C&C RED ALERT 2 Alternate Universe
Chaos Theory

Act I: Meeting of Minds

The Allies have succeeded in defeating Yuri's psychic forces with the aid of the Soviet Union. A new lasting peace treaty was formed between both factions in the wake of Yuri's defeat, with both President Dugan and Premier Romanov pledging to collaborate and rebuild all that was destroyed in the long war. Unfortunately for them, Yuri's legacy yet lives on in the form of his most promising disciple, Alastor. Bent on freeing his master and continuing where they have left off, Alastor leads a new legion of fanatical psychic warriors against the combined might of the Allies and Soviets.

THE ALLIED FORCES
Being the very person who triumphed over Yuri, you have been recalled under orders from President Dugan himself to lead the charge against Alastor's forces. Reunited with old friends and meeting new ones, you must repel the Alastor's merciless strikes on American soil as well as abroad. Be advised that Alastor views you as a high priority threat and he hungers for the chance to kill the man who defeated his master.

Lt. Eva - Your long-time tactical advisor who has served you since the Soviet invasion up until Yuri's defeat at Antartica. The months of warfare have somehow changed the Lieutenant and she now seems more resolute than before.

Special Agent Tanya - Your pointman and an invaluable asset on many difficult missions. The previous conflicts have not done anything to stop her enthusiasm to kick butt, especially where Yrui and Alastor are concerned.

General Carville - Formerly your superior officer and now your closest companion. He seems to have settled down nicely after the merging of timelines, and he's very focused on winning the war against Alastor. His combat experience and tactical brilliance are just what you need.

Commander Jenson Carville - General Carville's son is one of your biggest fans and has studied your tactics many times over. Though he's untested in the field of combat, his performance in numerous practice campaigns has received much praise. But in a real war, can he take the heat?

President Michael Dugan - Winning a second term in the recent elections (despite the criticisms levelled at him over his ineptitude in handling the Psychic Dominator crisis), the President of the United States is confident in your abilities to defeat Alastor, just like how you stopped Yuri dead in his tracks.

THE SOVIET UNION
Premier Romanov looks to you, one of his finest commanders in the entire Red Army, to push back Alastor's advance into Soviet Russia while aiding the Allies as best as possible. While he may not see eye to eye with Allied command, the one thing both sides mutually agree upon is defeating Alastor and preventing Yuri's escape. It would also seem that the Premier may have plans of his own in achieving these goals.

Premier Alexander Romanov - The flamboyant, charming and cunning leader of the Soviet Union himself. He still harbors a great deal of hatred for Yuri for betraying his trust; one can only wonder what he would have done to Yuri if the former Soviet chief advisor were imprisonned here in Russia.

Officer Dasha Fedorovich - Your communications officer and advisor in your war against Alastor. She was initially tasked with helping the KGB but was reassigned to you after Lt Zofia was 'compromised'. Dasha is a brilliant and fearless person and will be invaluable in your efforts to halt Alastor's advance.

KGB Operative Boris - After a short stint in Siberia hunting down stragglers from Yuri's broken army, the exceptional war hero has been assigned to aid you in your campaign against Alastor. Armed with a prototype Kalashnikov assault weapon and authorized to call in air strikes, Boris is an invaluable asset to your campaign.

General Mikhail Shevchenko - Your one-time rival and now an invaluable friend, Shevchenko's youth belies his combat experience against both the Allies and Yuri. He now commands the Soviet Union's experimental weapons divisions, a position highly coveted in all the Red Army.

THE PSYCHIC LEGION
Alastor has chosen you to be his champion in the war against the Allies and the Soviets. He intends to spread the Legion's wings across the entire globe while seeking out those who may know the whereabouts of his master's prison. Once Yuri is free, the Legion can then begin to plan for world domination. Perhaps Yuri's incarceration may have given him some new ideas...

Alastor - Yuri's apprentice and the leader of the Legion, an enigmatic and charismatic tactician hellbent on wreaking his vengeance against his master's enemies. It was believed that many of Yuri's plans succeeded thanks to Alastor's efforts.

Deimos - Alastor's aide-de-camp is a fearsome figure to behold. Do not presume to think that he is nothing but Alastor's lap dog. Rather, he is an extremely capable strategist whose plans have allowed the Legion to wage full scale war against Alastor's foes.

Lt. Zofia - Zofia was unlucky to have been caught by Alastor's forces during the sudden invasion of St. Petersburg. Now she has been psychically dominated and serves you unquestioningly as your advisor throughout your campaign.

* * *

ALLIES

G.I.: mainstay of the Allied army; effective versus infantry, especially when deployed {$150}
	- Dig In/Move Out (Dig In entrenches G.I.s and equips their Browning MGs; Move Out reenables mobility)
Attack Dog: every fighting man's nightmare; can sniff out spies [A] {$100}
	- Amplified Bark (stuns enemy infantry near the Attack Dog)
Engineer: essential to the war effort; repairs buildings and bridges, captures enemy and neutral structures, etc. [A] {$400}
	- Triage Tent (nearby allied infantry may heal over time)
Field Medic: keeps the Allies healthy; heals wounded soldiers, treats infections; immune to poisons {$300}
	- Stimulant Paks (grants temporary movement and attack speed bonus to nearby friendly infantry)
Enforcer: mobile anti-armor solution; cuts through vehicles and tanks effortlessly {$550}
	- Charged Beam (supercharges the Beam Cannon to deal 150% extra damage to a target)
Guardian G.I.: lightweight anti-armor/anti-air; can also deploy like G.I.s but cannot be squashed {$250}
	- Laser Guidance System/Vanquisher Missiles (switch between slow-lock-fast-firing laser-guided missile attacks and quick-lock-rapid-fire semi-homing missile attacks)
Rocketeer: aerial shock troops; effective versus most targets {$450}
	- Speed Boost (temporary 50% movement speed bonus)
SOG Operative: best of the best; deals with infantry and packs enough C4 to level buildings [A] {$700}
	- Flashbangs/Silenced SMG (Flashbangs stun enemy infantry for a while)
Spy: master infiltrators; can sabotage bases, as well as steal cash and technology [A] {$1000}
	- Bribe (instantly convert the allegiance of nearby enemies; high chance to break Disguise)
Chrono Legionnaire: elite time-hopping troops; wields a deadly Chrono Displacement Cannon to remove enemies from time {$1500}
	- Time Bubble (reduces movement and attack speed by 75% around the unit)
TANYA: America's finest field agent [A] {$1500}
	- Time Belt (rewinds time by 10 seconds for Tanya)

