System
Country      : Allies
Prerequisite : Construction Yard, Allied Barracks
Cost         : 1000        TechLevel : 4
Power        : -50         Sight     : 10
HP           : 900         Armor     : Steel
Weapon       : Anti-Air Patriot Missile
Foundation   : 1 x 1       Height    : 3

Weapon Notes:
  Damage: 75     Range: 12     ROF: 55
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : All (100%)

Notes:
- Can't be captured by Engineer.

3.4) Prism Tower
Country      : Allies
Prerequisite : Construction Yard, Power Plant, Airforce Command HQ
Cost         : 1500        TechLevel : 6
Power        : -75         Sight     : 8
HP           : 600         Armor     : Steel
Weapon       : Prism Cannon
Foundation   : 1 x 1       Height    : 6

Weapon Notes:
  Damage: 120     Range: 8     ROF: 60
  Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
  Damage vs. Vehicle's Armor : All (100%)
  Damage vs. Building's Armor: All (50%)
  Damage vs. Terror Drone    : 200%
  Can destroy Concrete Walls and can attack pass Concrete Walls.

Notes:
- Prism Tower can support fire from another Prism Tower. Each 
  Prism Tower support beam adds 150% damage to the firing beam's 
  damage. 
  Prism Tower can only support other Prism Tower at range: 8.
  Only 8 Prism Towers can support another Prism Tower. (The maximum
  number of Prism Towers which supports a Prism Tower is 8).
  After firing a support beam, a Prism Tower is offline for 60 frame
  delay.
- Can't be captured by Engineer.

3.5) Gap Generator
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 1000        TechLevel : 7
Power        : -100        Sight     : 5
HP           : 600         Armor     : Wood
Foundation   : 1 x 1       Height    : 6

Notes:
- Gap Generator re-shrouds the map for other players at a radius
  of 10 Cells around the Gap Generator.
- Can't be captured by Engineer.

3.6) Spy Satellite Uplink
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 1500        TechLevel : 9
Power        : -100        Sight     : 5
HP           : 1000        Armor     : Wood
Foundation   : 2 x 2       Height    : 5

Notes:
- Open shrouds on all map (but not for your allies).
- Have Radar equipped (Enable Minimap), even if you don't have a
  Radar Tower or Airforce Command HQ.

3.7) Weather Control Device
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 5000        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 1000        Armor     : Concrete
Foundation   : 3 x 3       Height    : 5

Notes:
- This is an Allied Super Weapon, so when built, it is revealed to
  all players. This can be turned off in multiplayer.
- Can only build 1 Weather Control Device.
- Enables: Weather Storm.
  Creates a Weather Storm at target location. Weather Storm creates
  random lightning bolts in the area, but can't exceed 10 Cells from
  the target center in Range. Each lightning bolt that appears in 
  Weather Storm has the statistics below:
     Damage: 250
     Can damage and destroy Concrete walls.
     Damage vs. Infantry's Armor: All (100%)
     Damage vs. Vehicle's Armor : All (100%)
     Damage vs. Building's Armor: All (100%)
     Damage vs. Terror Drone    : 3%
- Weather Storm completes its recharging after 10 minutes.
- Can't be captured by engineer.
- For more info and details about Weather Storm, check out 
  section I.9.

3.8) Chronosphere
Country      : Allies
Prerequisite : Construction Yard, Allied Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 5
HP           : 750         Armor     : Concrete
Foundation   : 4 x 3       Height    : 3

Notes:
- This is an Allied Super Weapon, so when built it is revealed to
  all players. This can be turned off in multiplayer.
- Can only build 1 Chronosphere.
- Enables: Chronoshift (Teleports a group of units to another
  target location)
- Chronoshift completes its recharging after 7 minutes.
- For more information about Chronoshift, look in another section
  in this FAQ.

3.9) Grand Cannon
Country      : France
Prerequisite : Construction Yard, Airforce Command HQ
Cost         : 2000        TechLevel : 7
Power        : -100        Sight     : 10
HP           : 900         Armor     : Steel
Weapon       : Grand Cannon
Foundation   : 2 x 2       Height    : 3

Weapon Notes:
  Damage: 150     Range: 15 (Minimum Range: 3)   ROF: 120
  Damage vs. Infantry's Armor: All(100%)
  Damage vs. Vehicle's Armor : All(100%)
  Damage vs. Building's Armor: Wood(50%), Steel(100%), Concrete(50%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 30%.
  Can damage and destroy Concrete walls.

Notes:
- Can't be captured by Engineer.

