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    ================================================Yuri's Revenge: Red Alert 2 Expansion Compendium================================================Version *FINAL*

    Written by Stephanus Rudiyanto N.email: [email protected] (old, but still functioning)

    [email protected]

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

    * If you want to find older data for Red Alert 2 Original (not

    Yuri's Revenge data), please refer to my Red Alert 2 Compendium FAQ.

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

    Table of Contents-----------------i) Introductionii) Versioniii) Future editioniv) Creditsv) How to get this FAQ

    I - General and Special Rules1) Formulae2) Shorcut Keys3) Mind Control4) Chronoshift5) Invulnerability6) Building7) Veteran and Elite Units8) Credits9) Weather Storm10) Battle Bunker and Urban Buildings

    11) CratesII - Units1) Allied Infantry2) Soviet Infantry3) Yuri Infantry4) Allied Vehicle and Aircraft5) Soviet Vehicle and Aircraft6) Yuri Vehicle and Aircraft7) Allied Naval8) Soviet Naval9) Yuri Naval10) Neutral Unit

    III - Buildings

    1) Allied Building2) Soviet Building3) Yuri Building

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    4) Allied Combat Building5) Soviet Combat Building6) Yuri Combat Building7) Neutral Tech Building

    IV - Tables and Data1) Unit and Defensive Building Combat Ability2) Scoring

    3) Pip4) Unit and Defensive Building Description5) Unit and Building Comparison6) Air Unit Speed

    V - Miscellaneous1) Records2) Dangerous Unit3) Do you know?4) Special Section5) Patches changes

    -------------------------------------------------------------

    i) Introduction

    Command & Conquer: Red Alert 2 is a real time strategy gamefrom Westwood. This is the sequel of Command & Conquer: Red Alert.The game story is based on the war between the Alliance and theSoviet forces. This game is recommended for fans of real-timestrategy games. The FAQ I used here is based on it's expansion,Yuri's Revenge version 1.001. It add one more side (Yuri's side),and add tons of new features, units, and buildings. For originalRed Alert 2 player, please refer to my older FAQ (Red Alert 2Compendium).

    First, I apologize if my English is not good (Because it is not my

    main language). Maybe some grammars and spells have some errors inthis FAQ. This is my third unpublished FAQ I wrote.

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

    A lot of info I acquired by checking the INI files (if you are oftencostumizing any Westwood games (C&C and RA), you must know thesefamous INI files), and also from searching, trying, and my otherhardwork by playing the game itself. Note that not all data I extractpure from INI files (because some of them has many changes and can'tbe 100% right), actually I almost check everything (even thecalculation procedure) to be sure it is right. So forgive me if thereare many errors I didn't notice. Email me at [email protected] corrections and suggestions, and of course you will be creditedeven 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 ifI think it's important.

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

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    you know).

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

    ii) VersionNumbers after the dot mean minor updates, while numbers before the dotmean Major updates.

    30 October 2001 - Version 1.0 (Initial release)- All formats are based on my Red Alert 2 FAQ.- There may be still some errors (because there are so manystats in Yuri's Revenge that need to be double checked)I'll try to fix all of them in the next version if I foundthem, but I hope it's 100% error free :)

    10 November 2001 - Version 1.1

    - Add more website that host my FAQ.- Fix errors in many sections.20 November 2001 - Version 1.2- Fix errors in some sections.29 December 2001 - Version 1.3- Updates FAQs based on Yuri's Revenge ver. 1.001.16 February 2002 - Version 1.31- Add a site that host my FAQ3 March 2002 - Version 1.4- Add some infos in many sections.- Fixes some errors.17 March 2002 - Version 1.41- Add a site that host my FAQ

    3 June 2002 - Version 1.5:- Add Special section that contains many strategies and contributionfrom Overmind.

    3 July 2002 - Version 1.51:- Add some tips in miscellaneous section.25 August 2002 - Version 1.6:- Add some info and corrections (thanks to Hecht)29 Sept 2002 - Version 1.7:- Add some info from Peter Grijpma.- Correct some grammatical mistakes.- Add some info (usually not quite important) such as including SiegeChopper as a flying unit.

    - Change information on mind controlled MCV/CY. Yuri (Clone/Prime)'sPsychic Wave

    - Add some notes on invulnerabling and chronoshifting air units,especially Kirov Airship .

    - Add Grinder info in Credit and Grinder sections.- Add some minor info on Attack Dog, SEAL, Tanya, Chrono Legionnaire,Sniper, Crazy Ivan, Slave Miner, Chaos Drone, Flint Westwood,Arnie Frankenfurter, Bio Reactor, Pillbox, Prism Tower, Spy SatUplink, Grand Cannon, Sentry Gun, Tesla Coil, and Tank Bunker.

    - Add some info on Do You Know? section.- Add more website that host my FAQ.13 October 2002 - Final Version:- Fix some credits.

    - Add more website that host my FAQ.iii) Future editions

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

    iv) Credits- Westwood, for making a great game for me to play.

    - Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQs,GameFAQs is truly a good website for game guides and othergame-related info!

    - 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 FAQby himself.He checks almost everything in this FAQ.

    - "W K" For emailing me that Yuri's Revenge is out and making me createthis FAQ. Thanks.

    - Alien Overmind , for many usefulinformation and suggestions.Information: Weather Storm, Crates, Building Occupation, and

    SurvivorsFixes: Genetic Mutators Range, Spy shut down power time.He also sends me many useful and important informations andstrategies that I put them into a separate special sections.

    - "Justin Mitchell" , for info aboutKirov and small notes.

    - Kevin Leung , for info about Chronoshift andInvulnerability.

    - "cathy goudie" For reminding me that you can't selling a unit from service depot

    after version 1.001.- Ian Tucker , for some info aboutChronoshift.

    - Yonatan Indrajaya AKA losbolos , for someinfo about Chrono Waypointing.

    - "Hecht" , for many corrections and info.- "Peter Grijpma" , for some info and tips.

    v) How to get this FAQ

    You can get this FAQ only in these sites:- http://www.gamefaqs.com- www.actiontrip.com- www.cheatcc.com- http://SPOnG.com- www.gamespot.com- http://www.PlanetCNC.com- http://www.cnchq.com

    If you want to check my newest FAQ, please check www.gamefaqs.comfirst, because I will send my newest FAQs to GameFAQs before othersites.

    *****************************

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

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    1) Formulae* CellsOne cell in Red 2 Alert means a portion of small terrain that canbe occupied by one small vehicles (IFV, Flak Track, etc.) or 3infantry.

    * ROF: Rate of FireThe longer the number, the longer the unit reloads its weapons.

    15 are equal to 1 second at middle speed setting. So a weaponwith maximum speed with 150 ROF, will attack again after about 10seconds after previous attack.

    * Frame Delay900 Frame Delays are equal to 60 seconds in 15 fps (frame persecond) games.

    * Veteran RulesEach unit that can become Veteran will have increased statistics.For Elite units just multiply the number by 2. And for calculatingdamage, use the Elite Weapons (if the units have it), and notthe normal weapons. (This is hard to calculating, and stillbeing researched).

    Stronger : Damage received divided by 1.5Faster : Unit max speed multiplied by 1.2Increased ROF : ROF delay multiplied by 0.6Increased Firepower : Damage multiplied by 1.1Sight Range is NOT increased when becoming a veteran or Elite.For more description and detailed information about Veteran andElite units, look at section below.

    * RadiationNuclear Strike, Demolition Truck, and Desolator Radiation Eruptioncan create an area of radiation. The radiation will disappearafter (Radiation Level x 1) frames.