Chrono Miner: ore harvester; can quickly chronoshift back to base to deliver ore {$1500}
	- Chrono Swap (switches position with a targeted friendly vehicle)
Grizzly Medium Tank: main battle tank; effective against other armored targets {$700}
	- Laser Pointer/105mm Cannon (Laser Pointer reduces target's armor by 25%)
Whitman APC: armored amphibious transport; lightly armed but well armored [A] {$600}
	- Unload
Multigunner IFV: all-purpose attack vehicle; adaptive systems give it a great combat edge {$500}
	- Unload
Robot Scout: light robotic scout; fast recon unit that can detect other hidden units [A] {$500}
	- Sensor Pulse (reveals cloaked/disguised units in a target area)
Robot Hunter: successor of the Robot Tank; effective against most ground targets [A] {$650}
	- Offensive/Defensive Mode (Offensive grants extra damage at reduced armor; Defensive increases armor at reduced mobility)
Robot Phalanx: a tougher Robot Hunter, equipped with powerful laser armaments {$900}
	- Laser Storm (barrages a target area with withering laser fire)
Mirage Tank: camouflaged anti-armor unit; blends in with the surrounding environment {$1250}
	- Mirage Field/Cloak Shield (Mirage Field cloaks surrounding friendlies, except the Mirage Tank; Cloak Shield camouflages the tank only)
Prism Tank: the most powerful Allied unit; unleashes devastating firepower in its supercharged beams {$1500}
	- Charged Beam
Battle Fortress: a lean, mean war machine; can tear through enemy lines with no fear {$2000}
	- Unload
MCV: the heart of any Allied base; unpacks into a ConYard [A] {$3000}
	- Unpack/Redeploy

Apollo Fighter: air superiority fighter; engages enemy aircraft {$900}
	- Return to Base
Joint Strike Fighter: powerful ground attack fighter; loaded with powerful HE warheads {$1200}
	- Return to Base
Aurora I Stratobomber: supersonic bomber craft; effective against all buildings {$2000}
	- Return to Base
Nighthawk Transport: fast transport helicopter; has room for 6 infantry units {$1000}
	- Unload
Apache Gunship: aerial assault gunship; best used versus armored ground targets {$1500}
	- Rocket Barrage (launches all rockets at a target area)

Voyager: unarmed amphibious transport; ferries troops over the high seas [A] {$900}
	- Unload
Pacifier: light patrol craft; most effective against light units {$850}
	- Weapon Jammer/Deck Gun (Weapon Jammer disables enemy's weapons systems)
Dolphin: specially trained marine creatures; good for naval recon and fast attacks {$800}
	- Leap (jump and avoid enemies or hazards)
Assault Destroyer: primary warship of Allied fleets; can take out enemy submarines {$1200}
	- Subhunter/Assault Mode (Subhunter may only engage submarine units and gains greater submarine detection range)
AEGIS Cruiser: the best weapon to deal with aircraft; guided missiles shred all air targets {$1600}
	- Scattershot/Homing Warheads (Scattershot Warheads deal AoE damage)
Aircraft Carrier: pride of the Allied navy; drones make short work of anything on land or sea {$2400}
	- Launch AWACS (temporary stealth detection and fog-of-war reveal at a target area)

Construction Yard (the heart of every Allied base)
Power Plant (provides 200 units of power) {$800}
Ore Refinery (ore drop-off point) {$2000}
Barracks (trains infantry) {$600}
War Factory (builds vehicles and tanks) {$2500}
Airforce Command (builds, repairs and rearms aircraft [except helicopters]) {$1500}
Helipad (builds, repairs and rearms helicopters) {$1250}
Naval Shipyard (deploys and repairs naval units) {$1500}
Service Depot (repairs vehicles and tanks) {$1000}
Robot Control Center (control hub for all robotic units; if destroyed, all robot units cease functioning) {$1000}
Strategics Center (operations command; unlocks higher tier units) {$3000}
Ore Purifier (increases ore harvest rate by 20%) {$2000}
Concrete Walls (protects buildings, encloses bases, keeps spies away) {$50}
Gate (name implies) {$100}
Pillbox (anti-personnel defense) {$500}
	- Unload
Patriot Missile Site (anti-air defense) {$1000}
Prism Tower (anti-armor defense) {$1500}
Gap Generator (cloaks units in its radius) {$1750}
CHRONOSPHERE {$3000}
	- Chronoshift (teleports vehicles from one visible location to another)
WEATHER CONTROL DEVICE {$5000}
	- Lightning Storm (calls down deadly lightning bolts to smite the enemy)

Unique Units/Structures
AMERICA:
Airborne: elite paradropped commandos; effective in many situations {$700}
	- Sticky Bombs/M3A1 Assault Carbine (Sticky Bombs are effective against armor)
Abrams Tank: heavy assault tank; effective versus enemy armor {$1400}
	- Sabot Round (deals high damage to an enemy vehicle; stuns it briefly)
Bloodhounds - airdrops 4 Veteran Multigunners to a target area {$1500}
Bonuses: infantry gain +10% health; 10% cheaper air & robot units

