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Red-Resurrection is a Game Mod for the Real-Time Strategy game Command & Conquer: Red Alert 2. It features the two classic factions of the Command & Conquer: Red Alert Series, the Allied Nations and the Soviet Union (Yuri's faction has been folded back to the Soviet arsenal). Each faction has a greatly expanded roster from the original game and consists of four countries with 12-15 unique units, buildings and support powers each: the Allies consisting of the USA, the UK, the European Federation and the Empire of Japan; and the Soviets made up of Russia, Libya, Yugoslavia and the Confederation. In addition to the mod's own campaign, the vanilla campaign from Red Alert 2 has been ported to work with the additional content of Red-Resurrection.

The mod can be downloaded here and its main website can be found here.


This game provides examples of:

  • Abnormal Ammo: The Virus fires special darts filled with a biologically engineered pathogen, causing the victim to rapidly develop large sores and blisters, as well as severe organ damage and necrosis. When the pathogen has reached critical mass within a victim’s body, the skin ruptures, ejecting toxic gases and killing the host.
  • Absurdly Sharp Claws: Wojtek's claws can make short work of infantry and light vehicles.
  • Ace Custom:
    • The Decimator Mech is custom built by Spanner and only she can pilot it.
    • Dr Dobrilo's suit of armour which he wears on the battlefield was custom made by himself.
  • Action Bomb: The job of the Demolition Truck, Scourge and Dante's Fury Drones is simple: get close to the enemy and kaboom. The Sunburst Drone's is a little more complex: it attaches itself to an enemy vehicle, and can be detonated manually later on. Bubo Zombies, on the other hand, are capable of fighting like normal zombies but are most dangerous when they die (again) and explode in a deadly toxic cloud.
  • Action Girl: Tanya and Spanner for the Allies, Lamia for the Soviets.
  • Action Pet: Brut has the combat-trained pet bear Wojtek, Volkov has the eternally loyal canine companion Chitzkoi.
  • Adaptational Badass: While Premier Romanov wasn't truly incompetent even in vanilla, he plays a much more central role in the Soviets' resurgence this time around, especially with Yuri's seeming absence.
  • Adaptational Villainy: The Allies in this mod have never been the goody two shoes they were in vanilla. The USA uses military force to extort resources out of other countries, the UK and Japan hold onto colonies by force, the latter being particularly brutal, while Europe is merely a police state.
  • Adaptation Name Change: Some units from the vanilla game got renamed in the mod: Liberty Tank (from Grizzly Tank), Hammer Tank (Rhino Tank), Rykov (Flak Track), Vertigo (V3 Launcher), Tesla Mammoth (Tesla Tank), Service Crane/Outpost (Service Depot), Pop Shell (Tank Bunker) and Science Lab/Research Institute/War Palace/Revolutionary HQ (Battle Lab).
  • Adapted Out: The fate of the Terrorist, Tank Destroyer, Chrono Commando, Psi Commando, Chrono Ivan, Robot Control Center and most Yuri units (excluding the Initiate, Yuri Clone, Virus, Yuri Prime, Slave Miner, Lasher, Chaos Drone, Magnetron, Mastermind, Floating Disc and Cloning Vats) as well as the hero Boris: they are nowhere to be seen in the mod itself, although their data (mostly) remains in the mod and they can be used in custom maps if you so desire.
  • Airborne Artillery: The only flying artillery unit in the game, the Aroostook is a helicopter armed with long-range rockets that knock down buildings with ease.
  • The All-Seeing A.I.: The AI is omniscient and can target any specific unit or structure, even ones that it isn't supposed to see.
  • All There in the Script: The full name of the unit created by the New Soviet Man support power is Homosos Cyborg, although you won't know it if you haven't looked at the pre-release PTR changelogs (mousing over them only displays Cyborg).
  • All Webbed Up: Brut's experimental 'chrono-net' launcher freezes affected units in time.
  • Amphibious Automobile: MCVs, ore miners, Robot Tanks, Skitters, Rykovs, Grinders, Tsunami Tanks and Amphibious Transports can move on land and water alike.
  • Animal Mecha: The Sunburst Drone bears an obvious resemblance to a damselfly.
  • Anti-Air: Most units that can fire on air units fulfil this role (more or less), since there aren't many units that can do so at the first place.
  • Arbitrary Headcount Limit: It is only possible for one player to have one Ore Purifier, one Industrial Plant, one Cloning Vats, one Duplication Facility, one superweapon of each type, three Bastions, three Slave Miners, two Outposts, one Cataclysm or one Vortex Tank at any given time.
  • Arbitrary Weapon Range: The Research Institute's Plague Strike, Grand Cannon, Death Hand Silo, Cataclysm and most artillery have a significant minimum range and cannot fire on targets that stand too near.
  • Archaic Weapon for an Advanced Age: In the 20th century, Japanese Shinobi are still armed with simple steel throwing stars.
  • Arm Cannon: The Homosos Cyborg's cannon appears to be part of their right arm.
  • The Artifact: Although the Destroyer has been upgraded to a ship that can move into land, the waterbound Destroyers remain in some campaign missions, where they're renamed Coast Guard Boats. Other than being non-amphibious, they're nearly identical to normal Destroyers.
  • Ascended Glitch: The Libyan Duplication Facility can copy all tier 1-2 non-miner, non-MCV vehicles except the Lasher Tank. While initially discovered as a bug, this was later kept in the game and deemed acceptable since Lashers can make money unlike Liberties or Hammers.
  • Asteroids Monster: A destroyed Tesla Mammoth has the chance to release up to two Terror Drones.
  • Attack! Attack! Attack!: Zombies are not good at self-preservation.
  • Attack Drone: Both factions make use of robots in the form of the Allied Robot Tank and Aircraft Carrier's UAVs, the Japanese Sunburst Drone, the Soviet Terror Drone, the Yugoslav Overseer, Dante's Fury Drones, and the Chaos Drone from the Secret Lab.
  • Awesome Personnel Carrier:
    • The Mercenary Humvee can carry up to two infantry passengers who are able to fire from its gunports, making its true weapon highly customisable.
    • Grinder Tanks, in addition to possessing mincers which are capable of literally chewing through enemies, are fitted with four passenger slots allowing infantry to ride inside and deploy at the front lines.
    • The Battle Fortress, though unarmed, is a moving citadel can carry up to six soldiers and buff the armour of all friendly infantry nearby.
  • Badass Bookworm:
    • The Japanese hero Minamoto is a scientist on the cutting edge of Japanese weapons development, responsible for the weaponised weather control project, advanced jumpjet and amphibious technologies.
    • The Yugoslav hero Dr Dobrilo, as his name would indicate, is a scientist who developed much of the advanced technologies in use by Yugoslavia.
