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Characters / Command & Conquer: Red Alert Series — Yuri Units

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Initiate

Type: Infantry
Role: Ground Combat
Weapons: Psychic Jab
Trained at: Barracks
"There is much to learn!"

These are Yuri's basic infantry and uses the power of their minds to fire a fiery beam that effective against infantry and vehicles. They are also capable of garrisoning buildings and, when doing so, they fire much faster than Soviet Conscripts and Allied GIs.


  • Cannon Fodder: Really expensive cannon fodder, but fulfills the same role.
  • Glass Cannon: They are the most fragile basic infantry in the game, but they deal the highest damage (not counting deployed GIs), the latter point getting exaggerated when garrisoned - the Initiate's damage increases dramatically in there.
  • Kill It with Fire: Initiates are pyrokinetics who attack by igniting fires with their psychic powers.
  • Playing with Fire: Initiates are pyrokinetics who attack by igniting fires with their powers. Initiates are an unholy terror when garrisoned into buildings, wiping out entire tank battalions in seconds. Their only real flaws are that they are more fragile and shorter-ranged than the basic infantry of other factions.
  • Psychic Powers: Initiates are equipped with psychic apparatuses that allow them to create and manipulate fire with thought alone.
  • Starting Units: Yuri players start with Initiates but can't train more until they build a Barracks.

Brute

Type: Infantry
Role: Assault
Weapons: Fists
Trained at: Barracks/Created by Genetic Mutator
"Give me your lunch money!"

The Brute is Yuri's anti-tank infantry. This unit is capable of clobbering both enemy infantry and vehicles at a close range with high attack power. Dogs will avoid Brutes and will not attack them.


  • Awesome, but Impractical: Brutes are gigantic, heavily-muscled mutants that can cause heavy damage to vehicles and infantry. They're fairly quick, immune to mind control and unique among infantry for being immune to dogs. However they were melee-only so they're sitting ducks for aircraft and most ground vehicles could fire and move at the same time, those could often dance around to attack them from safety. Also they weren't that much tougher than standard infantry, so any weapon that cuts apart infantry would have a field day against them. About the only time you'll want any produced is if you use the Genetic Mutator on a group of enemy infantry to get free Brutes.
  • The Brute: Well, duh.
  • Close-Range Combatant: Brutes do not have any guns and can only punch foes at close range.
  • Dumb Muscle: The strongest but not the smartest of Yuri's creations.
  • HULK MASH!-Up: They're very obviously based off of the Hulk, and their grey skin makes them a reference to the Joe Fix-it persona he has.
  • Immune to Mind Control: Could not be mind controlled due to their now-minuscule brains.
  • Lightning Bruiser: Surprisingly quick for their size, and appropriately tough and high-damaging. That's where the advantages end, however.
  • Mutants: They are the result of Yuri's genetic engineering.
  • Psychopathic Manchild: A lot of their lines are about playing, and they call the vehicles "toys", plus, their lines when injured are childish complaining.
I want to play!
I like big toys!'
Ouch! That hurts!
It's plaaaytiiime!
I WANNA GO HOME!!!
I was only playing!
  • Shout-Out: Aside from being an obvious parody of The Incredible Hulk, one of their lines, "It is clobbering time, no?" is a reference to the Thing from the Fantastic Four.
  • Tragic Monster: Even though they're totally malicious, they're tragic in nature due to once being ordinary people, irreversibly turned into mentally retarded giants loyal only to Yuri, without even regards to their consent.

Virus

Type: Infantry
Role: Anti-Infantry
Weapons: Long-Range Dart Gun
Trained at: Barracks
"No cure for this!"