AUSTRALIA:
Dune Runner: light attack vehicle; can fire at enemies while on the move {$450}
	- Dust Devil (temporarily boosts movement speed by 150%)
Wave Rider: light all-terrain vehicle; emphasizes on hit-and-run tactics [A] {$600}
	- Power Thrust (temporarily boosts movement speed by 100%)
Heat Wave - instantaneously melts any infantry in the target area {$1500}
Bonuses: all units move 10% faster; 10% cheaper naval units

BRITAIN:
SAS Commando: Britain's top commandos; deployed for high risk ops [A] {$800}
	- Flashbangs/Moseley Marksman Rifle
Vindicator Tank: powerful anti-armor unit; can out-pace and out-range enemy tanks {$1250}
	- Smoke Screen (covers the unit in smoke, reducing damage taken)
SAS Infiltration - deploys 3 SAS Commandos at a target area/building {$2100}
Bonuses: all units gain +1 sight range; 15% cheaper infantry (except SAS Commandos)

CANADA:
Mounted Trooper: fast shock troops; easily out-ranges most infantry units {$700}
	- Charge (knocks back enemy infantry in the unit's path)
Gryphon VTOL: aerial support units; gives aerial fire support for infantry units {$1200}
	- Air Patrol (protects the designated area from enemy ground targets)
Smoke Barrage - covers a target area in smoke, masking units and reducing damage {$1000}
Bonuses: 10% cheaper vehicles (not tanks); +10% attack speed for infantry

FRANCE:
Scout: camouflaged marksman; has extensive sight range and can spot targets for artillery [A] {$600}
	- Spotter/Sniper (Spotter spots targets and increases artillery damage to target by 25%)
Grand Cannon (long ranged anti-armor defensive cannon; can also serve as artillery) {$2000}
Surgical Strike - 2 Gran Duc UACVs strike a target area with HE missiles {$2000}
Bonuses: 10% cheaper aircraft (except helicopters); +1 range for defensive structures

GERMANY:
Stormtrooper: shock troops; equipped to counter any enemies in their path {$750}
	- Sprint
Jagdpanzer II: tank destroyer; rips enemy armor apart with ease {$1600}
	- Hunker Down/Mobile Mode (hunkering down increases fire rate at the cost of mobility)
Heroic Charge - temporarily boosts infantry stats, granting increased movement speed and damage reduction
Bonuses: +15% health for vehicles and tanks; +10% attack speed for tanks

JAPAN:
Lancer Tank: laser tank; precision fire and good range make it a formidable foe {$1500}
	- Focused Fire (fires a concentrated beam of energy at a target)
Yamato Mech: armored assault battlesuit; can withstand significant punishment from enemy fire {$2000}
	- Bull Rush (smashes through anything in the mech's path)
Orbital Laser Blast - fires a supercharged beam of death, damaging anything in the target area {$2200}
Bonuses: 10% cheaper high tech units (ie Prism Tanks); +10% movement speed for all units

SPAIN:
Conquistador: elite mounted trooper; effective at crowd control {$800}
	- Frag Grenade (deals damage to all infantry in a target area)
Bison AAPC: tougher amphibious carrier; holds more men than the Whitman [A] {$750}
	- Unload
Mangusta: an Apache alternative; faster and more maneuverable {$1350}
	- Heat-seekers (launch 2 homing missiles at a target vehicle)
Bonuses: 10% faster aircraft; +10% attack speed for helicopters

SOUTH KOREA:
Black Eagle: fearsome strike fighters; launches deadly cryo missiles at ground targets {$1250}
	- Return to Base
Poseidon SSN: next generation submarine; deadly efficient in ship hunting {$1500}
	- Whirlpool Torpedoes (launches 2 high-yield torpedoes that can stun enemy naval units)
Cryopulse - freezes units in a target area for a brief duration; frozen units can be shattered {$1600}
Bonuses: all units are 5% cheaper; laser/beam weapons (ie Prism Tanks) deal +10% damage

Secret Units
Cryo Trooper: infiltrate an Allied Strategics Center [A] {$1500}
	- Cryo Force (freezes units in a 50° arc in front of the unit; larger units take longer to freeze)
Exoskeleton Mk 1: infiltrate a Soviet Battle Lab {$1350}
	- Leap (launches itself a short distance, smashing into the ground upon landing; can knockback/squash infantry)
Savant: infiltrate a Legion Operations Hub {$1100}
	- Psi Purge (removes all mind control effects from units around the savant, granting 8 second mind control immunity; 30 second cooldown)
Atlas Mech: infiltrate all key Allied structures (including the ConYard) {$2750}
	- Scything Beams (fires two powerful energy beams that cuts a fiery swath in front of it)

Abilities
Satellite Scan - temporarily reveals the fog-of-war in a target area
Air Strike - calls in 2 Warhawk strike fighters to bomb a target area {$1250}
Precision Artillery - calls in a precise artillery strike to bombard a target area {$2000}
Tankbusters - calls in an A-10 Warthog to clear a target area of enemy units {$1750}
Bunker Buster - drops a bunker buster on a target building, dealing massive damage {$2400}
SOG Insertion - deploys Veteran commandos to a target area {$1600}
Carpet Bombing - calls in a B-52 Stratofortress to carpet bomb a target area {$2750}
Cruise Missile Strike - launch a long-range warhead at a target area {$2500}
Orbital Targeting - marked targets receive 30% increased damage for a short while {$900}