    * Cells Radius and Cells AreaIn 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 oo o o o o o oo o o o o o oo o o x o o oo o o o o o oo o o o o o oo o o o o o o

    Cells area of 3 x 3 will means:o o oo x oo 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 forbetter understanding. But I use cells radius because of some areadamage (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

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    cells area in other stats.

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

    2) Shorcut keysThe 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 objectCheer C All Units to Cheer (for fun only)Deploy Objects D Order selected units to Deploy or UndeployGuard Objects G Order selected units to 'Guard' the area

    Scatter X Order selected units to scatterStop Objects S Order selected units to stop current actionWaypoints Z Set planning mode ON (to create waypoints)

    Units that have been set for waypoints don'tdo anything until you turn this offUnits 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 heremeans no key and not the minus key).

    Category: Interface

    Keys Description--------------------------------------------------------------------Delete Num Del Deletes the selected objectFollow 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" EVAevent

    Options Esc Display game options dialogPage 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/OffSell Mode L Toggle Sell Mode On/OffScreen Capture Ctrl-C Take a snapshots of the game screen.

    (Saved as 'SCRNxxxx.PCX' file in thegame 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 TabSelect Vch. Tab R Switch the command bar to vehicle TabSidebar Down Num 2 Scroll Sidebar Selection list downward

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    Sidebar Up Num 8 Scroll Sidebar Selection list upwardSidebar Page Up Num 6 Page Sidebar Selection list upwardSidebar Page Down Num 4 Page Sidebar Selection list downwardStr. List Up Num 7 Scroll Sidebar Str. Sel. list upwardStr. List Down Num 1 Scroll Sidebar Str. Sel. list downwardStr. List Page Up - Page Sidebar Str. Sel. list upwardStr. List Page Dn - Page Sidebar Str. Sel. list downward

    Unit List Up Num 9 Scroll Sidebar Unit Sel. list upwardUnit List Down Num 3 Scroll Sidebar Unit Sel. list downwardUnit List Page Up - Page Sidebar Unit Sel. list upwardUnit List Page Dn - Page Sidebar Unit Sel. list downwardSet Bookmark 1 Ctrl-F1 Set view Bookmark map position 1Set Bookmark 2 Ctrl-F2 Set view Bookmark map position 2Set Bookmark 3 Ctrl-F3 Set view Bookmark map position 3Set Bookmark 4 Ctrl-F4 Set view Bookmark map position 4View Bookmark 1 F1 View bookmarked map position 1View Bookmark 2 F2 View bookmarked map position 2View Bookmark 3 F3 View bookmarked map position 3View Bookmark 4 F4 View bookmarked map position 4

    Jump to Map Edge Ctrl-Arrow keysJump to the edges of map forcorresponding arrow keys

    (*) The "Q" & "W" keys that select Tab Buttons grab acompleted building for the cursor. Pressing again places thatbuilding.

    Category: Selection

    Keys Description--------------------------------------------------------------------Center Base H Center the view about the player's base

    Center View Num 5 Center the view about the selectedobject(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 objectPrevious Object M Select the previous objectType 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 pressedagain, it selects units across MAP.If all units selected are on screen, it automatically selectunits across MAP.

    (**)- This shorcut key shows all units in selected units that inCRITICAL condition (red health bar), then if pressed againshows all units that in HEAVILY DAMAGED condition (yellowhealth bar), then if pressed again shows all unit that inHEALTHY condition. If pressed again, it loops back to showall units in CRITICAL condition. It also shows the informationon how many units in that condition and how many Cost valueof all those units.

    (***) - This shortcut key shows all units in the selected units thatare in Elite level, then if pressed again shows all units

    that are in Veteran level, then if pressed again shows allunits that are in Green status (Normal level). If pressedagain its loops back to show all units in Elite level.

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    It also shows the information on how many units in thatveterancy 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 unitsSelect 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- Center team can also be done by pressing # for the second timeafter the team is selected

    3) Mind Control- Units that have mind control ability can target any enemy orneutral unit and control its movement and action. In otherwords that unit will become your own unit.

    - Mind control can also be used to take allegiance of ally'sunits. Yuri Prime can mind control allied buildings. PsychicDominator is capable of mind controlling allied units, so becareful.

    - A mind controlled MCV, will now be unable to deploy. The samerule applies if you mind montrol an enemy Construction Yard usinga Yuri Prime. It can now be unpacked, but you can still sell it.

    - There are some units that can mind control an enemy unit.They are Yuri Clone, Psi-Corp Infantry, Psi Commando,Master Mind, and Yuri Prime.Psi-Corp Infantry only appear in Red Alert 2 campaign mode,and it has the same statistics with Yuri's.Psychic Tower is a defensive building that can mind control,and Psychic Dominator is a Yuri's Super Weapon that also canMind Control enemy units.

    - If you control a transport, all units in the transport willNOT be mind controlled, so if you deploy the transport, allof the units inside go out and are still owned by enemy.

    - Units that are mind controlling and a mind controlled unit can'tenter any transport (Amphibious Transport, Nighthawk, Flak Track,

    and IFV).- To release a mind controlled unit, you can kill the unit orbuilding that mind control it.

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    - To change mind control unit, just target another unit.Example: If a Yuri Clone is mind controlling a GI and you wanthim to mind control a Grizzly Tank, just simply ask him to targetthe Grizzly Tank.

    - You can't mind control a unit that is being mind controlled byother unit.

    - You can't mind control a unit that is enveloped with

    invulnerability (Iron Curtain is activated on it).- All units that have mind control ability can detect Spies.- There also a few units that are IMMUNE to Mind Control:

    Unit Sides Unit Sides----------------------------------------------------------Chrono Miner Allies War Miner SovietAttack Dog Both Terror Drone SovietGiant Squid Soviet Yuri Clone YuriPsi Commando Special Yuri Prime YuriHarrier Allies Black Eagle KoreaKirov Airship Soviet Rocketeer Allies

    Dolphin Allies (while flying)Master Mind Yuri Floating Disk YuriChaos Drone Yuri Brute YuriBoris Soviet Tanya AlliesSlave Worker Yuri Robot Tank AlliesSlave Miner Yuri T-Rex SpecialBrontosaur Special Evil Mummy SpecialSpy Plane Soviet MiG Soviet

    - You CAN actually mind control a Kirov. However, it's notexactly something that will happen often. You have to havea mind control unit near the factory that a Kirov is beingbuilt at, without it already controlling someone.

    When the Kirov finishes being built, it's initially "on theground", and can be controlled.

    4) Chronoshift- Chronoshift can be used after you have built a Chronosphere.- Chronoshift can teleport any unit in 3x3 Cells area to anotherlocation.

    - Chronoshift can be cancelled any time as long as you don'tspecify the target location.

    - You can teleport any unit to shrouded areas (Just be carefulnot teleport to water for your ground units).

    - Any infantry or organic unit that is teleported will be killedinstead 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 andnot killed by the process.

    - You CAN teleport infantry only if it is on a transport and youteleport the transport.

    - 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 ground to make them destroyed.* Teleport a group of enemy infantry to kill them instantly.

    * Teleport a Dolphin, Giant Squid, or Attack Dog to kill theminstantly.

    * Teleport a group of landing Harriers and Black Eagle

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    (in Airforce Command HQ), Siege Chopper, or Nighthawk to waterto destroy them.

    - Vehicles are not destroyed when teleported onto a building, theyare just placed around it.

    5) Invulnerability- Invulnerability can be used after you have built an Iron Curtain.

    - Invulnerability makes any unit in 3x3 Cells area invincible and can'tbe 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, Nighthawks, and Siege Chopperinvulnerable, but not Kirov Airships. Those three must land first whenthey are cloaked with Invulnerability.There is, however, a way to cloak Kirov with invulnerability. ReadKirov section for detailed information.

    - If you make any transport invulnerable, units inside it arenot 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 CrazyIvan) 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 withinvulnerability.