  • Bandit Mook: When a Spy or Saboteur infiltrates an enemy Refinery or Slave Miner, you'll steal $5000 or $2000 (respectively) from them. A Scrambler or Floating Disc steals money from an enemy refinery for as long as it hovers overhead.
  • Barrier Warrior:
    • Archangels can cast a shield over ground vehicles, increasing their armour.
    • Ironsmiths plant Iron Shells on friendly vehicles. When detonated, they release a coating of resonating molecules, similar to the effect of the Iron Curtain, boosting the armour of the target and nearby vehicles by 100%.
  • Baseless Mission: In three missions of the USA campaign (Intervention, Smackdown and Hand of Fate), you have no control over a base.
  • Base on Wheels: The MCV is basically a vehicle that can build other buildings.
  • Bears Are Bad News: Wojtek is a trained war bear that can maul infantry and vehicles alike.
  • Beast of Battle: Both factions use dogs, the Allies have dolphins, the Soviets have giant squid, and Europe has a bear named Wojtek, all of which have been trained for combat.
  • Blinded by the Light: Enemy infantry hit by an Assault GI's flashbangs are blinded and cannot shoot back.
  • Bomb Disposal: Engineers can defuse bombs planted by Crazy Ivans and Ironsmiths, and Sunburst Drones attached to friendly vehicles.
  • Booby Trap: When enemies come near, Firestorm Walls will release jets of flame, while Shock Mines do exactly what you expect mines to do, and both are normally invisible.
  • Boring, but Practical: Walls. The opposite of flash, the only thing that walls do is preventing units and certain kinds of projectiles from passing through them. However, walls are very cheap and it's extremely important to block sneaky spies from resetting your shroud or unlocking stolen tech units for the enemy; it's a dead giveaway that a player is bad if he does not wall off his Construction Yards and superweapons in a multiplayer game.
  • Break Out the Museum Piece: The Yak is an outdated aircraft that has been phased out by all Soviet nations except the Confederation because they can't mass produce Sukhoi.
  • Canned Orders over Loudspeaker: A Cazador, Cataclysm or IFV carrying a Kommissar has a loudspeaker that broadcasts inspiring propaganda to boost infantry morale.
  • Cast from Hit Points: Fusion Thrusters boost the speed of the affected vehicles and cause them to take constant damage for its duration.
  • Cast from Money: Most support powers except superweapons and a few others require money to be used.
  • Chain Lightning: Tesla Elites and Tesla Mammoths' Tesla coils fire electric bolts that can bounce from target to target.
  • Charm Person: Psi Corps Troopers, Yuri Prime and the crate-exclusive Mastermind can mind control enemy units.
  • Clone Army: The Soviet Cloning Vats can create a clone of any non-hero infantry trained at the Barracks, doubling the Soviet horde for (only) 25% extra price. The Libyans can also create an army of replica tier 1-2 vehicles from their Duplication Facility.
  • Colony Drop: The Bishop relays coordinates of a location to an automated platform in low Earth orbit, which releases a small meteor, propelling it towards the surface.
  • Combat Tentacles: Giant Squid use their tentacles to disable the movement of enemy ships.
  • Composite Character: Aside from having Iraq's Desolators, Libya has incorporated lots of the units and structures used by House Harkonnen in the Dune [[Video Games Emperor: Battle for Dune]] made by Westwood such as the Devastators and Death Hands.
  • A Commander Is You:
    • USA: Generalist. A relatively versatile and straightforward faction, with a slight focus on heavy firepower.
    • Europe: Brute. The slowest and most heavily armoured Allied subfaction as well as the only one with an epic unit.
    • UK: Technical. The weird utility subfaction of the Allies, relying more on spec ops and other special toys than brute strength.
    • Japan: Generalist/Economist
    • Russia: Brute. All about steamrolling and pounding the enemy into submission with Cyborgs or Gravellers and unit blobs supported by the Cataclysm.
    • Yugoslavia: Ranger/Technical. They rely on the firepower and weird abilities granted by their electrical and energy weapons.
    • Libya: Spammer/Brute/Industrial. The spam faction of the game, with cheap units and easy mass production supported by the battering ram that is the Devastator.
    • Confederation: Guerrilla/Ranger. Due to their technology disadvantage they rely on guerilla tactics and helicopter support.
  • Conscription: Conscripts are the basic Soviet anti-infantry infantry.
  • Contractual Boss Immunity: All heroes and both epic units are immune to crushing, mind control, chaos, master control and the Terror Drone's instant kill. Both epic units also cannot be omnicrushed and are only half as susceptible to EMP. Demolition Trucks in Sole Survivor mode and War Machines in Scavengers mode, which are treated as Hero Units, have the same immunities as said epic units.
  • Cooldown Manipulation: Spies and Saboteurs can infiltrate an enemy superweapon or Spy Satellite Uplink to reset the cooldowns of these superweapons or Master Control respectively.
  • Crew of One: Saboteurs or Engineers can enter an empty vehicle or hijack one from the enemy (in case of the Saboteur) and instantly be in complete control of the vehicle.
  • Cruel and Unusual Death: Infantry attacked by Desolators melt into a puddle of residue in seconds.
  • Cyborg: The Russian support power New Soviet Man transforms basic infantry into Homosos Cyborgs. Their heroes are the cybernetic commando Volkov and his faithful canine companion Chitzkoi.
  • Damage-Increasing Debuff:
    • Robot Tanks' targeting laser reduces the armour of enemy vehicles and structures by 25%.
    • Enemy aircraft around an Overseer in a 14 cell radius take 50% extra damage.
    • Units caught in a Scourge's explosion take 30% extra damage for several seconds.
    • The Cazador fires a flare that illuminates the area, reducing the armour of units by 50% and buildings by 25% (friend or foe).
    • All enemy infantry and vehicles near a Bastion take 25% extra damage.
    • Units infected by Plague Strike become weakened, taking an extra 50% damage.
  • Deadly Gas:
    • The missile fired from a Death Hand unleashes a truly horrendous cloud of poison gas upon impact.
    • The Disruptor's weapon contaminates a vehicle with poison gas, dealing damage to nearby infantry.
    • Bubo Zombies explode in a violent toxic cloud when (re)killed.
  • Death of a Thousand Cuts: The Tupolev's missile deals no direct damage but attaches a static charge that damages the target and adjacent units over time.
  • Defeat Equals Explosion:
    • Flamethrowers and Crazy Ivans carry volatile ammunition that blows up when the unit is destroyed.
    • A Devastator's destruction causes its nuclear reactor to violently explode.
    • When a Yak or Kirov is shot down, the explosives inside them will set off where the falling carcass lands.
    • When a Demolition Truck is destroyed, its payload will explode at the site of destruction.
  • Defenseless Transports: Amphibious Transports, Dropships and Battle Fortresses have no weapons to defend themselves (although Battle Fortresses can crush anything that is smaller than themselves or not a hero).