~ ~ ~

SOVIETS

Conscript: forced recruits of the Soviet Army; strong in numbers {$100}
	- Molotovs/PPsH (Molotovs can clear out garrisoned buildings)
Engineer: trained to support the Soviet war engine; has extensive technical skills [A] {$400}
	- Scorched Earth (slowly deteriorates the health of a target structure for a while)
War Bear: highly trained bears; slays infantry, sniffs out spies [A] {$120}
	- Roar (stuns enemy infantry near the War Bear)
	Flak Trooper: anti-air trooper; can also deal with armored targets {$200}
	- Magnetic Mines/Flak Cannon (Mag Mines detonate when the Trooper is crushed/killed/after a short duration)
Tesla Trooper: literal shock trooper; fires 8000 volts of incandescent death {$850}
	- Tesla Surge (overloads the Tesla Cannon to increase fire rate by 30% for 3 seconds; must cool down for 5 seconds after use; ability cooldown: 30 seconds)
Spetsnaz: Soviet elite troopers; can handle themselves in a plethora of situations [A] {$700}
	- AT Bombs/Viper SMG
CovOps Spetsnaz: elite sharpshooters; prefer to work alone, hunting unsuspecting infantry [A] {$750}
	- Stun Grenades/Dragunov (Stun Grenades are similar to Flashbangs)
Crazy Ivan: a madman strapped with bombs - what more to say? {$600}
	- IED Trap (places an explosive trap at a target object, detonating when enemies get near)
Heavygunner: armored assault troopers; very effective versus infantry {$800}
	- Focused Fire/Stand Down (Focused Fire increases fire rate by 66%, reduces movement speed by 50%)
BORIS: the Hero of the Soviet Union {$1500}
	- Target Painter (Sukhoi jets take out a target marked by Boris)

War Miner: armored ore harvester; equipped with a DsHK HMG for self-defense {$1400}
	- Defensive/Harvester Mode (Defensive stops ore collection but increases armor by 70%)
Rhino Heavy Tank: heavy battle tank; tough armor and superior firepower in one {$800}
	- Phosphorous Round (deals high damage to armored vehicles)
Flak Track: light anti-air halftrack; deadly versus all aircraft [A] {$550}
	- Unload
Battle Bike: fast attack and recon unit; effective versus infantry {$500}
	- Molotov Flurry/GPMG
Terror Drone: anti-armor drone; highly mobile and easily rips through tanks {$400}
	- Tesla Pulse/Ripper Claws (Tesla Pulse disables target vehicle's mobility)
Tesla Drone: tactical drone; tesla ray disintegrates infantry {$500}
	- Tesla Field/Mobile Mode (Tesla Field disables enemy vehicles nearby and the Drone too)
V3 Rocket Launcher: long-ranged rocket launcher; demolishes structures and defenses {$1000}
	- MIRV/HE Rockets (MIRVs deal AoE damage)
Mobile Outpost: mobile sensor unit; unarmed, but units inside it can fire at enemies [A] {$900}
	- Unpack/Redeploy
Mercury Walker: assault walker; moves quickly, strikes hard {$1250}
	- Fury! (boosts movement speed by 40% and attack speed by 33% for 6 seconds)
Apocalypse II: experimental siege tank; crushes anything in its war path {$2000}
	- Doomsday Cannons/Mag-Hook
MCV: the heart of all Soviet bases [A] {$3000}
	- Unpack/Redeploy

Sukhoi Stratojet: air superiority fighter; Russia's answer to the Apollo {$900}
	- Return to Base
Siege Chopper: support copter; can deploy a 122mm siege gun for ground support {$1150}
	- Deploy Siege Gun/Lift Off (Siege Gun provides long ranged support, but the unit must land in order to deploy it)
Tesla Wasp: aerial strike drone; hurls tesla bolts at surprising speed {$750}
	- Return to Base
Kirov Airship: siege blimp; racks of high-yield bombs can level ground targets {$2250}
	- Speed Boost (increases movement speed by 50%, but lose health over time)

Amphibi-Trans: unarmed sea transport; larger capacity than Voyagers [A] {$1000}
	- Unload
Akula SSN: attack submarine; sinks ships with ease {$1100}
	- Ultratorpedoes (instantly fires off 2 high-yield AP anti-ship torpedoes)
Giant Squid: sea titan; sinks warships and submarines {$1250}
	- Ink Blot (briefly reduces submarine units' vision and slows them by 35%)
Sea Scorpion: multi-role combat ship; can counter naval units and aircraft {$800}
	- Torpedo Tubes/Flak Guns (Torpedo Tubes enable the Scorpion to engage submarine targets only; Flak Guns switches to anti-air support only)
Tesla Cruiser: anti-ship cruiser; tesla blasts temporarily disable enemy ships {$1500}
	- Shockwave (electrocutes the waters around it, dealing damage over time)
Dreadnaught: long-ranged naval ballistic support; dangerous to all ground targets {$2400}
	- Sacrifice Launchers

Construction Yard (the heart of any Soviet base)
Tesla Reactor (provides 150 units of power) {$600}
Ore Refinery (ore drop-off point) {$2000}
Barracks (trains infantry) {$500}
Manufactorum (builds vehicles and tanks) {$2500}
Airfield (builds, repairs and rearms air units) {$1750}
Naval Command (builds and repairs naval units) {$1500}
Service Depot (repairs damaged vehicles and tanks) {$900}
Nuclear Reactor (provides 1200 units of power; extremely volatile) {$1200}
Battle Lab (R&D hub; unlocks higher tier units) {$3000}
Industrial Plant (reduces costs of vehicles and tanks by 25%) {$2000}
Fortified Walls (name implies) {$50}
Gate (ditto) {$100}
Battle Bunker (light defensive fortification; space for 6 infantry) {$650}
	- Evacuate
Sentry Gun (self-powered anti-personnel turret) {$500}
Flak Cannon (deadly anti-air defense; flak does splash damage) {$900}
Tesla Coil (anti-armor tesla blast tower; can be charged by other tesla units) {$1200}
	- Supercharge
IRON CURTAIN {$3000}
	- Invincibility (10 second invulnerability to target vehicles and tanks; lethal to infantry)
NUCLEAR MISSILE SILO {$5000}
	- Nuclear Strike (disaster in one package)