This deadly infantry unit is equipped with a long-range rifle, capable of slaughtering any infantry unit with a single strike. Worse, the victim is killed not with a bullet but with a powerful toxin that leaves a dangerous residue that damages other infantry units unfortunate enough to walk through the poisonous cloud left by a Virus in its victim


  • Abnormal Ammo: The Virus fires a powerful toxin that leaves a dangerous residue that damages other infantry units unfortunate enough to walk through the poisonous cloud left by a Virus’s victim.
  • Amazon Brigade: All Viruses are female.
  • Crippling Overspecialization: Viruses are able to kill entire groups of infantry from a long range. In fact, an Elite Virus defeats an Elite Sniper one-on-one thanks to her superior range (Elite Snipers attack faster, however). However, they can't damage structures and vehicles directly - at best, the latter take minor damage from toxic clouds.
  • Cruel and Unusual Death: The fate of a soldier killed by a Virus. When killed by the virus, the victim instantly decomposes and violently explodes, releasing a cloud of fast acting bio-toxin that damages everything in its wake.
  • Evil Sounds Raspy: Their voices all sound extremely raspy, as if they were smoking cigarettes for all their life.
  • Long-Range Fighter: They can fire from very far but their slow reload speed makes them ill-suited for direct combat.
  • One-Hit Kill: They can one-shot almost every infantry unit.
  • Poisoned Weapons: The Virus' bullets are filled with bio-toxin.
  • Sniper Rifle: Their weapon is a sniper rifle that kills you and blows up your corpse into a cloud of poison. Any infantry killed by the cloud will undergo an identical process and release another cloud.

Yuri Clone

Type: Infantry
Role: Psychic Support
Weapons: Mind Control & Psychic Blast
Trained at: Barracks
"Their will is my will..."

Defenseless in the traditional sense, this unit is equipped with a powerfully altered brain that allows it to take control of almost any enemy unit. This unit is identical to the Psi-Corps trooper possessed by the Soviet Army in Red Alert 2, except cheaper.


Yuri Prime

Type: Infantry
Role: Command & Control
Weapons: Mind Control & Psychic Blast
Trained at: Barracks
"There is only one true Yuri."

Yuri's answer to Tanya and Boris is Yuri himself. Seated on a massive flying chariot, Yuri Prime is a much more capable and deadly version of the Yuri Clone


  • Area of Effect: Can release a more powerful version of Psychic blast that not only kills all nearby enemy infantry units but also strong against vehicles.
  • Badass Boast:
    "There is only one true Yuri"
    "I cannot be overcome"
    "I am my own master, always"
    "Your orders - my ideas"
  • Charm Person: Yuri Prime is capable of mind controlling enemy units and most enemy structures.
  • Crippling Overspecialization: Yuri Prime averts this trope to hell as his psychic power was able to affect anything other than airborne targets (and only while they stay airborne).
  • The Fourth Wall Will Not Protect You: Almost all of his lines have him address the player directly.
    (Selected) "You disturb me?"
    (Selected) "You will learn from me."
    (Selected) "Your orders, my ideas."
    (Moving) "Your thoughts are mine."
    (Moving) "I have taught you well!"
    (Moving) "You will move me there."
  • Hero Unit: Yuri Prime the unit is meant to represent Yuri, the Big Bad himself, as a character, and has a build limit of one (though that doesn't prevent Cloning Vats from cloning him).
  • Psychic Powers: Like his clones, Yuri Prime can control most vehicles and enemy infantry units, as well as most enemy structures, even turning enemy defenses to his nefarious will. Additionally, Yuri is equipped with an improved Psi Wave attack that instantly kills infantry in its area of effect and even damages units outside of the immediate blast radius. Yuri Prime is in greater control of this effect than his clones are; when he uses his Psi Wave attack, he does not damage allies.

Psi Commando

Type: Infantry
Role: Psychic Operations
Weapons: Mind Control, C4 Charges
Trained at: Barracks
"The mind is quicker than the eye."

If a Spy manages to infiltrate one of Yuri's Battle Labs (a Soviet Battle Lab in the base game), Psi Commandos can be trained from the Barracks (Allied Barracks only in the base game). They are Yuri clones that have been equipped with C4 charges to destroy buildings, while also being able to mind control units or release psychic blasts.


