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* LovableJock: His personality is more college-football-player than infantryman, using sports terms and referring to the Commander as "coach".



* AntiVehicle: When carrying a Javelin soldier, it has improved Multigunner IFV effectiveness against enemy vehicles, but less effective against infantry and aircraft.

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* AntiVehicle: When carrying a Javelin soldier, it has improved Multigunner IFV effectiveness against enemy vehicles, but less effective against infantry and aircraft.



* AwesomeAussie: Its driver has an Australian accent. In fact the vehicle was design by an unknown Australian company.
* BeamSpam: When carrying Imperial Warrior, Multigunner IFV gains an beam gun that reasonably powerful against not only infantry, but to light vehicles too.

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* AwesomeAussie: Its driver has an Australian accent. In fact the vehicle was design designed by an unknown Australian company.
* BeamSpam: When carrying Imperial Warrior, the Multigunner IFV gains an a beam gun that is reasonably powerful against not only infantry, but to light vehicles too.



* EnergyBow: When carrying an Archer Maiden, Multigunner IFV turret has the same weapon are these infantry, only stronger and has longer range.

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* EnergyBow: When carrying an Archer Maiden, the Multigunner IFV turret has the same weapon are as these infantry, only stronger and has with longer range.



* FreezeRay: When carrying Cryo Legionnaires, Multigunner IFV gains a cryo cannon that can even freeze enemy aircraft, instantly killing it.
* GatlingGood: When carrying Conscript, Multigunner IFV gains anti-infantry gatling guns.
* JackOfAllStats: The adaptation system allows Multigunner IFV to quickly be equipped to handle almost any problem efficiently.

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* FreezeRay: When carrying Cryo Legionnaires, the Multigunner IFV gains a cryo cannon that can even freeze enemy aircraft, instantly killing it.
* GatlingGood: When carrying a Conscript, the Multigunner IFV gains anti-infantry gatling guns.
* JackOfAllStats: The adaptation system allows the Multigunner IFV to quickly be equipped to handle almost any problem efficiently.efficiently, but it retains its low health and armor.



* MacrossMissileMassacre: When Javelins enter Multigunner IFV, it doubles the amount of missiles launched, but takes longer to fire.

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* MacrossMissileMassacre: When Javelins enter a Multigunner IFV, it doubles the amount of missiles launched, but takes longer to fire.



* MindOverMatter: Multigunner IFV carrying Yuriko gain her standard attack but with longer attack range.
* MookMedic: When carrying an Engineer, it can repair other vehicle, allow Allied vehice live longer on the battlefield.
* OneHitPolykill: Multigunner IFV carry Natasha's gains ability to shoot through multiple infantry.
* PlasmaCannon: When carrying a Tankbuster, Multigunner IFV turret has the same weapon are these infantry only fire much faster and longer range.

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* MindOverMatter: A Multigunner IFV carrying Yuriko gain her standard attack but with longer attack range.
* MookMedic: When carrying an Engineer, it can repair other vehicle, allow vehicles, allowing Allied vehice vehicles to live longer on the battlefield.
* OneHitPolykill: A Multigunner IFV carry Natasha's carrying Natasha gains the ability to shoot through multiple infantry.
* PlasmaCannon: When carrying a Tankbuster, the Multigunner IFV turret has the same weapon are as these infantry infantry, only fire firing much faster and at longer range.



* SniperRifle: When carrying a Spy or Natasha, the Multigunner IFV is armed with anti-personnel sniper gun that's good for destroying Terror Drones and killing infantry.

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* SniperRifle: When carrying a Spy or Natasha, the Multigunner IFV is armed with an anti-personnel sniper gun that's good for destroying Terror Drones and killing infantry.



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* WetwareCPU: Depending on how you interpret its "Where is... my body?" line.


* FakeBalance: The only counter to a Mortar Cycle rush is a bigger Mortar Cycle rush.

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* FakeBalance: The Mortar Cycle is an artillery unit that is available in Tier ''1''. The only counter to a Mortar Cycle rush is a bigger Mortar Cycle rush.



* [[OneManArmy One Robot Army]]: In both gameplay and story, the campaign making a note that went all the way fro Odessa to Moscow, and nothing was able to stop it.

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* [[OneManArmy One Robot Army]]: OneManArmy: In both gameplay and story, the campaign making a note that went all the way fro from Odessa to Moscow, and nothing was able to stop it.