Unique Units/Structures
RUSSIA:
Black Guard Trooper: the Kremlin's elite guard {$1000}
	- Nerve Gas (throws Sarin gas canisters that instantly kill enemy infantry)
Hokum Gunship: assault gunship; effective versus ground units {$1600}
	- Assault/Support Parameters (depending on parameters, gain either increased damage & damage resistance OR movement & attack speed bonuses)
Tesla Overcharge - significantly increase damage output of target tesla units for a while {$1000}
Bonuses: 10% cheaper support powers; 10% faster production speed for vehicles and tanks

CHINA:
Hacker: cyberwarfare expert; unarmed but still a deadly force to reckon with [A] {$800}
	- Scrambler Burst (briefly disables surrounding enemy units)
Propaganda Tower (boosts attack rate of nearby allied units) {$1000}
EMP Blast - emits a burst of EMP that temporarily disables enemy vehicles in target area {$1250}
Bonuses: 15% cheaper robots, vehicles and tanks; +10% attack speed for all units

CUBA:
Extremist: state-sponsored terrorist; deadly in numbers [A] {$450}
	- Detonate
Gecko AA Truck: powerful anti-air support; scatter missiles deal splash damage {$1200}
	- Wild Fire (indiscriminately scatters rockets into the sky, dealing splash damage to all air units)
Viva la Revolucion! - deploys 10 Conscripts and 5 Extremists at a target area {$1000}
Bonuses: structures (except defenses) are cloaked; 10% cheaper infantry

EGYPT:
Digger APC: subterranean transport; fragile infiltration carrier [A] {$900}
	- Unload
Sphinx Bomber: heavy bomber; can absorb massive amounts of punishment {$1300}
	- Nitro Burst (briefly boosts movement speed by 200%)
SCUD Warhead - launch a potent chemical warhead at a target area {$1750}
Bonuses: 15% faster War Miners; 10% cheaper structures

IRAQ:
Desolator: chemical specialist; deadly to all infantry {$800}
	- Gamma Blast/Stygian Ray (Gamma Blast irradiates a moderate-sized area around the unit)
TH80 Tank Hunter: modified T-80 tank; designed to hunt enemy armor {$950}
	- Sneak/Combat Mode (Sneak mode enables the TH80 to conceal itself until firing; shots deal extra damage but fired slower)
Anthrax Bomb - drop a high-yield chemical bomb that contaminates a target area {$2000}
Bonuses: 10% unit movement speed (except War Miners, air units); +10% health for vehicles and tanks

LIBYA:
Demolition Truck: suicide unit; lightly armored, but a dangerous force in its own right {$1500}
	- Detonate
Demolition Ship: naval suicide unit; similar to the Demo Truck {$1400}
	- Detonate
Sneaky Surprise - place a hidden IED Trap at a target area; explodes if enemies approach it {$750}
Bonuses: aircraft are rearmed 15% faster; infantry explode upon death

MEXICO:
Hijacker: ambush specialist; can hijack unaware low tier vehicles and tanks {$600}
	- Taunt (forces nearby enemies to engage the unit)
Attack Buggy: light attack vehicle; its flamethrower scorches infantry and razes structures {$600}
	- Fiery Lather (bathes a target area in flames)
Quetzalcoatl: interceptor; deals with hostile aircraft efficiently {$1200}
	- Return to Base
Bonuses: 15% cheaper infantry; all infantry and vehicles gain 10% damage

POLAND:
Polish Trooper: elite marksman; deadly to exposed, unsuspecting targets {$1000}
	- Tracer Dart (temporarily grants vision of an enemy unit)
Demolisher: assault engine; crushes anything in its way [A] {$1500}
	- Raise/Lower Dozer (Dozer can clear out obstacles)
Firestorm - saturate a target area with incendiary artillery shells {$2000}
Bonuses: Industrial Plant cost reduction at 30%; infantry and vehicles gain +1 range

SIBERIA:
Tundra Troop Crawler: sturdy combat transport; light armed but a tough target {$1100}
	- Unload
Bear Divebomber: assault bomber; drops high-explosive mortar shells {$1600}
	- Crashlanding
Penal Legion - mass deploy 24 Conscripts to a target area {$1200}
Bonuses: 20% faster production of Conscripts and Flak Troopers; garrisoned buildings have +15% damage

VIETNAM:
Jungle Raider: close combat expert; deadly in numbers [A] {$500}
	- Petrol Bombs/TOZ-2 Shotgun
"Ground Zero" Warship: bombardment cruiser; effective versus fortified locations {$1600}
	- Napalm/Cluster Shells (Napalm immolates infantry and structures; cluster shells deal AoE damage)
Napalm Bomb - drop a powerful napalm bomb at a target area {$2000}
Bonuses: when stationary, infantry are cloaked; 10% cheaper aircraft

Secret Units
Chrono Ivan: infiltrate an Allied Strategics Center {$1500}
	- Anomaly Bomb (sets a time-displaced bomb at a target area, which returns to reality shortly before detonating)
Cyborg Berserk: infiltrate a Soviet Battle Lab {$1500}
	- Overload Systems (increases attack speed by 100% and damage by 33% for 10 seconds before shutting down permanently)
Voltmortar: infiltrate a Legion Operations Hub {$1350}
	- Deploy/Pack Up (may only attack when deployed)
Iron Fist: infiltrate all key Soviet structures (including the ConYard) {$3000}
	- Portable Iron Curtain (invulnerability for 5 seconds)