4) Soviet Combat Buildings
---------------------------
4.1) Fortress Wall
Country      : Soviet
Prerequisite : Soviet Barracks
Cost         : 100         TechLevel : 1
Power        : 0           Sight     : 1
HP           : 300         Armor     : Concrete
Foundation   : 1 x 1       Height    : 2

Notes:
- Wall building costs 100 each time you construct a Wall in a
  terrain. 
  You can build 5 adjacent walls for 100 credits only.
- Concrete Wall prevents any ground infantry or vehicles unit to 
  pass it until it is destroyed.
- Wall can't be repaired. To change a broken wall just build
  a new wall over the damaged one.
- Wall can be sold but you won't receive any credits.
- Though they have the same statistics, Soviet and Allied Walls are
  different. You can not build an array of Allied walls if the initial
  wall is Soviet Wall.

4.2) Sentry Gun
Country      : Soviet
Prerequisite : Construction Yard, Soviet Barracks
Cost         : 500         TechLevel : 1
Power        : 0           Sight     : 7
HP           : 400         Armor     : Steel
Weapon       : Vulcan Machine Gun
Foundation   : 1 x 1       Height    : 2

Weapon Notes:
  Damage: 50     Range: 5      ROF: 26
  Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(70%)
  Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
  Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
  Damage vs. Terror Drone    : 100%
  Prone Infantry reduces the damage to 70%.

Notes:
- Can't be captured by Engineer.

4.3) Flak Cannon
Country      : Soviet
Prerequisite : Construction Yard, Soviet Barracks
Cost         : 1000        TechLevel : 4
Power        : -50         Sight     : 5
HP           : 900         Armor     : Steel
Weapon       : Anti-Air Flak Cannon
Foundation   : 1 x 1       Height    : 4

Weapon Notes:
  Damage: 40   Range: 12   ROF: 20
  Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
  Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
  Damage vs. Building        : There are no flying building

Notes:
- Can't be captured by Engineer.
- Has splash damage (units near the target are also damaged).

4.4) Tesla Coil
Country      : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Radar Tower
Cost         : 1500        TechLevel : 5
Power        : -75         Sight     : 8
HP           : 600         Armor     : Steel
Weapon       : Tesla Coil Bolt
Foundation   : 1 x 1       Height    : 5

Weapon Notes:
  Damage: 200   Range: 7   ROF: 120
  Damage vs. Infantry's Armor: All (100%)
  Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
  Damage vs. Building's Armor: All (50%)
  Damage vs. Terror Drone    : 200%
  Can destroy Concrete Walls.
  * When Overpowered: Damage: 300   Range: 8   ROF: 100
                      You can notice an overpowered Tesla Coil by 
                      its electric colour (its Yellow instead Blue).

Notes:
- Can be supported by Tesla Trooper to increase range and damage.
- Can't be captured by Engineer.
- Tesla Coil can attack without power (your power gauge is red) if
  there are at least 2 Tesla Troopers charging it. However, it 
  depends on the power available. The more power available, the less 
  Tesla Trooper is needed to charge. If there is no power at all, 2 
  Tesla Troopers are needed.

4.5) Psychic Sensors
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 1000        TechLevel : 10
Power        : -50         Sight     : 10
HP           : 750         Armor     : Wood
Foundation   : 2 x 2       Height    : 8

Notes:
- Sensors Area: 15 Cells radius.
- Any units that move or attack to the area in the radius of Psychic 
  Sensors are visible. So you know what units and where they want to
  move/attack and from where. It also sensors neutral units (like
  Cow).
- Psychic Sensors can also detect Spies.
- Can also detect invisible units (like Submarine, Giant Squid, and 
  Dolphin) if placed it near water.
- Can detect any unit that is mind controlled by enemy's Yuri.

4.6) Iron Curtain
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 2500        TechLevel : 10
Power        : -200        Sight     : 4
HP           : 750         Armor     : Concrete
Foundation   : 3 x 3       Height    : 6

Notes:
- This is a Soviet Super Weapon, so when built is revealed to all
  players. This can be turned off in multiplayer.
- Can only build 1 Iron Curtain.
- Enables: Invulnerability (Make a group of vehicles becomes 
  invulnerable for a period amount of time).
- Iron Curtain recharges after 5 minutes.
- For more information about Invulnerability, look in another
  section in this FAQ.