* FakeBalance: It's an air unit that has the range of a tier 3 ship, meaning it greatly outranges anti-air and a decent number of them will make short work of a base of any size. Costing more than even superweapons won't drive any player away from building Giga Fortresses

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* FakeBalance: It's an air unit that has the range of a tier 3 ship, meaning it greatly outranges anti-air and a decent number of them will make short work of a base of any size. Costing more than even superweapons won't drive any player away from building Giga FortressesFortresses.



* MasterOfAll: The Giga Fortress's Fortress mode has the right weaponry to attack every possible kind of target in th egame.

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* MasterOfAll: The Giga Fortress's Fortress mode has the right weaponry to attack every possible kind of target in th egame.the game.



* StoneWall: Standard for miners, they are very durable but only have a normal machine gun to defend themselves.

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* StoneWall: Standard for miners, Slave Miners carry the same weapon as soviet War Miners, so they are very durable but only have minimal self-protection. On the other hand, Slave Miners are ridiculously tough, having twice the health of other miners. A Slave Miner can even defeat a normal machine gun Tank Destroyer one-on-one thanks to defend themselves.its massive durability.



** 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 RegeneratingHealth; 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).
** 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 at the same time.

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** 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 RegeneratingHealth; 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).
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 at the same time.in short order.


* {{Prospector}}: [[ExactlyWhatItSaysOnTheTin Well]], [[CaptainObvious duh]].

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* {{Prospector}}: [[ExactlyWhatItSaysOnTheTin Well]], [[CaptainObvious duh]].duh.



* TheBrute: [[ExactlyWhatItSaysOnTheTin Well]], [[CaptainObvious duh]].

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* TheBrute: [[ExactlyWhatItSaysOnTheTin Well]], [[CaptainObvious duh]].duh.


* ShoutOut: Girls on on flying suits should [[Anime/SkyGirls really]] [[Anime/StrikeWitches remind]] [[Anime/InfiniteStratos people of]] [[Anime/VividredOperation certain shows]].

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* ShoutOut: Girls on on flying suits should [[Anime/SkyGirls really]] [[Anime/StrikeWitches [[Manga/StrikeWitches remind]] [[Anime/InfiniteStratos [[LightNovel/InfiniteStratos people of]] [[Anime/VividredOperation certain shows]].


* EverythingsSquishierWithCephalopods: Obviously, giant squid are cephalopods.


* CompositeCharacter: Combines elements of the Prism Tank and Mirage Tank.

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* CompositeCharacter: Combines elements from several elements of the Allied arsenal in ''Red Alert 2''. It uses the same weaponry as the advanced anti-ground defense, like the Prism Tank and Tank, can disguise as an ordinary object when immobile as that game's Mirage Tank.Tank (and has a fixed turret too), its weapon is effective against ''all'' ground targets like both combined, and its ability to cloak nearby allied units is named after the Gap Generator. It does, however, lack the range of either unit, being fairly short in comparison.



* FakeBalance: While it costs more than the Athena Cannon, it's nowhere near as fragile, it's '''amphibious''' (which lets them bombard bases from unsuspecting locations), deals SplashDamage with its attack, and can even use twin miniguns to deal with infantry if needed. And, despite all of this, it's available as soon as Tier ''2'', earlier than the Athena Cannon.



* OneHitKO: Its Riot Beam.
** OneHitPolykill: Said Riot Beam has a small, but still there area of effect roughly the size of a smaller tank. On infantry and when hitting between two tanks, it does enough damage to kill ''all'' of them.

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* OneHitKO: Its Riot Beam.
** OneHitPolykill: Said
Beam. An accurate Riot Beam can turn into an OneHitPolykill, as said Riot Beam has a small, but small (but still there noticeable) area of effect roughly the size of a smaller tank. On infantry and when hitting between two tanks, it does enough damage to kill ''all'' of them.



* FeedItWithFire: Not only the Shogun Executioner is completely immune to Tesla bolts, it actually gets ''healed'' by them.



* CripplingOverspecialization: The Giga Fortress's Sky Mode is ridiculously powerful against ground targets but, unlike the Fortress mode, it cannot attack air units.



* FakeBalance: It's an air unit that has the range of a tier 3 ship, meaning it greatly outranges anti-air and a decent number of them will make short work of a base of any size.

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* FakeBalance: It's an air unit that has the range of a tier 3 ship, meaning it greatly outranges anti-air and a decent number of them will make short work of a base of any size. Costing more than even superweapons won't drive any player away from building Giga Fortresses



* MasterOfAll: The Giga Fortress's Fortress mode has the right weaponry to attack every possible kind of target in th egame.