    * Destroy a Dolphin or Giant Squid by covering them withinvulnerability.

    - If you put an invulnerabled unit in a transport, the invulnerabilitywill not cease and expire after 750 frame delays (50 game seconds).

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

    Buildings Cells--------------------------Naval Shipyard 12Submarine Pen 12Concrete Wall 8Citadel Wall 8Sentry Gun 4Pillbox 4Patriot Missile 4Gattling Cannon 4Tank Bunker 3

    - All buildings need powers. Buildings that don't need powerare: Construction Yard, Concrete Walls, Citadel Walls,Battle Bunkers, Tank Bunker, Sentry Gun, and Pillbox.Allied power sources are the Power Plant. While Soviet powersources are Tesla Reactor and Nuclear Reactor.

    Yuri power sources are the Bio Reactors.- Buildings that can't work without power:Ore Purifier, Gap Generator, Iron Curtain, Weather Control Device,

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    Chronosphere, Radar Facility, Psychic Sensors, Sattelite Uplink,Tesla Coil, Prism Tower, Patriot Missile, Grand Cannon, Flak Cannon,Industrial Plant, Psychic Dominator, Genetic Mutator, GattlingCannon, Psychic Sensors, and Psychic Tower.

    - When a building is destroyed it's cost is divided by a specificnumber for each side, the result is the number of survivors.Allies: 500 (G.I.)

    Soviet: 250 (Conscripts)Yuri: 750 (Initiates)Example: Allied Chronosphere (Cost: 2500) that is destroyed willhave 5 G.I. survivors (2500/500).

    7) Veteran and Elite Units- Unit can become veteran if it destroys/kills enemy units thathave 3 times more 'points' than its value points. To becomeElite it needs 6 times more 'points' than its original valuepoints. 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), and1 Conscript (Cost: 100) will be promoted to veteran.It happens because all unit values that it destroys:1000 + 500 + (600 x 2) + 100 = 2800are greater than 3 times of its original value:900 x 3 = 2700 < 2800Notes that, if it destroys EXACTLY 3 times of its original valueit won't be promoted. It must be a little more that 3 timesof its original value.To become elite, the Rhino Tank must again destroy 3 unit costthat 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 countskilling them (but it has fewer points than enemy units).This is not recommended because it is too EXPENSIVE tomake 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 unitsSpeed increased : all unitsROF increased : all unitsWeapon damage increased : all unitsAbility to Scatter : Boris, Tanya, and SEAL

    Elite abilities:Self heal : all units (some units already

    have them in normal level)Armor increased : all unitsROF increased : all unitsWeapon damage increased : all unitsNew Elite Weapons : most units (look in unit section

    below for each unit EliteWeapon 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

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    - Harvesters (War Miner or Chrono Miner) automatically harvestores 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.1 Slave Worker can hold 4 bails at maximum.Carried bails are showed in colored pip (small dot in Harvesterthat shows the color of its ores/minerals storage). 1 Pipis the same as 4 bails (in Chrono Miner) and 8 bails (in War Miner).In a Harvester, Ores are showed in yellow color, whileminerals 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 2000credits (40 bails x 50 minerals value).For more information about 'Pip' itself, look in the othersection below also in this FAQ.

    - You can also get credits by sell a building. Selling a buildingcosts half of its original value.Selling a building can give you some extra infantry thatcome out from the building (GI and Conscripts), but itdepends on the building cost and type.Selling Construction Yard also gives you an Engineer.

    - You can also sell unit (ground vehicles only, includingNighthawks). It costs half of its original value.To sell a unit, move it to Service Depot. Move cursor tothe unit until it shows GREEN dollar sign, then click tosell it. (Not available after patches 1.001)Thanks to "Cathy Goudie" for remind me about this.Warning, if you sell any transport the unit inside it

    will also be sold but without credits (only the transport worththe credits).

    - Yuri has Grinder to earn credits. Send a unit into a grinder andthe grinder will destroy the unit but donate half of the unit'sbuilding cost. If a transport boarding some passengers is sentinto a grinder, you will also receive half of the passengers'construction cost.

    - Concrete Walls and all Tech Buildings (even you have capturedthem) can't be sold.

    - Tech Oil Derricks give you small credits (20 credits) everytime, and give 1000 credits for the first time you capture them.

    9) Weather Storm- Number of seconds between announcement of strike and itscommencement: 16.666

    - Damage done by lightning strike: 250- Default storm duration is overriden by the triggercontrol: 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: 3Note: Thanks to Alien Overmind for

    all of these info on Weather Storm.

    10) Battle Bunker and Urban Buildings- All basic infantry (G.I., Conscripts, and Initiates) can occupyBattle Bunkers. When enter these buildings, they will have

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    their weapons upgraded by these numbers:Damage multiplier : 1.3ROF multiplier : 1.3Range multiplier : 2

    - All basic infantry (G.I., Conscripts, and Initiates) can occupycivilian/urban buildings. When entering these buildings, they will

    have their weapons upgraded. See on each infantry descriptionfor more info.

    Note: Thanks to Alien Overmind forall of these info.

    11) CratesWhen 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 20Speed 10Armor 10Firepower 10

    Cash 20Reveal Map 10Free Vehicles 20Heal 10

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

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

    1) Allied Infantry------------------1.1) GICountry : AlliesPrerequisite : BarracksCost : 200 TechLevel : 1Weapons : M60 Heavy Machine Gun (Deployed)

    Parabellum Pistol (Undeployed)Speed : 4 Sight : 5HP : 125 Armor : none

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    Weapon Notes:* UndeployedDamage: 15 Range: 4 ROF: 20Damage 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

    * DeployedDamage: 15 Range: 5 ROF: 15Damage vs. Infantry's Armor: All (100%)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

    * When occupy a building

    Damage: 30 Range: 6 ROF: 15Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)Damage vs. Building's Armor: Wood (75%), Steel (30%), Concrete (20%)Damage vs. Terror Drone : 100%Prone Infantry reduces the damage to 50%.* Elite Weapon: Damage: 40 Range: 6 ROF: 15

    Notes:- Can occupy civilian buildings and Battle Bunker- Can be dropped by plane if you have Paradrop/Airport Tech Building.- GI cannot damage concrete walls and cannot fire pass throughconcrete walls.

    - IFV Mode: 2

    1.2) EngineerCountry : AlliesPrerequisite : BarrackCost : 500 TechLevel : 1Weapons : Bomb Defuse KitSpeed : 4 Sight : 4HP : 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 defuse 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 andrepair building) by 5.

    - IFV Mode: 1

    1.3) Attack DogCountry : AlliesPrerequisite : BarrackCost : 200 TechLevel : 2

    Weapons : TeethSpeed : 8 Sight : 9HP : 100 Armor : none

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    Weapon Notes:Damage: 30 Range: 1.5 ROF: 30Though the dogs have only 30 damage, they always kill any infantry orother 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 andother infantry) by 5.

    - Can only target infantry (excluding Brute), 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) Guardian G.I.

    Country : AlliesPrerequisite : BarracksCost : 400 TechLevel : 2Weapons : M60 Heavy Machine Gun (Undeployed)

    Missile Launcher (Deployed)Speed : 3 Sight : 6HP : 100 Armor : none

    Weapon Notes:* DeployedDamage: 40 Range: 8 (Minimum: 1) ROF: 40Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)

    Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)Damage vs. Terror Drone : 100%Prone Infantry reduces the damage to 50%.* Elite Weapon: Damage: 50 Range: 8 (Minimum: 1) ROF: 20

    * UndeployedDamage: 15 Range: 5 ROF: 15Damage 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:- Guardian GI in undeployed mode cannot damage concrete walls andcannot fire pass through concrete walls.