4.7) Nuclear Missile Silo
Country      : Soviet
Prerequisite : Construction Yard, Soviet Battle Lab
Cost         : 5000        TechLevel : 10
Power        : -200        Sight     : 4
HP           : 1000        Armor     : Concrete
Foundation   : 3 x 3       Height    : 8

Notes:
- This is a Soviet Super Weapon, so when built is revealed to all
  players. This can be turned off in multiplayer.
- Can only build 1 Nuclear Missile Silo.
- Enables: Nuclear Strike (Launches a powerful Nuclear Missile to
  severely damage any units and buildings target area).
  Nuclear Missile has these statistic:
    Damage: 1500      Radiation Level: 500     Area: 10 Cells Radius
    Always destroys any Concrete Walls.
    Damage vs. Infantry's Armor: All(100%)
    Damage vs. Vehicle's Armor : Light(200%), Medium(100%), Heavy(100%)
    Damage vs. Building's Armor: Wood(60%), Steel(100%), Concrete(8%)
    Damage vs. Terror Drone    : 100%
    Infantry can't survive in the Nuclear Radiation Area.
- Nuclear Strike recharges after 10 minutes.
- Can't be captured by engineer.

5) Neutral Tech Buildings
-------------------------
5.1) Airport
Country      : Neutral
HP           : 800         Armor     : Concrete
Foundation   : 3 x 3       Height    : 6

Notes:
- Can't be sold for credits.
- Capture this with Engineer to create the ability to place 
  Paradrop to any place on terrains.
- Paradrop recharges after 4 minutes.

5.2) Oil Derrick
Country      : Neutral
HP           : 1000        Armor     : Steel
Foundation   : 2 x 2       Height    : 5

Notes:
- Can't be sold for credits.
- When first captured by engineer, gives 1000 credits.
  Aftet that gives 20 credits every 100 frame delays to player.
- Explodes when destroyed.
  Oil Explosion statistics:
  Damage: 600   Area: 4 Cells.
  Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
  Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%)
  Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%)
  Damage vs. Terror Drone    : 100%
  Can damage and destroy Concrete Walls.

5.3) Outpost
Country      : Neutral
HP           : 2000        Armor     : Concrete
Weapon       : Hover Missiles
Foundation   : 4 x 3       Height    : 6

Weapon Notes:
* Hover Missiles (Anti-Surface and Anti-Air)
  Damage: 25    Range: 6     ROF: 50
  Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
  Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
  Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
  Damage vs. Terror Drone    : 80%
  Prone Infantry reduces the damage to 70%.
  Fire 2 times in rapid succession.
  Can pass through Concrete Wall, ignore land elevations and cliffs.
  Can damage land eleveation (make holes) at 10% chance.
  Can destroy Ore patches.

Notes:
- Can't be sold for credits.
- After captured by engineer, can repair any vehicle units.
  Have a weapon to protect itself.

5.4) Hospital
Country      : Neutral
HP           : 800         Armor     : Concrete
Foundation   : 6 x 4       Height    : 7

Notes:
- Can't be sold for credits.
- Invisible to Radar.
- After captured by engineer, can heal any infantry units.

6) Neutral Miscellaneous Buildings
----------------------------------
Information in this section is not complete yet. There are a lot of
buildings in RA2 and it is tiring to include them all. This section
will only present common buildings which were ever met by my data
compiler.
Most buildings in this section have the same characteristics:
- Can not be repaired without engineer.
- Can not be captured.

* Air Force Academy Chapel Colorado
HP: 1000
Points: 5
Armor: concrete

Notes:
- May create a crate containing credits if destroyed.
- Can be seen in Allied Mission.

* Army Tents
HP: 200
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 8

* Barn
HP: 500
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 5

* Barrel
HP: 5
Points: 5
Armor: concrete
Weapon Notes:
Barrel Explosion
  Damage: 200
  Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (100%)
  Damage vs. Vehicle's Armor : Light (90%), Medium (70%), Heavy (50%)
  Damage vs. Building's Armor: Wood (200%), Steel (90%), Concrete (50%)
  Damage vs. Terror Drone    : 100%
Area near explosion (4 cells) is also damaged
Notes:
- Will explode if destroyed.
- Can not be repaired in any way.

* Beach Towels
HP: 1
Points: 5
Armor: wood
Sight: 6

* Beach Umbrellas
HP: 50
Points: 5
Armor: wood
Sight: 6

* Bridge Repair Hut
HP: 2000
Notes:
- Used to destroy or repair a bridge. To repair a bridge, send an 
  engineer in it. To blow up a bridge, send a unit with C4 ability 
  in it.
- Can be targetted, but can not be destroyed.