Abilities
Spy Plane - reveals the fog-of-war in a straight line
Tank Drop - paradrops 3 Rhino tanks to the target area {$2100}
Spetsnaz Paradrop - paradrops 4 Spetsnaz to the target area {$1750}
Mortar Barrage - calls in an inaccurate but devastating mortar strike at a target area {$1800}
Tesla Pulse Bomb - disables all vehicles in a target area {$2000}
Air Raid - mark a target area for brief air support {$1500}
SLBM Strike - launch a long-range warhead at a target area {$2000}
Orbital Dump - literally call down a decommissioned satellite onto a target area {$2500}
Repair Drone - deploy a Repair Drone to the target area {$750}

~ ~ ~

LEGION

Initiate: the basic Legion soldier; has basic psychic powers to engage foes {$120}
	- Repel (knock back nearby enemy infantry)
Engineer: technicians of the Legion; faster than other Engineers [A] {$400}
	- Proximity Mine
Psi-Corp Adept: psionically gifted individuals; can mind control units {$800}
	- Psywave
Infiltrator: spies of the Legion; can steal technology and cash from unguarded bases [A] {$1000}
	- Smoke Bomb (briefly conceals the unit and increases movement speed by 100%)
Brute: mindless monstrosities; created from genetic experimentation {$700}
	- Jump Smash (stuns infantry around the unit; damages vehicles and tanks)
Virus: hunters equipped with deadly sniper rifles; deadly to all infantry [A] {$900}
	- Monofilament/Viral Rounds (Monofilament deals increased damage to tougher infantry who cannot be killed by Viral rounds)
Vector: carrion bearers; fragile but deadly if killed {$550}
	- Combust (triggers a mechanism inside the Vector's body, instantly killing the unit and releasing poison gas)
Pyromaniac: Initiates rejected from the Psi-Corp Academy; gleefully sets infantry alight {$700}
	- Fireballs/Firespray (Fireballs hit ranged targets; Firespray hits multiple targets at closer range)
Cyborg Warrior: stolen from Soviet blueprints; a tough assault trooper {$1100}
	- Overdrive (increases attack speed by 66% for 5 seconds; disabled for 15 seconds after effect wears off)
Cyborg Gunner: elite Cyborgs given higher sentience; deals with enemy tanks {$1300}
	- Sonic Bomb (stuns infantry in a target area)
SCYLLA: Alastor's champion; gifted with formidable psionic powers [A] {$1500}
	- Power Barrier (briefly reduces incoming damage by 50% at the cost of mobility)

Stealth Miner: hidden ore harvester; cannot be detected easily {$1400}
	- Disruptor Pulse (briefly disables nearby enemy vehicles)
Raider Bike: fast attack unit; can hit enemies even when on the move {$550}
	- Stun Mines
Lasher Light Tank: light combat tank; rapid reload system makes up for its low armor {$700}
	- Corrosive Shell (briefly reduces armor of a target unit by 20%)
Torch Tank: flame tank; razes structures to the ground {$900}
	- Breath of Fire (briefly unleashes a continuous stream of fire in its path)
Legion Carrier: armored assault transport; the toughest of all troop carriers [A] {$800}
	- Unload
Gatling Tank: anti-personnel/air guntank; rapid fire rate tears through foes {$600}
	- Bullet Barrage (briefly increases fire rate by 100%; after that, needs to cool barrels for 8 seconds)
Magnetron: "artillery" unit; uses magnetism to tear down buildings, freeze units in place [A] {$1100}
	- Levitation Ray
Chaos Drone: spreads anarchy among foes; releases gas that drives units into a frenzy {$600}
	- Chaos Gas/Mobile Mode (when deploying gas, the drone cannot move)
Stalker Tank: stealth attack tank; deconstructs enemy vehicles and armor [A] {$1100}
	- Railguns/Troika Guns (Railguns disintegrate infantry and armor; Demolisher Guns tear down structures)
Cyborg Strider: armored arachnoid; crushes all who stand in its way {$1500}
	- Overdrive
Mastermind: a living brain in an armored shell; mind controls enemies {$1800}
	- Sever Psionic Link (instantly kill all units mind-controlled by this unit)
MCV: the heart of all Legion bases {$3000}
	- Unpack/Redeploy

Nightjar: strike fighter; engages both ground and air targets {$1000}
	- Return to Base
Invader: light bomber; devastating against structures {$1400}
	- Return to Base
Salvage Disc: UFO unit; attacks heal itself and nearby friendly ground units {$1250}
	- Leech Laser/Plasma Beam (Leech laser heals itself and nearby ground units; Plasma Beam deals more damage but is slow to fire)
Floating Disc: assault UFO; much tougher than Salvage Discs {$2000}
	- Tractor Beam (draws power from an enemy reactor or steals cash from enemy refineries)

Hover Carrier: unarmed amphibious transport; faster than other hovercrafts [A] {$1000}
	- Unload
Boomer: assault submarine; sinks ships and bombards ground-based targets {$2000}
	- Viral/Devastator Warheads
Psi-Corp Frigate: manned by Psi-Corp personnel; effective versus warships {$1700}
	- Signal Jammer (cloaks all nearby units for a brief duration; the Frigate itself is not cloaked, however)
Battleship: heavy assault warship; deals massive amounts of punishment {$2400}
	- Ramming Speed (briefly increases movement speed by 70% & can ram enemy ships)