    - IFV Mode: 16

    1.5) RocketeerCountry : AlliesPrerequisite : Barrack, Airforce Command HQCost : 600 TechLevel : 3Weapons : 20mm Mini Machine-gunSpeed : 9 Sight : 8HP : 125 Armor : none

    Weapon Notes:Damage: 25 Range: 5 ROF: 30

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    Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)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 80%.* Elite Weapon: Damage: 25 Range: 5 ROF: 5

    Notes:- Always fly and never land. (Except in Campaign mode where they arein ground first)

    - Rocketeer can't damage concrete wall.

    1.6) SpyCountry : AlliesPrerequisite : Barrack, Allied Battle LabCost : 1000 TechLevel : 5Weapons : Make-up KitSpeed : 4 Sight : 9HP : 100 Armor : Flak

    Notes:- Target any enemy infantry unit, dog, cow, alligator, or monkeyto disguise like it.

    - Spy, by default, disguises like your own basic infantry (GI forAllies, Conscripts for Soviet, and Initiates for Yuri)

    - 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 disguiselike that disguised form (not the spy). For example, spy A hasdisguised as a cow, and spy B has just been created. If you orderspy B to disguise as spy A (force attack spy A), spy B will camouflagehimself as a cow.

    - If disguised, can still be seen in radar, and also detected by dogand all mind-controlling units.

    - If disguised, any enemy unit that can't detect him doesn'tautomatically attack it, but it can be attacked manually (targetcursor shows him as enemy).

    - Can enter these buildings:+ Barracks: Makes most infantry that you train become veteran.+ War Factory: Makes most vehicles that you train become veteran.+ Radar/AA HQ/Psychic Sensor: Resets the enemy's shrouds.+ Ore Refinery: Steals half of their money.+ Power Plant/Tesla Reactor/Nuclear Reactor/Bio Reactor:Shuts down the power for more than 1 minute. (1000 frame delay)

    + Allied/Soviet/Yuri Battle Lab: Can make a special infantry (ChronoCommando, Psi Commando, or Chrono Ivan)

    + Chronosphere, Genetic Mutator, Iron Curtain, Nuclear Silo, WeatherControl, or Psychic Dominator:Resets the super weapon countdown.

    - Can't be veteran or elite by normal means.- IFV Mode: 2

    1.7) SEALCountry : AlliesPrerequisite : Barrack, Airforce Command HQCost : 1000 TechLevel : 9Weapons : MP5 Machine Gun

    C4 ChargesSpeed : 5 Sight : 8HP : 125 Armor : Flak

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    Weapon Notes:* MP5 Machine GunDamage: 125 Range: 6 ROF: 10Damage 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 orderhim to attack those targets manually. However, he will retaliate ifattacked.

    * C4 ChargesDamage: 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.

    - IFV Mode: 4

    1.8) TanyaCountry : AlliesPrerequisite : Barrack, Allied Battle LabCost : 1500 TechLevel : 9Weapons : Dual Pistols

    C4 ChargesSpeed : 6 Sight : 8HP : 200 Armor : Flak

    Weapon Notes:* Dual Pistols

    Damage: 125 Range: 6 ROF: 10Damage 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: 10Tanya doesn't target any vehicle or building automatically, orderher to attack those targets manually. However, she will retaliateif attacked.

    * C4 ChargesDamage: 5000 Range: 1.5 ROF: 10

    Notes:- Can swim and attack from water.- Can destroy any buildings or ships by using C4.- Can destroy any vehicles by using C4.- Can destroy bridge by entering Bridge Repair Hut.- You can only train 1 Tanya.- Self Healing.- Can't be crushed by vehicles.- Immune to Mind Control but not to Psychic Wave.- IFV Mode: 4

    1.9) Chrono Legionnaire

    Country : AlliesPrerequisite : Barrack, Allied Battle LabCost : 1500 TechLevel : 10

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    Weapons : Neutron RiffleSpeed : Instant Sight : 8HP : 125 Armor : None

    Weapon Notes:Damage: 8 Range: 5 ROF: 120Neutron 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 reachestarget's maximum HP, target is "removed". If the process iscancelled (the Chrono Legionnaire is killed), the temporarydamage resets to 0.* Elite Weapon: Damage: 16 Range: 5 ROF: 120

    Notes:- They move by teleporting to target location instantly, but thelonger the distance, the longer they are "ready" in targetlocation (very vulnerable).

    - They enter IFV and any transport by teleporting (instantaneous).- They have special weapons that can remove any unit/building. Thestronger the enemy the longer they "remove" it. Killing him whilehe is targeting will release the unit/building.Moving him or making him select another target will also releasethe unit/building.

    - Any enemy unit's or building's targeted by them can't be targetedby other unit except by other Chrono Legionnaire. Also theirtarget can't move, attack, or do anything while still in thephase time.

    - They cannot damage Concrete war nor attack pass throughConcrete Wall.

    - Cannot be crushed by vehicles.

    - If a Chrono Legionnaire attacks a garrisonned building or atransport, the units inside will also disappear.

    - Tip: Send an IFV to the vicinity of enemy base. Then send yourChrono Legionnaire in it. Acting this way will enable the ChronoLegionnaire to attack without "unwarping". However, if you unboardhim soon after he teleports to the IFV, he will "unwarp".See section V.3 for more tips and tricks.

    - IFV Mode: 10

    1.10) SniperCountry : Great BritainPrerequisite : Barrack, Airforce Command HQCost : 600 TechLevel : 1Weapons : AWPSpeed : 4 Sight : 8HP : 125 Armor : None

    Weapon Notes:Damage: 125 Range: 14 ROF: 150Damage 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, orderhim to attack those targets manually. However, he will retaliate ifattacked.

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    Notes:- When Attacking, the Sniper, unlike most units, does not revealshround. (So Sniper hiding in shrouds can kill other infantrywithout being seen)

    - IFV Mode: 5

    1.11) American Airborne ParatroopersCountry : AmericaCost : 0Prerequisite : 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 willbecome 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 on the nearest land.

    1.12) Allied ParadropCountry : AlliesCost : 0Prerequisite : 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 willbecome 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 on the nearest land.

    2) Soviet Infantry------------------2.1) ConscriptsCountry : SovietPrerequisite : BarrackCost : 100 TechLevel : 1Weapons : M1 CarbineSpeed : 4 Sight : 5HP : 125 Armor : Flak

    Weapon Notes:* M1 CarbineDamage: 15 Range: 4 ROF: 25Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)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

    * When occupy a building.Damage: 20 Range: 6 ROF: 20

    Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)

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    Damage vs. Terror Drone : 100%Prone Infantry reduces the damage to 50%.* Elite Weapon: Damage: 30 Range: 6 ROF: 20

    Notes:- Can occupy civilian buildings and Battle Bunkers.- Can be dropped by plane if you have Paradrop/Airport Tech Building.

    - Conscripts cannot damage concrete walls and cannot fire passthrough Concrete wall.

    - IFV Mode: 2

    2.2) EngineerCountry : SovietPrerequisite : BarrackCost : 500 TechLevel : 1Weapons : Bomb Defuse KitSpeed : 4 Sight : 4HP : 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 defuse 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 andrepair building) by 5.

    - IFV Mode: 1

    2.3) Attack DogCountry : Soviet

    Prerequisite : BarrackCost : 200 TechLevel : 2Weapons : TeethSpeed : 8 Sight : 9HP : 100 Armor : none

    Weapon Notes:Damage: 30 Range: 1.5 ROF: 30Even the dogs have only 30 damage, but they always kill any infantry orother 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 andother infantry) by 5.

    - Can only target infantry (excluding Brute), other dog, or biologicalground units.