  • Defog of War: In addition to normal scouting, the Soviets can reveal portions of the map with the Spy Plane, the Allied Spy Satellite Uplink can reveal the whole map (except where covered by enemy Gap Generators), the neutral Spy Satellite Uplink reveals periodically more and more of the map once per 3 minutes until the whole map is revealed, and the Secret Lab grants the Psychic Reveal power which reveals a small circular area.
  • Delayed Explosion: Wildcats fire rockets which embed on the ground and explode after a short delay.
  • Demoted to Extra: A few vanilla units like the Sentry Gun, Sea Scorpion, Apocalypse or V3 Launcher (renamed Vertigo) have been demoted to campaign- and/or crate-only assets due to overlap with other existing units. Similarly, the Hercules and Defender from older versions of the mod, though since removed as buildable units, can still be found in crates as well, as can the Tesla Battery, a unit that was supposed to replace the Tesla Mammoth but never made it out of PTR.
  • Destructible Projectiles: Dreadnought and Akula missiles can be shot down by enemy anti-air before they reach their target.
  • Discard and Draw: Using New Soviet Man transforms all friendly basic infantry in the targeted area into Homosos Cyborgs, a heavy infantry unit armed with a generalist anti-ground cannon and no AA capability. This means that this trope will apply if the original infantry are Flak Troopers or Guardian GIs (who can no longer fire on the air), mercenaries or Initiates (who lose the ability to earn money) and Rikishi (who trade off the ability to slow down foes), but this rarely happens in practice, since players prefer to use New Soviet Man on Conscripts (the cheapest basic infantry available), in which case it is mostly a straight upgrade.
  • Divergent Character Evolution: Each vanilla country differed from others in the same faction by a single unique unit, building or support power. In pre-2.2 versions of the mod, each had a few unique units. In 2.2, countries within the same faction still share the same general theme and tech tree, but each subfaction has 12-15 pieces of unique equipment that lead to very different playstyles.
  • Dressing as the Enemy: Spies and Saboteurs can disguise as any enemy human infantry.
  • Drill Tank: Devilspawns can travel underground as if it was open air.
  • Drone Deployer:
    • The War Turtle, Crocodile and Aircraft Carrier don't attack by themselves and serve as platforms for a small helicopter (for the former two) or drones (for the latter) to bombard enemy units from afar.
    • Dante can carry up to 3 Fury Drones and deploy them to so they can jump on enemies and detonate.
    • Each Skitter comes with three Crab Mines, small robotic explosive carriers that will automatically detect and jump on nearby enemies.
  • Drop Ship: The replacement of Amphibious Transports in the Final Frontier mode, which can fly unlike the original.
  • Dual Mode Unit:
    • The MCV is a vehicle that can deploy into a Construction Yard to build other structures (although this transition is one-way in the campaign or if packable MCVs is disabled). Its replacement in the Scavengers mode, the War Machine, can deploy into a War Factory which is also armed with a cannon and can reverse-engineer vehicles found in crates to unlock them for construction.
    • GIs can deploy sandbags around themselves to increase their durability and make use of a machine gun at the cost of mobility.
    • Guardian GIs can deploy steel plates around themselves to increase their durability and protect them from Car Fu at the cost of mobility.
    • Desolators can deploy to switch between firing their rad cannons directly at enemies or becoming immobile and irradiating their entire surroundings and kill many more infantry and even other ground units like tanks.
    • The Tito can swap between using its heat rays, effective against infantry and light vehicles, or a long-range artillery cannon, effective against infantry and buildings, which will also slow it down.
    • While in flight a Siege Chopper uses machine guns against infantry or other air units. Alternatively it can land and transform into a long range artillery piece.
    • While undeployed a Shogun Siege Tank is mobile and can use its cannons in short range. While deployed it becomes a long-ranged immobile artillery piece.
    • In its default mode, the Terror Drone is a melee unit that uses its claws to instantly kill infantry and infests vehicles to slowly destroy them from inside. When deployed, it becomes stationary, invisible and capable of decloaking to fire a missile at close range, good against infantry and light vehicles.
  • Earthquake Machine: Gravellers pound the earth beneath themselves in such a way as to cause localised quakes.
  • Elite Zombie: In addition to normal Zombies, there are the Buboes, which explode in a violent poison cloud when killed.
  • The Empire:
    • The USA maintains a 'stabilising' military presence with bases around the world and the creation of puppet states to secure vital resources.
    • The UK, unlike in real life, has managed to keep its colonies by opening fire on protesters demanding independence, losing all support from the newly formed European Federation and the continent at large.
    • Japan, meanwhile, has similarly retained a sizable portion of its Imperial possessions. Though it doesn't respond with the same degree of force as the UK in keeping those possessions, it's heavily implied that life for many non-Japanese isn't exactly pleasant.
  • EMP:
    • Snipers carry advanced EM shells that deal no damage but stop vehicles in their tracks.
    • Dr Dobrilo's lightning bolts induce a brief EMP on enemy vehicles.
    • The drone called by Equalizer Strike fires a missile which emits a burst of electromagnetic radiation over a wide area, causing vehicles to stop and lose weapons functionality for a minute.
    • Vehicles infected by Chitzkoi are periodically affected by a brief EMP in addition to the damage.
  • Enemy Exchange Program: It's possible to make use of enemy units by capturing their production buildings with Engineers, mind controlling them (and, in case of enemy infantry, return them to your Cloning Vats so you can build them), or killing their drivers with Vultures or Dante and then have your Engineers commandeer them. Infiltrating an enemy Construction Yard of the opposite faction allows you to build a more expensive 'stolen' version of the corresponding MCV from War Factories, which deploys into a fully operational Construction Yard like normal MCVs.
  • Energy Absorption: Polarity Swap causes affected enemy vehicles to heal targets instead of damaging them, and vice versa.
  • The Engineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside an IFV or Scorcher.
  • Everyone Has Standards: It's implied that the Soviets find Libya's use of slaves and more questionable policies distasteful. Though that doesn't stop them from keeping the Libyans close.
  • Evil-Detecting Dog: Attack Dogs and Wojtek can automatically snuff out enemy spies disguised as your own units.
  • Eyepatch of Power: The Crazy Ivan's portrait has an eyepatch, it's unknown if they all have it in-game. Volkov is also depicted with an eyepatch in his cameo.
  • Faction Calculus: Allies (Subversive) vs Soviets (Powerhouse) as is the standard in the series. Within each faction, the sliding scales from Powerhouse to Subversive are: Europe, USA, Japan, UK (for the Allies) and Russia, Libya, Yugoslavia, Confederation (for the Soviets).
  • Fast Tunnelling: Any unit entering a Confederation tunnel network entrance can instantly emerge from another entrance anywhere on the map no matter how far.
