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    FAQ/Strategy Guide by SRN

    Version: Final | Updated: 10/12/02 | Search Guide | Bookmark Guide

    =======================
    Red Alert 2 Compendium
    ======================
    Version *FINAL*
    
    Written by Stephanus Rudiyanto N. 
    email: s_rudiyanton@mailcity.com (old, but still functioning)
           s_rudiyanton@lycos.com
    
    NOTES from Author:
    * If you send an email to me, may be the reply is too late, this 
    happens because I check my mailbox not very frequently. I'm sorry for
    this incovenience. But, if you send me some info or corrections, I 
    WILL reply the letter (even it may be take a few days, weeks, or 
    months) If I don't send the reply, just wait until it comes :) 
    (There is also another possibility: I have already sent it and it 
    doesn't reach your mailbox). Thanks just for reading this.
    
    * This FAQ is based in Red Alert 2, for Yuri Revenge's data please
    refer to my other FAQ.
    
    * To read this FAQ, use Fixed Width fonts like Courier, if not many of
    the tables below will look terrible. 
    Use WordPad to read this FAQ, and maximize the window. 
    
    Table of Contents
    -----------------
    i) Introduction
    ii) Version
    iii) Future edition
    iv) Credits
    v) How to get this FAQ
    
    I - General and Special Rules
        1) Formulae
        2) Shorcut Keys
        3) Mind Control
        4) Chronoshift
        5) Invulnerability
        6) Building
        7) Veteran and Elite Units
        8) Credits
        9) Weather Storm
        10) Crates
    II - Units
        1) Allied Infantry
        2) Soviet Infantry
        3) Allied Vehicle and Aircraft
        4) Soviet Vehicle and Aircraft
        5) Allied Naval
        6) Soviet Naval
        7) Neutral Unit
    III - Buildings
        1) Allied Building
        2) Soviet Building
        3) Allied Combat Building
        4) Soviet Combat Building
        5) Neutral Tech Building
        6) Neutral Miscellaneous Building
    IV - Tables and Data
        1) Unit and Defensive Building Combat Ability
        2) Scoring
        3) Pip
        4) Unit and Defensive Building Description
        5) Unit and Building Comparison
    V - Miscellaneous
        1) Records
        2) Dangerous Unit
        3) Do you know?
        4) Special Section
        5) Patches changes
    
    -------------------------------------------------------------
    i) Introduction
    
    Command & Conquer: Red Alert 2 is a real time strategy game 
    from Westwood. This is the sequel of Command & Conquer: Red Alert. 
    The game story is based on the war between the Alliance and the 
    Soviet forces. This game is recommended for fans of real-time 
    strategy games. The FAQ I used here is based on version 1.006.
    For Yuri's Revenge (its expansion), please refer to my other FAQ.
    (Yuri Revenge Compendium)
    
    First, I apologize if my English is not good (Because it is not my 
    main language). Maybe some grammars and spells have some errors in
    this FAQ. This is my second unpublished FAQ I wrote. (The first 
    is Starcraft Broodwar Expert Guide).
    
    This FAQ is created for intermediate and expert players that have 
    played the game long enough to truly know the aspects of the game.
    Although the beginners can also read this FAQ, it is not recommended 
    because of some complicated data and tables. In this FAQ, I hope you 
    have known the aspect of this game, because I don't include any 
    "how to play", basic strategies or others like those. There are so
    many good FAQs to teach you to play in the internet so I don't need
    to explain it again :)
    
    A lot of info I acquired by checking the INI files (if you are often 
    costumizing any Westwood games (C&C and RA), you must know these
    famous INI files), and also from searching, trying, and my other
    hardwork by playing the game itself. Note that not all data I extract
    pure from INI files (because some of them has many changes and can't
    be 100% right), actually I almost check everything (even the 
    calculation procedure) to be sure it is right. So forgive me if there
    are many errors I didn't notice. Email me at s_rudiyanton@lycos.com
    for corrections and suggestions, and of course you will be credited
    even for small fixes. I will update this FAQ when there is a mistake,
    error, or any addition. I can also add an entirely new section if
    I think it's important. 
    
    If you include any information below in any FAQ or Websites, please
    ask my permission first (mostly I will answer yes) and give credits
    for me. (It's extremely hard to collect information in this FAQ,
    you know). 
    
    And lastly, I don't own Red Alert 2 CD. I play the game by borrowing 
    my cousin's CD. And so, I also couldn't play it in the net until now.
    I am also not too good at multiplayer games (because I rarely had
    chances to play it on network games), but I'm also not that bad. This 
    is just for info. :P 
    
    ii) Version
    Numbers after the dot mean minor updates, while numbers before the dot
    mean Major updates.
    
    Early December 2000 - Version 1.0 (Initial release)
    11 December 2000 - Version 1.1:
    - Add a small but important tips in Section V.3
    - Remove the section points of this game (as my cousin wished)
    - Add section v) How do you get this FAQ
      This section list the sites currently post my FAQs.
    19 December 2000 - Version 1.2:
    - Fix some little errors and grammars.
    - Fix corrections and some additions on Tesla Troopers, Conscripts, 
      Crazy Ivan, and Terror Drone in units section.
    - Add information in Giant Squid, Tanya, SEAL, and Do You Know 
      section.
    - Correct some errors in Pip section.
    22 December 2000 - Version 1.3:
    - Fix some corrections on Sentry Gun and Soviet War Factory.
    26 December 2000 - Version 1.4:
    - Fix some, well - again - little errors and grammars.
    - Fix corrections and some additions on General and Special Rules
      Rules (Buildings), Chrono Legionnaire, Chrono Commando, IFV,
      Dreadnought, Destroyer, Aircraft Carrier, Allied Naval Shipyard,
      and Tesla Coil sections.
    - Add information on Invulnerability, Spy, and Flak Cannon sections.
    8 January 2000 - Version 2.0:
    - Add Neutral Miscellaneous Buildings section (my cousin writes it).
    9 January 2000 - Version 2.1:
    - Fix some - again - little errors and grammars.
    - Fix corrections on Yuri Prime (not much, just replacing any "Yuri"
      word with "Yuri Prime"), Soviet Construction Yard (same case, only
      word replacement), all tech buildings (explain that they can be
      repaired without using engineer), Prism Tower (damage rating)
    - Add info on Mind Control, Chronoshift, Invulnerability, Allied and
      Soviet Ore Refinery (selling building), Cloning Vats, Soviet and
      Allied Walls, IFV, Terror Drone, Flak Track, Amphibious Transport,
      Nighthawk, and MCV.
    1 February 2001 - version 2.2:
    - Do some replacements to make the sentences easy to read.
    18 February 2001 - version 3.0:
    - Fix an error in Formulae (building speed theory is wrong, thanks
      to Blossom Storm for telling me this).
    - Correct little error in War Miner (thanks to Nooplanop for this).
    - Update almost all sections because patches 1.004 is out and change
      many statistics. Look for new section V. 4 for Patches changes.
    26 March 2001 - version 3.1:
    - A long time update.
    - Fix small error in unit table.
    - Fix small error in Actors and In-Game Voice. (thanks to Mike Ching)
    - Fix small error in Flak Troopers and Tesla Troopers.
    - Add some note in Kirov Airship.
    - Add some note in speed (Put in Do you Know section).
    14 April 2001 - version 3.11:
    - Add some notes in credits section.
    26 May 2001 - version 3.12:
    - Add some notes in Miscellaneous section.
    7 September 2001 - version 3.2:
    - Add some nice infos about Weather Storm (thanks to Alien Overmind).
    6 October 2001 - version 3.21:
    - Add some notes about Mind Control.
    28 October 2001 - version 4.0:
    - May be the FINAL version of this FAQ, because Yuri's Revenge is
      out, and I will now focus on its FAQ. I still collect some data
      for this game and need more time to finish it.
    - Revised some data and fixes some errors.
    - Add some replies in Do You Know section.
    20 November 2001 - version 4.01:
    - Add some notes in Cloning Vats section.
    16 February 2002 - version 4.02:
    - Add a site that host my FAQ.
    3 March 2002 - version 4.1:
    - Add some infos in many sections.
    - Fixes some errors.
    17 March 2002 - Version 4.11:
    - Add a site that host my FAQ.
    3 June 2002 - Version 4.2:
    - Add Special section that contains many strategies and contribution 
      from Overmind.
    3 July 2002 - Version 4.21:
    - Add some tips in miscellaneous section.
    25 August 2002 - Version 4.3:
    - Add some info and corrections. (thanks to Hecht)
    13 October 2002 - Final Version:
    - Fix some credits.
    - Add more website that host my FAQ.
    
    iii) Future editions
    
    * This is final version of this FAQ. So no more section changes.
      I will update my FAQ only if there are some important changes and
      error fixes. Also I will still update websites that hosts my FAQs.
    
    iv) Credits
    - Westwood, for making a great game for me to play.
      <www.westwood.com>
    - Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQs, 
      GameFAQs is truly a good website for game guides and other 
      game-related info! 
      <www.gamefaqs.com>
    - My cousin, because I played RA2 with his CD and on his computer.
      He also writes his own section (Points for this game) in this FAQ
      by himself.
      He checks almost everything in this FAQ.
      He also who writes the Neutral Miscellaneous Buildings section.
    - "Tony Toon" <galaga88@evansville.net>, for info on how to ally
      in an easy way.
    - Blossom Storm <fmns@yahoo.com>, for telling me the building speed
      theory is wrong and inform me about new patches is out.
      He also show some errors and add some nice info in my FAQ.
      Thanks a lot. 
      Red Alert 2 Sites: <http://redalert2c.8m.com/>
    - <Nooplanop@aol.com>, for info that War Miner can become expert. 
    - Ching, Mike <cybertrooper@edsamail.com>, for correcting
      Tanya Actor.
    - <DJTestrake@aol.com>, for some "interesting" point :)
    - Alien Overmind <alien_overmind@2die4.com>, for many useful 
      informations and suggestions. 
      Information: Weather Storm, Crates, Building Occupation, and 
                   Survivors
      Fixes: Genetic Mutators Range, Spy shut down power time.
      He also sends me many useful and important informations and
      strategies that I put them into a separate special sections.
    - "Justin Mitchell" <justinmit@hotmail.com>, for info about
      Kirov and small notes.
    - Kevin Leung <mpe58@yahoo.ca>, for info about Chronoshift and
      Invulnerability.
    - Mek <MekZhaoyun@aol.com>, for a little comment in Do You Know?
      section.
    - Ang Yi Ping <yipingng@pacific.net.sg>, for some notes about 
      Cloning Vats.
    - Ian Tucker <getingjiggy@hotmail.com>, for some info about 
      Chronoshift.
    - Yonatan Indrajaya AKA losbolos <losbolos_mig_29@yahoo.com>, for 
      some info about Chrono Waypointing.
    - "Hecht" <hecht_online@lycos.de>, for many corrections and info.
    
    v) How to get this FAQ
    
    You can get this FAQ only in these sites:
    - http://www.gamefaqs.com
    - http://DLH.Net
    - http://www.gameadvice.com
    - Cheat Empire: 
      http://home.planetinternet.be/~twuyts
    - http://www.neoseeker.com
    - http://www.actiontrip.com
    - http://www.cheatingplanet.com
    - http://SPOnG.com
    - http://www.gamespot.com
    - http://www.PlanetCNC.com
    - http://www.cnchq.com
    
    If you want to check my newest FAQ, please check www.gamefaqs.com
    first, because I will send my newest FAQs to GameFAQs before other
    sites.
    
    *****************************
    I - General and Special Rules
    *****************************
    
    1) Formulae
    * Cells
      One cell in Red 2 Alert means a portion of small terrain that can
      be occupied by one small vehicles (IFV, Flak Track, etc.) or 3
      infantry.
    * ROF: Rate of Fire
      The longer the number, the longer the unit reloads its weapons.
      15 are equal to 1 second at middle speed setting. So a weapon 
      with maximum speed with 150 ROF, will attack again after about 10 
      seconds after previous attack.
    * Frame Delay
      900 Frame Delays are equal to 60 seconds in 15 fps (frame per
      second) games.
    * Veteran Rules
      Each unit that can become Veteran will have increased statistics. 
      For Elite units just multiply the number by 2. And for calculating
      damage, use the Elite Weapons (if the units have it), and not
      the normal weapons. (This is hard to calculating, and still
      being researched).
       Stronger            : Damage received divided by 1.5 
       Faster              : Unit max speed multiplied by 1.2
       Increased ROF       : ROF delay multiplied by 0.6
       Increased Firepower : Damage multiplied by 1.1
      Sight Range is NOT increased when becoming a veteran or Elite.
      For more description and detailed information about Veteran and
      Elite units, look at section below.
    * Radiation
      Nuclear Strike, Demolition Truck, and Desolator Radiation Eruption
      can create an area of radiation. The radiation will disappear
      after (Radiation Level x 1) frames.
    * Cells Radius and Cells Area
      In some data I mention about Cells Radius and Cells Area. Some people 
      may be confused about its. I will explain it with below examples.
    
      Cells Radius of 3 will means:
      o o o o o o o
      o o o o o o o
      o o o o o o o
      o o o x o o o
      o o o o o o o
      o o o o o o o
      o o o o o o o
    
      Cells area of 3 x 3 will means:
      o o o
      o x o
      o o o
      
      x : Middle point
    
      With above examples, it means that:
      A Cells Radius of 3 is same as a Cells area of 7 x 7.
      A Cells Area of 3x3 is same as a Cells radius of 1.
      
      It will be better if I use the cells area than cells radius for 
      better understanding. But I use cells radius because of some area
      damage (like radiation) is circle and not square. And in circle,
      it can't be converted to numberXnumber cells area. 
    
      So don't be confused if a mention cells radius in some stats and
      cells area in other stats. 
    
      Note:
      Thanks to Overmind for reminding me about this confusing matters.
    
    2) Shorcut keys
      The use for shorcut keys can't be separated with Real-Time
      Strategy Games. These keys can be changed in Game Options,
      Keyboard sections. Here are the shorcut keys for Red Alert 2:
    
    Category: Control
    
                  Keys  Description
    --------------------------------------------------------------------
    Alliances       A   Toggles Alliance Status with the owner of 
                        selected object
    Cheer           C   All Units to Cheer (for fun only)
    Deploy Objects  D   Order selected units to Deploy or Undeploy
    Guard Objects   G   Order selected units to 'Guard' the area
    Scatter         X   Order selected units to scatter
    Stop Objects    S   Order selected units to stop current action
    Waypoints       Z   Set planning mode ON (to create waypoints)
                        Units that have been set for waypoints don't
                        do anything until you turn this off
                        Units move synchronically (have same speed)
    
    Category: Information
    
                  Keys  Description
    --------------------------------------------------------------------
    Coordinates     -   Gives the information of current coordinates of
                        cursors
                        This key is undefined by default (- in here
                        means no key and not the minus key).
    
    Category: Interface
    
                        Keys    Description
    --------------------------------------------------------------------
    Delete              Num Del Deletes the selected object
    Follow              F       Toggle Follow state of selected object(s)
    Goto Radar Event    Space   Center the Tactical View to the cycle 
                                through last 8 EVA events. "Space Bar" 
                                also goes to "Ally under Attack" EVA 
                                event *
    Options             Esc     Display game options dialog
    Page User           U       Page a Westwood Online users
                                (Internet only) **
    Place Beacon        B       Used to place a communication Beacon
                                (Multiplayer only)
    Repair Mode         K       Toggle Repair Mode On/Off
    Sell Mode           L       Toggle Sell Mode On/Off
    Screen Capture      Ctrl-C  Take a snapshots of the game screen.
                                (Saved as 'SCRNxxxx.PCX' file in the 
                                game directory)
    Select Str. Tab     Q       Switch the command bar to Building Tab***
    Select Armory Tab   W       Switch the command bar to Defensive Tab***
    Select Inf. Tab     E       Switch the command bar to Infantry Tab
    Select Vch. Tab     R       Switch the command bar to vehicle Tab
    Sidebar Down        Num 2   Scroll Sidebar Selection list downward
    Sidebar Up          Num 8   Scroll Sidebar Selection list upward
    Sidebar Page Up     Num 6   Page Sidebar Selection list upward
    Sidebar Page Down   Num 4   Page Sidebar Selection list downward
    Str. List Up        Num 7   Scroll Sidebar Str. Sel. list upward
    Str. List Down      Num 1   Scroll Sidebar Str. Sel. list downward
    Str. List Page Up   -       Page Sidebar Str. Sel. list upward 
    Str. List Page Dn   -       Page Sidebar Str. Sel. list downward
    Unit List Up        Num 9   Scroll Sidebar Unit Sel. list upward
    Unit List Down      Num 3   Scroll Sidebar Unit Sel. list downward
    Unit List Page Up   -       Page Sidebar Unit Sel. list upward
    Unit List Page Dn   -       Page Sidebar Unit Sel. list downward
    Set Bookmark 1      Ctrl-F1 Set view Bookmark map position 1
    Set Bookmark 2      Ctrl-F2 Set view Bookmark map position 2
    Set Bookmark 3      Ctrl-F3 Set view Bookmark map position 3
    Set Bookmark 4      Ctrl-F4 Set view Bookmark map position 4
    View Bookmark 1     F1      View bookmarked map position 1
    View Bookmark 2     F2      View bookmarked map position 2
    View Bookmark 3     F3      View bookmarked map position 3
    View Bookmark 4     F4      View bookmarked map position 4
    Jump to Map Edge    Ctrl-Arrow keys
                                Jump to the edges of map for 
                                corresponding arrow keys ****
    
    (*) Before version 1.004, Space Bar only center the Tactical View
    to the last Radar Event.
    (**) Before version 1.004, there is no default Hotkeys for Page User.
    (***) The "Q" & "W" keys that select Tab Buttons grab a 
    completed building for the cursor.  Pressing again places that 
    building. (Version 1.004 above)
    (****) Only in version 1.004
    
    Category: Selection 
    
                        Keys    Description
    --------------------------------------------------------------------
    Center Base         H       Center the view about the player's base
    Center View         Num 5   Center the view about the selected 
                                object(s)
    Combatant Select    P       Select all military units *
    Health Navigation   U       Navigates across the last selection by
                                health level**
    Next Object         N       Select the next object
    Previous Object     M       Select the previous object
    Type Select         T       Select units by type *
    Veterancy Nav.      Y       Navigates across the last selection by
                                Veterancy level***
    
    (*) - This shortcut key selects units across SCREEN, if it is pressed
          again, it selects units across MAP.
          If all units selected are on screen, it automatically select
          units across MAP.
    (**)- This shorcut key shows all units in selected units that in 
          CRITICAL condition (red health bar), then if pressed again 
          shows all units that in HEAVILY DAMAGED condition (yellow 
          health bar), then if pressed again shows all unit that in 
          HEALTHY condition. If pressed again, it loops back to show
          all units in CRITICAL condition. It also shows the information
          on how many units in that condition and how many Cost value
          of all those units.
    (***) - This shortcut key shows all units in the selected units that 
            are in Elite level, then if pressed again shows all units
            that are in Veteran level, then if pressed again shows all
            units that are in Green status (Normal level). If pressed
            again its loops back to show all units in Elite level.
            It also shows the information on how many units in that
            veterancy level and how many Cost value of all those units.
    
    Category: Taunt (Multiplayer only)
    
               Keys    Description
    --------------------------------------------------------------------
    Taunt 1    F5      Send taunt message: "Need money"
    Taunt 2    F6      Send taunt message: "Ready to Attack now"
    Taunt 3    F7      Send taunt message: "Help me" 
    Taunt 4    F8      Send taunt message: "Please distract enemy"
    Taunt 5    F9      Send taunt message: "Surrender Now!"
    Taunt 6    F10     Send taunt message: "Ha ha ha"
    Taunt 7    F11     Send taunt message: "You coward"
    Taunt 8    F12     Send taunt message: "Victory!!"
    
    Notes:
    - Taunt is different for each country.
    