    - 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 TrooperCountry : Soviet

    Prerequisite : Barrack, RadarCost : 300 TechLevel : 1Weapons : Flak Gun

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    Flak Anti-Air GunSpeed : 4 Sight : 5HP : 100 Armor : none

    Weapon Notes:* Anti-Air Flak GunDamage: 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 GunDamage: 20 Range: 5 ROF: 20Damage 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.* BothFlak Trooper's Weapon is inaccurate and slow, but the bulletexplodes and any unit/building in the area (1 Cell nearby) will bedamaged (Of course the units near the center of explosion receivemore 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 : SovietPrerequisite : BarrackCost : 500 TechLevel : 5Weapons : Electric BoltSpeed : 4 Sight : 6HP : 130 Armor : Plate

    Weapon Notes:* Electric BoltDamage: 50 Range: 3 ROF: 60Damage 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 theprimary target (Ignore any Concrete Walls for 2other targets).

    * Assault Bolt (only when near Tesla Coil)Range: 1.83 ROF: 25This 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 Coilpower 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 (yourpower gauge is red) needs at least 3 Tesla Trooper tooverpowered it (look in Tesla Coil section below for more

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    description).

    Notes:- When near Tesla Coil, Tesla Trooper can charge the Tesla Coil toincrease range, damage, and fire speed (reduce ROF) of the TeslaCoil. They still can attack (and release the charges on TeslaCoil) 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 reminding me about this).

    - IFV Mode: 6

    2.6) Crazy IvanCountry : SovietPrerequisite : Barrack, RadarCost : 600 TechLevel : 5Weapons : Ivan DynamitesSpeed : 4 Sight : 6

    HP : 125 Armor : None

    Weapon Notes:* Ivan DynamitesDamage: 450 Range: 1.5 ROF: 50Damage 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 plantthe 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). Whenplanted, the bomb timer in the unit will countdown. If the timerreaches zero, the planted unit will be damaged (or destroyed) andalso 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, Nighthawk, and Siege Chopper) when they are on land.

    - Units with bomb planted on them that enter a transport won'texplode in transport when the bomb timer expires. But, they willexplode immediately when they go out from transport (if the bombtimer expires inside tranport). The more the units with planted bombin the transport, the explosion will do more damage.Considering its speed and its transport capacity, Flak Track isrecommended, and units onboard are Conscripts because of theirlow costs.It is also good to use Cuban terrorists instead of conscriptbecause they are relatively cheap and causing great damage whenexploding.

    - Explodes when killed.- Can destroy bridge by entering Bridge Repair Hut.- Can't install bomb on a naval unit (except amphibious transport).- IFV Mode: 7

    2.7) Boris

    Country : SovietPrerequisite : Barrack, Soviet Battle LabCost : 1500 TechLevel : 9

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    Weapons : AKMAirstrike Flare

    Speed : 5 Sight : 9HP : 200 Armor : Flak

    Weapon Notes:* AKM

    Damage: 65 Range: 7 ROF: 20Damage vs. Infantry's Armor: None (200%), Flak (200%), Plate (100%)Damage vs. Vehicle's Armor : Light (50%), Medium (50%), Heavy (50%)Damage vs. Terror Drone : 100%Cannot target Buildings.Prone Infantry reduces the damage to 70%.* Elite Weapon: Damage: 90 Range: 9 ROF: 20

    * Airstrike Flare (Target a Building)Damage: Special Range: 12 ROF: 60Call 2-4 MiGs to attack a build, the number of MiGs called is basedon Boris's Veterancy level.MiG's Data: HP: 200 Armor: Light

    Speed: 16 Sight: 0Weapons: Maverick (2 missiles)Damage: 750 Range: 4 ROF: 10Damage vs. All: 100%Damage vs. Concrete Building: 50%

    Notes:- You can only train 1 Boris.- Boris can't swim.- Self Healing.- Can't be crushed by vehicles.- Immune to Mind Control but not Psychic Wave.- IFV Mode: 4

    2.8) DesolatorCountry : IraqPrerequisite : Barrack, RadarCost : 600 TechLevel : 8Weapons : Radiation beam gun

    Radiation eruption gunSpeed : 4 Sight : 6HP : 150 Armor : Plate

    Weapon Notes:* Radiation Beam GunDamage: 125 Range: 6 ROF: 50Damage 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 GunRange: 10 Cells ROF: 60Radiation Level: 500Damage 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 allunits on it (except all units immune to Radiation).Radiation remains as long as the Desolator is still deployed.

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    - Cannot be crushed by vehicles.- Desolators use Radiation weapons, so they can't damage any unitimmune to it.

    - Immune to Radiation.- Self Regeneration.- IFV Mode: 9

    2.9) TerroristCountry : CubaPrerequisite : Barrack, RadarCost : 200 TechLevel : 5Weapons : Terror BombSpeed : 6 Sight : 9HP : 75 Armor : Flak

    Weapon Notes:Damage: 225 Range: 1.5 ROF: 10Damage 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.- IFV Mode: 11

    2.10) Soviet ParatroopersCountry : SovietCost : 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 willbecome veteran.

    - Paratrooper can't land in the water. If you target them to water,they automatically land on the nearest land.

    3) Yuri's Infantry------------------

    3.1) InitiateCountry : YuriPrerequisite : BarrackCost : 200 TechLevel : 1Weapons : Psychic JabSpeed : 4 Sight : 9HP : 100 Armor : None

    Weapon Notes:* Psychic JabDamage: 25 Range: 4.5 ROF: 15Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)

    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%

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    Prone Infantry reduces the damage to 70%.* Elite Weapon: Damage: 30 Range: 6 ROF: 15

    * When occupy a building.Damage: 63 Range: 6 ROF: 15Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)Damage vs. Building's Armor: Wood(75%), Steel(30%), Concrete(20%)

    Damage vs. Terror Drone : 100%Prone Infantry reduces the damage to 50%.* Elite Weapon: Damage: 73 Range: 6 ROF: 15

    Notes:- Can occupy Civilian Buildings & Battle Bunker.- Can be dropped by plane if you have Paradrop/Airport Tech Building.- Initiate cannot damage concrete walls and cannot fire passthrough Concrete wall.

    - IFV Mode: 13

    3.2) Engineer

    Country : YuriPrerequisite : BarrackCost : 500 TechLevel : 1Weapons : Bomb Defuse KitSpeed : 4 Sight : 4HP : 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 defuse 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 andrepair building) by 5.

    - IFV Mode: 1

    3.3) Attack DogCountry : YuriPrerequisite : NoneCost : 200 TechLevel : 2Weapons : TeethSpeed : 8 Sight : 9HP : 100 Armor : none

    Weapon Notes:Damage: 30 Range: 1.5 ROF: 30Even the dogs have only 30 damage, but they always kill any infantryor 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 andother infantry) by 5.

    - Can only target infantry (excluding Brute), other dog, andbiological land units.

    - Can detect spies in sight range.- Can't be veteran or elite by normal means.- Immune to Mind control.

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    - Immune to Psychic Wave.- Can only appear in Land Rush (Multiplayer) mode.

    3.4) Slave WorkerCountry : YuriPrerequisite : Slave MinerCost : 10 TechLevel : -1

    Weapons : Psychic JabSpeed : 3 Sight : 5HP : 125 Armor : None

    Weapon Notes:* ShovelDamage: 30 Range: 1.5 ROF: 30Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)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:- Appear maximum 5 Slave Worker per Slave Miner.- Immune to Mind Control but not to Pyschic Wave.- If produced by your Slave Miner, it can not be ordered.