* GlassCannon: They are the most fragile basic infantry in the game, but they deal the highest damage (not counting deployed [=GIs=]), the latter point getting UpToEleven when garrisoned - the Initiate's damage and fire rate increases dramatically in there.

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* GlassCannon: They are the most fragile basic infantry in the game, but they deal the highest damage (not counting deployed [=GIs=]), the latter point getting UpToEleven when garrisoned - the Initiate's damage and fire rate increases dramatically in there.



* FragileSpeedster: Statistically identical to the Grizzly Tank (except for the Lasher's projectile travelling faster)



* NoSell: Can't be infected by Terror Drones.



* DiscOneNuke: It missiles have as much firepower as a Soviet dreadnought's and it's available much earlier.

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* DiscOneNuke: It missiles have FakeBalance: As strong as much firepower two Soviet Typhoon Subs. As strong as a Soviet dreadnought's and it's Dreadnought, with the advantage it can sneak into enemy positions as it moves underwater. It is available much earlier.at Tier 2, giving it the ability to dominate the seas before the enemy can send appropriate competition.

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* AnachronismStew: The Medium Tank is identical to its ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'' equivalent, which means the Allied Nations can build M1 Abrams tanks during the [=1940s=].


* FragileSpeedster: When not Elite and unmanned, the IFV is very fast and has weapons that deal with all units fairly well, but it's frail and does not deal much damage.
* GlassCannon: An unmanned Elite IFV is one of the best vehicles in the game in terms of damage output and still has the speed to back it up, but it can be taken down in a few tank shells.



* PowerupLetdown: When Elite, the IFV tends to fare ''worse'' when it's carrying infantry as they are only barely faster-attacking than a Veteran IFV, and get none of the dramatic attacking boosts from the Elite rank. Only very specific units, such as Attack Dogs, Navy [=SEALs=] or Snipers can be sent into an Elite IFV without making it look useless.



* TookALevelInBadass: There's a dramatic increase in damage dealt by an unmanned IFV once it reaches Elite (and not only because it fires four missiles per salvo instead of two), becoming one of the most powerful vehicles in the game.


* CutscenePowerToTheMax: In ''3'', the [[HumongousMecha King Oni]] is shown to be {{Kaiju}}-sized in the cutscenes, although it is much smaller in game. Also, in one scene, it is shown [[CrowningMomentOfAwesome leaping up and punching a Kirov out of the sky]], but in game, King Onis have no anti-air capabilities [[spoiler:except the [[AceCustom special ones]] piloted by [[AuthorityEqualsAsskicking Emperor Yoshiro and Kenji]].]]

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* CutscenePowerToTheMax: In ''3'', the [[HumongousMecha King Oni]] is shown to be {{Kaiju}}-sized in the cutscenes, although it is much smaller in game. Also, in one scene, it is shown [[CrowningMomentOfAwesome leaping up and punching a Kirov out of the sky]], sky, but in game, King Onis have no anti-air capabilities [[spoiler:except the [[AceCustom special ones]] piloted by [[AuthorityEqualsAsskicking Emperor Yoshiro and Kenji]].]]


* {{Foil}}: To the Prism Tank. An experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Mirage Tank is much stronger against vehicles than against buildings, the Prism Tank is much stronger against buildings than against vehicles.

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* {{Foil}}: To the Prism Tank. An They are experimental Glass Cannon tank GlassCannon tanks designed by Albert Einstein, both are very good against infantry, but while the Mirage Tank is much stronger against vehicles than against buildings, the Prism Tank is much stronger against buildings than against vehicles.



* FragileSpeedster: The Robot Tank is very fast, but not particularly powerful and can't take too many hits.




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* ThisLooksLikeAJobForAquaman: It's difficult to consider the Robot Tank over the very statistically-similar Grizzly Tank as it's further on the tech tree, cannot gain promotions, and is disabled if the owner runs out of power or loses the Robot Control Center. There are two circumnstances, however, in which the Robot Tank excels on - against Yuri enemies, thanks to its immunity to mind-control, and maps with large bodies of water, which Robot Tanks can use to attack from often-unprotected spots (something the AI tends to do when playing as an Allied nation).