    Category: Team
    
                          Keys        Description
    --------------------------------------------------------------------
    Create Team 1-10      Ctrl #     Create team # for the selected units
    Select Team 1-10      #          Select team #
    Add Select Team 1-10  Shift #    Add selected units to team #
    Center Team 1-10      Alt #      Center and center view for team #
    
    Notes:
    - # can be any number between 0 and 9
    - After patches 1.002, Center team can also be done by pressing # for
      the second time after the team is selected
    
    3) Mind Control
    - Units that have mind control ability can target any enemy or
      neutral unit and control its movement and action. In other
      words that unit will become your own unit. But you can only
      mind control one unit for each unit that has mind control 
      ability.
    - There are four units that can mind control an enemy unit.
      They are Yuri, Psi-Corp Infantry, Psi Commando, and Yuri Prime.
      Psi-Corp Infantry only appear in campaign mode, and it has the
      same statistics with Yuri's.
    - If you control a transport, all units in the transport will
      NOT be mind controlled, so if you deploy the transport, all
      of the units inside go out and are still owned by enemy.
    - Units that are mind controlling and a mind controlled unit can't 
      enter any transport (Amphibious Transport, Nighthawk, Flak Track, 
      and IFV).
    - To release a mind controlled unit, you can kill the unit that
      mind control it.
    - To change mind control unit, just target another unit.
      Example: If a Yuri is mind controlling a GI and you want him to 
      mind control a Grizzly Tank, just simply ask him to target the 
      Grizzly Tank.
    - To release a mind controlled unit, use Force Attack (Ctrl-
      Left Click) to any empty terrain.
    - You can't mind control a unit that is being mind controlled by
      other unit.
    - You can't mind control a unit that is enveloped with
      invulnerability (Iron Curtain is activated on it).
    - A mind controlled MCV can not build buildings.
    - There also a few units that are IMMUNE to Mind Control: 
     
       Unit            Sides       Unit          Sides
       ----------------------------------------------------------
       Chrono Miner    Allies      War Miner     Soviet
       Attack Dog      Both        Terror Drone  Soviet
       Giant Squid     Soviet      Yuri          Soviet
       Psi Commando    Allies      Yuri Prime    Soviet
       Harrier         Allies      Black Eagle   Korea
       Kirov Airship   Soviet	 Rocketeer	   Allies
       Dolphin         Allies          (while flying)  
    
    - You CAN actually mind control a Kirov.  However, it's not 
      exactly something that will happen often.  You have to have 
      a mind control unit near the factory that a Kirov is being 
      built at, without it already controlling someone.  
      When the Kirov finishes being built, it's initially "on the
      ground", and can be controlled.
      <Justin Mitchell>
    
    4) Chronoshift
    - Chronoshift can be used after you have built a Chronosphere.
    - Chronoshift can teleport any unit in 3x3 Cells area to another
      location.
    - Chronoshift can be cancelled any time as long as you don't
      specify the target location.
    - You can teleport any unit to shrouded areas (Just be careful
      not teleport to water for your ground units).
    - Any infantry or organic unit that is teleported will be killed
      instead of being teleported. They include: Most infantry unit, 
      Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator,
      Monkey, and Polar Bear.
    - Chrono Legionnaires and Chrono Ivan can be Chronoshifted and 
      not killed by the process.
    - You CAN teleport infantry only if it on a transport and you 
      teleport the transport.
    - Invulnerable unit can't be Chronoshifted.
      Notes: This ONLY happen on some occassion and in older version.
    - You can teleport enemy units or neutral units.
      Example: 
      * Teleport a group of enemy tanks to water to make them drowned.
      * Teleport a group of enemy ships to grund to make them destroyed.
      * Teleport a group of enemy infantry to kill them instantly.
      * Teleport a Dolphin, Giant Squid, or Attack Dog to kill them 
        instantly.
      * Teleport a group of landing Harriers and Black Eagle
        (in Airforce Command HQ) or Nighthawk to water to destroy them.
    - Vehicles are not destroyed when teleported onto a building, they 
      are just placed around it. <Ian Tucker>
    
    5) Invulnerability
    - Invulnerability can be used after you have built an Iron Curtain.
    - Invulnerability makes any unit in 3x3 Cells area invincible and can't
      be damaged in any way.
    - Invulnerability durations: 750 frame delay.
    - You can't make any infantry or any organic units Invulnerable.
    - You can make Harriers, Black Eagles, and Nighthawks invulnerable,
      but not Kirov Airships. Those three must land first when they are
      cloaked with Invulnerability.
    - If you make any transport invulnerable, units inside it are
      not invulnerable.
    - Invulnerable Demolition Trucks can't be killed by the enemy. It will
      self-destruct on the target without anything can stop it.
    - Invulnerabled building can be captured by engineer.
    - Invulnerable units that have dynamite attached to it (by Crazy
      Ivan) can't be destroyed.
    - V3 rocket launchers can be invulnerabled, but the rockets are not.
      The same rule applies for Dreadnought.
    - Invulnerable unit can't be mind controlled.
    - You can use Invulnerability to enemy or neutral units.
      Example:
      * Destroy any group of infantry by covering them with 
        invulnerability.
      * Destroy a Dolphin or Giant Squid by covering them with 
        invulnerability.
    - If you put an invulnerabled unit in a transport, the invulnerability
      will not cease and expire after 750 frame delays.
    
    6) Building
    - Buildings in Red Alert 2 can only be placed near other buildings.
    - Normally, buildings can be placed 2 cells adjacent to other
      building. The exception are:
    
      Buildings          Cells
      --------------------------
      Naval Shipyard     12
      Concrete Wall      8
      Sentry Gun         4
      Pillbox            4
      Patriot Missile    4
    
    - All buildings need powers. Buildings that don't need power
      are: Construction Yard, Concrete Walls, and Pillbox.
      Allied power sources are the Power Plant. While Soviet power
      sources are Tesla Reactor and Nuclear Reactor.
    - Buildings that can't work without power:
      Ore Purifier, Gap Generator, Iron Curtain, Weather Control Device,
      Chronosphere, Radar Facility, Psychic Sensors, Sattelite Uplink,
      Tesla Coil, Prism Tower, Patriot Missile, Grand Cannon, and
      Flak Cannon.
    - When a building is destroyed it's cost is divided by a specific 
      number for each side, the result is the number of survivors.
      Allies: 500 (G.I.)
      Soviet: 250 (Conscripts)
      Example: Allied Chronosphere (Cost: 2500) that is destroyed will
      have 5 G.I. survivors (2500/500).
    
    7) Veteran and Elite Units
    - Unit can become veteran if it destroys/kills enemy units that
      have 3 times more 'points' than its value points. To become
      Elite it needs 6 times more 'points'  than its original value
      points. Buildings also have points.
      Points used here are the unit/building's costs.
      Example:
      Rhino Tank (Cost: 900) that destroys 1 Flak Cannon (Cost: 1000),
      1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and
      1 Conscript (Cost: 100) will be promoted to veteran.
      It happens because all unit values that it destroys:
       1000 + 500 + (600 x 2) + 100 = 2800
      are greater than 3 times of its original value:
       900 x 3 = 2700 < 2800
      Notes that, if it destroys EXACTLY 3 times of its original value
      it won't be promoted. It must be a little more that 3 times
      of its original value.
      To become elite, the Rhino Tank must again destroy 3 unit cost 
      that 3 times of its original value (2700) again.
      So a Veteran Rhino that destroys a War Factory (cost 2000) and
      a Service Depot (Cost: 800) will be promoted to Elite.
    - Crushing an infantry also counts as killing them.
    - Killing/Destroying a friendly units by Force Attack also counts
      killing them (but it has fewer points than enemy units).
      This is not recommended because it is too EXPENSIVE to
      make a unit a veteran. 
      NOTE: This can be only done in older versions.
    - Veteran and Elite Units also give them these benefits:
      Veteran abilities: 
         Armor increased         : all units
         Speed increased         : all units
         ROF increased           : all units
         Weapon damage increased : all units
         Ability to Scatter      : Tanya and SEAL
      Elite abilities:
         Self heal               : all units (some units already
                                   have them in normal level)
         HP/Strength increased   : all units
         ROF increased           : all units
         Weapon damage increased : all units
         New Elite Weapons       : most units (look in unit section
                                   below for each unit Elite 
                                   Weapon details)
      Note:
      'all units' means all units that can be promoted to veteran. 
      For info about veteran stats, please read more at section I.1.
    
    8) Credits
    - Harvesters (War Miner or Chrono Miner) automatically harvest 
      ores and minerals patches after you build an Ore Refinery.
      1 'bail' of Ores has a value of 25.
      1 'bail' of Minerals has a value of 50.
      1 Cell of ore/mineral patches can contain more than 1 bail
      (I don't know the exact number and it is hard to research).
      1 Chrono Miner can hold 20 bails at maximum.
      1 War Miner can hold 40 bails at maximum.
      Carried bails are showed in colored pip (small dot in Harvester
      that shows the color of its ores/minerals storage). 1 Pip
      is the same as 4 bails (in Chrono Miner) and 8 bails (in War Miner).
      In a Harvester, Ores are showed in yellow color, while 
      minerals are showed in blue color. 
      Example: If a War Miner carries 5 blue Pip (at max in this example,
      because 1 blue pip can contain 8 bails or less), it carries 2000
      credits (40 bails x 50 minerals value).
      For more information about 'Pip' itself, look in the other 
      section below also in this FAQ.
    - You can also get credits by sell a building. Selling a building
      costs half of its original value.
      Selling a building can give you some extra infantry that
      come out from the building (GI and Conscripts), but it
      depends on the building cost and type.
      Selling Construction Yard also gives you an Engineer.
    - You can also sell unit (ground vehicles only, including 
      Nighthawks). It costs half of its original value.
      To sell a unit, move it to Service Depot. Move cursor to
      the unit until it shows GREEN dollar sign, then click to 
      sell it.
      Warning, if you sell any transport the unit inside it
      will also be sold but without credits (only the transport worth
      the credits).
    - Concrete Walls and all Tech Buildings (even you have captured
      them) can't be sold.
    - Tech Oil Derricks give you small credits (20 credits) every
      time, and give 1000 credits for the first time you capture them.
    
    9) Weather Storm
    - Number of seconds between announcement of strike and its 
      commencement: 16.666
    - Damage done by lightning strike: 250
    - Default storm duration is overriden by the trigger 
      control: 28 seconds.
    - How often the direct target gets hit: 10 seconds.
    - Delay between random bolts: 0.9333 seconds
    - How far away random bolts can go: 10 cells
    - City-block distance in cells between clouds/bolts: 3
    Note: Thanks to Alien Overmind <alien_overmind@yahoo.com> for 
          all of these info on Weather Storm.
    
    10) Crates
    When any units take a crate, it can do one of the following:
    - Promote a group of units to Veteran status (3x3 cells)
    - Increase speed (Speed multiplied by 1.2)
    - Increase armor (Armor multiplied by 1.5)
    - Increase firepower (Firepower multiplied by 2)
    - Add cash (Credits increased by 2000)
    - Reveal all map shrouds
    - Give free vehicles unit (almost any unit except Naval)
    - Heal all units and buildings
    
    Crates Powerup Probability to appear in a crate:
    
    Powerup Type        Probability in Percentage
    ---------------------------------------------
    Promotion           20
    Speed               10
    Armor               10
    Firepower           10
    Cash                20
    Reveal Map          10
    Free Vehicles       20
    Heal                10
    
    - All units can only get once (crate): increase firepower, 
      increase armor and increase speed (this is meant for 
      the "random" crates in multiplayer), in solo player 
      there are often crates with firepower or something 
      else.. these can of course all be collected by the same unit.
      Note: Thanks to Hecht for this info.
    
    **************
    II - The Units
    **************
    
    1) Allied Infantry
    ------------------
    1.1) GI
    Country      : Allies
    Prerequisite : Barracks
    Cost         : 200         TechLevel : 1
    Weapons      : M60 Heavy Machine Gun (Deployed)
                   Parabellum Pistol (Undeployed)
    Speed        : 4           Sight     : 5
    HP           : 125         Armor     : none
    
    Weapon Notes:
    * Undeployed
      Damage: 15   Range: 4   ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 25   Range: 4  ROF: 20
    * Deployed 
      Damage: 15   Range: 5   ROF: 15
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
      Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 25   Range: 7  ROF: 5
    
    Notes:
    - Can occupy civilian buildings (if GIs occupy a civilian building, 
      they can attack from that building by using the 'deployed' weapon). 
    - Can be dropped by plane if you have Paradrop/Airport Tech Building.
    - GI cannot damage concrete walls and cannot fire pass through 
      concrete walls.
    - IFV Mode: 2
    
    1.2) Engineer
    Country      : Allies
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 1
    Weapons      : Bomb Defuse Kit
    Speed        : 4           Sight     : 4
    HP           : 75          Armor     : none
    
    Notes:
    - Can capture enemy buildings or tech buildings.
    - Can repair damaged buildings, including civilian buildings.
    - Can repair damaged bridges by entering Bridge Repair Hut.
    - Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
    - Can disabled bomb planted by Crazy Ivan but not automatically.
    - Can't be veteran or elite by normal means. 
    - When in Guard Mode, increase scan range (for detecting bomb and 
      repair building) by 5.
    - IFV Mode: 1
    
    1.3) Attack Dog
    Country      : Allies
    Prerequisite : Barrack
    Cost         : 200         TechLevel : 2
    Weapons      : Teeth
    Speed        : 8           Sight     : 9
    HP           : 100         Armor     : none
    
    Weapon Notes:
      Damage: 30   Range: 1.5   ROF: 30
      Though the dogs have only 30 damage, they always kill any infantry or 
      other dog (even they have HP more than 30).  
      The range only shows when the dog 'jumps' to attack the target.
    
    Notes:
    - Always in Guard Mode (chase any enemy's infantry/dog in sight range)
    - When in Guard Mode, increase scan range (detecting spies and 
      other infantry) by 5.
    - Can only target infantry, dog, cow, alligator, monkey, and polar 
      bear.  
    - Can detect spies in sight range.
    - Can't be veteran or elite by normal means. 
    - Immune to Mind control.
    - Immune to Psychic Wave.
    
    1.4) Rocketeer
    Country      : Allies
    Prerequisite : Barrack, Airforce Command HQ
    Cost         : 600         TechLevel : 3
    Weapons      : 20mm Mini Machine-gun
    Speed        : 9           Sight     : 8
    HP           : 125         Armor     : none
    
    Weapon Notes:
      Damage: 25   Range: 5   ROF: 30
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
      Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 25   Range: 5  ROF: 5
    
    Notes:
    - Always fly and never land. (Except in Campaign mode where they are
      in ground first)
    - Rocketeer can't damage concrete wall.
    
    1.5) Spy
    Country      : Allies
    Prerequisite : Barrack, Allied Battle Lab
    Cost         : 1000        TechLevel : 5
    Weapons      : Make-up Kit
    Speed        : 4           Sight     : 9
    HP           : 100         Armor     : Flak
    
    Notes:
    - Target any enemy infantry unit, dog, cow, alligator, or monkey
      to disguise like it. 
    - Spy, by default, disguises like your own basic infantry (GI for
      Allies, or Conscripts for Soviet).
    - Can disguise as ANY biological unit, friends or foes.
    - Can disguise as animal or neutral biological units (like cow and dog).
    - If Spy targets another spy that has disguised, he will disguise
      like that disguised form (not the spy). For example, spy A has
      disguised as a cow, and spy B has just been created. If you order
      spy B to disguise as spy A (force attack spy A), spy B will camouflage
      himself as a cow.
    - If disguised, can still be seen in radar, and also detected by dog
      and Yuri (including Yuri Prime and Psi Commando).
    - If disguised, any enemy unit doesn't automatically attack it (except
      dog and Yuri), but it can be attacked (target cursor shows him as 
      enemy).
    - Can enter these buildings:
      + Barracks: Make most infantry that you train become veteran.
      + War Factory: Make most vehicles that you train become veteran.
      + Radar/AA HQ: Resets the enemy's shrouds.
      + Ore Refinery: Steal half of their money.
      + Power Plant/Tesla Reactor: Shut down the power for more than 1 
        minute. (1000 frame delay)
      + Allied/Soviet Battle Lab: Can make a special infantry (Chrono 
        Commando, Psi Commando, Yuri Prime, or Chrono Ivan)
      + Chronosphere, Iron Curtain, Nuclear Silo, or Weather Control: 
        Resets the super weapon countdown.
    - Can't be veteran or elite by normal means. 
    - IFV Mode: 2
    
    1.6) SEAL
    Country      : Allies
    Prerequisite : Barrack, Airforce Command HQ
    Cost         : 1000        TechLevel : -
    Weapons      : MP5 Machine Gun
                   C4 Charges
    Speed        : 5           Sight     : 8
    HP           : 125         Armor     : Flak
    
    Weapon Notes:
    * MP5 Machine Gun
      Damage: 125   Range: 6   ROF: 10
      Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (1%) 
      Damage vs. Building's Armor: All (1%)
      Damage vs. Terror Drone    : 1%
      Prone Infantry still receives all damage.
      SEAL doesn't target any vehicle or building automatically, so order
      him to attack those targets manually.
    * C4 Charges
      Damage: 5000   Range: 1.5   ROF: 10
    
    Notes:
    - Can swim and attack from water.
    - Can destroy any buildings or ships by using C4.
    - Can destroy bridge by entering Bridge Repair Hut.
    - Can only be trained in Campaign mode.
    - IFV Mode: 4
    
    1.7) Tanya
    Country      : Allies
    Prerequisite : Barrack, Allied Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Dual Pistols
                   C4 Charges
    Speed        : 5           Sight     : 8
    HP           : 125         Armor     : Flak
    
    Weapon Notes:
    * Dual Pistols
      Damage: 125   Range: 6   ROF: 10
      Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : All (1%) 
      Damage vs. Building's Armor: All (1%)
      Damage vs. Terror Drone    : 1%
      Prone Infantry still receives FULL damage.
      * Elite Weapon: Damage: 125   Range: 8  ROF: 10
      Tanya doesn't target any vehicle or building automatically, order
      her to attack those targets manually.
    * C4 Charges
      Damage: 5000   Range: 1.5   ROF: 10
    
    Notes:
    - Can swim and attack from water.
    - Can destroy any buildings or ships by using C4.
    - Can destroy bridge by entering Bridge Repair Hut.
    - Can't be trained in Campaign mode.
    - IFV Mode: 4
    
    1.8) Chrono Legionnaire
    Country      : Allies
    Prerequisite : Barrack, Allied Battle Lab
    Cost         : 1500        TechLevel : 10
    Weapons      : Neutron Riffle
    Speed        : Instant     Sight     : 8
    HP           : 125         Armor     : None
    
    Weapon Notes:
      Damage: 8   Range: 5   ROF: 120
      Neutron Rifle doesn't have damage reduction to ANY armor,
      so they always hit at full damage.
      They damage the enemy (Temporary damage and not shown) by 8 or 
      (more if Veteran or Elite) continously. If the damage reaches 
      target's maximum HP, target is "removed". If the process is 
      cancelled (the Chrono Legionnaire is killed), the temporary 
      damage resets to 0.
      * Elite Weapon: Damage: 16   Range: 5  ROF: 120
    
    Notes:
    - They move by teleporting to target location instantly, but the
      longer the distance, the longer they are "ready" in target 
      location (very vulnerable).
    - They enter IFV and any transport by teleporting (instantaneous).
    - They have special weapons that can remove any unit/building. The
      stronger the enemy the longer they "remove" it. Killing him while 
      he is targeting will release the unit/building.
      Moving him or making him select another target will also release 
      the unit/building.
    - Any enemy unit's or building's targeted by them can't be targeted
      by other unit except by other Chrono Legionnaire. Also their
      target can't move, attack, or do anything while still in the
      phase time.
    - They cannot damage Concrete war nor attack pass through 
      Concrete Wall.
    - Cannot be crushed by vehicles.
    - Tip: Send an IFV to the vicinity of enemy base. Then send your
      Chrono Legionnaire in it. Acting this way will enable the Chrono
      Legionnaire to attack without "unwarping". However, if you unboard
      him soon after he teleports to the IFV, he will "unwarp".
    - IFV Mode: 10
    
    1.9) Sniper
    Country      : Great Britain
    Prerequisite : Barrack, Airforce Command HQ
    Cost         : 600                TechLevel : 1
    Weapons      : AWP
    Speed        : 4                  Sight     : 8
    HP           : 125                Armor     : None
    
    Weapon Notes:
      Damage: 125   Range: 14   ROF: 150
      Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (1%) 
      Damage vs. Building's Armor: All (1%)
      Damage vs. Terror Drone    : 1%
      Prone Infantry still receives FULL damage.
      * Elite Weapon: Damage: 125   Range: 14  ROF: 60
      Sniper doesn't target any vehicle or building automatically, order
      him to attack those targets manually.
    
    Notes:
    - When Attack, the shrouds on Sniper don't reveal like other 
      normal units. (So Sniper hiding in shrouds can kill other infantry 
      without being seen)
    - IFV Mode: 5
    
    1.10) American Airborne Paratroopers 
    Country      : America
    Cost         : 0
    Prerequisite : Airforce Command HQ
    
    Notes:
    - American Airborne Paratroopers drop 8 GIs.
    - The statistics for Paratroopers are the same as Allied GI
    - If your spy has infiltrated enemy's barrack, your paratrooper will 
      become veteran.
    - America can have BOTH of American Airborne and Allied Paradrop.
    - Paratrooper can't land in the water. If you target them to water, 
      they automatically land in the nearest land.
    