* Bunker
HP: 2000
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 8

* Bus Stop
HP: 1000
Points: 5
Armor: steel
Sight: 6

* Camp Fire
HP: 10
Points: 5
Armor: wood
Sight: 6

* Concession Stand
HP: 1000
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 5

* Einstein's Lab
HP: 1000
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 10

* Farm
HP: 400
Points: 5
Armor: wood
Sight: 4
Max number of occupants: 6

* Farm Silo
HP: 400
Points: 5
Armor: wood

* Farmhouse
HP: 400
Points: 5
Armor: wood
Sight: 4
Max number of occupants: 10

* Fence Wall
HP: 100
armor: wood
sight: 0
point: 1

Notes:
- Can be crushed by vehicles.

* Flag
HP: 20
Points: 5
Armor: steel
Sight: 6

Notes:
- There are several flags in this game, such as German flag, Soviet 
  Flag, American Flag, etc. They all have the same statistics.

* Fountain
HP: 200
Points: 5
Armor: concrete
Sight: 6

* Gas Station
HP: 1000
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 10

* Guard Border Crossing
HP: 100
Armor: wood
Points: 50

* Guard Shack
HP: 100
Points: 5
Armor: steel
Sight: 6

* Iwo Jima Memorial
HP: 500
Points: 5
Armor: concrete
Sight: 6

* Lifeguard Hut
HP: 200
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 3

* Lighthouse
HP: 500
Points: 5
Armor: steel
Sight: 6
Max number of occupants: 5

* Mail Box
HP: 10
Points: 5
Armor: concrete

* Mayan Castillo
HP: 1000
Armor: concrete
Point: 5
Sight:6
Max number of occupants: 10

* Mayan Large Temple
HP: 1000
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 10

* Mayan Minor Temple
HP: 1000
Points: 5
Armor: concrete
Sight: 6
Max number of Occupants: 10

* Mayan Platfrom
HP: 1000
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 10

* McBurger Kong
HP: 1000
Points: 20
Armor: wood
Sight: 6
Max number of occupants: 8

* Merry Go Round
HP: 1
Points: 5
Armor: wood
Sight: 6

* Mobile Home
HP: 300
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 5

* Movie Screen
HP: 500
Points: 5
Armor: steel
Sight: 6

* Outhouse
HP: 50
Points: 5
Armor: wood
Sight: 4
Max number of occupants: 1

* Paris Tower
HP: 3000
Points: 5
Armor: steel
Primary: Eiffel Bolt
Power: -100
Weapon Notes:
Eiffel Bolt:
Damage: 2000    Range: 20     ROF: 20
Damage vs. Infantry's Armor: All (100%)
Damage vs. Vehicle's Armor : Light (85%),Medium (100%),Heavy (100%)
Damage vs. Building's Armor: Wood (50%),Steel (50%),Concrete (50%)
Damage vs. Terror Drone    : 100%
Can destroy Concrete Wall.
Notes:
- The active version of this building can only be seen in Soviet's
  Operation: City of Lights. Otherwise, it belongs to neutral and can
  not fire.

* Park Bench
HP: 1
Points: 5
Armor: wood
Sight: 6

* Pentagon
HP: 600
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 10

* Phone Booth
HP: 100
Points: 5
Armor: wood
Sight: 6

* Pipes
HP: 10
Points: 5
Armor: concrete

* Psychic Amplifier
HP: 1000
Points: 5
Power: -100
Armor: concrete
Sight: 6

* Psychic Beacon
HP: 750
Armor: wood
Sight: 10
Points: 50
Power: -100

* Sandbag Wall
HP: 100
Armor: wood
Point: 1

Notes:
- Can be crushed by vehicles.

* Statue
HP: 400
Points: 5
Armor: concrete
Sight: 6

* Statue of Liberty
HP: 1000
Points: 5
Armor: concrete
Sight: 4

Notes:
- May create a crate containing credits if destroyed.

* Swing Set
HP: 1
Points: 5
Armor: wood
Sight: 6

* Thatched Hut
HP: 200
Points: 5
Armor: wood
Sight: 6
Max number of occupants: 6

* Thatched Hut Chief
HP: 600
Points: 5
Armor: concrete
Sight: 6
Max number of occupants: 6

* Tires
HP: 10
Points: 5
Armor: concrete

* Traffic Light
HP: 1000
Points: 5
Sight: 6

Notes:
- Can not be selected.

* Water Tower
HP: 1000
Points: 5
Armor: steel

* White House
HP: 1000
Points: 5
Armor: concrete
Sight: 6

Notes:
- May create a crate containing credits if destroyed.