* CarFu: Read below; its size makes it one of the few vehicles that can crush other vehicles.
%%* CoolGuns/MachineGuns
* MasterOfAll: Battle Fortress starts off with a machine gun (which it always has no matter what configuration) to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it a master of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers and perhaps a Sniper or two. This combination will destroy aircraft, ground vehicles and infantry with ease. Given the several viable combinations that exist, a properly-loaded Battle Fortress is essentially only vulnerable to heavily-armored mind control units (Masterminds and Psychic Towers) and anti-armor towers overall.

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* CarFu: Read below; its Its size makes it one of the few vehicles that can crush other vehicles.
%%* CoolGuns/MachineGuns
* MasterOfAll: With five infantry slots in which garrisoned units can shoot from, Battle Fortress starts off with a machine gun (which it always has no matter what configuration) Fortresses can be tweaked to deal with infantry and it can run over almost any vehicle (including the Apocalypse Tank). What makes it practically every threat. The most common composition is a master majority of all, is that you can place 3-5 Guardian GI who carry powerful, long-ranged rocket launchers [=GIs=] and perhaps a Sniper or two. This combination will destroy aircraft, ground a Navy SEAL to deal with most infantry, vehicles or airships, but the possibilities are almost endless - you can use multiple Chrono Legionnaiers to quickly disable and infantry with ease. Given erase every unit, or send multiple Yuri Clones to have a poor man's Mastermind. Base defenses are the several viable combinations that exist, a properly-loaded only opposition Battle Fortress is essentially only vulnerable to heavily-armored mind control Fortresses cannot garrison units (Masterminds and Psychic Towers) and anti-armor towers overall.to deal with; everything else can be countered in some way.



* StoneWall: Is the the most heavily-armored unit in the game and is armed with a light machine gun, though it can be garrisoned with five infantry, who can shoot out of the vehicle, making it one of the best units in terms of armor and firepower, hence turning it into a MightyGlacier when fully loaded.

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* StoneWall: Is the The Battle Fortress is the most heavily-armored unit in the game and is armed with a light machine gun, though it can be garrisoned with five infantry, who can shoot out of the vehicle, making it game, but it's also one of the best units in terms of armor most lightly armed vehicles, only carrying a weak machine gun and firepower, hence turning it the ability to crush other vehicles. It only moves into a MightyGlacier when fully loaded.territory upon having units garrisoned into it.



* {{Foil}}: To the Mirage Tank. An experimental Glass Cannon tank designed by Albert Einstein, both are very good against infantry, but while the Prism Tank is much stronger against buildings than against vehicles, the Mirage Tank is much stronger against vehicles than against buildings.

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* {{Foil}}: To the Mirage Tank. An They are experimental Glass Cannon tank GlassCannon tanks designed by Albert Einstein, both are very good against infantry, but while the Prism Tank is much stronger against buildings than against vehicles, the Mirage Tank is much stronger against vehicles than against buildings.



* WeaponizedAnimal: Ddolphins are equipped with sonar weaponry.

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* WeaponizedAnimal: Ddolphins Dolphins are equipped with sonar weaponry.



* GlassCannon: The Osprey can take out submarines in two volleys, but it's extremely frail.
* JackOfAllStats: Outside of air enemies, which Destroyers cannot target, they are good units in all fronts, with respectable damage, speed and armor. They are not powerful enough to take down a main battle tank or a submarine one-on-one, but Destroyers make it up in versatility and range.



* PsychicPowers: Just like a regular Psi-Corps Trooper, Yuri Prime can mind-control units as well as unleash a psychic blast to kill infantry in an area. He differs from regular Psi-Corps Troopers in his ridiculous mind-control range ('''twice''' as that of ''Grand Cannons''; this Yuri Prime can mind-control Snipers) as well as a psychic blast with a lower cooldown.

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* PsychicPowers: Just like a regular Psi-Corps Trooper, Yuri Prime can mind-control units as well as unleash a psychic blast to kill infantry in an area. He differs from regular Psi-Corps Troopers in his ridiculous mind-control range ('''twice''' (twice as that of ''Grand Cannons''; this Yuri Prime can mind-control Snipers) ''Snipers'' before they get into firing range) as well as a psychic blast with a lower cooldown.



* WeaksauceWeakness: Desolators use radiation weapons. As such, they cannot damage robots, making them easy prey to Terror Drones.



* ShockAndAwe: It's Tesla Bombs when reach heroic rank.

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* ShockAndAwe: It's It throws Tesla Bombs when reach it reaches heroic rank.rank. Those bombs cause ''electric'' explosions.


* CannonFodder: For Allied and Soviet.