    1.11) Allied Paradrop
    Country      : Allies
    Cost         : 0
    Prerequisite : Airport (Tech Building Captured)
    
    Notes:
    - Paradrop drops 6 GIs.
    - The statistics for Paradrop are same as Allied GI
    - If your spy has infiltrated enemy's barrack, your paratrooper will 
      become veteran.
    - America can have BOTH of American Airborne and Allied Paradrop.
    - Paradrop can't land in the water. If you target them to water, 
      they automatically land in the nearest land.
    
    1.12) Chrono Commando
    Country      : Allies
    Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
    Cost         : 2000        TechLevel : 9
    Weapons      : Chrono MP5 Machine Gun
                   C4 Charges
    Speed        : Instant     Sight     : 8
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Chrono MP5
      Damage: 125    Range: 6     ROF: 10
      Damage vs. Infantry's Armor: None(200%), Flak(100%), Plate(75%)
      Damage vs. Vehicle's Armor : All (1%) 
      Damage vs. Building's Armor: Use other weapons (C4)
      Damage vs. Terror Drone    : 75%
      Prone Infantry still receives FULL damage.
    * C4 Charges
      Damage: 5000   Range: 1.5   ROF: 10
      Destroy any targetted building instantly after he finishes
      "unwarping".
    
    Notes:
    - They move by teleporting to target location instantly, but the
      longer the distance, the longer they are "ready" in target (very 
      vulnerable).
    - Can target building and destroyed it (using C4), but still needs
      "unwarp" before destroying the building.
    - Can't enter water like SEAL and Tanya.
    - They enter IFV and any transport by teleporting (instantaneous).
    - Cannot be crushed by vehicles.
    - Tip: Send an IFV to the vicinity of enemy base. Then send your
      Chrono Commando in it. Acting this way will enable the Chrono
      Commando to attack without "unwarping". However, if you unboard
      him soon after he teleports to the IFV, he will "unwarp".
    - IFV Mode: 4
    
    1.13) Psi Commando
    Country      : Allies
    Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Mind Control
                   C4 Charges
    Speed        : 5           Sight     : 8
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Mind Control
      Damage: -    Range: 7     ROF: 200
      * Elite Weapon: Damage: -    Range: 14     ROF: 200
      
    Notes:
    - Mind Control can target most unit to become your unit. Mind Control
      can only target 1 unit. If you choose to control other unit, the 
      control of previous unit will be lost. 
      Controlled unit can be freed by kill the mind controller.
    - Mind Control can't target buildings and some units immune to it.
    - To release Mind Control on a target, just select another target, or  
      use Force Attack (Ctrl-Left Click) to empty area.
    - Can destroy any building by using C4.
    - Can destroy bridge by entering Bridge Repair Hut.
    - Immune to Mind Control.
    - Immune to Psychic Wave.
    - Can detect spies.
    - Cannot be crushed by vehicles.
    - IFV Mode: 4
    
    2) Soviet Infantry
    ------------------
    2.1) Conscripts
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 100         TechLevel : 1
    Weapons      : M1 Carbine
    Speed        : 4           Sight     : 5
    HP           : 125         Armor     : Flak
    
    Weapon Notes:
      Damage: 15   Range: 4   ROF: 25
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 20   Range: 5  ROF: 25
    
    Notes:
    - Can occupy civilian buildings. 
    - Can be dropped by plane if you have Paradrop/Airport Tech Building.
    - Conscripts cannot damage concrete walls and cannot fire pass 
      through Concrete wall.
    - IFV Mode: 2
    
    2.2) Engineer
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 1
    Weapons      : Bomb Defuse Kit
    Speed        : 4           Sight     : 4
    HP           : 75          Armor     : none
    
    Notes:
    - Can capture enemy buildings or tech buildings.
    - Can repair damaged Buildings, including civilian buildings.
    - Can repair damaged bridge by entering Bridge Repair Hut.
    - Can detect Crazy Ivan Bomb's (in range of 4) in visual only.
    - Can disabled bomb planted by Crazy Ivan but not automatically.
    - Can't be veteran or elite by normal means. 
    - When in Guard Mode, increase scan range (for detecting bomb and 
      repair building) by 5.
    - IFV Mode: 1
    
    2.3) Attack Dog
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 200         TechLevel : 2
    Weapons      : Teeth
    Speed        : 8           Sight     : 9
    HP           : 100         Armor     : none
    
    Weapon Notes:
      Damage: 30   Range: 1.5   ROF: 30
      Even the dogs have only 30 damage, but they always kill any infantry or 
      other dog (even they have HP more than 30).  
      The range only shows when the dog 'jumps' to attack the target.
    
    Notes:
    - Always in Guard Mode (chase any enemy's infantry/dog in sight range)
    - When in Guard Mode, increase scan range (detecting spies and 
      other infantry) by 5.
    - Can only target infantry or other dog.  
    - Can detect spies in sight range.
    - Can't be veteran or elite by normal means. 
    - Immune to Mind control.
    - Immune to Psychic Wave.
    
    2.4) Flak Trooper
    Country      : Soviet
    Prerequisite : Barrack, Radar
    Cost         : 300         TechLevel : 1
    Weapons      : Flak Gun
                   Flak Anti-Air Gun
    Speed        : 4           Sight     : 5
    HP           : 100         Armor     : none
    
    Weapon Notes:
    * Anti-Air Flak Gun
      Damage: 20   Range: 8   ROF: 25
      Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
      Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%)
      Damage vs. Building        : There are no flying building
      * Elite Weapon: Damage: 20    Range: 8   ROF: 25
                      Fire 2 times in rapid succession.
    * Anti-Surface Flak Gun
      Damage: 20   Range: 5   ROF: 20
      Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy (10%)
      Damage vs. Building's Armor: Wood (30%), Steel (20%), Concrete (10%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Damage: 20   Range: 5   ROF: 20
                      Fire 2 times in rapid succession.
    * Both
      Flak Trooper's Weapon is inaccurate and slow, but the bullet
      explodes and any unit/building in the area (1 Cell nearby) will be 
      damaged (Of course the units near the center of explosion receive 
      more damage than the unit far from the center).
    
    Notes:
    - Flak Troopers can attack ground but they are more useful for Anti-
      Air units.
    - IFV Mode: 3
    
    2.5) Tesla Trooper
    Country      : Soviet
    Prerequisite : Barrack
    Cost         : 500         TechLevel : 5
    Weapons      : Electric Bolt
    Speed        : 4           Sight     : 6
    HP           : 130         Armor     : Plate
    
    Weapon Notes:
    * Electric Bolt
      Damage: 50   Range: 3   ROF: 60
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium (100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      * Elite Weapon: Damage: 50   Range: 5   ROF: 40
                      Can damage 2 other targets that are near the 
                      primary target (Ignore any Concrete Walls for 2 
                      other targets).
    * Assault Bolt (only when near Tesla Coil)
      Range: 1.83  ROF: 25
      This is the Tesla Troopers charge when near Tesla Coil. 
      Charging means increasing Tesla Coil range and damage.
      Charging an unpowered Tesla Coil means to give the Tesla Coil 
      power to work (needs at least 2 Tesla Troopers charging).
      1 Tesla Trooper charging to a powered Tesla Coil can make
      the Tesla Coil overpowered.  While unpowered Tesla Coil (your
      power gauge is red) needs at least 3 Tesla Trooper to 
      overpowered it (look in Tesla Coil section below for more
      description).
    
    Notes:
    - When near Tesla Coil, Tesla Trooper can charge the Tesla Coil to
      increase range, damage, and fire speed (reduce ROF) of the Tesla
      Coil. They still can attack (and release the charges on Tesla
      Coil) enemy unit that moves near them.
    - Tesla Trooper can't be crushed by Vehicles.
    - Can't damage Concrete Wall and attack pass through Concrete Walls.
      It can attack pass Concrete Wall only when in Elite status.
      (Thanks to Blossom Storm for remind me about this).
    - IFV Mode: 6
    
    2.6) Crazy Ivan
    Country      : Soviet
    Prerequisite : Barrack, Radar
    Cost         : 600         TechLevel : 5
    Weapons      : Ivan Dynamites
    Speed        : 4           Sight     : 6
    HP           : 125         Armor     : None
    
    Weapon Notes:
    * Ivan Dynamites
      Damage: 400   Range: 1.5   ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
      Range in here means the distance a Crazy Ivan must take to plant
      the bomb.
      The Time for Bomb to Explode is about 450 frame delay (30 seconds). 
      * Elite Weapon: Damage: 600
    
    Notes:
    - Can plant bomb into any unit or buildings (friend or foe). When
      planted, the bomb timer in the unit will countdown. If the timer 
      reaches zero, the planted unit will be damaged (or destroyed) and 
      also the explosion will damage the nearby area.
    - Can't be veteran or elite by normal means. 
    - Crazy Ivan can also plant bomb on enemy's aircrafts (Harrier, 
      Black Eagle, and Nighthawk) when they are on land.
    - Units with bomb planted on them that enter a transport won't
      explode in transport when the bomb timer expires. But, they will 
      explode immediately when they go out from transport (if the bomb
      timer expires inside tranport). They don't explode when the 
      transport destroyed. The more the units with planted bomb in
      the transport, the explosion will do more damage.
      Considering its speed and its transport capacity, Flak Track is
      recommended, and units onboard are Conscripts because of their
      low costs.
    - Explodes when killed.
    - Can't install bomb on a naval unit (except amphibious transport).
    - IFV Mode: 7
    
    2.7) Yuri
    Country      : Soviet
    Prerequisite : Barrack, Soviet Battle Lab
    Cost         : 1200        TechLevel : 10
    Weapons      : Mind Control
                   Psychic Wave
    Speed        : 4           Sight     : 12
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Mind Control
      Damage: -    Range: 7     ROF: 200
      * Elite Weapon: Damage: -    Range: 14     ROF: 200
    * Psychic Wave
      Damage: 250  Range: 3 Cells   ROF: 50
      Undeploy Delay: 150
    
    Notes:
    - Mind Control can target most units to become your unit. Mind Control
      can only target 1 unit. If you choose to control other unit, the 
      control of previous unit will be lost. 
      Controlled unit can be freed by kill the mind controller.
    - Mind Control can't target buildings and units immune to it.
    - To release Mind Control on a target, just select another target, or  
      use Force Attack (Ctrl-Left Click) to empty area.
    - When deployed, Yuri casts Psychic Wave and kills any infantry nearby
      (including your own units). Yuri must rest for a while after that 
      before he can move or do anything.
    - Immune to Mind Control.
    - Immune to Psychic Wave.
    - Can detect spies.
    - IFV Mode: 8
    
    2.8) Desolator
    Country      : Iraq
    Prerequisite : Barrack, Radar
    Cost         : 600        TechLevel  : 8
    Weapons      : Radiation beam gun
                   Radiation eruption gun
    Speed        : 4           Sight     : 6
    HP           : 150         Armor     : Plate
    
    Weapon Notes:
    * Radiation Beam Gun
      Damage: 125    Range: 6     ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
      Damage vs. Building's Armor: Can't Attack Building.
      * Elite Weapon: Damage: 200    Range: 8     ROF: 50 
    * Radiation Eruption Gun
      Range: 10 Cells       ROF: 60
      Radiation Level: 500  
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(20%), Medium(10%), Heavy(10%)
      Damage vs. Building's Armor: Can't Attack Building.
    
    Notes:
    - When Deployed, he creates an area of radiation that damages all
      units on it (except Terror Drones, Chrono Miner, War Miner, 
      and Desolators). 
      Radiation remains as long as the Desolator is still deployed.
    - Cannot be crushed by vehicles.
    - Desolators use Radiation weapons, so they can't damage any unit 
      immune to it.
    - Immune to Radiation.
    - Self Regeneration.
    - IFV Mode: 9
    
    2.9) Terrorist
    Country      : Cuba  
    Prerequisite : Barrack, Radar
    Cost         : 200         TechLevel  : 5
    Weapons      : Terror Bomb
    Speed        : 6           Sight     : 9
    HP           : 75          Armor     : Flak
    
    Weapon Notes:
      Damage: 225    Range: 1.5  ROF: 10
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
      Damage vs. Terror Drone    : 100%
      Terrorist attacks with suicide bomb.
      Area near explosion (2 Cells) is also damaged.
    
    Notes:
    - Can't be veteran or elite by normal means. 
    - Explodes with Terror Bomb when killed.
    - Before version 1.004, Terrorist HP was only 50.
    - IFV Mode: 11
    
    2.10) Soviet Paratroopers
    Country      : Soviet
    Cost         : 0
    Prerequisite : Airport (Tech Building Captured)
    
    Notes:
    - Paratroopers drop 9 Conscripts.
    - The statistics for Paratroopers are the same as Soviet's Conscripts.
    - If your spy has infiltrated enemy's barrack, your paratrooper will 
      become veteran.
    - Paratrooper can't land in the water. If you target them to water, 
      they automatically land in the nearest land.
    
    2.11) Yuri Prime
    Country      : Soviet
    Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab
    Cost         : 2000        TechLevel : 10
    Weapons      : Mind Control
                   Psychic Wave
    Speed        : 6           Sight     : 8
    HP           : 200         Armor     : None
    
    Weapon Notes:
    * Super Mind Control
      Damage: -    Range: 30     ROF: 200
    * Psychic Wave
      Damage: 250  Range: 3 Cells   ROF: 50
      Undeploy Delay: 75
    
    Notes:
    - Mind Control can target most unit to become your unit. Mind Control
      can only target 1 unit. If you choose to control other unit, the 
      control of previous unit will lost. 
      Controlled unit can be freed by kill the mind controller.
    - Mind Control can't target buildings and units immune to it.
    - When deployed, Yuri Prime casts Psychic Wave and kills any infantry
      nearby (including your own units). Yuri Prime must rest for a while
      after that before he can move or do anything.
    - To release Mind Control on a target, just select another target,
      or  use Force Attack (Ctrl-Left Click) to empty area.
    - Immune to Mind Control.
    - Immune to Psychic Wave.
    - Can detect spies.
    - Cannot be crushed by vehicles.
    - Can only train 1 Yuri Prime.
      Trick: Before training a Yuri Prime, build a cloning vats first 
      and you'll have 2 Yuri Primes.
    - IFV Mode: 8
    
    2.12) Chrono Ivan
    Country      : Soviet
    Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Ivan Dynamites
    Speed        : Instant     Sight     : 8
    HP           : 100         Armor     : None
    
    Weapon Notes:
    * Ivan Dynamites
      Damage: 400   Range: 1.5   ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%), Steel(250%), Concrete(20%)
      Range in here means the distance a Chrono Ivan must take to plant
      the bomb.
      The Time for Bomb to Explode is about 450 frame delay. 
      * Elite Weapon: Damage: 600
    
    Notes:
    - They move by teleporting to target location instantly, but the
      longer the distance, the longer they are "ready" in target (very 
      vulnerable).
    - They enter IFV and any transport by teleporting (instantaneous).
    - Can plant bomb into any unit or buildings (friend or foe). When
      planted, the bomb timer in the unit will countdown. If the timer 
      reaches zero, the planted unit will be damaged (or destroyed) and 
      also the explosion will damage the nearby area.
    - Can't be veteran or elite by normal means. 
    - Explodes when killed.
    - Cannot be crushed by vehicles.
    - IFV Mode: 7
    
    3) Allied Vehicle and Aircraft
    ------------------------------
    3.1) Chrono Miner
    Country      : Allies
    Prerequisite : War Factory, Ore Refinery
    Cost         : 1400        TechLevel : 1
    Weapons      : None
    Speed        : 4           Sight     : 4
    HP           : 1000        Armor     : Medium
    
    Notes:
    - Allied Harvester automatically searches ore to harvest when built.
      Use teleportation when unloading to Ore Refinery. If the Refinery
      is occupied (there is another harvester), it moves normally.
      So, if it is attacked by enemy and you have nothing to protect it,
      order it to return and you can save one harvester.
    - Self Healing.
    - Immune to Radiation and Mind Control.
    - When a Terror Drone attaches its body, and it teleports back, the 
      Terror Drone is left behind.
    - Can't be veteran or elite by normal means.
    
    3.2) Grizzly Battle Tank
    Country      : Allies
    Prerequisite : War Factory
    Cost         : 700         TechLevel : 2
    Weapons      : 105mm Cannon
    Speed        : 7           Sight     : 8
    HP           : 300         Armor     : Heavy
    
    Weapon Notes:
      Damage: 65    Range: 5     ROF: 60
      Damage vs. Infantry's Armor: All (25%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon:   Damage: 55    Range: 5     ROF: 75
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can't attack pass Concrete Wall but can damage and destroy wall.
    - Weapon affected by elevation and cliff.
    
    3.3) IFV
    Country      : Allies
    Prerequisite : War Factory
    Cost         : 600         TechLevel : 3
    Weapons      : Hover Missiles
                   (Changes depending on boarding infantry)
    Speed        : 10          Sight     : 8
    HP           : 200         Armor     : Light
    
    Weapon Notes:
    * Hover Missiles (Anti-Surface and Anti-Air)
      Damage: 25    Range: 6     ROF: 50
      Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
      Damage vs. Terror Drone    : 80%
      Prone Infantry reduces the damage to 70%.
      Fire 2 times in rapid succession.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land eleveation (make holes) at 10% chance.
      Can destroy Ore patches.
      * Elite Weapon: Damage: 80    Range: 6     ROF: 50
                      Fire 4 times in rapid succession.
    * Repair Bullets
      Repair: 50    Range: 1.8     ROF: 80
      Can repair Vehicles, but not Infantry.
      Can remove Terror Drones attached in Vehicles (Only need 1 Repair 
      'Tick').
      Automatically repair nearby units when in Guard Mode.
    * M60 Machine Gun
      Damage: 15    Range: 6     ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
      Damage vs. Building's Armor: Wood (75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      Cannot damage Concrete Walls or attack pass through Concrete Walls.
    * Flak Gun (Anti-Surface only)
      Damage: 30    Range: 7     ROF: 15
      Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium(10%), Heavy(10%)
      Damage vs. Building's Armor: Wood (30%), Steel(20%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      Cannot damage Concrete Walls or attack pass through Concrete Walls.
      Damage unit in nearby area (1 Cell nearby).
    * MP5 Machine Gun
      Damage: 125    Range: 6     ROF: 20
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (2%)
      Damage vs. Building's Armor: All (2%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry still receives FULL damage.
      Cannot damage Concrete Walls or attack pass through Concrete Walls.
    * AWP
      Damage: 125    Range: 14     ROF: 60
      Damage vs. Infantry's Armor: None (200%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : All (1%)
      Damage vs. Building's Armor: All (1%)
      Prone Infantry still receives FULL damage.
      Sniper IFV doesn't target any vehicle or building automatically. 
      Order it to target vehicles and buildings manually.
    * Electric Bolt
      Damage: 60    Range: 6     ROF: 45
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      Can't damage Concrete Wall and attack pass through Concrete Walls.
      Before version 1.004, Electric Bolt's ROF was 30.
    * Small Nuclear Bomb
      Damage: 200   Range: 5 Cells    ROF: 80
      Radiation: 500
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(20%)
      Damage vs. Terror Drone    : 100%
      IFVs attacking with Nuclear Bomb is also destroyed (suicide attack).
      Before version 1.004, Damage was 600.
    * Psychic Wave
      Range: 1      ROF: 10
      Kill all infantry that in radius of 3 Cells after reaching first
      target (must near first target before releasing Psychic Wave).
      While in this attack mode, an area of Psychic Wave appears near 
      IFV and only stops after IFV moves (the effect is disappearing 
      after a moment).
    * Radiation Beam Gun
      Damage: 175    Range: 7     ROF: 30
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(20%), Medium(15%), Heavy(10%)
      Damage vs. Building's Armor: Can't damage building
      This is a radiation weapon, so can't damage any unit that is immune
      to Radiation.
    * Neutron Rifle
      Damage: 10   Range: 6   ROF: 120
      Neutron Rifle doesn't have damage reduction to ANY armor,
      so they always hit at full damage.
      They damage the enemy (Temporary damage and not shown) by 5 or 
      (more if Veteran or Elite) continously. If the damage reaches 
      target's maximum HP, target is "removed". If the process is 
      cancelled (the Chrono IFV is destroyed), the temporary damage 
      resets to 0.
      This IFV weapon has a little difference with Chrono Legionnaire
      weapons. It sometimes needs reloading and doesn't fire continously
      like Chrono Legionnaire.
      Version 1.004 above, Chrono Legionnaire's IFV destroy 
      units/buildings more slowly.
    * Terror Bomb 
      Damage: 250    Range: 1.5  ROF: 10
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood(100%), Steel(150%), Concrete(30%)
      Damage vs. Terror Drone    : 100%
      IFVs attacking with this is also destroyed (suicide attack).
      Area near explosion (2 Cells) is also damaged.
     