  • The Federation:
    • The European Federation unifies the most developed nations of Europe to counterbalance the world powers, while avoiding strategic dependence on the US. Europe developed towards a democratic, representative state, and carefully picked nations who applied to join the union, rejecting those whose values and present conditions fail to represent the ideals of the Federation.
    • The Confederation is an alliance of Latin American countries defying the desires of Western imperialists for a chaotic, dependent Latin sphere.
  • Field Power Effect:
    • The Service Crane and Outpost gradually repairs all nearby vehicles and cyborgs.
    • The Bastion increases the armour of friendly infantry within 10 cells by 25%.
  • Fire-Breathing Weapon: Flamethrowers, Scorchers (in normal mode) and Devilspawns are armed with flamers.
  • Flying Brick: Kirov Airships won't go down easily.
  • Flying Saucer: Yuri's Floating Discs are still around as a Secret Lab unit.
  • Friendly Fireproof: Although the Perun's lightning strikes are random and cannot be controlled, they'll only strike at enemies, not friendly units, making it the only case where this trope applies to the game.
  • Game Mod: Of Command & Conquer: Red Alert 2.
  • Garrisonable Structures:
    • Many civilian buildings and Soviet Battle Bunkers can be garrisoned by basic anti-infantry, anti-vehicle infantry and mercenaries, where they receive a bonus to range and damage and can't be attacked by most conventional weapons, but can't fire on aircraft and are vulnerable to units that can clear garrisons. Garrisonable structures except Battle Bunkers can only be repaired by Engineers and nothing else, and will force the occupants to leave if brought down to red health.
    • The Confederation tunnel network is a variant of this: any infantry can garrison inside a Revolutionary Headquarters or a Resistance Tunnel entrance spawned by the Insurgency support power, which are all connected to each other, so units can enter and exit from any entrance. No one can fire from any of the tunnel entrances.
    • The Annihilator Turret has one single slot so Spanner can garrison it (nobody else can), and an Annihilator Turret can only function when she's inside it.
    • The Pop Shell can be occupied by a turreted non-hovering vehicle which is only vulnerable to certain attacks.
  • Gathering Steam:
    • The Blitzer's organ gun gains firing speed and range over several seconds, making it harder for enemies to escape.
    • The Vortex Tank fires a beam which creates a wormhole, which grows in size as long as the Vortex continues to attack.
    • The neutral Artillery Bunker's fire rate gets faster as the cannon continues to fire.
  • Giant Squid: Giant Squid serve as the Soviets' support tier 3 naval unit.
  • Going Critical: Nuclear Reactors and Devastators explode in a violent mushroom cloud when destroyed.
  • Grenade Launcher: Skitters are outfitted with light grenade launchers; Rikishi wield cryo grenade launchers.
  • Grey-and-Gray Morality: Compared to Red Alert 2, both the Allies and Soviets are portrayed with much more ambiguous morals, with neither faction being clear-cut good or evil.
  • Guns Akimbo: Tanya is still equipped with her iconic dual pistols. Rocketeers are armed with dual chainguns.
  • Hate Plague: Scramblers and Chaos Drones can send units beneath or around them into a state of confusion where they attack any target, friend or foe, for a short time.
  • Hazmat Suit: Desolators wear hazmat suits to protect themselves from their own radioactive weapons.
  • Hero Must Survive: Tanya must not be killed in both missions during which she appears.
  • High-Voltage Death: The fate of any infantry killed by Yugoslavia's various electricity weapons or struck down by a Stormfront's or Weather Controller's lightning bolt.
  • Historical Badass Upgrade: The real bear Wojtek was primarily a mascot and ammo carrier for his unit, while the Wojtek in this mod is more than capable of fighting by himself, even moreso than his master Brut (who serves in a more supportive role).
  • Historical Domain Character: The bear Wojtek, one of the two European heroes, is based on a real life bear that served in the Polish army in World War II.
  • Hologram: Holographic Deception uses advanced optical illusion techniques to create an army of illusory infantry. They deal no damage and have little HP, so they're only useful to deceive your opponent.
  • Hover Board: Minamoto uses one to float over land and water alike.
  • Humongous Mecha: The Decimator Mech is a huge walker that only works when piloted by Spanner.
  • Hypnosis-Proof Dogs: Mind control does not affect dogs, making them a good counter to Psi Corps Troopers.
  • I'm Melting!: Infantry killed by any nuclear or radiation weapon melt into puddles of residue.
  • Immune to Mind Control: Psi Corps Troopers and Yuri Prime cannot mind control heroes, robots, beasts, cyborgs, enemy Psi Corps Troopers, and units that have previously been affected by Master Control.
  • Instant Armor:
    • Using Glacial Shield forms an extremely durable crystal lattice over the target vehicles instantly, increasing their strength.
    • The Soviet support superweapon Iron Curtain imbues seemingly impossible physical strength on vehicles, turning them completely invulnerable temporarily.
  • "Instant Death" Radius: Being under a Kirov Airship and being dead are not very different.
  • Invisibility Cloak: Disruptors can turn all friendly units and defences beneath them invisible.
  • Invisibility Flicker: Black Eagles and Spirit Bombers can periodically become invisible for short intermittent periods.
  • Invulnerable Attack: Chitzkoi cannot be attacked by anything when leaping at an enemy.
  • It's Raining Men: Both factions have access to paradrops from their respective airfields or a neutral Tech Airport. Additionally, the US has access to mercenary paradrops, Japan deploys their Iron Grunts via the same method, Russian Spetsnaz are delivered by a Badger plane and Libya's Tank Drop support power can paradrop Hammer Tanks.
  • Jack of All Stats:
    • The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently.
    • Homosos Cyborgs are relatively cheap and cost-efficient units (if you use New Soviet Man correctly) whose weapons can deal good damage (though not excel) against most targets on land.
  • Jetpack: Rocketeers, Wasps and Brut use jetpacks to fly around.
  • Jump Jet Pack: When on water, X-Soldiers apparently use a booster pack so they can hover over the water.
  • Kaizo Trap: The second (and ostensibly final) objective in Green Energy (USA 2) is to capture the Libyan Nuclear Reactor. However, upon doing so, the Libyans will sell all of their buildings and rush their remaining units at the Nuclear Reactor in an attempt to destroy it. If you fail to anticipate this (there's no warning beforehand) and let them destroy the Nuclear Reactor, be prepared to restart the mission.
  • Kill It with Fire: Flamethrowers, Scorchers and Devilspawns use flamethrowers; Dante wields a sniper rifle that fires flaming bullets; Tors, Buratinos, Sea Dragons and Hinds fire thermobaric rockets; Abramses and Warthogs have napalm munitions; Sukhoi drop incendiary bombs; Firestorm Walls burn things that come near them; and Initiates set things on fire with their psychic powers.