  • Area of Effect: Can release a Psychic blast which kills all nearby enemy infantry units.
  • Awesome, yet Impractical: They are strictly better than Psi-Corps Troopers or Yuri clones due to their ability to destroy buildings, preventing them from being sitting ducks if they mind controlled an enemy unit, and become significantly better when Elite thanks to doubled range. However, to train Psi Commandos, you need to take a Spy to infiltrate a Battle Lab, a highly-protected building. In Yuri's Revenge this is accentuated as it's practically impossible to infiltrate a Yuri Battle Lab because all psychic units and buildings see through disguises. By the point you can infiltrate one, you've practically won the game.
  • Charm Person: Psi Commandos are capable of mind controlling enemy units.
  • Composite Character: Combines the mind-control ability of the Psi-Corps Trooper with the C4 charges of NAVY SEALs.
  • Psychic Powers: Mostly Mind Control type, though it also utilizes some form of Mind over Matter for its anti-infantry psi-blast ability.
  • Stuff Blowing Up: They can use their C4 charges to quickly demolish enemy structures.

Lasher Tank

Type: Vehicle
Role: Armored Assault
Weapons: Light Cannon
Trained at: War Factory
"Prepare for your lashes!"

The Lasher tank was the Main Battle tank of Yuri's faction. The trademark of this tank was it has a grinder in front of it and can crush units just like the other main battle tank.


  • Fragile Speedster: Statistically identical to the Grizzly Tank (except for the Lasher's projectile travelling faster)
  • Ornamental Weapon: Zig-Zagged with their grinders. They can crush infantry with those grinders, but they crush the same units as other starter tanks, which lack said grinders.
  • Starting Units: Yuri players start with Lashers, though more can't be built without a War Factory.
  • Tank Goodness: The Lasher Tank specializes at speed, using a large group of lasher tanks, it is capable of ambushing enemies. It posses speed that it can travel to any terrain with ease.

Chaos Drone

Type: Drone
Role: Combat Support
Weapons: Hallucinogenic Gas
Trained at: War Factory
Chaos drones are unmanned vehicles that are capable of deploying hallucinogenic gases that will confuse affected enemy units, causing them to force friendly fires units or buildings with greater firepower and speed.
  • Attack Drone: Can cause enemies that are exposed to their gas to attack friendly units.
  • Close-Range Combatant: Downplayed. The Chaos Drone is not a melee unit, but it does have to get kind of close to enemies for its hallucinogenic gas to affect them. Think of them as robotic flamethrowers but with a Hate Plague gas instead of fire.
  • Fragile Speedster: Very fast and frail, and lack any firepower whatsoever, their Hate Plague gas being their only defense.
  • Hate Plague: Or to be more exact, the gas causes units affected by it to prioritize targeting friendlies over targeting foes, with an extra helping of doubled rate of fire.
  • Mecha-Mooks: Completely automated and do not require any kind of remote control.

Gatling Tank

Type: Vehicle
Role: Anti-Air/Anti-Infantry
Weapons: Gatling Guns
Trained at: War Factory
"Let the bullets fly!"

The Gatling tanks was the anti-aircraft and anti-personnel vehicles of Yuri's faction. It attacks with twin gatling cannons which will speed up as they attack a target. The faster they fire, the more damage is dealt.


  • Anti-Air: They serve as the only anti-air units for Yuri's army.
  • Dirty Coward: They certainly like to dish out punishment at long range but flee at the first whiff of a counterattack.
  • Gatling Good: A mobile version of the Gatling Gun emplacement. They fire a steady stream of bullets that sped up the longer the gun fires on a single target.
  • More Dakka: The longer a Gatling Tank fires, the faster the rattling guns spin. Eventually, the sheer number of bullets firing shred through almost anything, regardless of how durable it is. Veterancy makes their guns reach maximum speed much earlier.
  • Tanks, but No Tanks: The Gatling Tank actually bears more resemblance to light vehicles than tanks, being too lightly armoured to fight again heavy armour tank.

Magnetron

Type: Vehicle
Role: Anti-Vehicle
Weapons: Magnetic Beam
Trained at: War Factory
"Let's bring them closer to us!"