    Notes:
    - IFV can changes modes depending on any infantry that boards it.
      It can only carry 1 infantry.
    - IFV has 12 Modes:
      Mode  Infantry                      Weapon
      ------------------------------------------------------
      0     None                          Hover Missiles
      1     Engineer                      Repair Bullets
      2     GI, Conscripts, Spy           M60 Machine Gun
      3     Flak Trooper                  Flak Gun
      4     SEAL, Tanya, Psi Commando,    MP5 Machine Gun
            Chrono Commando
      5     Sniper                        AWP
      6     Tesla Trooper                 Electric Bolt
      7     Crazy Ivan, Chrono Ivan       Small Nuclear Bomb
      8     Yuri, Yuri Prime              Psychic Wave
      9     Desolators                    Radiation Beam Gun
      10    Chrono Legionnaire            Neutron Rifle
      11    Terrorist                     Terror Bomb
    
    - For their specific notes, look in Weapon Notes above.
    - Although many IFV weapons look the same with its passengers, 
      many of them have more range.
    - Mind Controlled Units and mind controlling units that still have 
      mind control attached to a unit can't enter IFV.
    - Attack Dog can enter IFV, but IFV Mode is still 0 (as like nothing
      in it).
    - Can't unload if in service depot.
    - Infantry entering IFV will not be promoted, but the IFV will.
    
    3.4) Prism Tank
    Country      : Allies
    Prerequisite : War Factory, Allied Battle Lab
    Cost         : 1200        TechLevel : 8
    Weapons      : Prism Cannon
    Speed        : 4           Sight     : 8
    HP           : 150         Armor     : Light
    
    Weapon Notes:
    * Prism Cannon
      Damage: 100    Range: 10     ROF: 100
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: All (200%)
      Damage vs. Terror Drone    : 100%
      Can attack pass through Concrete Wall but can't damage Walls.
      Can attack ignoring land elevation, but still obstructed by cliffs.
      When attacking, can "reflect" to at most 5 other objects (units, 
      buildings, tress, or other objects). 
      * Prism Reflection:   Damage: 30   Range: 3    ROF: 120
      * Elite Weapon:       Damage: 150  Range: 10    ROF: 100
      * Elite Prism Reflection:  Damage: 50   Range: 5    ROF: 100
        The Reflection of Elite weapons also CAN reflect again, with
        the same statistics as normal weapons (Damage: 30, Range: 3, 
        ROF: 120), but can only reflect 3 times.
    
    3.5) Mirage Tank
    Country      : Allies
    Prerequisite : War Factory, Allied Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Mirage Gun
    Speed        : 7           Sight     : 9
    HP           : 200         Armor     : Light
    
    Weapon Notes:
      Damage: 100    Range: 7     ROF: 70
      Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate(80%)
      Damage vs. Vehicle's Armor : All(100%)
      Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(20%)
      * Elite Weapon: Damage: 150  Range: 9    ROF: 80
    
    Notes:
    - When not moving, Mirage Tank automatically disguises as a tree.
    - When disguising, it can still attack the enemy.
    - When attacking, the shroud on Mirage Tank doesn't reveal like
      other normal units. (So Mirage Tank hiding in shrouds can kill 
      other units without being seen)
    - Can't destroy Concrete Wall nor attack pass through Concrete Walls.
    
    3.6) Allied MCV
    Country      : Allies
    Prerequisite : War Factory, Service Depot
    Cost         : 3000        TechLevel : 10
    Weapons      : None
    Speed        : 4           Sight     : 6
    HP           : 1000        Armor     : Heavy
    
    Notes:
    - Can deploy into Allied Construction Yard.
    - DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
      more information.
    
    3.7) Tank Destroyer
    Country      : Germany
    Prerequisite : War Factory, Airforce Command HQ
    Cost         : 900         TechLevel : 2
    Weapons      : SABOT Shells
    Speed        : 5           Sight     : 8
    HP           : 400         Armor     : Heavy
    
    Weapon Notes:
      Damage: 150    Range: 5     ROF: 70
      Damage vs. Infantry's Armor: All (2%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(40%), Heavy(100%)
      Damage vs. Building's Armor: All (2%)
      Damage vs. Terror Drone    : 2%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 175  Range: 6.75    ROF: 60
        Damage vs. Infantry's Armor: All (2%)
        Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(100%)
        Damage vs. Building's Armor: All (2%)
        Damage vs. Terror Drone    : 100%
        Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can damage Concrete Walls, but can't attack pass Concrete Walls.
    - Weapon affected by elevation and cliff.
    
    3.8) Harrier
    Country      : Allies      Type: Aircraft
    Prerequisite : Airforce Command HQ
    Cost         : 1200        TechLevel : 3
    Weapons      : Maverick
    Speed        : 14          Sight     : 8
    HP           : 150         Armor     : Light
    
    Weapon Notes:
      Damage: 150    Range: 6     ROF: 10
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(75%)
      Fire 2 times in rapid succession.
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 300  Range: 9     ROF: 10
                      Fire 4 times in rapid succession.
    
    Notes:
    - Harrier is automatically repaired in Airforce Command HQ.
    - Harrier only has 1 ammo, and always reloadsin Airforce 
      Command HQ. If it damaged it will be repaired first before
      reloading Ammo.
    - Can damage Concrete Walls.
    - Immune to Mind Control.
    
    3.9) Black Eagle
    Country      : Korea       Type: Aircraft
    Prerequisite : Airforce Command HQ
    Cost         : 1200        TechLevel : 3
    Weapons      : Maverick2
    Speed        : 14          Sight     : 8
    HP           : 200         Armor     : Light
    
    Weapon Notes:
      Damage: 200    Range: 6     ROF: 10
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
      Fire 2 times in rapid succession.
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 400  Range: 9     ROF: 10
    
    Notes:
    - Black Eagle is automatically repaired in Airforce Command HQ.
    - Black Eagle only has 1 ammo, and always reloads in Airforce 
      Command HQ. If it is damaged it will be repaired first before 
      reloading Ammo.
    - Can damage Concrete Walls.
    - Immune to Mind Control.
    
    3.10) Nighthawk
    Country      : Allies      Type: Aircraft
    Prerequisite : War Factory
    Cost         : 1000        TechLevel : 7
    Weapons      : Nighthawk Cannon
    Speed        : 14          Sight     : 7
    HP           : 175         Armor     : Light
    
    Weapon Notes:
      Damage: 35    Range: 6     ROF: 40
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      * Elite Weapon: Damage: 40  Range: 6     ROF: 40
        Damage vs. Infantry's Armor: None(100%), Flak(100%), Plate (70%)
        Damage vs. Vehicle's Armor : Light(70%), Medium(60%), Heavy(40%)
        Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
        Damage vs. Terror Drone    : 100%
        Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can transport up to 5 infantry.
    - Invisible to enemy radar.
    - Cannot damage concrete walls.
    - Can only attack unit on surface while in flight.
    - Can't unload if in service depot.
    
    4) Soviet Vehicle and Aircraft
    ------------------------------
    4.1) War Miner
    Country      : Soviet
    Prerequisite : War Factory, Ore Refinery
    Cost         : 1400        TechLevel : 1
    Weapons      : 20mm Machine Gun
    Speed        : 4           Sight     : 4
    HP           : 1000        Armor     : Medium
    
    Weapon Notes:
      Damage: 30    Range: 5.5    ROF: 20
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(20%), Heavy(20%)
      Damage vs. Building's Armor: Wood(20%), Steel(15%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon: Damage: 50  Range: 5.75     ROF: 50
        Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate (80%)
        Damage vs. Vehicle's Armor : Light(60%), Medium(40%), Heavy(40%)
        Damage vs. Building's Armor: Wood(50%), Steel(40%), Concrete(25%)
        Damage vs. Terror Drone    : 80%
        Prone Infantry reduces the damage to 50%.
        Can damage concrete walls.
    
    Notes:
    - Self Healing.
    - Immune to Radiation and Mind Control.
    - Cannot damage concrete walls before reaching Elite level.
    - Cannot attack pass concrete walls.
    - Weapon affected by elevation and cliff.
    
    4.2) Rhino Heavy Tank
    Country      : Soviet
    Prerequisite : War Factory
    Cost         : 900         TechLevel : 2
    Weapons      : 120mm Cannon
    Speed        : 6           Sight     : 8
    HP           : 400         Armor     : Heavy
    
    Weapon Notes:
      Damage: 90    Range: 5.75    ROF: 65
      Damage vs. Infantry's Armor: All (25%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      * Elite Weapon:   Damage: 85    Range: 5     ROF: 80
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: Wood (65%), Steel(45%), Concrete(60%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Fire 2 times in rapid succession.
    
    Notes:
    - Can't attack pass Concrete Wall but can damage and destroy wall.
    - Weapon affected by elevation and cliff.
    
    4.3) Flak Track
    Country      : Soviet
    Prerequisite : War Factory
    Cost         : 500         TechLevel : 3
    Weapons      : Flak Track Gun
                   Flak Track Anti-Air Gun
    Speed        : 8           Sight     : 8
    HP           : 180         Armor     : Heavy
    
    Weapon Notes:
    * Anti-Air Flak Gun
      Damage: 35   Range: 10   ROF: 25
      Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
      Damage vs. Building        : There are no flying building
      * Elite Weapon: Damage: 20    Range: 8   ROF: 25
                      Fire 2 times in rapid succession.
    * Anti-Surface Flak Gun
      Damage: 25   Range: 5   ROF: 40
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
      Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Damage: 25   Range: 5   ROF: 40
                      Fire 2 times in rapid succession.
    * Both
      Flak Track's Weapons are inaccurate and slow, but the bullet
      explodes and any unit/building in the area (1 Cell nearby) will 
      be damaged (Of course the units near the center of explosion receive 
      more damage than the unit far from the center).
    
    Notes:
    - Can carry up to 5 infantry passengers.
    - Can't unload if in service depot.
    
    4.4) V3 Launcher
    Country      : Soviet
    Prerequisite : War Factory, Radar
    Cost         : 800         TechLevel : 3
    Weapons      : V3 Rocket (1 Missile)
    Speed        : 4           Sight     : 7
    HP           : 150         Armor     : Light
    
    Weapon Notes:
      Damage: 200  Range : 18 (Minimum: 5)   ROF: 150
      Missile Spawn Rate : 400
      Missile HP         : 50
      Damage vs. Infantry's Armor: None(100%), Flak(90%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(70%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(50%)
      Damage vs. Terror Drone    : 80%
      Prone Infantry reduces the damage to 70%.
      All units/buildings in Area near explosion (1 Cell) are also
      damaged.
      Can destroy Concrete Walls.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land elevation (make holes) at 10% chance.
      Can destroy Ore patches.
      * Elite Weapon: Damage: 400
    
    4.5) Terror Drone
    Country      : Soviet
    Prerequisite : War Factory
    Cost         : 500         TechLevel : 4
    Weapons      : Drone Jump
    Speed        : 10          Sight     : 4
    HP           : 100         Armor     : Special
    
    Weapon Notes:
      Damage: 50   Range: 1.83   ROF: 60
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building        : Can't target building.
      Damage vs. Terror Drone    : Can't attack other Drones.
    
    Notes:
    - When attacking a vehicle, it will attach to the vehicle and damage 
      it until the unit is destroyed. 
    - A single vehicle can not be attacked by more than one terror
      drone, meaning that if a terror drone has attacked a vehicle, that
      vehicle can not be infiltrated by other drones except the drone
      inside is removed. 
    - If the unit is destroyed by the Drone,the Drone will emerge and 
      be ready to attack again. But if the unit is destroyed by other 
      unit/building, the Drone inside is also destroyed.
    - Can't target buildings and other Terror Drones.
    - Can't be veteran or elite by normal means.
    - Can't crush enemy infantry, instead, it attacks by jumping and
      killing it in one hit (like Attack Dog).
    - Terror Drone can also attack enemy's aircraft (Harrier, Black
      Eagle, and Nighthawk) when they are on land (not in flight),
      and damage them like other land units. But when they are
      destroyed, they will crash and the Terror Drone will also be
      destroyed. Contrary to the data above, some tests prove that if
      the Harrier is near the land or on the Airforce Command HQ, the
      terror drone may have a chance of escaping.
    - Terror Drone may be used against an MCV. If the MCV is deployed, the
      Terror Drone is still inside. However, if the MCV is then ordered to
      undeploy (from CY into an MCV), the MCV will automatically disappear
      and the terror drone will be ready to receive next order.
    - A drone-infiltrated vehicle can not be loaded into a transport.
    - Immune to Radiation, Mind Control, and Psychic Wave.
    
    4.6) Apocalypse Assault Tank
    Country      : Soviet
    Prerequisite : War Factory, Soviet Battle Lab
    Cost         : 1750        TechLevel : 7
    Weapons      : 120mm Cannon
                   Mammoth surface to air missile.
    Speed        : 4           Sight     : 6
    HP           : 800         Armor     : Heavy
    
    Weapon Notes:
    * 120mm Cannon
      Damage: 100    Range: 5.75    ROF: 80
      Damage vs. Infantry's Armor: All (25%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Fire 2 times in rapid succession.
      * Elite Weapon:   Damage: 100    Range: 5.75     ROF: 80
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(100%), Steel(100%), Concrete(70%)
      Damage vs. Terror Drone    : 60%
      Prone Infantry reduces the damage to 50%.
      Fire 4 times in rapid succession.
    * Mammoth surface to air missile
      Damage: 50    Range: 8     ROF: 80
      Damage vs. Infantry's Armor: None (100%), Flak(90%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Fire 2 times in rapid succession.
      Apocalypse always uses this weapon when attacking air targets.
    
    Notes:
    - Self Healing.
    - Can't attack pass through Concrete Walls.
    - Can damage Concrete Walls.
    
    4.7) Soviet MCV
    Country      : Soviet
    Prerequisite : War Factory, Service Depot
    Cost         : 3000        TechLevel : 10
    Weapons      : None
    Speed        : 4           Sight     : 6
    HP           : 1000        Armor     : Heavy
    
    Notes:
    - Can deploy into Soviet Construction Yard.
    - DO NOT deploy an drone-infiltrated MCV! Read Terror Drone section for
      more information.
    
    4.8) Tesla Tank
    Country      : Russia
    Prerequisite : War Factory, Radar
    Cost         : 1200        TechLevel : 10
    Weapons      : Tank Electric Bolt
    Speed        : 6           Sight     : 8
    HP           : 300         Armor     : Heavy
    
    Weapon Notes:
      Damage: 135    Range: 4     ROF: 75
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      * Elite Weapon: Damage: 150   Range: 6   ROF: 60
                      Can damage 2 other targets that are near the 
                      primary target (Ignore any Concrete Walls for 2 
                      other targets).
      Before version 1.004, Tesla Tank's ROF was 60, and Elite 
      Weapon's ROF was 50.
    
    Notes:
    - Can damage Concrete Walls and can attack pass through Concrete Walls.
    
    4.9) Demolitions Truck
    Country      : Libya
    Prerequisite : War Factory, Radar
    Cost         : 1500        TechLevel : 10
    Weapons      : Demolition Bomb
    Speed        : 5           Sight     : 5
    HP           : 150         Armor     : Light
    
    Weapon Notes:
      Damage: 300    Range: 1     ROF: 80
      Radiation Level: 100
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(50%), Heavy(50%)
      Damage vs. Building's Armor: Wood (80%), Steel(150%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      Demolitons Truck attack with suicide bomb.
      Area near explosion (8 Cells) is also damaged by Radiation.
    
    Notes:
    - Can't crush enemy infantry.
    - Can't be veteran or elite by normal means.
    - Explodes with Demolition Bomb when killed.
    - Before patches 1.004, Demolition Truck Speed was 6, and
      Demolition Bomb damage was 400.
    
    4.10) Kirov Airship
    Country      : Soviet      Type: Aircraft
    Prerequisite : War Factory, Soviet Battle Lab
    Cost         : 2000        TechLevel : 10
    Weapons      : Blimp Bomb
    Speed        : 5           Sight     : 8
    HP           : 2000        Armor     : Light
    
    Weapon Notes:
      Damage: 250   Range: 1.5     ROF: 50
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Damage vs. Building's Armor: Wood(85%), Steel(75%), Concrete(50%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
      Damage nearby area (2 Cells).
      Destroys Ore patches.
    
    Notes:
    - Self Healing.
    - Cannot Land.
    - Immune to Mind Control and Psychic Wave.
    - In statistic Kirov Airship speed is 5, but in RA2 flight speed 
      is slower than ground speed. So in real game, Kirov is slower than 
      Apocalypse Tank (speed: 4)
      Thanks to Blossom Storm for pointing this out.
    
    5) Allied Naval
    ---------------
    5.1) Amphibious Transport
    Country      : Allies
    Prerequisite : Allied Naval Shipyard
    Cost         : 900         TechLevel : 2
    Weapons      : None
    Speed        : 6           Sight     : 6
    HP           : 300         Armor     : Heavy
    
    Notes:
    - Can move on water and also on ground.
    - Can carry vehicles (number of vehicles can be carried depends
      on Vehicle size.
      This transport can carry maximum 12 points of size.
      Below is the list of All Vehicle size points that can be
      carried:
    
      Allied Vehicles     Point       Soviet Vehicles     Point
      ------------------------------------------------------------
      Grizzly Tank        3           Rhino Tank          3
      IFV                 3           Flak Track          3
      Chrono Miner        3           War Miner           3
      Allied MCV          6           Soviet MCV          6
      Prism Tank          3           Terror Drone        2
      Mirage Tank         3           Apocalypse          6
      Tank Destroyer      3           V3 Launcher         3
                                      Tesla Tank          3
                                      Demolition Truck    3
    
    - Can carry up to 12 infantry passengers. 
      Infantry has 1 point of size.
    - Can crush infantry, although it hovers.
    - If you transport any other land transport (Flak Track and IFV),
      the unit inside the transport DOESN'T count.
      So you can transport 4 IFVs occupied by 1 GI in each IFV.
    - Can't unload if in service depot.
    - Can not load or unload Tanya/SEAL in water. If ordered to load
      those infantry, the transport will accept the order, but it just
      moves next to them and do nothing.
    - If ordered to load a Chrono Legionnaire while on water, it will move
      next to the Chrono Legionnaire first.
      
    5.2) Destroyer
    Country      : Allies
    Prerequisite : Allied Naval Shipard
    Cost         : 1000        TechLevel : 4
    Weapons      : 155mm Artillery Cannon
                   ASW Helicopter Launcher (Anti Sub Weapon)
    Speed        : 6           Sight     : 7
    HP           : 600         Armor     : Heavy
    
    Weapon Notes:
    * 155mm Artillery Cannon
      Damage: 60   Range: 8     ROF: 110
      Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
      Damage vs. Building's Armor: Wood (100%), Steel(80%), Concrete(60%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 50%.
      Can destroy Concrete Wall.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land eleveation (make holes) at 15% chance.
      Can destroy Ore patches.
      Area near explosion (1 Cell) is also damaged.
      * Elite Weapon: Fire 2 times in rapid succession.
    * ASW Helicoper Launcher
      Range: Infinite (as long as the Destroyer can see the unit, it can 
             launch the heli to attack from far)
      Helicopter's Statistics:
             HP: 30   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
      ASW Bomb (Bomb launched by ASW heli):
        Damage: 50  Range: 3   ROF: 3
        Damage vs. Infantry's Armor: All(25%)
        Damage vs. Vehicle's Armor : Light(75%), Medium(60%), Heavy(60%)
        Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
      ASW Collision:
        If the heli is shot down, the heli's crash can also cause damage.
        The heli crash can hit unit/building on ground.
        Damage: 100  Range: 3   ROF: 20
        Damage vs. Infantry's Armor: All(25%)
        Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
        Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
        Damage vs. Terror Drone    : 60%
        Prone Infantry reduces the damage to 50%.
    