    3.5) BruteCountry : YuriPrerequisite : BarrackCost : 500 TechLevel : 5Weapons : Brute Punch

    Brute SmashSpeed : 6 Sight : 8

    HP : 200 Armor : Plate

    Weapon Notes:* Brute Punch (Attack vs. Infantry and Building)Damage: 100 Range: 1.4 ROF: 60Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)Damage vs. Terror Drone : 100%

    * Brute Smash (Attack vs. Vehicle)Damage: 100 Range: 1.1 ROF: 60Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)Damage vs. Terror Drone : 100%

    Notes:- Brute can damage concrete walls.- Cannot be crushed by Vehicles.- Self Healing.- Immune to Mind Control but not to Psychic Wave.- Immune to Dog Attacks.

    3.6) VirusCountry : YuriPrerequisite : Barrack, Psychic SensorCost : 700 TechLevel : 1Weapons : Virus Gun

    Speed : 4 Sight : 9HP : 200 Armor : None

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    Weapon Notes:* Virus GunDamage: 125 Range: 10 ROF: 100Damage vs. Infantry's Armor: All (100%)Damage vs. Vehicle's Armor : All (1%)Damage vs. Building's Armor: All (1%)Prone Infantry doesn't reduces the damage.

    * Elite Weapon: Damage: 125 Range: 16 ROF: 80

    Notes:- The shrouds on Virus don't reveal like other normal units, whena Virus attacks.(So Virus hiding in shrouds can kill other infantrywithout being seen)

    - Virus cannot damage concrete walls and cannot fire passthrough Concrete wall.

    - Immune to Poison.- IFV Mode: 14.

    3.7) Yuri Clone

    Country : YuriPrerequisite : Barrack, Psychic SensorCost : 800 TechLevel : 10Weapons : Mind Control

    Psychic WaveSpeed : 4 Sight : 12HP : 100 Armor : None

    Weapon Notes:* Mind ControlDamage: - Range: 7 ROF: 200

    * Psychic WaveDamage: 250 Range: 3 Cells ROF: 50

    Undeploy Delay: 150

    Notes:- Yuri Clone can target most units to become your unit. Yuri Clonecan only target 1 unit. If you choose to control other unit, thecontrol of previous unit will be lost.Controlled unit can be freed by killing the mind controlling YuriClone.

    - Yuri Clone can't target buildings and units immune to Mind Control.- When deployed, Yuri Clone casts Psychic Wave and kills any infantrynearby. Yuri Clone must rest for a while after that before he canmove or do anything.

    - Yuri Clone's Psychic Wave will not kill friendly units.- Immune to Mind Control.- Immune to Psychic Wave.- Can detect spies.- IFV Mode: 8

    3.8) Yuri PrimeCountry : YuriPrerequisite : Barrack, Yuri Battle LabCost : 1500 TechLevel : 10Weapons : Super Mind Control

    Super Psychic WaveSpeed : 6 Sight : 9

    HP : 150 Armor : Flak

    Weapon Notes:

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    * Super Mind ControlDamage: - Range: 7 ROF: 200Can control enemy building.

    * Super Psychic WaveDamage: 250 Range: 5 cells ROF: 50Damage vs. Infantry's Armor : All (100%)Damage vs. Vehicle's Armor : All (50%)

    Undeploy Delay: 75

    Notes:- Yuri Prime can target most unit to become your unit. Yuri Primecan only target 1 unit. If you choose to control other unit, thecontrol of previous unit will lost.Controlled unit can be freed if Yuri Prime is killed.

    - Yuri Prime can't target units immune to Mind Control.- Yuri Prime can control enemy building.- When deployed, Yuri Prime casts Psychic Wave and kills any infantrynearby (except your own units). Yuri Prime must rest for a whileafter that before he can move or do anything.

    - Yuri Prime's Psychic Wave will not kill friendly units.- Immune to Mind Control.- Immune to Psychic Wave.- Can detect spies.- Self Healing.- Cannot be crushed by vehicles.- Can move across water (hovering unit).- Can only train 1 Yuri Prime.Trick: Before training a Yuri Prime, build a cloning vats first andyou'll have 2 Yuri Primes.

    - IFV Mode: 15

    3.9) Yuri Paratroopers

    Country : YuriCost : 0Prerequisite : Airport (Tech Building Captured)

    Notes:- Paratroopers drop 6 Initiates.- The statistics for Paratroopers are the same as Yuri's Initiates.- If your spy has infiltrated enemy's barrack, your paratrooper willbecome veteran.

    - Paratrooper can't land in the water. If you target them to water,they automatically land on the nearest land.

    4) Special Infantry------------------4.1) Chrono CommandoCountry : SpecialPrerequisite : Barrack, Spy infiltrating the Allied Battle LabCost : 2000 TechLevel : 9Weapons : Chrono MP5 Machine Gun

    C4 ChargesSpeed : Instant Sight : 8HP : 100 Armor : None

    Weapon Notes:* Chrono MP5

    Damage: 125 Range: 6 ROF: 10Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%)Damage vs. Vehicle's Armor : All (1%)

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    Damage vs. Building's Armor: Use other weapons (C4)Damage vs. Terror Drone : 75%Prone Infantry still receives FULL damage.

    * C4 ChargesDamage: 5000 Range: 1.5 ROF: 10Destroy any targetted building instantly after he finishes"unwarping".

    Notes:- They move by teleporting to target location instantly, but thelonger the distance, the longer they are "ready" in target (veryvulnerable).

    - 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 and Tricks:Send an IFV to the vicinity of enemy base. Then send yourChrono Commando in it. Acting this way will enable the Chrono

    Commando to attack without "unwarping". However, if you unboardhim soon after he teleports to the IFV, he will "unwarp".See section V.3 for more tips and tricks.

    - IFV Mode: 4

    4.2) Psi CommandoCountry : SpecialPrerequisite : Barrack, Spy infiltrating the Yuri Battle LabCost : 1000 TechLevel : 9Weapons : Mind Control

    C4 ChargesSpeed : 5 Sight : 8HP : 100 Armor : None

    Weapon Notes:* Mind ControlDamage: - Range: 7 ROF: 200* Elite Weapon: Damage: - Range: 14 ROF: 200

    Notes:- Psi Commando can target most unit to become your unit. Psi Commandocan only target 1 unit. If you choose to control other unit, thecontrol of previous unit will be lost.Controlled unit can be freed by kill the mind controller.

    - Psi Commando can't target buildings and some units immune to MindControl.

    - 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

    4.3) Chrono IvanCountry : SpecialPrerequisite : Barrack, Spy infiltrating the Soviet Battle LabCost : 1000 TechLevel : 9

    Weapons : Ivan DynamitesSpeed : Instant Sight : 8HP : 100 Armor : None

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    Weapon Notes:* Ivan DynamitesDamage: 450 Range: 1.5 ROF: 50Damage 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 plantthe 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 thelonger the distance, the longer they are "ready" in target (veryvulnerable).

    - They enter IFV and any transport by teleporting (instantaneous).- Can plant bomb into any unit or buildings (friend or foe). Whenplanted, the bomb timer in the unit will countdown. If the timer

    reaches zero, the planted unit will be damaged (or destroyed) andalso the explosion will damage the nearby area.- Can't be veteran or elite by normal means.- Explodes when killed.- Cannot be crushed by vehicles.- See section V.3 for more tips and tricks.- IFV Mode: 7

    4.4) Lunar InfantryCountry : SovietPrerequisite : Barrack, RadarCost : 600 TechLevel : 11Weapons : Lunar Laser

    Speed : 9 Sight : 8HP : 125 Armor : none

    Weapon Notes:Damage: 25 Range: 7 ROF: 20Damage vs. Infantry's Armor: All (100%)Damage vs. Vehicle's Armor : Light (75%), Medium (50%), Heavy (50%)Damage vs. Building's Armor: All (100%)Damage vs. Terror Drone : 100%

    Notes:- Always fly and never land. (Except in Campaign mode where they arein ground first)

    - Lunar Infantry can't damage concrete wall.- Available only in Soviet Campaign.