*********************
IV - Tables and Data
*********************

1) Unit and Defensive Building Combat Ability

RA2 has so many units, so it may be difficult to browse this FAQ just 
to see the speed of a unit, range, or others, so I'll try to put them 
all on a few tables and show the comparisons of most important aspects 
of the units. I also add few of defensive buildings that may be needed
for comparison.

For more information about weapon damage, range, and ROF, just 
look in each units section above for detailed information. Because 
the data below is just VERY simplified data. Some weapon that fires 
at 2 times, etc. are not listed below.

Unit Name   Side    Cost  Sgt Spd HP   Ar Rng     ROF      Damage
----------------------------------------------------------------------
GI          Allies  200   5   4   125  N  4/4,5/7 20,15/5  15/25,15/25
Conscript   Soviet  100   5   4   125  F  4/5     25       15/20
Attack Dog  Both    200   9   8   100  N  1.5     30       -
Engineer    Both    500   4   4   75   N  -       -        -
Rocketeer   Allies  600   8   9   125  N  5       30/5     25
Flak Tr.    Soviet  300   5   4   100  N  8,5     25,20    20/8,20
Tesla Tr.   Soviet  500   6   4   130  P  3/5     60/40    50
Crazy Ivan  Soviet  600   6   4   125  N  -       -        400
Spy         Allies  1000  9   4   100  F  -       -        -
Sniper      Britain 600   8   4   125  N  14      150/60   125
Desolator   Soviet  600   6   4   150  P  6/8     50       125/200
Terrorist   Soviet  200   9   6   75   F  -       -        -
Tanya       Allies  1000  8   5   125  F  6/8     10       125
SEAL        Allies  1000  8   5   125  F  6       10       125
Chrono L.   Allies  1500  8   !   125  N  5       120      -
Yuri        Soviet  1200  12  4   100  N  7/14    200      -
Yuri Prime  Soviet  2000  8   6   200  F  30      200      -
Psi-Com.    Allies  1000  8   !   100  N  -       -        -
Chrono C.   Allies  2000  8   !   100  N  6       10       125
Chrono Iv.  Soviet  1000  8   !   100  N  -       -        400
Grizzly T.  Allies  700   8   7   300  H  5       60/75    65/55
Rhino Tank  Soviet  900   8   6   400  H  5.75/5  65/80    90/85
IFV (1)     Allies  600   8   10  200  L  6       50       25/80
Flak Track  Soviet  500   8   8   180  H  10/8,5  25,40    35/20,25
Terror Dr.  Soviet  500   4   10  100  S  -       -        50
War Miner   Soviet  1400  4   4   1000 M  5.5     20       30
Chr.Miner   Allies  1400  4   4/! 1000 M  -       -        -
Apocalypse  Soviet  1750  6   4   800  H  5.75,8  80,80    100,50
Prism Tank  Allies  1200  8   4   150  L  10      100      100/150
Mirage Tank Allies  1000  9   7   200  L  7/9     70/80    100/150
V3 Launcher Soviet  800   7   4   150  L  18      150      200
MCV         Both    3000  6   4   1000 H  -       -        -
Tank Dest.  Germany 900   8   5   400  H  5/6.75  70/60    150/175
Demo Truck  Libya   1500  5   6   150  L  -       -        400
Tesla Tank  Russia  1200  8   6   300  H  4/6     60/50    135/150
Attack Sub  Soviet  1000  4   4   600  H  7       120      100
Sea Scorp.  Soviet  600   8   8   400  H  12/10,5 20,40    40/35,25
Destroyer   Allies  1000  7   6   600  H  8       110      60
Aegis Crs.  Allies  1200  8   4   800  L  12/14   15/5     100
Dreadnought Soviet  2000  7   4   800  H  25      -        (300x2)
A. Carrier  Allies  2000  7   4   800  H  25      -        (40x5)x3
Giant Squid Soviet  1000  5   8   200  L  -       -        -, 50
Dolphin     Allies  500   4   8   200  L  6       120      4+10/8+15
A. Tranport Both    900   6   6   300  H  -       -        -
Harrier     Allies  1200  8   14  150  L  6/9     10/10    150/300
Black Eagle Korea   1200  8   14  200  L  6/9     10/10    200/400
Kirov A.    Soviet  2000  8   5   2000 L  1.5     50       250
Nighthawk   Allies  1000  7   14  175  L  6       40       35/40
Pillbox     Allies  500   7   -   400  S  5.5     26       50
Sentry Gun  Soviet  500   7   -   400  S  5       26       50
Tesla C.(2) Soviet  1500  8   -   600  S  7+      120+     200+
Prism Tower Allies  1500  8   -   600  S  8       55       120+
Patriot     Allies  1000  10  -   900  S  12      55       75
Flak Cannon Soviet  1000  5   -   900  S  12      20       40
Grand C.(3) France  2000  10  -   900  S  15      120      150