    Notes:
    - Can detect enemy underwater (Range: 8).
    - When ASW heli is destroyed, Destroyer automatically create it again
      in time (ASW Creation Speed: 400, ASW Reload speed: 150)
    
    5.3) Aegis Cruiser
    Country      : Allies
    Prerequisite : Allied Naval Shipyard, Airforce Command HQ
    Cost         : 1200        TechLevel : 7
    Weapons      : Medusa surface to air missiles
    Speed        : 4           Sight     : 8
    HP           : 800         Armor     : Light
    
    Weapon Notes:
      Damage: 100   Range: 12     ROF: 15
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
      Medusa missiles has very fast speed.
      * Elite Weapon:  Damage: 100   Range: 14     ROF: 5
                       Fire 2 times in rapid succession.
    
    Notes:
    - Can only attack air units.
    - ASW Heli (Destroyer's Heli), V3 rockets, Hornet (Carrier's 
      Fighter), and Dreadnought missiles are considered as air units.
    
    5.4) Aircraft Carrier
    Country      : Allies
    Prerequisite : Allied Naval Yard, Allied Battle Lab
    Cost         : 2000        TechLevel : 7
    Weapons      : Hornet's Fighter Launcher
    Speed        : 4           Sight     : 7
    HP           : 800         Armor     : Heavy
    
    Weapon Notes:
    * Hornet Launcher
      Launches 3 Hornet Fighter to attack enemy's unit/building.
      Can also attack underwater unit (even it can't detect underwater).
      But the underwater unit must be detected first or use force attack.
      Range: 25    ROF: 150
      Hornet's Statistic:
          HP: 75   Armor: Light   Sight: 2   Speed: 12    Ammo: 1
          Hornet Reload Time: 150
          Hornet Regenerate Time: 600 (When it destroyed)
      Hornet Bomb (Bomb launched by Hornet Fighter):
        Damage: 40 (5 bombs each Hornet) Range: 3   ROF: 5
        Damage vs. Infantry's Armor: All(100%)
        Damage vs. Vehicle's Armor : All(100%)
        Damage vs. Building's Armor: Wood(100%),Steel(100%),Concrete(75%)
        Prone Infantry reduces the damage to 50%.
      * Elite Weapon: (When the Hornet fighter become elite)
        Damage: 80  Range: 3   ROF: 5
        Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(60%)
        Damage vs. Vehicle's Armor : Light(100%), Medium(60%), Heavy(60%)
        Damage vs. Building's Armor: Wood(100%), Steel(80%), Concrete(60%)
        Damage vs. Terror Drone    : 100%
        Prone Infantry reduces the damage to 50%.
        Can destroy Concrete Wall.
        Can pass through Concrete Wall, ignore land elevations and cliffs.
        Can damage land eleveation (make holes) at 15% chance.
        Can destroy Ore patches.
        Area near explosion (1 Cell) is also damaged.
      Hornet Collision:
        If the Hornet is shot down, the Hornet crash can also cause 
        damage.
        The Hornet crash can hit unit/building on ground.
        Damage: 100  Range: 3   ROF: 20
        Damage vs. Infantry's Armor: All(25%)
        Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
        Damage vs. Building's Armor: Wood(65%), Steel(45%), Concrete(60%)
        Damage vs. Terror Drone    : 60%
        Prone Infantry reduces the damage to 50%.
    
    5.5) Dolphin
    Country      : Allies
    Prerequisite : Allied Naval Yard, Allied Battle Lab
    Cost         : 500         TechLevel : 5
    Weapons      : Sonic
    Speed        : 8           Sight     : 4
    HP           : 200         Armor     : Light
    
    Weapon Notes:
      Damage: 4   Ambient Damage: 10    Range: 6     ROF: 120
      Damage vs. Infantry's Armor: All(100%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(80%), Heavy(80%)
      Damage vs. Building's Armor: Wood(100%), Steel(60%), Concrete(60%)
      * Elite Weapon: Damage: 8   Ambient Damage: 15
                      Range: 6    ROF: 80
                      Fire 2 times in rapid succession.
    
    Notes:
    - Dolphin moves underwater, and can be detected only by enemy
      units that have sensors.
    - Dolphins are immune to others' Dolphin attack.
    - Can detect enemy underwater (Range: 4).
    - Can release ships that are attacked by Giant Squids.
    - Doesn't uncloak (still underwater) while attacking.
    - Dolphin and Giant Squid can't cooperate by attacking an enemy
      ship because a ship grabbed by Giant Squid will automatically
      be released by Dolphin's Sonic weapon even they are on the
      same sides.
    
    6) Soviet Naval
    ---------------
    6.1) Amphibious Transport
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard
    Cost         : 900         TechLevel : 2
    Weapons      : None
    Speed        : 6           Sight     : 6
    HP           : 300         Armor     : Heavy
    
    Notes:
    - Can move on water and also on ground.
    - Can carry vehicles (number of vehicles can be carried depends
      on Vehicle size.
      This transport can carry maximum 12 points of size.
      Below is the list of All Vehicle size points that can be
      carried:
    
      Allied Vehicles     Point       Soviet Vehicles     Point
      ------------------------------------------------------------
      Grizzly Tank        3           Rhino Tank          3
      IFV                 3           Flak Track          3
      Chrono Miner        3           War Miner           3
      Allied MCV          6           Soviet MCV          6
      Prism Tank          3           Terror Drone        2
      Mirage Tank         3           Apocalypse          6
      Tank Destroyer      3           V3 Launcher         3
                                      Tesla Tank          3
                                      Demolition Truck    3
    
    - Can carry up to 12 infantry passengers. 
      Infantry has 1 point of size.
    - Can crush infantry, even it is hovers.
    - If you transport any other land transport (Flak Track and IFV),
      the unit inside the transport DOESN'T count to the points.
      So you can transport 4 Flak Track occupied by 5 Conspripts in 
      each Flak Track.
    - Can't unload if in service depot.
    - Can not load or unload Tanya/SEAL in water. If ordered to load
      those infantry, the transport will accept the order, but it just
      moves next to them and do nothing.
    
    6.2) Sea Scorpion
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard, Radar
    Cost         : 600         TechLevel : 6
    Weapons      : Flak Gun
    Speed        : 8           Sight     : 8
    HP           : 400         Armor     : Heavy
    
    Weapon Notes:
    * Flak Anti-Air Gun
      Damage: 40   Range: 12   ROF: 20
      Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
      Damage vs. Building        : There are no flying building
      * Elite Weapon: Damage: 35    Range: 10   ROF: 20
                      Fire 2 times in rapid succession.
    * Flak Anti-Surface Gun
      Damage: 25   Range: 5   ROF: 40
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(60%), Medium (10%), Heavy(10%)
      Damage vs. Building's Armor: Wood(30%), Steel(20%), Concrete(10%)
      Damage vs. Terror Drone    : 100%
      * Elite Weapon: Damage: 25   Range: 5   ROF: 40
                      Fire 2 times in rapid succession.
    * Both
      Sea Scorpion's Weapons are inaccurate and slow, but the bullet
      explodes and any unit/building in the area (1 Cell nearby) will 
      be damaged (Of course the unit near the center of explosion
      receives more damage than the unit far from the center).
    
    Notes:
    - Use this unit to attack air unit (V3 rockets, Hornet fighters,
      ASW Heli, Dreadnought missiles also count as air units).
    
    6.3) Typhoon Attack Sub
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard
    Cost         : 1000        TechLevel : 2
    Weapons      : Torpedoes
    Speed        : 4           Sight     : 4
    HP           : 600         Armor     : Heavy
    
    Weapon Notes:
      Damage: 100   Range: 7     ROF: 120
      Damage vs. Infantry's Armor: All(25%)
      Damage vs. Vehicle's Armor : Light(75%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: Wood(65%), Steel(65%), Concrete(60%)
      * Elite Weapon:  Fire 2 times in rapid succession.
    
    Notes:
    - Attack Sub moves underwater, and can be detected only by enemy
      units that have sensors.
    - Can detect enemy in underwater (Range: 4).
    - Doesn't uncloak (still underwater) when attacking.
    
    6.4) Dreadnought
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
    Cost         : 2000        TechLevel : 6
    Weapons      : Dreadnought Missile Launcher
    Speed        : 4           Sight     : 7
    HP           : 800         Armor     : Heavy
    
    Weapon Notes:
    * Dreadnought Missile Launcher
      Launches 2 Dreadnought Missiles to attack enemy's unit/building.
      Can also attack underwater unit (although it can't detect
      underwater). However, the underwater units must be detected
      first or use force attack (Ctl+Left Click).
      Range: 25   Minimum Range: 8      ROF: 50
      Dreadnought Missile Statistics (in Air):
          HP: 50       Armor: Special   Sight: 0   Speed: 20
          Damage: 50 (in Air)   Missile Reload Time: 80
      Dreadnought Missile hit on target:
          Damage: 300
          Damage vs. Infantry's Armor: All(25%)
          Damage vs. Vehicle's Armor : Light(75%),Medium(100%),Heavy(100%)
          Damage vs. Building's Armor: Wood(65%),Steel(45%),Concrete(60%)
          Damage vs. Terror Drone    : 60%
          Prone Infantry reduces the damage to 50%.
          Can destroy Concrete Wall.
          * Elite Weapon: Damage: 600
    
    6.5) Giant Squid
    Country      : Soviet
    Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab
    Cost         : 1000        TechLevel : 9
    Weapons      : Squid Tentacles Grab and Hit
    Speed        : 8           Sight     : 5
    HP           : 200         Armor     : Light
    
    Weapon Notes:
    * Squid Tentacles Grab.
      Giant Squid uses this weapon to attack any ship unit (Destroyer,
      AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious 
      Transport, and Dreadnought).
      Giant Squid automatically grabs a ship when attacking and rocking
      them. It does some damage to the ship continuously until the
      ship is destroyed.
      If the ship HP is red, the ship is automatically destroyed.
      Only Dolphin can release a ship grabbed by Giant Squid.
      While grabbing, Giant Squid can't be selected and ordered until
      it releases or destroys its victims.
      Damage: 15   Range: 1.5
      * Elite Weapon: Damage: 40   Range: 1.5
    * Squid Hit.  
      Giant Squid uses this normal attack when attacking non-ship unit
      (SEAL, Tanya, Giant Squid, and Dolphin).
      Damage: 50   Range: 1.83    ROF: 32
      Damage vs. Infantry's Armor: None(100%), Flak (90%), Plate(80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      * Elite Weapon: Damage: 200   Range: 1.83    ROF: 32
    
    Notes:
    - Giant Squid moves underwater, and can be detected only by enemy
      unit that have sensors.
    - Can detect enemy in underwater (Range: 4).
    - Giant Squid can't attack building. (Naval Shipyard).
    - Giant Squid can't attack ships that are being repaired in Nayal
      Shipyard.
    - Self Healing.
    - Immune to Mind Control and Psychic Wave.
    
    7) Neutral Unit
    ---------------
    7.1) Cow
    Country      : Neutral
    Weapons      : None
    Speed        : 4           Sight     : 4
    HP           : 150         Armor     : None
    
    Notes:
    - Cow has a points of weight of 2, and it CAN enter Flak Track.
      But this only if you have your own cow, and not mind-controlled
      one. The only scenario that you have cow is in Allied Campaign
      scenario, Operation: Dark Night, Mission 5.
      You can create Flak Track in this scenario by capturing Soviet's 
      War Factory.
      Too bad, you won't have IFV.
    
    7.2) Alligator
    Country      : Neutral
    Weapons      : Alligator's Bite
    Speed        : 4           Sight     : 2
    HP           : 200         Armor     : None
    
    Weapon Notes:
      Damage: 30    Range: 1.5   ROF: 30
    
    Notes:
    - It can attack your unit if your unit is near to them.
    
    7.3) Monkey
    Country      : Neutral
    Weapons      : Chimp's Bite
    Speed        : 6           Sight     : 2
    HP           : 200         Armor     : None
    
    Weapon Notes:
      Damage: 30    Range: 1.5   ROF: 30
    
    Notes:
    - It can attack your unit if your unit is near to them.
    
    7.4) Polar Bear
    Country      : Neutral
    Weapons      : Bear's Bite
    Speed        : 4           Sight     : 2
    HP           : 200         Armor     : None
    
    Weapon Notes:
      Damage: 30    Range: 1.5   ROF: 30
    
    Notes:
    - It can attack your unit if your unit is near to them.
    
    7.5) Civilian
    Because there are so many civilians type that exist in Red Alert 2,
    I won't list all of them in here.
    But normally, they have the statistics below:
    
    Country      : Neutral
    Weapons      : Pistol (Some civilians don't even have this)
    Speed        : 4           Sight     : 2
    HP           : 50          Armor     : None
    
    Weapon Notes:
      Damage: 2   Range: 3      ROF: 20
      Damage vs. Infantry's Armor: None(100%), Flak (80%), Plate(70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    
    Notes:
    - Can't be veteran or elite by normal means, even it has a weapon.
    
    ***************
    III - Buildings
    ***************
    
    1) Allied Buildings
    -------------------
    1.1) Construction Yard
    Country      : Allies
    Prerequisite : MCV
    Cost         : 3000        TechLevel : -
    Power        : 0           Sight     : 8
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 4
    
    Notes:
    - Can undeploy to Allied Mobile Construction Vehicle.
      Can be turned off by an option in Multiplayer.
    - Can create other buildings.
    
    1.2) Power Plant
    Country      : Allies
    Prerequisite : Construction Yard
    Cost         : 800         TechLevel : 1
    Power        : +200        Sight     : 4
    HP           : 750         Armor     : Wood
    Foundation   : 2 x 2       Height    : 4
    
    Notes:
    - The only Allied building that produces power.
    
    1.3) Allied Ore Refinery
    Country      : Allies
    Prerequisite : Construction Yard
    Cost         : 2000        TechLevel : 1
    Power        : -50         Sight     : 6
    HP           : 1000        Armor     : Wood
    Foundation   : 4 x 3       Height    : 4
    
    Notes:
    - The 'Credits' production facility.
    - If you create an Allied Ore Refinery, it includes a free Chrono
      Miner. Chrono Miner automatically searches an ore/mineral patches
      to harvest. Chrono Miner will not be sold if you sell the Refinery, so
      if you sell your Refinery, you will get only 2000-1400 (the price of
      Chrono Miner):2= 300.
      When this refinery is not occupied (no miner is reloading), any 
      Chrono Miner that finishes harvesting teleports in here.
    
    1.4) Allied Barrack
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant
    Cost         : 500         TechLevel : 2
    Power        : -10         Sight     : 5
    HP           : 500         Armor     : Steel
    Foundation   : 3 x 2       Height    : 4
    
    Notes:
    - Allied Barracks can train Allied Infantry.
    
    1.5) Allied War Factory
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant, Allied Barracks
    Cost         : 2000        TechLevel : 2
    Power        : -25         Sight     : 4
    HP           : 1000        Armor     : Wood
    Foundation   : 5 x 3       Height    : 4
    
    Notes:
    - Allied War Factory can train Allied Vehicles and Nighthawks.
    
    1.6) Airforce Command HQ
    Country      : Allies
    Prerequisite : Construction Yard, Ore Refinery
    Cost         : 1000        TechLevel : 3
    Power        : -50         Sight     : 5
    HP           : 600         Armor     : Steel
    Foundation   : 3 x 2       Height    : 7
    
    Notes:
    - Can train Harrier (any Allied countries, but not Korea).
    - Can train Black Eagle (if the country is Korea).
    - If the country is America, then add the ability to drop Airborne
      Paratroopers.
    - Can repair and reload Allied Harriers and Black Eagles.
    - Can hold 4 aircraft unit (Harrier and Black Eagle)
    - Has Radar equipped (Enable Minimap).
    
    1.7) Allied Naval Shipyard
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant, Ore Refinery
    Cost         : 1000        TechLevel : 4
    Power        : -25         Sight     : 10
    HP           : 1500        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 10
    
    Notes:
    - Can train Allied Navy.
    - Can only be built in water.
    - Can repair water units: Allied Ships, Soviet Ships, Dolphin, 
      Giant Squid, and Amphibious Transport.
    - Can't be captured by Engineers nor be infiltrated by Spies.
    - Needs credits to repair.
    
    1.8) Service Depot
    Country      : Allies
    Prerequisite : Construction Yard, War Factory
    Cost         : 800         TechLevel : 6
    Power        : -25         Sight     : 5
    HP           : 1200        Armor     : Wood
    Foundation   : 3 x 3       Height    : 3
    
    Notes:
    - Can repair Vehicles, Amphibious Transports, and Nighthawks.
    - Can remove Crazy Ivan's Dynamites.
    - Can remove Terror Drone attached to vehicle.
    - Needs credits to repair.
    
    1.9) Allied Battle Lab
    Country      : Allies
    Prerequisite : Construction Yard, Allied War Factory, 
                   Airforce Command HQ
    Cost         : 2000        TechLevel : 8
    Power        : -100        Sight     : 6
    HP           : 500         Armor     : Wood
    Foundation   : 3 x 2       Height    : 8
    
    1.10) Ore Purifier
    Country      : Allies
    Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 900         Armor     : Wood
    Foundation   : 3 x 3       Height    : 4
    
    Notes:
    - Can only build 1 Ore Purifier.
    - Can't be captured by Engineer.
    - Add any converted harvested ore to credits by 25%.
      If your harvester reloads 1000 credits to your refinery, it adds
      250 more credits.
    
    2) Soviet Buildings
    -------------------
    2.1) Construction Yard
    Country      : Soviet
    Prerequisite : MCV
    Cost         : 3000        TechLevel : -
    Power        : 0           Sight     : 8
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 4
    
    Notes:
    - Can undeploy to Soviet Mobile Construction Vehicle. 
      Can be turned off by an option in Multiplayer.
    - Can create other buildings.
    
    2.2) Tesla Reactor
    Country      : Soviet
    Prerequisite : Construction Yard
    Cost         : 600         TechLevel : 1
    Power        : +150        Sight     : 4
    HP           : 750         Armor     : Wood
    Foundation   : 3 x 2       Height    : 4
    
    Notes: 
    - Cheaper than Allied Power Plant and also has less power.
      But Soviet can build a Nuclear Reactor.
    
    2.3) Soviet Ore Refinery
    Country      : Soviet
    Prerequisite : Construction Yard
    Cost         : 2000        TechLevel : 1
    Power        : -50         Sight     : 6
    HP           : 1000        Armor     : Wood
    Foundation   : 4 x 3       Height    : 4
    
    Notes:
    - The 'Credits' production facility.
    - If you create an Soviet Ore Refinery, it creates a free War
      Miner. War Miner automatically searches an ore/mineral patches
      to harvest. War Miner will not be sold if you sell the Refinery, so
      if you sell your Refinery, you will get only 2000-1400 (the price of
      War Miner):2= 300.
    
    2.4) Soviet Barrack
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor
    Cost         : 500         TechLevel : 2
    Power        : -10         Sight     : 6
    HP           : 500         Armor     : Steel
    Foundation   : 2 x 2       Height    : 9
    
    Notes:
    - Soviet Barracks can train Soviet Infantry.
    
    2.5) Soviet War Factory
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks
    Cost         : 2000        TechLevel : 2
    Power        : -25         Sight     : 4
    HP           : 1000        Armor     : Wood
    Foundation   : 5 x 3       Height    : 4
    
    Notes:
    - Soviet War Factory can train Soviet Vehicles and Kirov Airships.
    
    2.6) Radar Facility
    Country      : Soviet
    Prerequisite : Construction Yard, Ore Refinery
    Cost         : 1000        TechLevel : 3
    Power        : -50         Sight     : 10
    HP           : 1000        Armor     : Wood
    Foundation   : 2 x 2       Height    : 6
    
    Notes:
    - Have Radar equipped (Enable Minimap).
    
    2.7) Soviet Naval Shipyard
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor, Ore Refinery
    Cost         : 1000        TechLevel : 2
    Power        : -20         Sight     : 10
    HP           : 1500        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 10
    
    Notes:
    - Soviet Naval Shipyard can train Soviet Navy.
    - Can only bebuilt in water.
    - Can repair water units: Allied Ships, Soviet Ships, Dolphin, 
      Giant Squid, and Amphibious Transport.
    - Can't be captured by Engineers nor be infiltrated by Spies.
    - Needs credits to repair.
    
    2.8) Service Depot
    Country      : Soviet
    Prerequisite : Construction Yard, War Factory
    Cost         : 800         TechLevel : 6
    Power        : -20         Sight     : 5
    HP           : 1200        Armor     : Wood
    Foundation   : 3 x 3       Height    : 3
    
    Notes:
    - Can repair Vehicles, Amphibious Transport, and Nighthawks.
    - Can remove Crazy Ivan's Dynamites.
    - Can remove Terror Drone attached to vehicle.
    - Needs credits to repair.
    