    5) Allied Vehicle and Aircraft------------------------------5.1) Chrono MinerCountry : AlliesPrerequisite : War Factory, Ore RefineryCost : 1400 TechLevel : 1Weapons : NoneSpeed : 4 Sight : 4

    HP : 1000 Armor : Medium

    Notes:

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    - Allied Harvester automatically searches ore to harvest when built.Use teleportation when unloading to Ore Refinery. If the Refineryis occupied (there is another harvester), it moves normally.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, theTerror Drone is left behind.

    - Can't be veteran or elite by normal means.- Can't enter Tank Bunker.

    5.2) Grizzly Battle TankCountry : AlliesPrerequisite : War FactoryCost : 700 TechLevel : 2Weapons : 105mm CannonSpeed : 7 Sight : 8HP : 300 Armor : Heavy

    Weapon Notes:Damage: 65 Range: 5 ROF: 60Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)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: 65 Range: 5 ROF: 50Damage 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.

    5.3) IFVCountry : AlliesPrerequisite : War FactoryCost : 600 TechLevel : 3Weapons : Hover Missiles

    (Changes depending on boarding infantry)Speed : 10 Sight : 8HP : 200 Armor : Light

    Weapon Notes:* Hover Missiles (Anti-Surface and Anti-Air)Damage: 25 Range: 6 ROF: 50Damage 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

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    Fire 4 times in rapid succession.* Repair BulletsRepair: 50 Range: 1.8 ROF: 80Can 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 GunDamage: 25 Range: 6 ROF: 15Damage vs. Infantry's Armor: All (100%)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: 15Damage 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 GunDamage: 125 Range: 7 ROF: 10Damage 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: 60Damage 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.The shrouds on IFV don't reveal when it attacks.

    * Electric BoltDamage: 60 Range: 6 ROF: 45Damage 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 BombDamage: 200 Range: 5 Cells ROF: 80Radiation: 500Damage 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).

    * Psychic Wave

    Range: 1 ROF: 10Kill all infantry that in radius of 3 Cells after reaching firsttarget (must near first target before releasing Psychic Wave).

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    While in this attack mode, an area of Psychic Wave appears nearIFV and only stops after IFV moves (the effect is disappearingafter a moment).

    * Radiation Beam GunDamage: 175 Range: 7 ROF: 30Damage 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 buildingThis is a radiation weapon, so can't damage any unit that is immuneto Radiation.

    * Neutron RifleDamage: 10 Range: 6 ROF: 120Neutron 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 reachestarget's maximum HP, target is "removed". If the process iscancelled (the Chrono IFV is destroyed), the temporary damageresets to 0.

    This IFV weapon has a little difference with Chrono Legionnaireweapons. It sometimes needs reloading and doesn't fire continouslylike Chrono Legionnaire.

    * Terror BombDamage: 250 Range: 1.5 ROF: 10Damage 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.

    * Cow ShotDamage: 300 Range: 12 ROF: 75

    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%

    * Psychic JabDamage: 25 Range: 6.5 ROF: 15Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (80%)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%.

    * Virus GunDamage: 125 Range: 12 ROF: 80Damage vs. Infantry's Armor: All (100%)Damage vs. Vehicle's Armor : All (1%)Damage vs. Building's Armor: All (1%)Prone Infantry doesn't reduces the damage.The shrouds on IFV don't reveal when it attacks.

    * Super Mind BlastDamage: 250 Range: 5 cells ROF: 50Damage vs. Infantry's Armor : All (100%)Damage vs. Vehicle's Armor : All (50%)

    * Missile LauncherDamage: 30 Range: 8 (Minimum: 1) ROF: 40Damage vs. Infantry's Armor: None (20%), Flak (20%), Plate (20%)

    Damage vs. Vehicle's Armor : Light (100%), Medium (50%), Heavy (100%)Damage vs. Building's Armor: Wood (10%), Steel (10%), Concrete (10%)Damage vs. Terror Drone : 100%

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    Prone Infantry reduces the damage to 50%.Fire 2 times in rapid succession.

    Notes:- IFV can changes modes depending on any infantry that boards it.It can only carry 1 infantry.

    - IFV has 17 Modes:

    Mode Infantry Weapon------------------------------------------------------0 None Hover Missiles1 Engineer Repair Bullets2 GI, Conscripts, Spy M60 Machine Gun3 Flak Trooper Flak Gun4 SEAL, Tanya, Psi Commando, MP5 Machine Gun

    Chrono Commando, Boris5 Sniper AWP6 Tesla Trooper Electric Bolt7 Crazy Ivan, Chrono Ivan Small Nuclear Bomb8 Yuri Clone Psychic Wave

    9 Desolators Radiation Beam Gun10 Chrono Legionnaire Neutron Rifle11 Terrorist Terror Bomb12 Cow Cow Shot13 Initiate Psychic Jab14 Virus Virus Gun15 Yuri Prime Super Mind Blast16 Guardian GI Missile Launcher

    - For their specific notes, look in Weapon Notes above.- Cow Shot is not available in normal games because playercan't force mind controlled cow to enter the IFV.This weapon is still available through INI editing or other

    mods.- 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 havemind control attached to a unit can't enter IFV.

    - Attack Dog and Slave Worker can enter IFV, but IFV Mode isstill 0 (as like nothing in it).

    - Can't unload if in service depot.- Infantry entering IFV will not be promoted, but the IFV will.

    5.4) Battle FortressCountry : AlliesPrerequisite : War Factory, Allied Battle LabCost : 2000 TechLevel : 10Weapons : 20mm Rapid Cannon

    (Changes depending on boarding infantry)Speed : 4 Sight : 6HP : 600 Armor : Heavy

    Weapon Notes:Damage: 30 Range: 5.5 ROF: 20Damage 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%.

    Notes:

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    - Can crush enemy Vehicles except: Battle Fortress, MCV, andYuri Slave Miner.

    - Each Infantry that enters Battle Fortress will add BattleFortress weaponry, with their weapon range increased by 2and weapon's damage increased by 20%.

    - Battle Fortress can carry 5 infantry units.- Brute can enter Battle Fortress but has size of 2 infantry.

    - Tanya, SEAL, Yuri Prime, and Boris can't use their specialability when they're inside Battle Fortress.

    - Attack Dog, Engineer, Slave Worker, Terrorist, Evil Mummy, Spy,Crazy Ivan, and Brute can enter Battle Fortress, but doesn't addor change any weapons.

    - Can't unload if in service depot.- Infantry entering Battle Fortress will not be promoted, butthe Battle Fortress will.

    - If ordered to attack, Battle Fortress tends to crush, meaning that itsometimes does not use its range advantage.

    - Flak Trooper, unlike in IFV, can fire air units if loaded in aBattle Fortress.

    - A Battle Fortress boarding Yuri Clone will be a Mind-Controlling BattleFortress. The number of units capable of being mind-controlled isequal to the number of Yuri Clone/Yuri Prime/Psi Commando in theBattle Fortress.

    - Yuri Prime in a Battle Fortress can not steal building or cast SuperPsychic Wave.

    - Yuri Clone and Yuri Prime mind-controlling units from Battle Fortressmay unboard, but they can not board till they release their mindcontrol.

    5.5) Prism TankCountry : AlliesPrerequisite : War Factory, Allied Battle Lab

    Cost : 1200 TechLevel : 8Weapons : Prism CannonSpeed : 4 Sight : 8HP : 150 Armor : Light

    Weapon Notes:* Prism CannonDamage: 100 Range: 10 ROF: 100Damage 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: 100The Reflection of Elite weapons also CAN reflect again, withthe same statistics as normal weapons (Damage: 30, Range: 3,ROF: 120), but can only reflect 3 times.