  • Kill It with Ice: Rikishi, Cryo Warriors and Penguins can dramatically reduce the speed of anything they target and shatter infantry with their cryo weapons.
  • Kill Sat: The Yugoslav Solaris satellite fires a powerful energy beam incinerating all within the blast. The Allies have the Master Control satellite, which mind controls instead of kills.
  • King Mook: Colonel Keen, a hero who appears exclusively as an ally in the United States campaign, looks exactly like a normal Abrams Tank except for his hero insignia.
  • La Résistance: Libya tries to present itself as this, though its use of slaves and chemical weapons suggest otherwise. The Confederation, however, plays this straight, which is further underscored by their more outdated weapons.
  • Laser Sight: Headhunters use one to paint enemy buildings and call airstrikes on them.
  • Life Drain: Grinder Tanks can repair themselves as they attack enemies.
  • Lightning Can Do Anything: Including teleporting units with the Wireless Transfer support power.
  • Lightning Gun: All Soviet subfactions employ Tesla Troopers and Tesla Coils, which fire bolts of lightning at enemies. Their premier user is Yugoslavia with their Tesla Elites, Tesla Mammoths and Dr Dobrilo.
  • Limited Loadout:
    • All jet aircraft can only carry a limited amount of ammunition, which must be reloaded at airfields when depleted (except for the suicidal Sunburst Drones and Scourges).
    • X-Soldiers can only carry a maximum of three 'charges' of X-ray storms at any one time and each takes a significant amount of time to reload.
    • Dante can only carry up to three Fury Drones at any given time.
    • The Tsunami Tank can store up to 3 ammo which can be unloaded rapidly, but reloaded slowly, making the first few shots the most effective.
    • Hind Gunships, called to attack an area via support power, will automatically leave when they run out of ammo.
  • Living Weapon: Plague Strike launches a missile filled with the deadly BH392 'Plague', a biological weapon which saturates affected units with a life-sapping infection.
  • Loud of War: Sonic Enforcers' sound cannons emit a vibration that crushes and tears apart practically anything in its path.
  • Luckily, My Shield Will Protect Me: Their riot shields make Assault GIs very durable by infantry standards.
  • Machine Monotone: Homosos Cyborgs pronounce the same voice lines of the Conscript with a notable mechanical, monotonous voice.
  • Macross Missile Massacre: The Wasp, Aegis Cruiser and Annihilator Turret have a very fast rate of fire, able to launch salvos of missiles.
  • Mad Bomber: Crazy Ivans (as their name would suggest) are a bit too enthusiastic to rid themselves of bombs.
  • Magnetic Weapons:
    • When activated, Minamoto's magnetosphere manipulates the magnetic field, protecting him from harm by deflecting enemy fire and slowing down vehicles caught in the area.
    • The Magnetron's magnetic cannon turns enemy vehicles magnetic, slowing down the target and nearby other vehicles, and deals damage to infantry and buildings.
  • Making a Splash: Giant Squid attack enemy infantry and buildings by flinging water at them.
  • Master of All: Gurkhas are tough soldiers equipped with a machine gun effective against infantry and a missile launcher good against all other targets.
  • Master of Disguise: Spies and Saboteurs can disguise as most human infantry.
  • The Medic: The Medic's main purpose is to heal other infantry; the Rig's and Lifeboat's is to repair ships; and one of the Iron Grunt's is to repair vehicles (which can also be done by Engineers inside an IFV or Scorcher).
  • Mercenary Units: The Secret Lab is a tech building that grants access to a few special units available nowhere else.
  • The Minion Master: Legion Prime has the special ability to create a few expendable Legion Spawn minions which last for a short time.
  • Mobile Factory: The MCV is a vehicle that deploys into the Construction Yard, a building essential for the construction of other buildings. In the Scavengers mode, it is replaced by the War Machine, which is essentially a mobile War Factory armed with a cannon when deployed.
  • Mobile Shrubbery: The Mirage Tank has the unique ability to camouflage itself as a tree or rock as long as the tank is stationary.
  • Molotov Cocktail: Firebrands use molotov cocktails to burn down buildings.
  • Molotov Truck: Demolition Trucks contain mini-nukes, Scourges contain toxins and radioactive material, and both are supposed to blow themselves up in the face of the enemy.
  • Money Multiplier:
    • Ore Purifiers increase the amount of money you get from ore by 25%.
    • Warp Nodes work as this in practice by increasing your miners' speed and reducing the time they need to spend moving between the ore field and Refinery.
  • Mook Commander:
    • Archangels double the armour of friendly vehicles in a 7x7 area.
    • Kommissars boost the strength and speed of nearby basic infantry.
    • The Tor's radar dish improves the accuracy of friendly Rykovs nearby.
    • Cazadors boost the firepower of basic infantry beneath them by 35%.
    • Battle Fortresses boost the armour of nearby infantry by 25%.
    • Perun helicopters boost the speed and firepower of tesla units below.
    • Cataclysms boost the firepower of nearby infantry and vehicles and make them slower as well.
  • More Dakka: The Blitzer's rotary cannon is capable of firing at a remarkably fast rate, which increases as the barrel spins up to full speed.
  • Multiplayer-Only Item: Many units (including all heroes except Tanya) only appear in skirmish games and are never featured in the campaign. In particular, Spies and Saboteurs are explicitly forbidden from being trained.
  • Mythology Gag:
    • The Shinobi, Sunburst Drone and Tsunami Tank are taken from Command & Conquer: Red Alert 3 with minor changes. The Destroyer's amphibious capability also comes from the Assault Destroyer there with a different art design. The Mirage Tank's design and cameo are based on the concept art of the unit of the same name in that game, the Scrambler is reusing the Cryocopter's design, the Bishop is visually based on the Athena Cannon, while the Cryo Warrior is based on the Cryo Legionnaire with a reworked weapon.
    • The Yak is the same unit from the first Red Alert. Bonus points for being described as an outdated aircraft replaced by the Sukhoi that only the Confederation still uses.
    • The Graveller is an improved version of the MAD Tank from the first Red Alert.
    • The Devastator's weapons are called Harkonnen guns, while its cameo and voxel are based on the Command And Conquer Generals Shock Wave version.
    • The skirmish map War Factory has a few neutral GDI Mammoth Tanks.
    • Nikoomba, the informant whom you have to contact in the USA mission Green Energy, is named after the leader of a village whom you have to kill in the first mission in the Nod campaign of Tiberian Dawn.
    • The Firestorm Walls available to the USA function almost exactly like Firestorm Generators from Tiberian Sun.
    • The Confederation's Vandal Scraptanks gain new scavenged weaponry with each veterancy upgrade, echoing the scavenging mechanic of the GLA in Command & Conquer: Generals.
    • Elements based on the GLA from Generals can be found in Libya (use of slave labor, chemical weapons).