When deployed against vehicles, this unique weapon unleashes a powerful magnetic force that levitates the enemy vehicle, pulling it toward Yuri's forces where it can be mind controlled with impunity. Additionally, the Magnetron can deal significant damage to structures by firing an intense magnetic beam at buildings. The main drawback of the Magnetron is that it is virtually defenseless against enemy infantry, having no effective weapon against them and no way to drag them closer.


  • Car Fu: Magnetrons can lift vehicles and potentially drop them on top of another vehicle, or a building. This destroys the former vehicle, and deals great damage to the second target. It is particularly dangerous against Chrono and War Miners, as they can drop them on their refineries, destroying both the miner and the refinery.
  • Crippling Overspecialization: Magnetrons is excel against structures, and play a supporting role against vehicles with a kind of tractor beam (and are lethal against Naval units if the Magnetron manages to latch onto one, since it can drag it to dry land), but do not harm infantry at all and can't actually harm vehicles directly (unless they manage to drop them over water).
  • Difficult, but Awesome: On the face of it they seem to have limited use, but can be used cleverly as very powerful weapons: pick up a ship and drop it on land (or pick up a vehicle and drop it in water) as an insta-kill, pick up an ore miner as it unloads in its refinery and then immediately drop it to destroy both miner and refinery, etc...
  • Glass Cannon: The Magnetron outranges most base defenses, can One-Hit Kill vehicles by dropping them into the right location and has a particularly dangerous combination with Gatling Tanks (lifted vehicles count as airborne, and Gatling Tanks deal more damage to airboene units). However, even for artillery unit standards, the Magnetron is very frail, being destroyed by Tank Destroyers in one hit.
  • One-Hit Kill: Magnetrons can use the environment itself to destroy any non-flying vehicle in one hit. Lifting a ground vehicle into water will sink it; lifting a ship into ground will destroy it, and so will any vehicle that is dropped onto a cliff or building.
  • Palette Swap: The Magnetron's beam appears to be a recolored version of the Disruptor tank's sonic beam in Tiberian Sun.
  • Siege Engines: The Magnetron's weapon outranges most base defenses and is strong against buildings. The AI uses Magnetrons almost entirely for this purpose, and rarely, if ever, levitating enemy vehicles to leave them helplesss.
  • Support Party Member: The Magnetron is helpless against infantry and aircraft. Realistically, Magnetrons themselves cannot harm units. They may only attack one unit at a time, so swarming them with a group of tanks may also be effective. Guardian GIs and Tesla troopers are a particular threat to it, since they are both anti-tank specialists. Magnetrons are also incapable of squishing infantry. However, Magnetrons are effective in one other way: tanks and ships levitated by it are vulnerable to anti-air attack, so it is wise to accompany Magnetrons with Gatling tanks. Magnetrons can also be used, under certain circumstances, to move other vehicles over otherwise impassable gaps, such as cliffs, quickly.

Slave Miner

Type: Mobile Refinery
Role: Resource Gathering
Weapons: Machine Gun/Cannon
Trained at: War Factory/Construction Yard
"This ore belongs to Yuri!"

Slave Miners were the ore collectors of Yuri's faction. They are completely different from the Ore Refineries of the other two factions in that, aside from "transforming" into a structure when it deploys, it's able to be built from both the Construction Yard and the War Factory, and instead of using an ore collecting vehicle, they use slaves, hapless men wearing nothing but a pair of pants and carrying shovels with which to extract the ore, who automatically spawn from the deployed Slave Miners at a maximum of five slaves at the same time. They're also able to defend themselves from enemies through using a machine gun that's presumably meant for keeping the slaves in line, and also possess an obscene amount of health and durability.