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* CannonFodder: For Allied Their role usually comes down to escorting and Soviet.taking hits for the sake of protecting the more valuable Grenadiers and Rocket Soldiers.






'''Weapons''': Dragon TOW Rockets\\

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'''Weapons''': Dragon TOW Rockets\\Rockets & FIM-43 Redeye Missiles\\



* CoolGuns/RocketsMissilesAndGrenadeLaunchers: The sidebar icon in-game depicts Rocket soldier armed with M72 LAW.

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* CoolGuns/RocketsMissilesAndGrenadeLaunchers: BoringButPractical: Very few units in the game can beat Rocket Soldiers in bang-for-buck value and when spammed, they can often beat out most vehicle spams in terms of damage output, but require protection from other units. They're also very useful in base defense as they can attack against ground, sea and air targets and don't require any power.
* CoolGuns:
The sidebar icon in-game depicts Rocket soldier armed with M72 LAW.
LAW, while according to manuals side materials, they use M47 Dragons and FIM-43 Redeyes.
* GlassCannon: They have a high damage output against vehicles and buildings, but they are still just squishy infantry and need protection from other units to avoid getting run over or gunned down by rifle and machine gun fire.


* TheAhnold: The Cryo Legionnaire's voice is a parody of Arnold Schwarzenegger.

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* TheAhnold: The Cryo Legionnaire's voice is a parody of Arnold Schwarzenegger.Schwarzenegger as [[Film/BatmanAndRobin Mr. Freeze]].



* SpiritualSuccessor: To the Chrono Legionnaires in ''Red Alert 2''. Both are elite Allied infantry armed with experimental weapons and suits with advanced mobility capabilities.



Pacifier FAV was a self-propelled artillery hovercraft.

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The Pacifier FAV was is a self-propelled artillery hovercraft.



* BFG: Their flak cannons.



* PrisonsAreGymnasiums: It is implied that the reason why convicts are the ones to carry the flak cannons is that the work in the Gulag has made them strong enough to carry them.



* PungeonMaster: They rival the Cryo Legionnaire in this department.

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* PungeonMaster: They rival the Cryo Legionnaire Legionnaires in this department.



* NamesToRunAwayFromReallyFast: You don't want to be near something called a "desolator".

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* NamesToRunAwayFromReallyFast: You don't want to be near something called a "desolator"."Desolator".



* {{Expy}} Of Yuri's Brutes. They have similar personalities: a crazed manchild who looks on crushing their enemies as "playing" (to the point where the Grinder [[MythologyGag has several of the Brute's quotes]]) as well as their role as an all-purpose ground unit destroyer.

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* {{Expy}} Of Yuri's Brutes. They have similar personalities: a crazed manchild who looks on crushing their enemies as "playing" (to the point where the Grinder [[MythologyGag has several of the Brute's quotes]]) as well as their role as an all-purpose ground unit destroyer. They also resemble an upgunned Lasher Tank, given that both have a frontal grinder.



* OffModel: In the intro, its missile pods in walker form are situated below the cockpit rather than above.



The Empire of the Rising Sun's new Battle Mach in ''Red Alert 3: Uprising'', the Steel Ronin, is as of yet unknown to us. What is known, however, is that it wields a Beam Naginata and is expected to possess a heavily armored design which looks like a mix between samurai armor and the face of an oni. Despite its size, the Steel Ronin is very fast.

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The Empire of the Rising Sun's new Battle Mach Mech in ''Red Alert 3: Uprising'', the Steel Ronin, is as of yet unknown to us. What is known, however, is that it wields a Beam Naginata and is expected to possess a heavily armored design which looks like a mix between samurai armor and the face of an oni. Despite its size, the Steel Ronin is very fast.


Added DiffLines:

* NonStandardCharacterDesign: Compared to other Imperial units, its design appears more ancient and uses darker colors, especially in the concept art. It looks like an ancient samurai statue that has come to life.


Added DiffLines:

* OrnamentalWeapon: Its fists. While its special ability allows it to bullrush enemies, in game it does not punch enemies as its basic attack (which would have been the logical method), instead using less powerful eyebeams.


!!!Boris

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!!!Boris!!!Yuri Prime



'''Role''': Special Forces/Airstrike Spotting\\
'''Weapons''': AKM Assault Rifle\\

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'''Role''': Special Forces/Airstrike Spotting\\
Psychic Operations\\
'''Weapons''': AKM Assault Rifle\\Mind Control & Psychic Blast\\




If a Spy manages to infiltrate a Soviet Battle Lab while his commander owns both a Soviet Barracks and a Soviet Battle Lab, they gain the ability to control none other than Yuri himself.