Construction Yard (the heart of every Legion base)
Bio Reactor (provides 100 units of power; can fit 5 infantry, each providing an additional 50 power) {$600}
	- Unload
Ore Refinery (ore drop-off point) {$2000}
Barracks (trains infantry) {$500}
Tank Foundry (produces vehicles and tanks) {$2500}
Airpad (builds, repairs and rearms aircraft) {$1500}
Ship Pens (builds and repairs naval units) {$1500}
Grinder (crushes units and returns cash equal to 50% of their original cost) {$1000}
Cloning Vats (produces an extra infantry unit for every unit trained) {$2500}
Psychic Sensor (warns of incoming enemy attacks) {$1000}
Operations Hub (unlocks higher tier units) {$3000}
Citadel Walls (name implies) {$50}
Gate (ditto) {$100}
Tank Bunker (houses a tank for stationary defense) {$500}
	- Unload
Gatling Cannon (anti-personnel/air defense) {$800}
Psychic Tower (mind controls enemy units) {$1500}
Railgun Emplacement (anti-armor turret) {$1200}
GENETIC MUTATOR {$3000}
	- Mutate (converts infantry in the target area into Brutes)
PSYCHIC DOMINATOR {$5000}
	- Enslaver's Will (permanently mind controls units in a small area; nearby buildings take massive damage)

Unique Units/Structures
ALASTOR'S AVENGERS: 
Cyborg Banshee: aerial attack unit; high mobility and good damage versus all targets {$1150}
	- Sonic Wail (stuns all nearby enemy infantry)
Cyborg Charger: armored automated walker; closes in to strike enemies at melee {$1800}
	- Mad Dash (smash through any unit in its way, knocking them back)
Obliterator: a powerful assault unit; blasts ground targets from a safe distance {$1400}
	- Safe Mode (repairs itself, but may not attack in that duration)

CHAMPIONS OF DOOM:
Zealot: diehard fanatics willing to give their lives for Yuri {$900}
	- Rage (increases movement and attack speed by 75%)
Trebuchet Artillery: old tech meets new; bombards targets from afar {$1150}
	- Fiery/Plagued Ammunition (Fiery ammo devastates structures; Plagued ammo is effective versus infantry)
Plague Strike - detonate a subterranean viral bomb that poisons the target area {$1800}

CULT OF SHADOWS:
Gargoyle: predecessors of the Banshee; tough flying support units {$950}
	- Fly/Land (while flying, Gargoyles can engage air units but not ground units)
Storm Crow: medium attack fighter; effective at lightning raids and aerial defense {$1100}
	 - Hallucinogenic Bombs (confuses ground targets, making them attack one another)
Veil of Deceit - temporarily hides units in target area from enemies {$1200}

DEIMOS' DEMONIZERS:
Scorpion: robotic war machine; easily rips armor apart {$1500}
	- Striking Tail (stabs its powerful tail into a target, dealing massive damage)
Insidious: a malicious yet powerful psionic user; effective against ground units {$1350}
	- Distortion Field (confuses enemy units, making them attack anything in sight)
Dragon's Wrath - rain fire upon a target area {$2200}

PSYCHIC COVEN:
Chosen: the most elite of the Psi-Corps; levitation allows unrestricted movement [A] {$900}
	- Psi-Burn (wreathes a target area in eldritch fire, dealing damage over time)
Psychic Amplifier: manipulates psionic powers to bolster friendly units or debilitate enemies {$1750}
	- Mind War/Strengthen Resolve (Mind War reduces movement speed and damage of nearby enemies; Strengthen Resolve improves nearby friendlies' armor and attack speed)
Psionic Backlash - emit a powerful psionic blast at a target area that can kill infantry instantly {$2000}

STYGIAN GUARD:
Punisher Artillery: heavy artillery; lobs devastating plasma shells at enemy targets {$2000}
	- Omega Pulse (unleash a powerful artillery strike that can raze smaller structures)
Hekate Flagship: floating assault ship; deals devastating amounts of firepower; build limit of 1 {$3500}
	- Repulsor Field/Morningstar Cannons (Repulsor Field reduces incoming damage by 75%; movement speed is also reduced by 80%; cannot attack while active)
Plasma Bombardment - bombards a target area with destructive plasma shells {$2250}

REVENANTS:
Fallen: elite Psi-Corps who delved into darker psionic powers; uses psionics offensively [A] {$1000}
	- Psychic Lash/Mind Ray (the Lash is a weapon; Mind Ray slows a target enemy unit)
Battering Ram: age-old siege weapon; smashes through structures and walls [A] {$1400}
	- Unload
Sea Jackal: fast attack ship; best used in large numbers {$850}
	- Crushing Wave (fires a psychic blast that damages enemy ships in front of it)

YURI'S ELITE:
Psi-Corp Prime: the highest ranking Psi-Corp member; can levitate and even teleport short distances [A] {$1000}
	- Psionic Nova (a more powerful version of Psywave)
Greater Mastermind: replaces the standard Mastermind; can mind control an additional 2 units {$2000}
	- Neural Shock (briefly stuns all infantry close to the unit; also damages over time)
Psionic Barrier - briefly reinforces the toughness of allied infantry by 50%

Secret Units
Chrono Adept: infiltrate an Allied Strategics Center {$1500}
	- Psywave
War Hound: infiltrate a Soviet Battle Lab {$1000}
	- Hunter/Blaster Mode (Reaper turns Hounds into mini Terror Drones; Blaster allows Hounds to engage units at range)
Sorceror: infiltrate a Legion Operations Hub {$1400}
	- Psibolts (unleashes a wave of energy bolts that damage units in a target area)
Violator: infiltrate all key Legion structures (including the ConYard) {$2400}
	- Integrate Weapon (integrates a weapon from a target friendly vehicle/tank which is then destroyed; can integrate two weapons)