  • Hate Sink: The pilots are absolutely vile human beings who constantly push around their slaves around at gunpoint, as it's obvious that the sentry gun they're equipped with is to kill any slaves who refuse to cooperate. The slaves are also incredibly pitiful, as they aren't allowed regular meals or even bathroom breaks. They're a rare example of a Worker Unit with no actual character that's unseen due to piloting a vehicle 24/7 counting as this.
  • Large Ham
    "DIG! DIG!"
    "WE NEED MORE!!"
    "DEFEND THE ORE!!!!"
  • Mechanically Unusual Fighter: They're the equivalent of the Allied and Soviet Ore Refineries, as Yuri has no true version of those structures and instead use these. Plus, they're the only unit in the game able to be created from the Construction Yard alongside the War Factory.
  • Moving Buildings: The Slave Miner can be built both as a building (from the Construction Yard) and as a vehicle (from the War Factory), and serves as both miner and refinery at the same time, deploying itself near a patch of ore and sending out slaves to mine it. The individual slaves carry much less ore than the other miners can, but the turnaround between heading out, mining, and returning their payload to the refinery to be processed is much shorter, especially since the refinery can just be relocated to a fresh patch of ore after mining an area clear, especially allowing for fast cash when they can find the more valuable gems.
  • No-Sell: Can't be infected by Terror Drones.
  • Regenerating Health: When mobile, damaged Slave Miners auto-repair.
  • Shovel Strike: Freed slaves fight with the same shovels with which they used to mine ore. Unsurprisingly, they aren't of much use in combat, though at least they're immune to mind control.
  • Slave Liberation: When a Slave Miner is destroyed, any living slaves will be freed and start fighting for the side that did the deed.
  • Slave Mooks: It's a mobile ore refinery which travels to ore fields and has slaves come out and shovel ore into it. When the refinery is destroyed, the miners will defect to your side, but seeing as how they're emaciated, shirtless, and armed only with shovels, they're roughly on par with the Technician unit from the early Command & Conquer games (unless they somehow reach Elite). Freed slaves have a couple of uses, however: they can't be mind-controlled, meaning they can quite easily take out Yuri Clones with their shovels, and another Yuri player can garrison them for free Bio Reactor boosts.
  • Stone Wall: Slave Miners can only defend themselves with a fairly weak autocannon, but are ridiculously tough, having twice the health of other miners. A Slave Miner can even defeat a Tank Destroyer one-on-one thanks to its massive durability.
  • Weaksauce Weakness: Being a mobile ore refinery does give the Slave Miner advantages such as not requiring power, immunity to Terror Drones, credits recollection not being slowed by distance from the base, or being able to deploy two at the same time (from both the Construction Yard and the War Factory), but this also carries some serious issues:
    • Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs Engineers or mind-controlled IFVs to repair it) making it rely on its Regenerating Health; as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies), and Navy SEALs can blow them up with C4 Charges while deployed as well.
    • Since the actual ore gatherer is an infantry unit, specialized anti-infantry units such as Desolators, Navy SEALS, Snipers or Viruses can cripple a Yuri player's economy by preventing Slaves from every bringing the ore to a Slave Miner. Viruses are particularly dangerous as they can not only kill Slaves (and any other infantry support such as Yuri Clones) but the toxic clouds left by their victims can kill several Slaves in short order.
  • We Will Use Manual Labor in the Future: Even though Yuri has genetic manipulation and mind control technology, his ore collectors are slaves. However, consider that Yuri is a madman, and the Slave Miner's driver lampshades the act by saying "Slaves are cheap!". It also gives the other two nations even more reasons to fight Yuri, and freeing the slaves is actually possible.
  • Worker Unit: Each Slave Miner sends up to five slaves to harvest ore and gems, which they then process into money.

Mastermind

Type: Vehicle
Role: Psychic Support
Weapons: Mind Control
Trained at: War Factory
"Time for a brain storm!"

Another extension of Yuri's mind control technology, the Master Mind vehicle is capable of safely mind controlling a large group of enemy units at a time. However, this unit can't stop itself from mind controlling additional enemy units. Exceeding its unit limit causes the device to break down and selfdestruct, releasing all of its formerly captured units.