    5.6) Mirage TankCountry : Allies

    Prerequisite : War Factory, Allied Battle LabCost : 1000 TechLevel : 9Weapons : Mirage Gun

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    Speed : 7 Sight : 9HP : 200 Armor : Light

    Weapon Notes:Damage: 100 Range: 7 ROF: 70Damage 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, Mirage Tank doesn't reveal shrounds like othernormal units. (So Mirage Tank hiding in shrouds can kill otherunits without being seen)

    - Can't destroy Concrete Wall or attack pass through Concrete Walls.

    5.7) Allied MCV

    Country : AlliesPrerequisite : War Factory, Service DepotCost : 3000 TechLevel : 10Weapons : NoneSpeed : 4 Sight : 6HP : 1000 Armor : Heavy

    Notes:- Can deploy into Allied Construction Yard.- DO NOT deploy a drone-infiltrated MCV! Read Terror Drone section formore information.A drone-infiltrated MCV can't be deployed.

    - Can't enter Tank Bunker.

    5.8) Tank DestroyerCountry : GermanyPrerequisite : War Factory, Airforce Command HQCost : 900 TechLevel : 2Weapons : SABOT ShellsSpeed : 5 Sight : 8HP : 400 Armor : Heavy

    Weapon Notes:Damage: 150 Range: 5 ROF: 70Damage 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: 60Damage 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.

    5.9) Robot Tank

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    Country : AlliesPrerequisite : War Factory, Robot Control CenterCost : 600 TechLevel : 2Weapons : Robotic GunSpeed : 10 Sight : 6HP : 180 Armor : Heavy

    Weapon Notes:Damage: 65 Range: 5 ROF: 60Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(50%)Damage vs. Terror Drone : 60%Prone Infantry reduces the damage to 50%.

    Notes:- Can crush Infantry.- Immune to Mind Control.- Immune to Radiation.

    - Can't move and function if players do not have any Robot ControlCenter.- Can't be veteran or elite by normal means.- Can attack Concrete Walls.

    5.10) HarrierCountry : Allies Type: AircraftPrerequisite : Airforce Command HQCost : 1200 TechLevel : 3Weapons : MaverickSpeed : 14 Sight : 8HP : 150 Armor : Light

    Weapon Notes:Damage: 150 Range: 6 ROF: 10Damage 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 reloads in AirforceCommand HQ. If it is damaged it will be repaired first beforereloading Ammo.

    - Can damage Concrete Walls.- Immune to Mind Control.

    5.11) Black EagleCountry : Korea Type: AircraftPrerequisite : Airforce Command HQCost : 1200 TechLevel : 3Weapons : Maverick2Speed : 14 Sight : 8HP : 200 Armor : Light

    Weapon Notes:Damage: 200 Range: 6 ROF: 10

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    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 AirforceCommand HQ. If it is damaged it will be repaired first beforereloading Ammo.

    - Can damage Concrete Walls.- Immune to Mind Control.

    5.12) NighthawkCountry : Allies Type: AircraftPrerequisite : War FactoryCost : 1000 TechLevel : 7

    Weapons : Nighthawk CannonSpeed : 14 Sight : 7HP : 175 Armor : Light

    Weapon Notes:Damage: 35 Range: 6 ROF: 40Damage 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: 40Damage 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 and air while in flight.- Can't unload if in service depot.

    6) Soviet Vehicle and Aircraft------------------------------6.1) War MinerCountry : SovietPrerequisite : War Factory, Ore RefineryCost : 1400 TechLevel : 1Weapons : 20mm Rapid Machine GunSpeed : 4 Sight : 4HP : 1000 Armor : Medium

    Weapon Notes:Damage: 30 Range: 5.5 ROF: 20Damage 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 : 400%

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    Prone Infantry reduces the damage to 50%.* Elite Weapon: Damage: 50 Range: 5.75 ROF: 50Damage 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.- Can't enter Tank Bunker.

    6.2) Rhino Heavy TankCountry : Soviet

    Prerequisite : War FactoryCost : 900 TechLevel : 2Weapons : 120mm CannonSpeed : 6 Sight : 8HP : 400 Armor : Heavy

    Weapon Notes:Damage: 90 Range: 5.75 ROF: 65Damage vs. Infantry's Armor: None (25%), Flak (25%), Plate (15%)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: 90 Range: 5.75 ROF: 80Damage 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.

    6.3) Flak TrackCountry : SovietPrerequisite : War FactoryCost : 500 TechLevel : 3Weapons : Flak Track Gun

    Flak Track Anti-Air GunSpeed : 8 Sight : 8HP : 180 Armor : Heavy

    Weapon Notes:* Anti-Air Flak GunDamage: 35 Range: 10 ROF: 25Damage 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

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    Fire 2 times in rapid succession.* Anti-Surface Flak GunDamage: 25 Range: 5 ROF: 40Damage 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: 40Fire 2 times in rapid succession.

    * BothFlak Track's Weapons are inaccurate and slow, but the bulletexplodes and any unit/building in the area (1 Cell nearby) willbe damaged (Of course the units near the center of explosion receivemore damage than the unit far from the center).

    Notes:- Can carry up to 5 infantry passengers.- Terror Drone can enter Flak Trak but it has size of 2 infantry.- Can't unload if in service depot.

    6.4) V3 LauncherCountry : SovietPrerequisite : War Factory, RadarCost : 800 TechLevel : 3Weapons : V3 Rocket (1 Missile)Speed : 4 Sight : 7HP : 150 Armor : Light

    Weapon Notes:Damage: 200 Range : 18 (Minimum: 5) ROF: 150Missile Spawn Rate : 400Missile 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 alsodamaged.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

    Notes:- Can't enter Tank Bunker.

    6.5) Terror DroneCountry : SovietPrerequisite : War FactoryCost : 500 TechLevel : 4Weapons : Drone JumpSpeed : 10 Sight : 4HP : 100 Armor : Special

    Weapon Notes:

    Damage: 50 Range: 1.83 ROF: 60Damage vs. Infantry's Armor: All (100%)Damage vs. Vehicle's Armor : All (100%)

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    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 damageit 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, thatvehicle can not be infiltrated by other drones except the droneinside is removed.

    - If the unit is destroyed by the Drone,the Drone will emerge andbe ready to attack again. But if the unit is destroyed by otherunit/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 andkilling it in one hit (like Attack Dog).

    - Terror Drone can also attack enemy's aircraft (Harrier, BlackEagle, Nighthawk, and Siege Chopper) when they are on land (not

    in flight), and damage them like other land units. But when they aredestroyed, they will crash and the Terror Drone will also bedestroyed. Contrary to the data above, some tests prove that ifthe Harrier is near the land or on the Airforce Command HQ, theterror drone may have a chance of escaping.

    - In Yuri's Revenge version 1.001, Terror Drone can be used again MCV,and the MCV can't be deployed when being infiltrated by Terror Drone.In YR version 1.000 (RA2 v 1.006), if the MCV is deployed, theTerror Drone is still inside. However, if the MCV is then ordered toundeploy (from CY into an MCV), the MCV will automatically disappearand the terror drone will be ready to receive next order.

    - A drone-infiltrated vehicle can not be loaded into a transport.- Terror Drone can enter a transport.

    - Immune to Radiation, Mind Control, and Psychic Wave.- Can't enter Tank Bunker.

    6.6) Apocalypse Assault TankCountry : SovietPrerequisite : War Factory, Soviet Battle LabCost : 1750 TechLevel : 7Weapons : 120mm Cannon

    Mammoth surface to air missile.Speed : 4 Sight : 6HP : 800 Armor : Heavy

    Weapon Notes:* 120mm CannonDamage: 100 Range: 5.75 ROF: 80Damage vs. Infantry