Abilities
Recon Flyby - deploys a fast-moving Dybbuk jet to reveal the fog-of war in a straight line
Decoy Army - creates an illusory army at a target area {$1000}
Radar Scrambler - marked units are undetectable on radar for a brief duration {$1200}
Lasher Ambush - deploys 3 Lasher tanks to the target area {$1800}
Viral Bomb - drops a deadly chemical bomb to the target area {$2000}
Anarchy Gas Strike - saturates an area with Anarchy Gas, temporarily turning units hostile to each other {$1750}
Magnetic Singularity - disables and pulls nearby enemy vehicles to the target area {$2250}
Multimissile Bombardment - launches 6 small but deadly multimissiles at a target area {$2500}

~ ~ ~

NEUTRAL BUILDINGS

Oil Derrick: gives a one-off $750 bonus, then continually generates $25 every 5 seconds
Relay Tower: reveals a small area around the station
Machine Shop: all vehicles automatically repair
Hospital: all infantry and friendly creatures (ie Dolphin, Giant Squid) automatically heal
Airport: all aircraft automatically heal; also allows Paratrooper Reinforcements
Dry Dock: all warships and submarines automatically repair
Secret Lab: unlocks a random unit from any faction (except your own); does not include special/secret units
Bunker: 8 infantry may garrison this building; can be repaired
Sentry Turret: automated defense structure; effective against infantry
SAM Turret:  automated defense structure; effective against aircraft
Gun Emplacement:  automated defense structure; effective against vehicles
Artillery Emplacement:  automated defense structure; long ranged, but has minimum firing range
Refinery: allows miners to drop off ore
Ore Silo: gives a one-off $1500 bonus
Satellite Imaging Centre: reveals the entire map; if lost, radar is sabotaged
Fortress: 16 infantry may garrison this building; can be repaired
EM Pulse Station: allows use of EM Pulse ability
EM Shield Point: units within the building's ability radius are immune to EMP
Psychic Negator: units within the building's ability radius are immune to mind control
Expansion Point: allows buildings to be built in its control area

CAPTURING TECHNOLOGY
Similar to MO, capturing an enemy ConYard or building a ConYard from a Stolen MCV only gives you limited access to a faction's tech tree
> Infiltrating ConYards allows you to build Stolen MCVs, which are $500 more expensive
> Higher tier structures cannot be accessed (from Tech Lab onwards)
> Higher tier units cannot be accessed
> Special units/structures cannot be accessed
> Faction abilities cannot be used
> Faction Engineers and Attack Dogs cannot be trained
> Infiltrating enemy structures does not grant access to secret units

~ ~ ~

CLASSIFIED NOTES
The Psi-Corps Academy
While little information on Yuri's command structure was gained during the course of the war, and with the ineffectiveness of our covert intelligence units to gain further knowledge of Yuri's forces, our victory has granted us access to much of the Psychic Army's composition and structure. One important discovery is the establishment of Yuri's own Psi-Corp Academy to allow his gifted followers to unlock their latent psionic potential. While Yuri is able to employ his cloning technology to create less powerful clones of himself to mind control our forces, we believe he may have realized the potential that others may have in mastering their own latent psionic capability, perhaps even finding an individual that may be even more powerful than himself. We have reason to believe that Alastor himself may have discovered his true power and thus led Yuri to take him under his wing.

What we understand of the Academy is this: potential psychic users are inducted into the Academy as Initiates; after mastering their basic psionic potential, these Initiates would 'graduate' and then make up the backbone of the entire Psychic Army, using simple abilities like pyrokinesis or telekinesis to combat their foes. However we have also found that there are some in Yuri's ranks of Initiates who are not at all gifted in rudimentary psionics. Rather, they are given a strange apparatus that somehow allows them to replicate psychic abilities via thought alone. We are still in the midst of analyzing these items, but so far we have not been able to find out how they function.

For those that show great promise, they can choose to continue mastering their psionic talent, treading the path of those who would become Adepts. The Adepts have a higher degree of mental control and mastery compared to the Initiates; they also gain the ability to manipulate weaker minds and make the subjected person do their bidding, as well as the power to unleash a powerful psionic pulse that can utterly destroy anyone hapless enough to be too close to the Adept at that time. This is similar to the capabilities of Yuri's clones, whose powers are greatly diminished to ensure no other Yuri would dare challenge their master.

Adepts who continue to pursue greater psionic power will ultimately become Primes, being able to harness even more devastating psionic abilities to destroy their enemies or bolster their ranks. Primes can still continue to study and meditate in the Academy, serving numerous roles in the organization of the Army. Some would become important figures in Yuri's Tactica Command, overseeing the command of Yuri's forces all across the globe, while others will help tutor fledgling psychics in their hopes of becoming Primes themselves. Other Primes may continue to delve into psionic mastery in solitude; many of these individuals can become masters of particular psionic fields or gain even further degrees of power to become members of specialist 'sub-schools' that focus on particular fields of psionic control. We have yet to determine what these fields are.

Interestingly, the Psi-Corps have also faced a number of rejections from its ranks, mostly from psychics who seem to be unable to tap into their latent psionic potential. The lucky ones may find themselves expelled from the Academy and relegated to other roles within the Army's structure; unlucky candidates who fail to pass the difficult 'exams' may find themselves utterly consumed with madness or completely incapable of thought or mental capability, not unlike lobotomy. We have ascertained that some of those who descend to insanity may find themselves indoctrinated into a special combat unit: despite the fact that their basic mental faculties have been all but destroyed (this has yet to be explained, as psychoanalysts have yet to determine what might cause a healthy human brain to lose all sense of reasoning and mental function), some individuals are still capable of harnessing a strong degree of psychic power - perhaps unlocked after the permanent effects of insanity have taken its toll - including pyrokinesis, which would still make them potent threats to our forces. We believe Alastor is doing this now with these failed recruits, but as of yet we are unsure as to how he maintains neural control of these maddened individuals and prevent them from destroying his own forces in the process.