    2.9) Soviet Battle Lab
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet War Factory, 
                   Radar Tower
    Cost         : 2000        TechLevel : 7
    Power        : -100        Sight     : 6
    HP           : 500         Armor     : Wood
    Foundation   : 3 x 3       Height    : 8
    
    2.10) Nuclear Reactor
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 1000        TechLevel : 9
    Power        : +2000       Sight     : 5
    HP           : 1000        Armor     : Concrete
    Foundation   : 4 x 4       Height    : 4
    
    Notes:
    - Explode when destroyed (Damage: 600, Radiation Level: 500),
      causing Radiation in the area.
    - Immune to Radiation.
    
    2.11) Cloning Vats
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 2500        TechLevel : 9
    Power        : -200        Sight     : 5
    HP           : 1000        Armor     : Wood
    Foundation   : 2 x 2       Height    : 6
    
    Notes:
    - Can only build 1 Cloning Vats.
    - Can't be captured by Engineer.
    - Creates a cloned infantry, when you create an infantry or 
      Attack Dog at Primary Barracks.
    - Kills any infantry (except engineer) which enters it.
    - To build 2 Yuri Prime, you must create Cloning Vats first 
      before creating Yuri Prime.
    - Cloning Vats will kill any infantry that ordered to enter,
      but half of unit costs is returned to you as credits.
      You can mind-control enemy infantry and ordered them 
      into your Cloning Vats for money.
      You can also use it for the 'free' infantry you get from 
      capturing the airport.
      Terrorist, Engineer, Chrono Ivan & Crazy Ivan cannot be 
      ordered to enter Cloning Vats. 
      <Ang Yi Ping>
      
    3) Allied Combat Buildings
    ---------------------------
    3.1) Fortress Wall
    Country      : Allies
    Prerequisite : Allied Barracks
    Cost         : 100         TechLevel : 1
    Power        : 0           Sight     : 1
    HP           : 300         Armor     : Concrete
    Foundation   : 1 x 1       Height    : 2
    
    Notes:
    - Building a wall costs 100 each time you construct a Wall in a
      terrain. 
      You can build 5 adjacent walls for 100 credits only.
    - Concrete Wall prevents any ground infantry or vehicles unit to 
      pass it until it is destroyed.
    - Wall can't be repaired. To change a broken wall just build
      a new wall over the damaged one.
    - Wall can be sold but you won't receive any credits.
    - Though they have the same statistics, Soviet and Allied Walls are
      different. You can not build an array of Allied walls if the initial
      wall is Soviet Wall.
    
    3.2) Pillbox
    Country      : Allies
    Prerequisite : Construction Yard, Allied Barracks
    Cost         : 500         TechLevel : 1
    Power        : 0           Sight     : 7
    HP           : 400         Armor     : Steel
    Weapon       : Vulcan Machine Gun
    Foundation   : 1 x 1       Height    : 1
    
    Weapon Notes:
      Damage: 50     Range: 5.5     ROF: 26
      Damage vs. Infantry's Armor: None (100%), Flak (80%), Plate (70%)
      Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)
      Damage vs. Building's Armor: Wood (75%), Steel (50%), Concrete (25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    
    Notes:
    - Can't be captured by Engineer.
    
    3.3) Patriot Missile System
    Country      : Allies
    Prerequisite : Construction Yard, Allied Barracks
    Cost         : 1000        TechLevel : 4
    Power        : -50         Sight     : 10
    HP           : 900         Armor     : Steel
    Weapon       : Anti-Air Patriot Missile
    Foundation   : 1 x 1       Height    : 3
    
    Weapon Notes:
      Damage: 75     Range: 12     ROF: 55
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : All (100%)
    
    Notes:
    - Can't be captured by Engineer.
    
    3.4) Prism Tower
    Country      : Allies
    Prerequisite : Construction Yard, Power Plant, Airforce Command HQ
    Cost         : 1500        TechLevel : 6
    Power        : -75         Sight     : 8
    HP           : 600         Armor     : Steel
    Weapon       : Prism Cannon
    Foundation   : 1 x 1       Height    : 6
    
    Weapon Notes:
      Damage: 120     Range: 8     ROF: 60
      Damage vs. Infantry's Armor: None(200%), Flak (100%), Plate(100%)
      Damage vs. Vehicle's Armor : All (100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      Can destroy Concrete Walls and can attack pass Concrete Walls.
    
    Notes:
    - Prism Tower can support fire from another Prism Tower. Each 
      Prism Tower support beam adds 150% damage to the firing beam's 
      damage. 
      Prism Tower can only support other Prism Tower at range: 8.
      Only 8 Prism Towers can support another Prism Tower. (The maximum
      number of Prism Towers which supports a Prism Tower is 8).
      After firing a support beam, a Prism Tower is offline for 60 frame
      delay.
    - Can't be captured by Engineer.
    
    3.5) Gap Generator
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 1000        TechLevel : 7
    Power        : -100        Sight     : 5
    HP           : 600         Armor     : Wood
    Foundation   : 1 x 1       Height    : 6
    
    Notes:
    - Gap Generator re-shrouds the map for other players at a radius
      of 10 Cells around the Gap Generator.
    - Can't be captured by Engineer.
    
    3.6) Spy Satellite Uplink
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 1500        TechLevel : 9
    Power        : -100        Sight     : 5
    HP           : 1000        Armor     : Wood
    Foundation   : 2 x 2       Height    : 5
    
    Notes:
    - Open shrouds on all map (but not for your allies).
    - Have Radar equipped (Enable Minimap), even if you don't have a
      Radar Tower or Airforce Command HQ.
    
    3.7) Weather Control Device
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 5000        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 1000        Armor     : Concrete
    Foundation   : 3 x 3       Height    : 5
    
    Notes:
    - This is an Allied Super Weapon, so when built, it is revealed to
      all players. This can be turned off in multiplayer.
    - Can only build 1 Weather Control Device.
    - Enables: Weather Storm.
      Creates a Weather Storm at target location. Weather Storm creates
      random lightning bolts in the area, but can't exceed 10 Cells from
      the target center in Range. Each lightning bolt that appears in 
      Weather Storm has the statistics below:
         Damage: 250
         Can damage and destroy Concrete walls.
         Damage vs. Infantry's Armor: All (100%)
         Damage vs. Vehicle's Armor : All (100%)
         Damage vs. Building's Armor: All (100%)
         Damage vs. Terror Drone    : 3%
    - Weather Storm completes its recharging after 10 minutes.
    - Can't be captured by engineer.
    - For more info and details about Weather Storm, check out 
      section I.9.
    
    3.8) Chronosphere
    Country      : Allies
    Prerequisite : Construction Yard, Allied Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 5
    HP           : 750         Armor     : Concrete
    Foundation   : 4 x 3       Height    : 3
    
    Notes:
    - This is an Allied Super Weapon, so when built it is revealed to
      all players. This can be turned off in multiplayer.
    - Can only build 1 Chronosphere.
    - Enables: Chronoshift (Teleports a group of units to another
      target location)
    - Chronoshift completes its recharging after 7 minutes.
    - For more information about Chronoshift, look in another section
      in this FAQ.
    
    3.9) Grand Cannon
    Country      : France
    Prerequisite : Construction Yard, Airforce Command HQ
    Cost         : 2000        TechLevel : 7
    Power        : -100        Sight     : 10
    HP           : 900         Armor     : Steel
    Weapon       : Grand Cannon
    Foundation   : 2 x 2       Height    : 3
    
    Weapon Notes:
      Damage: 150     Range: 15 (Minimum Range: 3)   ROF: 120
      Damage vs. Infantry's Armor: All(100%)
      Damage vs. Vehicle's Armor : All(100%)
      Damage vs. Building's Armor: Wood(50%), Steel(100%), Concrete(50%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 30%.
      Can damage and destroy Concrete walls.
    
    Notes:
    - Can't be captured by Engineer.
    
    4) Soviet Combat Buildings
    ---------------------------
    4.1) Fortress Wall
    Country      : Soviet
    Prerequisite : Soviet Barracks
    Cost         : 100         TechLevel : 1
    Power        : 0           Sight     : 1
    HP           : 300         Armor     : Concrete
    Foundation   : 1 x 1       Height    : 2
    
    Notes:
    - Wall building costs 100 each time you construct a Wall in a
      terrain. 
      You can build 5 adjacent walls for 100 credits only.
    - Concrete Wall prevents any ground infantry or vehicles unit to 
      pass it until it is destroyed.
    - Wall can't be repaired. To change a broken wall just build
      a new wall over the damaged one.
    - Wall can be sold but you won't receive any credits.
    - Though they have the same statistics, Soviet and Allied Walls are
      different. You can not build an array of Allied walls if the initial
      wall is Soviet Wall.
    
    4.2) Sentry Gun
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Barracks
    Cost         : 500         TechLevel : 1
    Power        : 0           Sight     : 7
    HP           : 400         Armor     : Steel
    Weapon       : Vulcan Machine Gun
    Foundation   : 1 x 1       Height    : 2
    
    Weapon Notes:
      Damage: 50     Range: 5      ROF: 26
      Damage vs. Infantry's Armor: None(100%), Flak(80%), Plate(70%)
      Damage vs. Vehicle's Armor : Light(50%), Medium(25%), Heavy(25%)
      Damage vs. Building's Armor: Wood(75%), Steel(50%), Concrete(25%)
      Damage vs. Terror Drone    : 100%
      Prone Infantry reduces the damage to 70%.
    
    Notes:
    - Can't be captured by Engineer.
    
    4.3) Flak Cannon
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Barracks
    Cost         : 1000        TechLevel : 4
    Power        : -50         Sight     : 5
    HP           : 900         Armor     : Steel
    Weapon       : Anti-Air Flak Cannon
    Foundation   : 1 x 1       Height    : 4
    
    Weapon Notes:
      Damage: 40   Range: 12   ROF: 20
      Damage vs. Infantry's Armor: None(150%), Flak(80%), Plate(50%)
      Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(20%)
      Damage vs. Building        : There are no flying building
    
    Notes:
    - Can't be captured by Engineer.
    - Has splash damage (units near the target are also damaged).
    
    4.4) Tesla Coil
    Country      : Soviet
    Prerequisite : Construction Yard, Tesla Reactor, Radar Tower
    Cost         : 1500        TechLevel : 5
    Power        : -75         Sight     : 8
    HP           : 600         Armor     : Steel
    Weapon       : Tesla Coil Bolt
    Foundation   : 1 x 1       Height    : 5
    
    Weapon Notes:
      Damage: 200   Range: 7   ROF: 120
      Damage vs. Infantry's Armor: All (100%)
      Damage vs. Vehicle's Armor : Light(85%), Medium(100%), Heavy(100%)
      Damage vs. Building's Armor: All (50%)
      Damage vs. Terror Drone    : 200%
      Can destroy Concrete Walls.
      * When Overpowered: Damage: 300   Range: 8   ROF: 100
                          You can notice an overpowered Tesla Coil by 
                          its electric colour (its Yellow instead Blue).
    
    Notes:
    - Can be supported by Tesla Trooper to increase range and damage.
    - Can't be captured by Engineer.
    - Tesla Coil can attack without power (your power gauge is red) if
      there are at least 2 Tesla Troopers charging it. However, it 
      depends on the power available. The more power available, the less 
      Tesla Trooper is needed to charge. If there is no power at all, 2 
      Tesla Troopers are needed.
    
    4.5) Psychic Sensors
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 1000        TechLevel : 10
    Power        : -50         Sight     : 10
    HP           : 750         Armor     : Wood
    Foundation   : 2 x 2       Height    : 8
    
    Notes:
    - Sensors Area: 15 Cells radius.
    - Any units that move or attack to the area in the radius of Psychic 
      Sensors are visible. So you know what units and where they want to
      move/attack and from where. It also sensors neutral units (like
      Cow).
    - Psychic Sensors can also detect Spies.
    - Can also detect invisible units (like Submarine, Giant Squid, and 
      Dolphin) if placed it near water.
    - Can detect any unit that is mind controlled by enemy's Yuri.
    
    4.6) Iron Curtain
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 2500        TechLevel : 10
    Power        : -200        Sight     : 4
    HP           : 750         Armor     : Concrete
    Foundation   : 3 x 3       Height    : 6
    
    Notes:
    - This is a Soviet Super Weapon, so when built is revealed to all
      players. This can be turned off in multiplayer.
    - Can only build 1 Iron Curtain.
    - Enables: Invulnerability (Make a group of vehicles becomes 
      invulnerable for a period amount of time).
    - Iron Curtain recharges after 5 minutes.
    - For more information about Invulnerability, look in another
      section in this FAQ.
    
    4.7) Nuclear Missile Silo
    Country      : Soviet
    Prerequisite : Construction Yard, Soviet Battle Lab
    Cost         : 5000        TechLevel : 10
    Power        : -200        Sight     : 4
    HP           : 1000        Armor     : Concrete
    Foundation   : 3 x 3       Height    : 8
    
    Notes:
    - This is a Soviet Super Weapon, so when built is revealed to all
      players. This can be turned off in multiplayer.
    - Can only build 1 Nuclear Missile Silo.
    - Enables: Nuclear Strike (Launches a powerful Nuclear Missile to
      severely damage any units and buildings target area).
      Nuclear Missile has these statistic:
        Damage: 1500      Radiation Level: 500     Area: 10 Cells Radius
        Always destroys any Concrete Walls.
        Damage vs. Infantry's Armor: All(100%)
        Damage vs. Vehicle's Armor : Light(200%), Medium(100%), Heavy(100%)
        Damage vs. Building's Armor: Wood(60%), Steel(100%), Concrete(8%)
        Damage vs. Terror Drone    : 100%
        Infantry can't survive in the Nuclear Radiation Area.
    - Nuclear Strike recharges after 10 minutes.
    - Can't be captured by engineer.
    
    5) Neutral Tech Buildings
    -------------------------
    5.1) Airport
    Country      : Neutral
    HP           : 800         Armor     : Concrete
    Foundation   : 3 x 3       Height    : 6
    
    Notes:
    - Can't be sold for credits.
    - Capture this with Engineer to create the ability to place 
      Paradrop to any place on terrains.
    - Paradrop recharges after 4 minutes.
    
    5.2) Oil Derrick
    Country      : Neutral
    HP           : 1000        Armor     : Steel
    Foundation   : 2 x 2       Height    : 5
    
    Notes:
    - Can't be sold for credits.
    - When first captured by engineer, gives 1000 credits.
      Aftet that gives 20 credits every 100 frame delays to player.
    - Explodes when destroyed.
      Oil Explosion statistics:
      Damage: 600   Area: 4 Cells.
      Damage vs. Infantry's Armor: None(150%), Flak(100%), Plate(100%)
      Damage vs. Vehicle's Armor : Light(90%), Medium(70%), Heavy(50%)
      Damage vs. Building's Armor: Wood(200%), Steel(90%), Concrete(50%)
      Damage vs. Terror Drone    : 100%
      Can damage and destroy Concrete Walls.
    
    5.3) Outpost
    Country      : Neutral
    HP           : 2000        Armor     : Concrete
    Weapon       : Hover Missiles
    Foundation   : 4 x 3       Height    : 6
    
    Weapon Notes:
    * Hover Missiles (Anti-Surface and Anti-Air)
      Damage: 25    Range: 6     ROF: 50
      Damage vs. Infantry's Armor: None (100%), Flak (90%), Plate (80%)
      Damage vs. Vehicle's Armor : Light(70%), Medium(35%), Heavy(35%)
      Damage vs. Building's Armor: Wood (75%), Steel(40%), Concrete(20%)
      Damage vs. Terror Drone    : 80%
      Prone Infantry reduces the damage to 70%.
      Fire 2 times in rapid succession.
      Can pass through Concrete Wall, ignore land elevations and cliffs.
      Can damage land eleveation (make holes) at 10% chance.
      Can destroy Ore patches.
    
    Notes:
    - Can't be sold for credits.
    - After captured by engineer, can repair any vehicle units.
      Have a weapon to protect itself.
    
    5.4) Hospital
    Country      : Neutral
    HP           : 800         Armor     : Concrete
    Foundation   : 6 x 4       Height    : 7
    
    Notes:
    - Can't be sold for credits.
    - Invisible to Radar.
    - After captured by engineer, can heal any infantry units.
    
    6) Neutral Miscellaneous Buildings
    ----------------------------------
    Information in this section is not complete yet. There are a lot of
    buildings in RA2 and it is tiring to include them all. This section
    will only present common buildings which were ever met by my data
    compiler.
    Most buildings in this section have the same characteristics:
    - Can not be repaired without engineer.
    - Can not be captured.
    
    * Air Force Academy Chapel Colorado
    HP: 1000
    Points: 5
    Armor: concrete
    
    Notes:
    - May create a crate containing credits if destroyed.
    - Can be seen in Allied Mission.
    
    * Army Tents
    HP: 200
    Points: 5
    Armor: wood
    Sight: 6
    Max number of occupants: 8
    
    * Barn
    HP: 500
    Points: 5
    Armor: wood
    Sight: 6
    Max number of occupants: 5
    
    * Barrel
    HP: 5
    Points: 5
    Armor: concrete
    Weapon Notes:
    Barrel Explosion
      Damage: 200
      Damage vs. Infantry's Armor: None (150%), Flak (100%), Plate (100%)
      Damage vs. Vehicle's Armor : Light (90%), Medium (70%), Heavy (50%)
      Damage vs. Building's Armor: Wood (200%), Steel (90%), Concrete (50%)
      Damage vs. Terror Drone    : 100%
    Area near explosion (4 cells) is also damaged
    Notes:
    - Will explode if destroyed.
    - Can not be repaired in any way.
    
    * Beach Towels
    HP: 1
    Points: 5
    Armor: wood
    Sight: 6
    
    * Beach Umbrellas
    HP: 50
    Points: 5
    Armor: wood
    Sight: 6
    
    * Bridge Repair Hut
    HP: 2000
    Notes:
    - Used to destroy or repair a bridge. To repair a bridge, send an 
      engineer in it. To blow up a bridge, send a unit with C4 ability 
      in it.
    - Can be targetted, but can not be destroyed.
    
    * Bunker
    HP: 2000
    Points: 5
    Armor: steel
    Sight: 6
    Max number of occupants: 8
    
    * Bus Stop
    HP: 1000
    Points: 5
    Armor: steel
    Sight: 6
    
    * Camp Fire
    HP: 10
    Points: 5
    Armor: wood
    Sight: 6
    
    * Concession Stand
    HP: 1000
    Points: 5
    Armor: steel
    Sight: 6
    Max number of occupants: 5
    
    * Einstein's Lab
    HP: 1000
    Points: 5
    Armor: steel
    Sight: 6
    Max number of occupants: 10
    
    * Farm
    HP: 400
    Points: 5
    Armor: wood
    Sight: 4
    Max number of occupants: 6
    
    * Farm Silo
    HP: 400
    Points: 5
    Armor: wood
    
    * Farmhouse
    HP: 400
    Points: 5
    Armor: wood
    Sight: 4
    Max number of occupants: 10
    
    * Fence Wall
    HP: 100
    armor: wood
    sight: 0
    point: 1
    
    Notes:
    - Can be crushed by vehicles.
    
    * Flag
    HP: 20
    Points: 5
    Armor: steel
    Sight: 6
    
    Notes:
    - There are several flags in this game, such as German flag, Soviet 
      Flag, American Flag, etc. They all have the same statistics.
    