While he's technically the same unit as his ''Yuri's Revenge'' incarnation, they function in a very different way. This Yuri Prime can't hover over water or mind-control buildings, but he can mind-control units from an absurd distance.

This Yuri Prime is only available in ''Red Alert 2'', and was replaced by a new Yuri Prime unit in ''Yuri's Revenge'', serving as Yuri's commando unit.

* AreaOfEffect: Can release a Psychic blast which kills all nearby enemy infantry units.
* AwesomeYetImpractical: The ability to mind-control units from really far away sounds great. Unfortunately, Yuri Prime is difficult to obtain as you need to infiltrate a Soviet Battle Lab while also owning a Soviet Barracks and a Soviet Battle Lab. This forces you to either capture a Barracks and a Battle Lab of the opposing faction (no need to say this is very difficult), or use mind control to get an enemy Spy and send him to an enemy Soviet Battle Lab. All of this is outright impossible in a 1v1 game as a Soviet player (Allied players can try to capture the enemy Soviet buildings). Yuri Prime is also the only unit in ''Red Alert 2'' that can't be mass-produced - for his amazing range, he can still be defeated by swarms of enemy units.
* CharmPerson: Yuri Prime are capable of mind controlling enemy units and most enemy structures.
* HeroUnit: Only one Yuri Prime can be built at a time (although a second one appears with a Cloning Vats). This is notable as both Tanya and regular Yuri can be mass-produced in ''Red Alert 2''.
* PowerFloats: He levitates instead of walk unlike regular Psi-Corps Troopers. He can't cross over water, though.
* PsychicPowers: Just like a regular Psi-Corps Trooper, Yuri Prime can mind-control units as well as unleash a psychic blast to kill infantry in an area. He differs from regular Psi-Corps Troopers in his ridiculous mind-control range ('''twice''' as that of ''Grand Cannons''; this Yuri Prime can mind-control Snipers) as well as a psychic blast with a lower cooldown.

!!!Boris
[floatboxright:
'''Type''': Infantry\\
'''Role''': Special Forces/Airstrike Spotting\\
'''Weapons''': AKM Assault Rifle\\
'''Trained at:''' Barracks]



* AwesomeYetImpractical: The chrono shifting ability allows Chrono Ivans to surprise enemies by setting bombs where they cannot expect, compared to the slow Crazy Ivan. However, to train Chrono Ivans, you need to take a Spy to infiltrate a Soviet Battle Lab, a highly-protected building. It's significantly more difficult in the base game, however, as you need to infiltrate an Allied Battle Lab and have a Soviet Barracks - without crates, you need to be a Soviet player, somehow gain an Allied Barracks and Battle Lab and infiltrate ''another'' Allied Battle Lab, something practically impossible to achieve without at least two enemies.

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* AwesomeYetImpractical: The chrono shifting ability allows Chrono Ivans to surprise enemies by setting bombs where they cannot expect, compared to the slow Crazy Ivan. However, to train Chrono Ivans, you need to take a Spy to infiltrate a Soviet Battle Lab, a highly-protected building. It's significantly more difficult in the base game, however, as you need to infiltrate an Allied Battle Lab and have a Soviet Barracks - without crates, you need to be a Soviet player, somehow gain an Allied Barracks and Battle Lab a Spy and infiltrate ''another'' a Allied Battle Lab, something practically impossible to achieve without at least two enemies.enemies or a careless Allied enemy.



* ImmuneToMindControl: Courtesy of being a robot. Terror Drones can be [[{{Pun}} a terror]] for Yuri commanders as Yuri lacks Service Depots to reliably repair infected vehicles, and the Terror Drone's mechanical nature means Yuri Clones cannot deal with them with psychic blasts, unlike Attack Dogs. Gattling Tanks and Gattling Cannons can destroy Terror Drones quickly, and Slave Miners are immune to Terror Drones, but that's it.



* GlassCannon: They are the most fragile basic infantry in the game, but they deal the highest damage (not counting deployed [=GIs=]), the latter point getting UpToEleven when garrisoned - the Initiate's damage and fire rate increases dramatically in there.



Defenceless 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.

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Defenceless 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.


Added DiffLines:

* CloneDegeneration: Yuri Clones are weaker than the real deal.

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