Notes:
For more detailed explanation, you can see in Unit's description in 
above section.
Spd: Unit Speed (The lower the number, the slower the unit, 
     !: Teleportation)
HP: Unit Strength
Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy:
     Vehicle, and Special for few unit)
Sgt: Unit Sight Range
Rng: Unit's Weapon Range.
     Number after , is the secondary weapon. (Usually anti-air
     or deployed weapon).
     Number after / is Elite Weapon range, if there are no /
     means it has no Elite weapon, or has same range as non-Elite
     Weapon.
     - means that unit have no weapons or have special weapon.
ROF: Unit's Rate of Fire.
     Number after , is the secondary weapon. (Usually anti-air
     or deployed weapon).
     Number after / is Elite Weapon ROF, if there are no /
     means it has no Elite weapon, or has same ROF as non-Elite
     Weapon.
Damage: Weapon damage. 
     Number after , is the secondary weapon. (Usually anti-air
     or deployed weapon).
     Number after / is the Elite weapon, if there are no /
     means it has no Elite weapon, or has same damage as non-Elite
     Weapon.
     - means Special Weapon.(No damage or a special weapon).

(1) - IFV listed here is normal IFV (no infantry)
(2) - Tesla Coils range and ROF changes depend on Tesla Troopers
      that charge near it.
(3) - Grand Cannon has a Minimum Range of 3.

2) Scoring
After playing single or multiplayer games, there are Scores showed
to tell how good the players are. For some people this is not too 
important, but I list the scores table below for those who need it.

Below is a score table for destroying/killing a unit/building.
Note that I don't list many of civilian units and buildings and
some special buildings because they are too many to list.
May be if I'm not tired or bored, I will list them soon.

Units           Pts.  Vehicles       Pts. Buildings       Pts.
---------------------------------------------------------------
GI              10    Grizzly Tank   25   Const. Yard     80
Conscript       5     Rhino Tank     25   Power Plant     40
Attack Dog      10    IFV            20   Tesla Reactor   40
Engineer        5     Flak Track     20   Ore Refinery    80
Rocketeer       15    Chrono Miner   55   Barracks        30
Spy             5     War Miner      55   War Factory     80
Flak Trooper    5     Prism Tank     50   Service Depot   80
Crazy Ivan      30    Mirage Tank    25   Allied B. Lab   85
Tesla Trooper   5     Apocalypse     60   Soviet B. Lab   85
SEAL            50    Terror Drone   20   Naval Shipyard  55
Tanya           50    V3 Launcher    40   Ore Purifier    30
Yuri            5     MCV            60   Airforce C.HQ   70
Sniper          10    Harrier        20   Radar Tower     60
Desolator       30    Kirov Airship  100  SpySat Uplink   0
Terrorist       5     Tank Destroyer 25   Gap Generator   30
Chrono L.       15    Black Eagle    20   Cloning Vats    30
Psi Commando    50    Nighthawk      15   Pillbox         30
Chrono C.       50    Amphibious T.  25   Sentry Gun      30
Chrono Ivan     50    Destroyer      30   Patriot         30
Yuri Prime      50    A. Carrier     55   Flak Cannon     30
Civilian        1     AEGIS Cruiser  35   Prism Tower     30
Cow             1     Dolphin        15   Tesla Coil      30
Alligator       1     Sea Scorpion   20   Concrete Walls  5 
Polar Bear      1     Attack Sub     30   Iron Curtain    30
Monkey          1     Dreadnought    55   Weather C. D.   30
Secret Service  1     Giant Squid    20   Chronosphere    30
President       1     Demo. Truck    40   Nuclear M. S.   30
Technician      1     Tesla Tank     25   Psychic Sensors 50
                      Hornet         20   Tech Outpost    5
                      Dreadnought M. 20   Tech Oil Der.   5
                      V3 Missile     20   Tech Hospital   5
                      ASW            10   Tech Airport    5
                      Drop Plane     30   Grand Cannon    30
                                          Nuclear Reactor 30 
 
 
 
 
 
 
 
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