    * Fountain
    HP: 200
    Points: 5
    Armor: concrete
    Sight: 6
    
    * Gas Station
    HP: 1000
    Points: 5
    Armor: wood
    Sight: 6
    Max number of occupants: 10
    
    * Guard Border Crossing
    HP: 100
    Armor: wood
    Points: 50
    
    * Guard Shack
    HP: 100
    Points: 5
    Armor: steel
    Sight: 6
    
    * Iwo Jima Memorial
    HP: 500
    Points: 5
    Armor: concrete
    Sight: 6
    
    * Lifeguard Hut
    HP: 200
    Points: 5
    Armor: wood
    Sight: 6
    Max number of occupants: 3
    
    * Lighthouse
    HP: 500
    Points: 5
    Armor: steel
    Sight: 6
    Max number of occupants: 5
    
    * Mail Box
    HP: 10
    Points: 5
    Armor: concrete
    
    * Mayan Castillo
    HP: 1000
    Armor: concrete
    Point: 5
    Sight:6
    Max number of occupants: 10
    
    * Mayan Large Temple
    HP: 1000
    Points: 5
    Armor: concrete
    Sight: 6
    Max number of occupants: 10
    
    * Mayan Minor Temple
    HP: 1000
    Points: 5
    Armor: concrete
    Sight: 6
    Max number of Occupants: 10
    
    * Mayan Platfrom
    HP: 1000
    Points: 5
    Armor: concrete
    Sight: 6
    Max number of occupants: 10
    
    * McBurger Kong
    HP: 1000
    Points: 20
    Armor: wood
    Sight: 6
    Max number of occupants: 8
    
    * Merry Go Round
    HP: 1
    Points: 5
    Armor: wood
    Sight: 6
    
    * Mobile Home
    HP: 300
    Points: 5
    Armor: wood
    Sight: 6
    Max number of occupants: 5
    
    * Movie Screen
    HP: 500
    Points: 5
    Armor: steel
    Sight: 6
    
    * Outhouse
    HP: 50
    Points: 5
    Armor: wood
    Sight: 4
    Max number of occupants: 1
    
    * Paris Tower
    HP: 3000
    Points: 5
    Armor: steel
    Primary: Eiffel Bolt
    Power: -100
    Weapon Notes:
    Eiffel Bolt:
    Damage: 2000    Range: 20     ROF: 20
    Damage vs. Infantry's Armor: All (100%)
    Damage vs. Vehicle's Armor : Light (85%),Medium (100%),Heavy (100%)
    Damage vs. Building's Armor: Wood (50%),Steel (50%),Concrete (50%)
    Damage vs. Terror Drone    : 100%
    Can destroy Concrete Wall.
    Notes:
    - The active version of this building can only be seen in Soviet's
      Operation: City of Lights. Otherwise, it belongs to neutral and can
      not fire.
    
    * Park Bench
    HP: 1
    Points: 5
    Armor: wood
    Sight: 6
    
    * Pentagon
    HP: 600
    Points: 5
    Armor: concrete
    Sight: 6
    Max number of occupants: 10
    
    * Phone Booth
    HP: 100
    Points: 5
    Armor: wood
    Sight: 6
    
    * Pipes
    HP: 10
    Points: 5
    Armor: concrete
    
    * Psychic Amplifier
    HP: 1000
    Points: 5
    Power: -100
    Armor: concrete
    Sight: 6
    
    * Psychic Beacon
    HP: 750
    Armor: wood
    Sight: 10
    Points: 50
    Power: -100
    
    * Sandbag Wall
    HP: 100
    Armor: wood
    Point: 1
    
    Notes:
    - Can be crushed by vehicles.
    
    * Statue
    HP: 400
    Points: 5
    Armor: concrete
    Sight: 6
    
    * Statue of Liberty
    HP: 1000
    Points: 5
    Armor: concrete
    Sight: 4
    
    Notes:
    - May create a crate containing credits if destroyed.
    
    * Swing Set
    HP: 1
    Points: 5
    Armor: wood
    Sight: 6
    
    * Thatched Hut
    HP: 200
    Points: 5
    Armor: wood
    Sight: 6
    Max number of occupants: 6
    
    * Thatched Hut Chief
    HP: 600
    Points: 5
    Armor: concrete
    Sight: 6
    Max number of occupants: 6
    
    * Tires
    HP: 10
    Points: 5
    Armor: concrete
    
    * Traffic Light
    HP: 1000
    Points: 5
    Sight: 6
    
    Notes:
    - Can not be selected.
    
    * Water Tower
    HP: 1000
    Points: 5
    Armor: steel
    
    * White House
    HP: 1000
    Points: 5
    Armor: concrete
    Sight: 6
    
    Notes:
    - May create a crate containing credits if destroyed.
    
    *********************
    IV - Tables and Data
    *********************
    
    1) Unit and Defensive Building Combat Ability
    
    RA2 has so many units, so it may be difficult to browse this FAQ just 
    to see the speed of a unit, range, or others, so I'll try to put them 
    all on a few tables and show the comparisons of most important aspects 
    of the units. I also add few of defensive buildings that may be needed
    for comparison.
    
    For more information about weapon damage, range, and ROF, just 
    look in each units section above for detailed information. Because 
    the data below is just VERY simplified data. Some weapon that fires 
    at 2 times, etc. are not listed below.
    
    Unit Name   Side    Cost  Sgt Spd HP   Ar Rng     ROF      Damage
    ----------------------------------------------------------------------
    GI          Allies  200   5   4   125  N  4/4,5/7 20,15/5  15/25,15/25
    Conscript   Soviet  100   5   4   125  F  4/5     25       15/20
    Attack Dog  Both    200   9   8   100  N  1.5     30       -
    Engineer    Both    500   4   4   75   N  -       -        -
    Rocketeer   Allies  600   8   9   125  N  5       30/5     25
    Flak Tr.    Soviet  300   5   4   100  N  8,5     25,20    20/8,20
    Tesla Tr.   Soviet  500   6   4   130  P  3/5     60/40    50
    Crazy Ivan  Soviet  600   6   4   125  N  -       -        400
    Spy         Allies  1000  9   4   100  F  -       -        -
    Sniper      Britain 600   8   4   125  N  14      150/60   125
    Desolator   Soviet  600   6   4   150  P  6/8     50       125/200
    Terrorist   Soviet  200   9   6   75   F  -       -        -
    Tanya       Allies  1000  8   5   125  F  6/8     10       125
    SEAL        Allies  1000  8   5   125  F  6       10       125
    Chrono L.   Allies  1500  8   !   125  N  5       120      -
    Yuri        Soviet  1200  12  4   100  N  7/14    200      -
    Yuri Prime  Soviet  2000  8   6   200  F  30      200      -
    Psi-Com.    Allies  1000  8   !   100  N  -       -        -
    Chrono C.   Allies  2000  8   !   100  N  6       10       125
    Chrono Iv.  Soviet  1000  8   !   100  N  -       -        400
    Grizzly T.  Allies  700   8   7   300  H  5       60/75    65/55
    Rhino Tank  Soviet  900   8   6   400  H  5.75/5  65/80    90/85
    IFV (1)     Allies  600   8   10  200  L  6       50       25/80
    Flak Track  Soviet  500   8   8   180  H  10/8,5  25,40    35/20,25
    Terror Dr.  Soviet  500   4   10  100  S  -       -        50
    War Miner   Soviet  1400  4   4   1000 M  5.5     20       30
    Chr.Miner   Allies  1400  4   4/! 1000 M  -       -        -
    Apocalypse  Soviet  1750  6   4   800  H  5.75,8  80,80    100,50
    Prism Tank  Allies  1200  8   4   150  L  10      100      100/150
    Mirage Tank Allies  1000  9   7   200  L  7/9     70/80    100/150
    V3 Launcher Soviet  800   7   4   150  L  18      150      200
    MCV         Both    3000  6   4   1000 H  -       -        -
    Tank Dest.  Germany 900   8   5   400  H  5/6.75  70/60    150/175
    Demo Truck  Libya   1500  5   6   150  L  -       -        400
    Tesla Tank  Russia  1200  8   6   300  H  4/6     60/50    135/150
    Attack Sub  Soviet  1000  4   4   600  H  7       120      100
    Sea Scorp.  Soviet  600   8   8   400  H  12/10,5 20,40    40/35,25
    Destroyer   Allies  1000  7   6   600  H  8       110      60
    Aegis Crs.  Allies  1200  8   4   800  L  12/14   15/5     100
    Dreadnought Soviet  2000  7   4   800  H  25      -        (300x2)
    A. Carrier  Allies  2000  7   4   800  H  25      -        (40x5)x3
    Giant Squid Soviet  1000  5   8   200  L  -       -        -, 50
    Dolphin     Allies  500   4   8   200  L  6       120      4+10/8+15
    A. Tranport Both    900   6   6   300  H  -       -        -
    Harrier     Allies  1200  8   14  150  L  6/9     10/10    150/300
    Black Eagle Korea   1200  8   14  200  L  6/9     10/10    200/400
    Kirov A.    Soviet  2000  8   5   2000 L  1.5     50       250
    Nighthawk   Allies  1000  7   14  175  L  6       40       35/40
    Pillbox     Allies  500   7   -   400  S  5.5     26       50
    Sentry Gun  Soviet  500   7   -   400  S  5       26       50
    Tesla C.(2) Soviet  1500  8   -   600  S  7+      120+     200+
    Prism Tower Allies  1500  8   -   600  S  8       55       120+
    Patriot     Allies  1000  10  -   900  S  12      55       75
    Flak Cannon Soviet  1000  5   -   900  S  12      20       40
    Grand C.(3) France  2000  10  -   900  S  15      120      150
    
    Notes:
    For more detailed explanation, you can see in Unit's description in 
    above section.
    Spd: Unit Speed (The lower the number, the slower the unit, 
         !: Teleportation)
    HP: Unit Strength
    Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Medium/Heavy:
         Vehicle, and Special for few unit)
    Sgt: Unit Sight Range
    Rng: Unit's Weapon Range.
         Number after , is the secondary weapon. (Usually anti-air
         or deployed weapon).
         Number after / is Elite Weapon range, if there are no /
         means it has no Elite weapon, or has same range as non-Elite
         Weapon.
         - means that unit have no weapons or have special weapon.
    ROF: Unit's Rate of Fire.
         Number after , is the secondary weapon. (Usually anti-air
         or deployed weapon).
         Number after / is Elite Weapon ROF, if there are no /
         means it has no Elite weapon, or has same ROF as non-Elite
         Weapon.
    Damage: Weapon damage. 
         Number after , is the secondary weapon. (Usually anti-air
         or deployed weapon).
         Number after / is the Elite weapon, if there are no /
         means it has no Elite weapon, or has same damage as non-Elite
         Weapon.
         - means Special Weapon.(No damage or a special weapon).
    
    (1) - IFV listed here is normal IFV (no infantry)
    (2) - Tesla Coils range and ROF changes depend on Tesla Troopers
          that charge near it.
    (3) - Grand Cannon has a Minimum Range of 3.
    
    2) Scoring
    After playing single or multiplayer games, there are Scores showed
    to tell how good the players are. For some people this is not too 
    important, but I list the scores table below for those who need it.
    
    Below is a score table for destroying/killing a unit/building.
    Note that I don't list many of civilian units and buildings and
    some special buildings because they are too many to list.
    May be if I'm not tired or bored, I will list them soon.
    
    Units           Pts.  Vehicles       Pts. Buildings       Pts.
    ---------------------------------------------------------------
    GI              10    Grizzly Tank   25   Const. Yard     80
    Conscript       5     Rhino Tank     25   Power Plant     40
    Attack Dog      10    IFV            20   Tesla Reactor   40
    Engineer        5     Flak Track     20   Ore Refinery    80
    Rocketeer       15    Chrono Miner   55   Barracks        30
    Spy             5     War Miner      55   War Factory     80
    Flak Trooper    5     Prism Tank     50   Service Depot   80
    Crazy Ivan      30    Mirage Tank    25   Allied B. Lab   85
    Tesla Trooper   5     Apocalypse     60   Soviet B. Lab   85
    SEAL            50    Terror Drone   20   Naval Shipyard  55
    Tanya           50    V3 Launcher    40   Ore Purifier    30
    Yuri            5     MCV            60   Airforce C.HQ   70
    Sniper          10    Harrier        20   Radar Tower     60
    Desolator       30    Kirov Airship  100  SpySat Uplink   0
    Terrorist       5     Tank Destroyer 25   Gap Generator   30
    Chrono L.       15    Black Eagle    20   Cloning Vats    30
    Psi Commando    50    Nighthawk      15   Pillbox         30
    Chrono C.       50    Amphibious T.  25   Sentry Gun      30
    Chrono Ivan     50    Destroyer      30   Patriot         30
    Yuri Prime      50    A. Carrier     55   Flak Cannon     30
    Civilian        1     AEGIS Cruiser  35   Prism Tower     30
    Cow             1     Dolphin        15   Tesla Coil      30
    Alligator       1     Sea Scorpion   20   Concrete Walls  5 
    Polar Bear      1     Attack Sub     30   Iron Curtain    30
    Monkey          1     Dreadnought    55   Weather C. D.   30
    Secret Service  1     Giant Squid    20   Chronosphere    30
    President       1     Demo. Truck    40   Nuclear M. S.   30
    Technician      1     Tesla Tank     25   Psychic Sensors 50
                          Hornet         20   Tech Outpost    5
                          Dreadnought M. 20   Tech Oil Der.   5
                          V3 Missile     20   Tech Hospital   5
                          ASW            10   Tech Airport    5
                          Drop Plane     30   Grand Cannon    30
                                              Nuclear Reactor 30
    
    3) Pip
    Pip is a small colored dot that appears in all units that can carry
    other objects. Pip appears in transports (carry other units) and
    harvesters (carry ores or minerals). Pip also appears in a building
    to show how many units garrisonned in that buildings.
    In some units, Pip shows the unit ammo that it currently has.
    In a Transport the Pip's color is determined the type of unit that 
    the transports carries, while in a harvester it determines what
    the harvester carries, ores or minerals.
    
    Below is the table of all infantry that can be carried and its Pip 
    color. Table 2 contains the color of infantry that may not be seen 
    in normal ways (because mind controlled unit can't enter
    transport), but I list them here just for info.
    
    Table 1
    Infantry       Color       Infantry       Color
    ------------------------------------------------------
    GI             Green       Conscript      Green
    Flak Trooper   Green       Tesla Trooper  Green
    Attack Dog     Green       Engineer       Blue
    Spy            Blue        Sniper         Red
    Ghost          Red         Tanya          Red
    Yuri           Red         Crazy Ivan     Red
    Desolator      Red         Terrorist      Red
    Chrono L.      Red         Chrono C.      Red
    Psi Commando   Red         Chrono Ivan    Red
    Yuri Prime     Red         Cow            Yellow
    
    Table 2
    Infantry       Color       Infantry       Color
    ------------------------------------------------------
    Pentagon Gen.  Green       Secret Service Green
    Civilian       Yellow      President      Yellow
    Alligator      Yellow      Polar Bear     Yellow
    Monkey         Yellow      Technician     Yellow
    Vladimir       Green
    
    For Vehicles units that have size more than 1, they have different
    Pip. Their Pips are 2 color, Blue and Red.
    Example: An IFV (size: 3) and An Apocalypse (Size: 6) enter the
             Amphibious Transport (Can carry 12 Pip). The Pip Color 
             would like:   
                   BrrBrrrrr...
             B : Blue Pip    r : Red Pip    . : No Colored Pip
    
    4) Unit and Defensive Building Descriptions
    
    Below is the table that contains a very simple unit description. 
    
    Unit Name       Side    Tech Type      Description
    ---------------------------------------------------------------------
    GI              Allies  1    Infantry  Strong if deployed/garissoned
    Conscript       Soviet  1    Infantry  Very cheap
    Flak Trooper    Soviet  1    Infantry  Cheap anti-air units
    Engineer        Both    1    Infantry  Captures and Repair Building
    Sniper          Britain 1    Infantry  Infantry killer at long range
    War Miner       Soviet  1    Vehicle   Armed Harvesters
    Chrono Miner    Allies  1    Vehicle   Teleporting Harvesters
    Pillbox         Allies  1    Building  Anti-infantry turrets
    Sentry Gun      Soviet  1    Building  Anti-infantry turrets
    Attack Dog      Both    2    Infantry  Detects Spies, Infantry Killer
    Grizzly Tank    Allies  2    Vehicle   General purpose tank
    Rhino Tank      Soviet  2    Vehicle   General purpose tank
    Amphibious T.   Both    2    Naval     Land and water transport
    Attack Sub      Soviet  2    Naval     Underwater attack sub
    Tank Destroyer  Germany 2    Vehicle   Vehicle Destroyers
    Rocketeer       Allies  3    Infantry  Cheap flying units
    IFV             Allies  3    Vehicle   Anti-air, Custom vehicle
    Flak Track      Soviet  3    Vehicle   Strong anti-air vehicle, 
                                           infantry transport
    V3 Launcher     Soviet  3    Vehicle   Long Range missile launcher
    Harrier         Allies  3    Aircraft  Anti-surface fighter
    Black Eagle     Korea   3    Aircraft  Anti-surface fighter
    Terror Drone    Soviet  4    Vehicle   Infantry and Vehicle killer
    Destroyer       Allies  4    Naval     Underwater detector, land
                                           bombardment naval
    Patriot         Allies  4    Building  Anti-air turrets
    Flak Cannon     Soviet  4    Building  Anti-air turrets
    Tesla Trooper   Soviet  5    Infantry  Strong, good vs. anything
    Crazy Ivan      Soviet  5    Infantry  Can plant devastating bomb
    Terrorist       Soviet  5    Infantry  Cheap, Suicide attack
    Tesla Coil      Soviet  5    Building  Strong defensive turrets 
    Spy             Allies  5    Infantry  Disguises,infiltrates building
    Dolphin         Allies  5    Naval     Fast underwater unit
    Prism Tower     Allies  6    Building  Strong defensive turrets
    Sea Scorpion    Soviet  6    Naval     Fast and Anti-air ship
    Dreadnought     Soviet  6    Naval     Long Range missile vessel
    Apocalypse      Soviet  7    Vehicle   Very strong tank, anti-air
    Aegis Cruiser   Allies  7    Naval     Anti-air naval
    A. Carrier      Allies  7    Naval     Long Range craft naval
    Nighthawk       Allies  7    Aircraft  Armed air infantry transport
    Grand Cannon    France  7    Building  Strong long range turrets
    Desolator       Soviet  8    Infantry  Strong, Mass infantry killer
    Prism Tank      Allies  8    Vehicle   Long Range tank
    Mirage Tank     Allies  9    Vehicle   Disguising tank
    Giant Squid     Soviet  9    Naval     Ship destroyer
    Tanya           Allies  9    Infantry  Good vs. Inf., Bld. and Ship
    Psi Commando    Allies  9    Infantry  Mind Control
    Chrono C.       Allies  9    Infantry  Teleports, Good vs. Infantry
                                           and Building
    Chrono Ivan     Soviet  9    Infantry  Teleports, plants devastating
    						   bombs
    Chrono L.       Allies  10   Infantry  Teleports, can destroy 
                                           anything without retaliation
    Yuri            Soviet  10   Infantry  Mind Control
    Yuri Prime      Soviet  10   Infantry  Long range Mind Control
    MCV             Both    10   Vehicle   Deploy into Construction Yard
    Demolition T.   Libya   10   Vehicle   Small Nuclear Suicide Bomb
    Tesla Tank      Russia  10   Vehicle   Tesla powered tank
    Kirov Airship   Soviet  10   Aircraft  Very Strong surface bomber
    SEAL            Allies  -    Infantry  Good vs. Inf., Bld. and Ship
    
    Notes:
    Tech: Unit Tech Level
    
    5) Unit and Building Comparison
    
    Below are descriptions of some units and buildings that are almost 
    identical. The comparisons below will reveal that are they are not
    the same unit/building, even they have some similarities.
    
    5.1) Unit
    
    * Allied Attack Dog and Soviet Attack Dog
      Both Allies and Soviet have attack dogs. They are actually
      have the same statistics (cost, strength, etc.) The only
      differences are their portrait.
      Allied Attack Dogs are German Shepherd.
      Soviet Attack Dogs are Siberian Huskies.
    
    * Allied Engineer and Soviet Engineer
      They are all the same at almost everything. The only difference
      is their speech.
    
    * SEAL and Tanya
      2 very different units, but actually have the same role and
      have most of their statistics identical.
    
                  SEAL                    Tanya
    ------------------------------------------------------------------
    Gender        Male                    Female
    Weapon        MP5 Machine Gun         Dual Pistol 
                                          (Have more range when 
                                          become Elite)
    Available on  Campaign                Skirmish and Multiplayer Games
                  (Don't even exist in    (Can't be trained in Campaign)
                  Multiplayer games)  
    Tech Level    -1                      9
                  (not available in
                   multiplayer)
    Prerequisite  Barrack & Airforce     Barrack & Allied Battle Lab
                  Command HQ
    
    * Allied MCV and Soviet MCV
      Has the same statistics. They only different when deploying into a
      Construction Yard and their voices are different.
    
    * Chrono Miner and War Miner
      Although both of them are Ore/Mineral Harvesters, they are very 
      different. Chrono Miner doesn't have weapon, but it can
      automatically teleport when reloading to Ore Refinery. War Miner
      can't teleport, but it has a weapon to protect itself from danger.
      War Miner can also carry twice more ore/minerals than Chrono
      Miner. Aside from those mentioned above, they have the same
      statistics in cost, speed, and other stats.
    