  • Brain in a Jar: Or brain conglomerate in a vehicle, in this case.
  • Charm Person: Master Minds are capable of mind controlling enemy units.
  • Explosive Overclocking: If the Master Mind controls too many units at once, its health will steadily decrease until the controlled units or the Master Mind itself die.
  • Hypnotic Creature: A giant conglomerate of brains that can mind control enemies.
  • The Minion Master: A variation, as they do not create units but can mind control multiple enemy units at a time.
  • Sapient Tank: The Mastermind is this, just that it controls enemy units. It is mentioned that it is a brain on wheels.
  • Spiteful A.I.: The Mastermind takes damage if it mind controls too many units and when it happens, it will happily push forward and Mind Rape as many units as it can regardless of this until it is destroyed.
  • Stone Wall: Slow and heavily-armored, able to drive through a group of Apocalypse Tanks and mind-control them before being destroyed, but can't attack units.
  • Tank Goodness: This is a giant brain in a tank that Brainwashes any enemy organic ground units that get too close. Which can backfire if it controls too many.
  • Weaksauce Weakness: Zerg Rush. With their heavy armor and love for mind-controlling anything that moves, it's easier to overload them than to destroy them.

Floating Disc

Type: Aircraft
Role: Close Air Support/Resource Acquirement
Weapons: Laser & Transport Beam
Trained at: War Factory
"Yuri's collection agency"

The weirdest aircraft in Yuri's Revenge, it was inspired by Hollywood movies thanks to Yuri. This aircraft can wreak havoc from air, land and surface of the water.


  • Crippling Overspecialization: While they can shut down a base, they actually cannot damage it. Their lasers are not very effective against vehicles, as well. This requires any anti-air vehicle to be destroyed before even trying to attack with Floating Discs.
  • Energy Absorption: If placed over an enemy Power Plant, the Floating Disc immediately powers down the entire base. A Floating Disc placed over any defensive structure that requires power effectively shuts off that structure as well.
  • Energy Weapon: That can meltdown infantry like Desolator.
  • Flying Saucer: Yuri must love his sci-fi B-movies (as General Carville suggests) if he takes design cues from the flying saucers in them.
  • Video Game Stealing: Floating Discs can can siphon credits from an opponent once it hovers above an enemy refinery.

Boomer

Type: Naval
Role: Anti-Shipping/Long-Range Shore Bombardment
Weapons: Torpedoes & Ballistic Missiles
Trained at: Submarine Pen
"Let the missiles fly!"

Like Soviet Typhoon Subs, the Boomer is a stealth unit, capable of closing in on an enemy position without being spotted. Against other naval foes, the Boomer is capable of launching deadly torpedoes. However, it is their ballistic missiles, which are used against land targets, that make the Boomer such a deadly foe.


  • Cool Boat: Boomers is a Master of All submarine that was available from tier 1 and can both fight well in ship-to-ship engagements and serve as a heavy anti-ground artillery unit with its long-range ballistic missiles, all while costing the same as and being available much earlier than the artillery ships of the other factions.
  • Destructible Projectiles: The Boomer's missiles can be shot down by enemy anti-air before they hit.
  • Expy: Boomers are essentially a beefed up, more durable version of the Soviet Missile Subs from the Aftermath expansion of Red Alert 1. However, Boomers also have a torpedo attack like the Typhoon Sub, making it far more versatile and dangerous.
  • Master of All: The Boomer is a durable submarine that can fight any other ship one-on-one and win with their twin torpedoes and bombard enemy buildings with ballistic missiles, and unlike Dreadnoughts and Aircraft Carriers, is available right from the start of the game. Yuri has a really tough unit that dominates the water, can only be affected by certain attacks unless detected, and launch devastating siege attacks on enemy units and buildings. The only thing it can't do is dealing with aircraft.
  • Mighty Glacier: It's slow, but in addition to being stealth artillery unit, it's also the strongest ship in the game.
  • No-Sell: The Boomer cannot be wrapped up by a Soviet Squid's tentacle attack.
  • Roboteching: When they were facing away from their target. It would make more sense if they tracked...
  • Siege Engines: Can launch ballistic missiles at land target from quite a big distance.
  • Stealthy Colossus: Courtesy of the Boomer being a large submarine.

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