  • Neutrals, Critters, and Creeps: Zombies hostile to all player-owned units appear in Dead Resurrection mode, where they arise from killed infantry, and the Graveyard Smash skirmish map, where they will rise from their graves at night if there are units nearby.
  • New Meat: Libyan Bazookas are given little training before being kicked out of the door.
  • Ninja: Or rather Shinobi, who serve as the Japanese replacement for Spies. Instead of disguising like Spies, they can turn invisible and are also armed with throwing stars.
  • Nitro Boost: Units standing near a friendly Warp Node and vehicles affected by Fusion Thrusters gain a massive boost in movement speed.
  • No Campaign for the Wicked: Zigzagged; the only subfaction that has a campaign at all is the United States (which is not considered to be one of the 'good guys').
  • No Experience Points for Medic: Units only gain experience from killing enemy units, so support units like Medics or Defenseless Transports never gain experience.
  • No Historical Figures Were Harmed:
    • President Hamza al-Sanussi of Libya is clearly modelled after real-world Libyan president Muammar Gaddafi.
    • US President Doug MacDonald, meanwhile, is based on Richard Nixon, with a dash of George H. W. Bush for good measure.
  • Non-Combat EXP: Infiltrating an enemy Barracks/War Factory makes all of your infantry/vehicles and non-jet aircraft subsequently start as veterans.
  • No Self-Buffs: Medics cannot heal themselves and only have the same rate of HP regeneration as basic infantry. IFVs and Scorchers carrying Engineers can only repair other vehicles and require another IFV or Scorcher to remove Terror Drones from themselves; similarly, Rigs and Lifeboats cannot repair themselves either.
  • Not Even Bothering with the Accent: Some units with custom voices like the Yak (which is supposed to be Latin American) have an accent from a completely different part of the world (in this case Hungarian), because that's where their voice actor hails from.
  • One-Hit Kill:
    • Vehicles the size of an MBT or bigger are capable of crushing infantry, instantly killing them, though that doesn't work on heavily armoured infantry or heroes. Engineers can also be crushed on water by ships. Battle Fortresses, Vortex Tanks and Cataclysms can also crush smaller vehicles and walls.
    • Infantry units, no matter how much HP they have, are food if attacked by an Attack Dog, Terror Drone or Chitzkoi. In turn, a Terror Drone inside a vehicle is vulnerable to being instantly destroyed if that vehicle is repaired by an IFV or Scorcher carrying an Engineer, or an Iron Grunt.
    • Tanya can instantly blow up vehicles, demolish buildings or sink ships with a C4 charge.
    • Any unit that stands between two Laser Fence posts when it reactivates will instantly get destroyed unless protected by an Iron Curtain.
    • Any infantry targeted by Chronosphere or Iron Curtain will die instantly (except Chrono Legionnaires in case of the former).
  • One-Hit Polykill: The Sonic Enforcers' sound cannon and Dante's sniper rifle deal damage to everything in their path (with a few exceptions).
  • Original Character: Outside of Tanya, Volkov and Chitzkoi, none of the heroes in the mod appeared in any Command & Conquer game.
  • Ornamental Weapon: The Kommissar carries an officer's sabre which never actually gets used in combat.
  • Paper-Thin Disguise: Spies and Saboteurs can dress as Chrono Legionnaires that walk instead of teleporting. It probably isn't going to fool anyone.
  • Percent Damage Attack: Against vehicles, a Valkyrie's bomb inflicts 34% of the target's maximum HP as damage.
  • Plasma Cannon: Plasma cannons are among the armaments used by the Decimator Mech.
  • Poisoned Weapons:
    • Blights and Devastators fire large capsules containing toxins and acids over a small area.
    • Death Hand missiles contain whatever deadly chemicals that might be lying around Libyan manufactories.
    • Viruses fire ammunition containing neurotoxins that produce a cloud of gas once the victim is dead.
  • The Political Officer: Screaming rousing slogans at the lower infantry classes, the Kommissar urges troops onwards against all odds and ensure that if they fear the guns in front of them, they'll succumb to the one at the back of their head. Not one step back!
  • Powerful, but Inaccurate: The Allied Weather Controller is potentially stronger than the Soviet Nuke Silo, but its lightning strikes are random and less consistent.
  • Power Incontinence: Russia's Means of Production support power activates automatically every 7 minutes. Though the power isn't harmful, you still have little control over when your stuff becomes temporarily cheaper.
  • Power Nullifier:
    • Scramblers have the ability to jam enemy radars if close enough to an enemy Construction Yard. They and Floating Discs can also disable base defences by hovering above them.
    • When deployed, a TeraHertz Tank emits a disorienting noise, preventing enemies from using most support powers within the area.
    • The Pintail fires an Arms Jammer which prevents all vehicles standing near the target from using ranged weapons.
    • Using Campaign for Nuclear Disarmament disables all enemy superweapons for 22 seconds.
    • Overseers can hover directly above a building to disable its electronics.
    • Spetsnaz's Blackout charges attach to buildings and disable them for 45 seconds when detonated.
  • Power Up Letdown: Sometimes a crate might end up housing a toxic cloud, an explosion that blows up the unit that picked it up, or reshroud your whole map.
  • Prehistoria: Jurassic Jungle Jigsaw is a skirmish map featuring non-avian dinosaurs and an old Chronosphere from the previous war.
  • Private Military Contractors: The American Regional Support Beacon can call in mercenaries, and Secret Lab units are the results of a corporate-sponsored weapons testing program. Both of them have the ability to generate money when killing enemies.
  • Pstandard Psychic Pstance: The Psi Corps Trooper's cameo depicts him holding two fingers up to his forehead.
  • Psychic Powers: The Soviets have Psi Corps Troopers who mind control enemies and Psychic Sensors which reveal enemy movement. The neutral Initiates can direct their minds to start fires.
  • Race Lift: The original Cryo Legionnaire from Red Alert 3 belonged to the Allies, which did not include Japan (and the Legionnaires themselves are all but stated to come from Austria, given that they're based off of Arnold Schwarzenagger as Mr. Freeze from Batman & Robin). The Cryo Legionnaire in this mod (renamed Cryo Warrior) is a proud Japanese patriot.
  • Rate-Limited Perpetual Resource:
    • Ore drills, which are found in the middle of most ore fields and cannot be destroyed, continuously pump out ore on the ground, though one harvester is usually sufficient to match the speed at which the ore is replenished, so expanding out is still important. Gems give more credits when collected but are never replenished.
    • Neutral Oil Derricks, by far the most common tech structure in the game, provide a slow trickle of income to anyone who captures and owns one. Although these structures don't provide a lot of money compared to mining, they can provide a clear economic advantage to players who can hold them, especially in the late game when ore and gems become scarce. In Bounty Hunters mode, there's no mining and both primary sources of money last indefinitely: Oil Derricks are invulnerable and much more numerous than in standard games (the Bounty Hunters version of Territorial Imperative has 36 Oil Derricks in contrast to the standard version's 10, for example); and killing enemies and razing their structures (something that will not stop until the game ends) award 25% and 50% of the unit/structure's cost to the killer's owner, respectively.