    * Harrier and Black Eagle
      Black Eagle can only be built by Korea, while Harrier can be 
      built by any Allied country other than Korea.
      Black Eagle has 200 HP, while Harrier only 150 HP.
      Black Eagle also has stronger weapons than Harrier (look in unit
      statistics in above section for more details).
      Black Eagle and Harrier also have different voices.
    
    5.2) Building
    
    * Allied Ore Refinery and Soviet Ore Refinery
      Building an Allied Ore Refinery will give you a free Chrono
      Miner, while building Soviet Ore Refinery will give you a free
      War Miner. Beside that similarity, both have the same stats and
      functions.
    
    * Power Plant and Tesla Reactor
      Both are the main sources of power for building maintenance.
      Soviet can later has Nuclear Reactor to change the Tesla Reactor
      functions. Power Plant costs 800 credits to build while Tesla
      Reactor only needs 600 credits to build, but Power Plant gives
      200 power while Tesla Reactor only gives 150 power.
    
    * Allied Barracks and Soviet Barracks
      Building Allied Barracks can make Allied Infantry available.
      The same rule applies for Soviet Barracks with Soviet Infantry.
      But if you have both, you can train Soviet Infantry in Allied
      Barracks and vice versa. Their statistics are also the same,
      only Soviet Barracks has 6 sight range, while Allied Barracks
      only have 5 sight range.
    
    * Allied War Factory and Soviet War Factory
      Have the same statistics, and have no difference except what 
      they can build. (And of course, their image)
    
    * Allied Shipyard and Soviet Shipyard
      They have the difference in power consumption and Tech Level.
      Allied Naval Shipyard needs 25 power and Tech Level 4.
      Soviet Naval Shipyard needs 20 power and Tech Level 2.
    
    * Allied Battle Lab and Soviet Battle Lab
      They have the same function, that is to build more advanced
      units and buildings. Their difference is only on Tech Level.
      Soviet Battle Lab needs Tech Level 7 to be build, while Allied 
      needs Tech Level 8 to be build.
    
    6) Actors and In-Game Voices
    This may be not quite important, but I list here just for 
    information. 
    
    Live Action (In Movie)
    Role                         Actor/Actress
    ---------------------------------------------
    President Dugan              Ray Wise
    Yuri                         Udo Kier
    General Thorn                Barry Corbin
    Agent Tanya                  Kari Wuhrer
    Premier Alexander Romanov    Nicholas Worth
    Lt. Eva                      Athena Massey
    Lt. Zofia                    Aleksandra Kaniak
    General Vladimir             Adam Greggor
    Dr. Einstein                 Larry Gelman
    Soviet Officer               Oleg Stephan
    Prime Minister               Kerry Michaels
    General Lyon                 Frank Bruynbroek
    German Chancellor            Stuart Nesbit
    Soviet Newscaster            Gabriella Bern
    Korean Commander             Richard Narita
    Tesla Trooper                Igor Jijenke
    Base Commander               Gary Marshal
    Watch Officer 1              Rick Cramer
    Watch Officer 2              Nate Bynum
    Female Officer               Heather Nickens
    Allied GI 1                  Sharif Perry
    Allied GI 2                  Micheal Rouleau
    Allied GI 3                  Jeremy Olson
    Allied Soldier 1             Randy Stafford
    Allied Soldier 2             Shane Dietrich
    Allied Guard 1               Justin Bloom
    Allied Guard 2               Beau Hopkins
    Allied General               Robert Eustice
    Allied Colonel               Robert Christensen
    Secret Service man 1         Spike Heaser
    Secret Service man 2         Robert Garretson
    Soviet Soldier 1             Alexander Moiseev
    Soviet Soldier 2             Igor Jijikine
    Soviet Conscript 1           Andrei Skorobogatov
    Soviet Conscript 2           Mario Lewis
    White House Aide             Ann-Marie Lazaroff
    Bikini Babe 1                Stephanie Harrold
    Bikini Babe 2                Tamara Kozen
    Chaplain                     Donald La Mothe
    Waitress                     Natasha
    
    In-game voices (Speech)
    Speech of                               Voice by
    -----------------------------------------------------
    Yuri, Psy Corps                         Udo Kier
    American taunts                         Barry Corbin
    Tanya                                   Karl Wuhrer
    Lt. Eva                                 Athena Massey
    Lt. Zofia                               Aleksandra Kaniak
    Soviet Taunts                           Adam Greggor
    German Taunts                           Stuart Nesbit
    Night Hawk, Soviet Vehicle              Grant Albrecht
    Spy, Sniper, Allied Infantry            Michael Bell
    Installer                               Douglas Rye
    Allied Boat, Intruder                   Gregg Berger
    Texan                                   Glenn Burtis
    Allied and Soviet Civilian              Julie Brugman
    Rocketeer, Chrono Legionnaire           David Fries
    Propaganda Truck                        David Fries
    BBC Newscaster, American Newscaster     Sam Murray
    SEAL, Soviet Civilian, Allied Vehicle   Stefan Marks
    Libyan & Iraqi Taunts, Demo Truck       Adoni Milder
    Soviet Infantry & Engineer              Andy Milder
    Desolator, Soviet Boat                  Phil Proctor
    Cuban Taunts, Terrorist                 Gustavo Rex
    Black Eagle, French Newscaster          Gustavo Rex
    British Taunts, Kirov, Crazy Ivan       Neil Ross
    Drill Sergeant, Flak Trooper            Douglas Rye
    World Wide Domination, Narrator         Douglas Rye
    Intercom Voice, Computer Voice          Heidi Shannon
    Female Newscaster                       Heidi Shannon
    American Civilian, American Engineer    Phil Tanzini
    Tesla Trooper                           John Vernon
    Korean Taunts                           Douglas Rye
    
    ******************
    V - Miscellaneous
    ******************
    This section shows all the other data that I think can't be 
    included in all above sections. 
    
    1) Record
    The fastest unit:                Terror Drone and IFV
    The fastest non-flying infantry: Terrorist and Yuri Prime
                                     (Teleporting doesn't count)
    The strongest unit:              Kirov Airship
    The longest range unit:          Dreadnought and Carrier
    The cheapest unit:               Conscript
    The most expensive unit:         MCV
    The best anti-air unit/building: AEGIS Cruiser
    
    2) Dangerous units
    There are some units that when they are created by enemy, you're
    noticed by hearing special sound or speech.
    These are because they are somehow considered dangerous and enemy
    need to know when they are created and be ready for them.
    
    Units                 Announcement        
    ------------------------------------------
    Tanya                 Her laughs
    Kirov Airship         "Kirov reporting"   
    Demolition Truck      "My truck is loaded"
    Chrono Commando       "Already there" 
    
    3) Do You Know ?
    - You can guard your important units (Harvesters, for example) by
      selecting the escort units and then press Ctrl-Alt+Left Click to
      your unit/building to be escorted/guarded. All selected units will
      now follow that units (or stay guard if you click it to a building),
      and attack any enemy that attack that unit/building.
      Use Stop command to stop any unit for escorting mode.
    - Infantry that can't crawl: Chrono Legionnaire and Crazy Ivan.
    - Water is also affected by Radiation. 
    - A bridge can only be destroyed by Wall Crushing units and 
      buildings (ex: Rhino Tank and Tesla Coils).
    - Rally point for War Factory and Barracks can't be targeted to
      target land if it needs a transport to walk across water. It can't
      target water. So be careful when you use Rally point to collect 
      your Kirov Airships.
      Rally point for Naval Shipyard can target land (useful for
      Amphibious Transport only).
    - Crates can appear in water.
    - All the animals except the Cow in RA2 have names (the designer
      of RA2 give them a name, it is hidden in the INI files)
      Herbert the Alligator, Frosty the Polar Bear, and Josh the Monkey.
    - Alligators can't swim. Check it by mind controlling it and send
      it to water.
    - All the animals are very aggressive!! (Except cow)
      Move units near it, and they will surely attack your units, 
      especially infantry. Vehicles will be attacked if your vehicles 
      hurt those critters.
      Surprised? Attack them with Nuclear Strike but make sure they 
      are not killed (It is possible, just remember, the radius for Nuke
      is 10 Cells, so put them within the radiation) and ahhh....
      they attack your Nuclear Missile Silo!!
      (make sure your silo is not walled and let them move inside your
      base safely to check this)
    - A bomb-installed Transport which is grabbed by a Giant Squid will
      still explode and kill the Squid as well.
    - You can play the Unholy Alliance mode in Skirmish by change
      GameMode=1 to GameMode=4 in [Skirmish] section in RA2.INI file.
      Unholy Alliance Mode gives you both Allied and Soviet MCV.
    - Use TAB (in Multiplayer games only) to changes the alliance
      status for other players. 
      From "Tony Toon" <galaga88@evansville.net>
      With this, you can also check what other player's country played
      (by looking on their flags).
    - Tech buildings are not counted as player's units or buildings, 
      meaning that if a player has a tech building but does not have 
      any unit or base building, that player still loses the battle.
    - Air speed and Ground speed are different, ground speed is faster
      than air speed even they have the same number in stats.
      (Thanks to Blossom Storm for confirming this confusing matter).
    - In the intro movie, when they're about to missile the soviets and 
      the missile dude is hypnotized by yuri (sp?), the UN-hypnotized dude 
      says: "Jimmy, open the silo doors!!  This is suicide!!"  The 
      unhypnotized dude calls him "Jimmy", but the hypnotized dude's name 
      tag says "boyd."
      From <DJTestrake@aol.com>
      I have got 2 'comments' e-mail for this small section. :)
      1) From Justin Mitchell:
         ...
         Also, this is pretty inconsequential, but I'd like to point 
         out that there's nothing unusual about the guy getting called 
         "Jimmy" in the intro, even though his nametag says "Boyd."  
         It's very likely that his name is actually "Jimmy Boyd."  
         But that's just nitpicking. 
         ...
      2) From Mek <MekZhaoyun@aol.com>:
         ...
         That doesn't mean anything, in the military, all name tags state
         the last name, not the first. I guess the director was trying 
         to show their "friendship" or whatever by having him say his 
         first name.
    - A small tips involving waypoint (submitted by Yonatan):
      "I just want to submit a strategy about Chrono Commando
      or you can either use it with Chrono Ivan either with
      Chrono Legionnaire but I don't think it's really
      useful for Chrono Legionnaire.It's use best with
      Chrono Commando.
      While you know when teleporting into further distance
      it's vulnerable to enemy units.You can anyway trick
      this way by waypointing it step by step which a
      teleport can enter that distance in an instant
      time.Just waypoint it to you enemy base and also
      target enemy's building and boom it blows building
      quickly. Boom this move to that and boom it in an
      instant.Just beware of Yuri's Psychic Tower and also
      Tesla/Prism Tower but they aren'nt really that
      trouble!(Tesla/Prism Tower) :)"
    - "Spy Bug" (from Hecht)
      This is the most powerful bug because you don`t have to get 
      your spys on dangerous missions (seeking into the enemy base). 
      If you want to get the advances which a succesfull spy mission 
      provides, you have to train a spy and an engineer. First, damage 
      the building you want to spy (War Factory, Barracks, Tech Lab) 
      by forcing your units to fire at it - CTRL -but don`t deal much 
      damage to it. Second, open the Waypoints Menue (default Z - in 
      german layouts.. i think it is Y in english/US keyboard layouts). 
      Set a waypoint for your engineer to repair the building and 
      Set a waypoint for your spy: as target, select the building the 
      engineer walks in, too, but press exactly the white point in the 
      middle of the building (destination of the engineer). 
      Now the Spy will follow the engineer in the building. And last 
      you only have to close the Waypoints menue so that every unit 
      will follow its waypoint - you now can stop the engineer`s walking 
      into the building so that you dont waste it. Finished.. on that way,
      you can get Chrono-Commando and the first veteran status for 
      your infantry and your units - in Unholy Alliance, you can gather 
      all technologies by that bug, without risking anything.
    - "Crates bug" (from Hecht)
      This is not really a bug, but when playing on Westwood Online, 
      and "Crates" are activated. Play the same map more times, you 
      will see, crates will always appear on same destination at the 
      beginning.. (this can give you an great advance).
    - "Resolution Cheat" (from Hecht)
      You can set the resolution on your own depends.. just open 
      the "ra2.ini" in your main directory, then search for:
      [Video]
      ScreenWidth=
      ScreenHeight=
      StretchMovies=no
      You can now set the resolution to what you want (RA2s options menu
      only allows ScreenWidth=1024 and ScreenHeight=768.. you can set it 
      to your dreams.. for example ScreenWidth=1280 and ScreenHeight=1024 
      (this gives you an great advance in multiplayer because you can 
      see more on one screen than your enemy - but be sure that your 
      computer has enough power.. please try to be as fast as possible 
      in multiplayer games)
       
    4) Special Section
    (All infos and strategies in this section are contributed by Overmind)
    
    * The free infantry bug
    This one ONLY works in RA2 1.000 (Not in YR). Play with the Soviets.
    Build Barracks and the Clonning Vats. Block the exit of the Barracks with
    walls, other buildings or whatever. Start building infantry.
    When you build it, the CV will produce one infantry unit, and the Barracks 
    will refund the cash spend on it.
    So if you have a cash reserve of 1200, you can build any infantry for free.
    
    * The Desolator bug
    Play with Iraq. Build a few desolators.
    Deploy them where you want. Select each of them and force and attack
    on the area right near the radiation by presing CTRL+click on the area.
    The power and range of the radiation will double.
    -> Notes from Hecht:
    The Main use of this bug depends on the radiation duration.. (not power 
    or range.. in fact, range and power are not really affected by the bug 
    - note that power seems to be stronger, but by using the bug territory 
    is only always dark green - heaviest damage level, not the damage itself 
    is higher).. In fact, the use of the bug is, that you can devastate 
    territory for hours.. If you devastate a territory with that method for 
    about 5 minutes, the radiation will stay for a much longer time (with that 
    bug, you can devastate ground with short efforts for the complete game).
    
    
    * The Conyard+T-Drone bug
    Play with the Soviets. Build an MCV and a Terror Drone.
    (MCV requires Repair Depot)
    Put the MCV in an open area (don't deploy it). Put the Terror Drone into it
    by a forced attack. Deploy the MCV. Undeploy it.
    Tada ! It disappears. You can build near it, but the enemy
    can't see it or destroy it. You're the winner !!!
    -> Notes from Hecht:
    In v.1.006 you are not able to deploy MCVs which are infected by a 
    terror drone - they are lost if you do not repair them.. (and I think, 
    that in further versions, the terror drone still was destroyed or 
    appeared next to the conyard when deployed)
    
    5) Patches Changes
    
    Note: section below are taken directly from launcher.txt from Red 
    Alert 2 directory. For older patches, just look for older Red 
    Alert 2 version launcher.txt.
    
    * Patches 1.004
    
    GENERAL CHANGES OR FEATURE ADDITIONS
    
    1. RA2 now allows you to play "Free for All" in Skirmish mode. Now 
    the AI can attack each other and not just the player. 
    2. Hotkeys and Interface changes added:
    * Right clicking on the mouse centers on the Radar Screen instead of 
    deselecting the player's units.
    * Press the "Spacebar" to cycle through last 8 EVA events. "Space Bar" 
    now also goes to "Ally under Attack" EVA event.
    * Players can now place Rally Points on Service Depots. 
    * The "Q" & "W" keys that select Tab Buttons now grab a completed 
    building for the cursor.  Pressing again places that building.
    * Press "Ctrl" + "Arrow" keys to jump to the edges of the map.
    * Page User is bound to "U".
    * Health Navigation, Veterancy Navigation, and Previous Unit hotkeys 
    are now unbound.  They can be rebound in the Keyboard Configuration 
    menu.
    3. Observer Mode: RA2 now has an Observer Mode that allows 1 player 
    to watch other player's games.  Particularly useful for Korean 
    television shows and tournaments.
    * There is a new checkbox at the top of the bunkers that players 
    can check to observe games. Clicking it will switch the "Join" 
    button to "Observe" and vice versa.
    * In the game setup screen, the host can select the bottom slot to 
    be open for observers (assuming he isn't the observer himself).  
    Players attempting to observe go into this slot.
    * The observer can only chat to all players.
    * The observer cannot use Beacons or Waypoint Mode.
    * The observer is not shown on the score screen.
    * The observer is not allowed in Co-Op mode.
    4. Dreadnaughts can now break bridges with missiles.
    5. Now players can destroy a unit flying over an Iron Curtained 
    building.
    6. If the player has a Cloning Vat, an Engineer, 2 infantry units, 
    and a Tech Hospital he will no longer get a complimentary unit out 
    of his Cloning Vat for every unit healed. 
    7. The edges of the Radar Screen are now visible.  
    8. We've enabled the Microsoft Sidewinder Strategic Commander(TM) 
    to work properly. We've also included the Westwood endorsed 
    configuration.  
    9. The Desolator will no longer continue to shoot the ground over 
    and over and keep building up radiation.
    10. Parts of buildings will no longer disappear on occasion.
    11. Structures no longer flash a frame of animation during placement.
    12. Fixed the "Place Structure Anywhere" cheat.
    13. Super Weapon tab flashes when ready.
    14. Crazy Ivan and Tanya bombs now work on all bridges.
    15. Fixed a Terror Drone + Unpacking MCV problem that made games 
    never end.
    
    WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
    
    1. Quick Match now gives ping of opponent when matching.
    2. Zero starting units are allowed.
    3. Fixed up the taunts to make sure they play correctly.
    4. Paging additions:
    * Players can page a buddy from inside a game room, bunkers or game.  
     (/page user name message)
     Example: /page Yuri Hi.
    * Players can reply to last message. (/r message)
     Example:  /r Hi there.
    * Players can check to see if another player is online. (/on user name)
    Example: /on Tanya
    * If player is paged and he presses "U" to reply to that sender, the 
    paging screen will default to that sender's name if U is pressed 
    within 5 seconds.
    5. A ping meter is included inside game lobby as a tooltip.  There 
    are also graphic indicators (green, red, yellow) next to player 
    names. The ping indicated in the tooltip is between that player 
    and the game host.
    6. Lobby Chat only scrolls if player is on bottom chat line.
    7. Included an icon table that displays most icons and what they 
    mean in Westwood Online. 
    8. Fixed "Fetching Server" message pop up problem. Now it happens 
    less. 
    9. Fixed the loss of keystrokes when typing chat in bunker.
    10. Lobby now defaults to the bunker the player left when returning 
    from Buddy List, etc. 
    11. Click on an existing game to show the name of map in bunker as 
    tooltip.  No need to enter a game to find out which map is being 
    played.
    12. Chat messages during games no longer display in a choppy 
    and slow manner. Messages written at the end of games will now 
    display properly also.
    13. Players are now routed to bunkers with less than 25 people 
    when entering Custom Match.
    14. A tooltip has been added that shows a player's rank, battleclan 
    and battleclan rank when you mouse-over a player's name.  It may 
    take a bit for the server to return the player's rank.
    
    UNIT BALANCE CHANGES
    1. Unit Balance: IFV + Chrono Legionaire now destroys things more 
    slowly.    
    2. Unit Balance: Tesla Tank will shoot a little slower.   
    3. Unit Balance: Demo Truck speed reduced.
    4. Unit Balance: Demo Truck damage was reduced.   
    5. Unit Balance: IFV+Tesla Trooper will shoot a little slower.   
    6. Unit Balance: IFV+Terrorist damage reduced.  
    7. Unit Balance: Terrorist hit points are increased.
    
    * Patches 1.006
    
    GENERAL CHANGES 
    
    Fixes:
    1. Chrono IFV no longer loses its target when selecting a 
    target further than his firing range. Now it moves within 
    attack range and fires without losing focus at any moment.
    2. Modified official maps are not transferred over Internet games. 
    3. If a player disconnects 3 times in one game for durations 
    more than 25 seconds each, the game will finish and be 
    awarded to the non-disconnector at the 3rd time.  
    4. If walls or other buildings block the Soviet Barracks exit, 
    no unit is built even if the user has a Cloning Vat. The cost 
    is refunded to the player. 
    5. No other infantry units other than those with explosives can 
    blow up buildings when joining to a Tanya command waypoint.
    
    
    WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS
    
    New Features
    1. NAT (Network Address Translation) and Firewall support 
    
    Fixes
    1. In 4 player Internet games,  Red Alert 2TM now behaves 
    correctly and continues the match with the remaining players 
    when the host loses connection.
    2. The game now behaves correctly by continuing 4 player 
    Internet games when the host gets disconnected from his 
    ISP but is able to reconnect in time.
    3. In-game chat,  whenever the user types a message longer 
    than a screen width the text is transmitted and displayed 
    properly.
    
    **********
    Unpublished work Copyrighted by S. Rudiyanto N. 2000
    
    

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