    • Mercenaries (unlocked by the American Regional Support Beacon and Neutral Secret Lab) earn money with every kill; while it's possible to lock your opponent's access to the latter by destroying the Secret Labs, income from the former can only stop when the American player wins or loses the game.
  • Ray Gun: Lightnings, Black Eagles, Aroostooks, Archangels, Cosmonauts, Minamoto and the Decimator Mech use traditional lasers; Dolphins, Prism Tanks and Prism Towers use prism refractors; Desolators and Lamia's cannon fire radiation beams; Titos fire heat rays and Floating Discs fire dissolver beams.
  • Recursive Ammo:
    • The Blight's toxic pills break up on impact, hitting other units nearby.
    • Once over the impact site, the Death Hand missile breaks apart into smaller clusters, releasing a horrific mixture of chemicals.
  • Reduced Resource Cost: An Industrial Plant makes all of your vehicles cheaper (and Russia's Means of Production support power further reduces their cost), while the Cloning Vats and Duplication Facility work as this in practice by creating a copy of every trained non-hero infantry or tier 1-2 vehicle except miners and MCVs (although the Cloning Vats also increases the cost of clonable infantry, the duplication still results in a net discount).
  • Reflecting Laser: The beam fired by Prism Tanks refracts off its primary target onto surrounding units.
  • Regenerating Health: Unlike in the vanilla game, most units (except IFVs, Robot Tanks, Terror Drones, Scorchers and main battle tanks) can regenerate HP when out of combat.
  • Remixed Level: In addition to the original 5-mission USA campaign, the mod also includes a remade version of the vanilla Red Alert 2 campaign.
  • Ret-Gone: The fate of a Chrono Legionnaire's target. This can happen instantly, or over the course of about a minute, pending what is being phased out, how many legionnaires are engaging the target and the rank of the legionnaires. While being phased out, they're left utterly helpless and untouchable.
  • Revisiting the Roots: The mod is more in line with the original Red Alert 2 in spite of being a mod of it's expansion Yuri's Revenge given that the Soviets once again have use of Cloning Vats and the PsiCorps.
  • Robot Dog: Chitzkoi, the cybernetic canine companion of Volkov.
  • See the Invisible: All heroes, anti-air and naval defences, Psychic Sensors, Tech Observation Posts, Attack Dogs, Navy SEALs, SAS Commandos, Shinobi, Headhunters, Crazy Ivans, Firebrands, IFVs, deployed TeraHertz Tanks, Aegis Cruisers, Dolphins, Destroyers, Rykovs, Titos, Giant Squid, Typhoons and Akula Subs can see cloaked or submerged enemies.
  • Ship Out of Water: Zhabas and Destroyers are naval units that can move onto land. On maps without water, or if naval combat is disabled, Destroyers can still be built from the War Factory.
  • Shotguns Are Just Better: Assault GIs and Robot Tanks are fitted with shotguns and autocannons that can tear apart groups of infantry at once, thanks to their wide-spreading scatter effect.
  • Shout-Out:
    • X-Soldiers with their x-ray storms are based on the Starcraft High Templar and their Psionic Storm ability: both deal high damage over time in a small area, must be manually used by the player and can only be used for a limited number of times before needing to be recharged.
    • Disruptors are visually based on the Starcraft Science Vessels. Gameplay-wise, they don't have much in common.
    • Shogun Siege Tanks work similar to the Starcraft Siege Tanks.
    • Blights are functionally based on Starcraft Mutalisks, with similar-looking weapons.
    • The skirmish map The Way to Uganda is named after the Ugandan Knuckles meme.
    • The Tito Artillery is named after a Yugoslav communist revolutionary and political leader Josip Broz Tito.
    • The Iron Grunt, a paradropped unit that doubles as heavy-duty repairer and miner, is adapted from the Starcraft II MULE.
    • The Skitter, a fast harasser hovercraft armed with grenade launchers and three Crab Mines which can never be reloaded, is the Vulture from Starcraft.
  • Shovel Strike: Freed slaves fight with the same shovels with which they used to mine ore.
  • Shown Their Work: The European Federation's borders, given the timeline divergence, are based on pre-WW2 boundaries.
  • Siege Engines: Aroostooks, Bishops, Penguins, Shoguns, Aircraft Carriers, Buratinos, Titos, Siege Choppers, Blitzers, Cataclysms, Sea Dragons, Dreadnoughts, Akula Subs and Magnetrons outrange most stationary defences and are good against buildings.
  • Slave Liberation: The Libyan support power Liberation is the second type, freeing your Slave Miners' slaves, granting them with guns and turning them into Freedom Fighters, giving them emancipation in return for their services in combat. As an enemy, destroying the Slave Miner is the third type, as that will cause them to betray their original owner and join you (although they'll now fight with shovels and won't mine for you).
  • Slave Mooks:
    • Libyan Slave Miners deploy slaves to gather ore.
    • Giant Squid have been mind-controlled and conditioned to serve the Soviets.
  • Smoke Out:
    • Shinobi turn invisible by using a smoke bomb.
    • Dark Shroud calls in a plane to drop a cloud of black smoke that severely reduces the targeting capabilities of whatever inside.
  • Sniper Rifle: Snipers, Viruses and Dante use one to snipe enemy infantry from long ranges. Headhunters have a shorter-ranged anti-materiel sniper rifle.
  • Sniping the Cockpit: Dante and Vultures can kill drivers of enemy non-tier 4 land vehicles if their HP is low enough and if they have drivers at the first place.
  • Space Battle: The Final Frontier game mode is set on the Moon, in the asteroid belt, or anywhere beyond Earth's atmosphere, where both factions combine and adapt their arsenals to an exotic environment.
  • Space Marine: Marines replace GIs and Conscripts as the basic infantry of both factions in the Final Frontier mode.
  • Starting Units: All players start with an MCV which is needed to build a base; more can only be built from tier 2. In the Sole Survivor and Scavengers modes, the MCV is replaced, respectively, by a Demo Truck (which cannot detonate itself) and a War Machine which can never be replaced and whose loss means elimination from the game.
  • Stealthy Colossus: This is kind of the point of a big submarine like the Akula.
  • Stock Footage: The USA Campaign cutscenes use this to visualize the scenario.
  • Stock Ninja Weaponry: Shinobi have shurikens to throw at enemies and smoke bombs to temporarily turn invisible.
  • Stone Wall: Miners have a lot of health and only a normal machine gun (in case of War Miners and Slave Miners) or nothing at all (for Chrono Miners and Iron Grunts) to defend themselves.
  • Storming the Beaches: The first USA mission Intervention involves destroying the defences on the beaches near Benghazi to allow American main forces to land on Libya.
  • Suicide Attack: Crazy Ivans can enter an IFV to turn it into a suicide bomb.
  • Super Serum: The Allies can use combat drugs to boost the speed and damage of GIs, Guardian GIs, Grenadiers, Rikishi, Conscripts, Flak Troopers, Tesla Troopers, Tesla Elites and Initiates.
  • Swirly Energy Thingy: The high-energy warp drive inside the Vortex Tank twists the Higgs field, distorting spacetime in order to slow down and destroy everything caught in the effect.
  • Tactical Superweapon Unit: The European Federation and Russia (each the Powerhouse subfaction of their respective faction) have access to an epic unit, which are very tough and immune to most battlefield hazards but very expensive (at $3000), slow and limited to one per player:
    • The European Vortex Tank has a high-energy 'warp drive' which twists the Higgs Field, creating a vortex which constantly grows in size and where spacetime is distorted, slowing down and destroying everything inside it.
    • The Russian Cataclysm is a gigantic artillery cannon on treads, which fires a ludicrously high-calibre shell, resulting in a huge nuclear blast to send enemies scattering.
  • Taking You with Me: You think you're safe when you shoot down that Kirov or Devastator? Think again: the carcass will explode, dealing heavy damage and potentially taking out a few last victims.
  • Technicolor Toxin: All poison in the game is represented by the colour green, except the Virus', which is purple.
  • Tele-Frag: Chronoshifting vehicles on top of other units will generally destroy whatever units were previously in the destination zone except MCVs, miners, amphibious transports, capital ships, heroes and tier 4 vehicles.
  • Teleportation:
    • Chrono Miners can automatically teleport themselves to any unoccupied friendly Ore Refinery with their cargo. This also ejects any Terror Drone which is infesting the Chrono Miner.
    • The only form of movement for Chrono Legionnaires and Chrono Tanks, which cannot walk or drive.
    • The Allied secondary superweapon Chronosphere can teleport a group of vehicles to any point on the map. Europe has access to the Quantum Lab, which grants the ability to teleport friendly non-tech buildings with Quantum Leap.
    • The only Soviet subfaction with access to this is Yugoslavia, with the Wireless Transfer support power which can teleport units and only works in an area near a Perun.
  • Teleport Interdiction: An epic unit blocks the enemy's usage of Chronoshift in a radius of 4 around it.
  • Temporary Blindness: Any units standing in a Dark Shroud are blinded, losing firepower temporarily.
  • Tesla Tech Timeline: Nikola Tesla's country of birth Yugoslavia features as a member state of the Soviet Union. The Yugoslav government spent a large budget on military research, turning the potential of Serbia's favourite son into reality and arming themselves with his potent electrical and energy based weapons.
  • Time Stands Still: Within a Chrono Freeze bubble, all units are frozen in time, being unable to act but cannot take damage (attacks that bypass armour like mind control or the Terror Drone's instant kill affect them as normal).
  • Throw Down the Bomblet: Grenadiers are armed with conventional grenades; Crazy Ivans with dynamite charges (which they can throw unlike in the vanilla game); Firebrands with molotov cocktails, Volkov with tremor grenades and Lamia with rad grenades. SAS Commandos can also throw their plastic explosive charges a short distance, unlike normal SEALs who must get close to plant them, as can Spetsnaz and their Blackout charges.
  • Time Bomb: It takes a Crazy Ivan bomb a few seconds after being planted to explode.
  • United Europe: The full name of the European faction is the 'European Federation', consisting of France, Germany, Italy, Belgium, Luxembourg and the Netherlands.
  • Universal Driver's License: Engineers and Saboteurs can drive every vehicle if they can get inside them.
  • Vehicular Turnabout: Engineers can commandeer any vehicles whose drivers have been killed by Dante or a Vulture (no matter who originally built them); Saboteurs can hijack enemy vehicles by entering them and killing their drivers (if they have drivers at the first place).
  • Veteran Unit: Most combat units can gain experience by killing foes and get promoted once the total cost of their kills exceed three (for Veteran rank) and six (for Elite rank) times their own. This mechanic is particularly important for Vandal Scraptanks, which gain new weaponry with each veterancy upgrade.
  • Violent Glaswegian: The Battle Fortress has a rather comically over-the-top Scottish accent.
  • Weaponized Teleportation: The Bishop relays target coordinates to an automated satellite which releases a small meteor, propelling it towards the Earth, then signals for a miniature chrono rift to swallow it, instantly teleporting the meteor to a position just a few hundred metres above the surface. This process drastically shortens its time to reach the target, while guaranteeing accuracy with pinpoint precision.
  • Weapon of Mass Destruction: Both offensive superweapons: the Soviets' nuke silo and the Allies' Weather Control Device.
  • Weapon of X-Slaying: Blights can deal exceptional damage to miners with their chemical missiles, uniquely designed to penetrate the armour of mining vehicles and react with the ore inside.
  • Weather-Control Machine:
    • The Weather Controller creates a massive, highly damaging lightning storm over a given area when activated.
    • The stolen tech Stormfront utilises a miniature Weather Controller to direct lightning strikes.
    • The Perun attracts random lightning strikes near itself.
  • What a Piece of Junk:
    • According to the manual, Yaks are outdated excuses of planes that can do little more than firing their inaccurate, obsolete machine guns at infantry and light vehicle masses. In the game itself, they are a cheap and fairly effective anti-infantry jet for the Confederation.
    • Vehicles produced by a Duplication Facility, despite being described as cheap replicas, are no less effective than the originals produced from the War Factory.
  • Worker Unit: The MCV is needed to build structures and losing the MCV without being able to replace it usually means losing the game. Ore miners gather ore and transport it to Refineries for procession into money.
  • Wrench Wench: The British heroine Spanner, a gifted engineer who fights by throwing spanners, can repair friendly vehicles, and is the only person capable of piloting the Decimator Mech and Annihilator Turret.
  • You Nuke 'Em: The iconic Soviet superweapon is a big Tactical Nuke Silo. Smaller nuclear warheads are used by the Demolition Truck, Vulture, Akula Sub, Stalin's Fist and Cataclysm.
  • You Require More Vespene Gas: Credits (needed to build all units and buildings or use most support powers) would be gold. Power is, well, power: it is produced by power plants and required by many buildings; having power demand exceed power supply would result in production speed being slowed down, radar and most base defences shutting down, and support power cooldowns being put on hold. Population is exclusively used by jet aircraft: you can only have at most 4 jets per airfield in your possession.
  • You Shall Not Pass!: Desolators can create a contamination zone deadlier than a nuclear missile's, and destroy nearly anything that comes through in a matter of moments.

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