Yuri's Army

Yuri's Army

C&C: Yuri's Revenge

Units

Initiate

As a basic infantry unit in Yuri's Army, the Initiates use their psychic control as a weapon. Like GIs and Conscripts, the Initiates can be posted to garrisonable civilian buildings.

Brute

Yuri’s anti-tank infantry unit is called the ‘Brute’, a genetically modified monster designed to crush anything in its path. Dogs avoid the Brutes and never attack them.

Engineer

Although he is unarmed, the Engineer is an extremely useful unit. Careful use of teams of Engineers can completely change the outcome of a battle. Bear in mind that if you use an Engineer, you lose him. Engineers are used to repair destroyed bridges (you must enter the repair room), capture enemy structures, repair your own, and repair and capture neutral technical buildings. Engineers can also defuse Crazy Ivan’s bombs by targeting the unit or structure that has been mined.

Virus

This ferocious infantry unit is armed with a long-range rifle capable of killing any infantry unit with a single shot. Worse still, the victim is not killed by a bullet but by a powerful toxin that releases a dangerous residue. This residue subsequently damages any infantry unit that comes into contact with the toxic cloud left behind by the victim of the Virus.

Cosmonaut

This unit is exclusively designed for lunar combat. It is armed with a laser pistol and hovers over the battlefield.

Yuri's clone

This seemingly defenceless unit possesses a modified, highly developed Mastermind, which enables it to take control of most enemy units. Whilst Harvesters, Attack Dogs, Masterminds, Yuri’s Clones, Heroes and all flying units are immune to Yuri’s Clone’s psychic control, all other units are at risk of being captured and forcibly conscripted into Yuri’s forces. When faced with large numbers of infantry units, a Yuri clone can be deployed to create a vast psychic wave, which injures or kills nearby infantry.

Yuri

To counter Tanya and Boris, Yuri could think of nothing better than himself. Perched atop a gigantic flying tank, Yuri is a far more powerful and formidable unit than the Yuri clone. Like the other heroes, Yuri cannot be run over by vehicles, regenerates automatically and is immune to psychic control. Like his clones, Yuri can take control of most enemy vehicles and infantry units, as well as most enemy buildings, even turning enemy defences to his own advantage. Furthermore, Yuri possesses a powerful psychic blast attack that instantly eliminates infantry within its area of effect and even damages units outside the immediate radius of the explosion. Yuri has better control over the effects of this weapon than his clones, as when he launches this attack, he does not damage his allies.

VCM

Yuri’s VCM is identical to those used by the Allied Forces and the Soviets, except when it is deployed, as it then creates a Yuri Construction Yard.

Slave Miner

Instead of relying on a conventional harvester, Yuri’s economy uses a slave harvester. The structure deploys entirely near a mine and releases slaves there to gather ore. When mobile, a damaged Slave Miner is capable of self-repair, and when deployed, the structure can be repaired by sending an Engineer to it. Any slave killed by the enemy is automatically replaced by the Slave Miner.

Chaos Drone

Once deployed, this small vehicle releases a cloud of hallucinogenic toxins that drives enemies mad. The attack power of these rampaging units is significantly increased, and they automatically target friendly units before attacking enemies.

Lasher Tank

The Lasher Tank is Yuri’s standard tank, comparable to the Allied Forces’ Grizzly tank and the Soviets’ Rhino Tank. Like its two counterparts, it is designed for tank battles.

Mastermind

Another new development stemming from Yuri’s psychic control technology is the Mastermind vehicle, which is capable of controlling the minds of a large number of enemy units simultaneously. However, this unit cannot prevent itself from taking control of additional enemy units. And when this unit exceeds the limit, it malfunctions and self-destructs, thereby releasing all the units it had previously taken control of.

Magnetron

When deployed against vehicles, this exceptional weapon releases a powerful magnetic field that lifts the enemy vehicle, drawing it towards Yuri’s forces where it can be controlled psychically. Furthermore, the magnetron can inflict considerable damage on buildings by firing a powerful magnetic beam at them. The main drawback of the magnetron is that it is virtually defenceless against enemy infantry, as it possesses no effective weapon against them and cannot magnetise them to draw them closer to its support troops.

Gatling tank

Whilst the Allies have prism technology and the Soviets have the Tesla, Yuri’s engineers have developed the Gatling. The Gatling tank is equipped with twin 50-calibre machine guns that offer a high rate of fire, unleashing a hail of bullets that shred enemy infantry and air units in no time at all. One of the unique features of this weapon is that the longer it fires, the faster the barrels fire and the greater the damage becomes. This is why Gatling tanks are particularly effective in prolonged battles.

Transport

Yuri's amphibious transport vehicles are identical to those used by the Allied and Soviet armies.

Boomer

Just like the Soviet Typhon submarines, the Boomer is a stealth unit, capable of approaching an enemy position without being detected. The Boomer is also capable of firing formidable torpedoes at other enemy naval units. However, it is its ballistic missiles – used to strike land-based targets – that make the Boomer such a feared unit.

Floating Disc

The Skirmisher is a powerful unit, capable of causing widespread chaos within an enemy base. Its small Laser Turret is effective against infantry, including allied Soldiers (Rockets), and can also inflict substantial damage on vehicles and buildings. More importantly, when a Floating Disc is placed on an enemy Power Plant, it immediately cuts off the power supply to the entire base. Floating Discs can also be positioned on enemy Tiberium Refineries to siphon off enemy resources to fuel Yuri’s war effort. A Floating Disc placed on a defensive structure that requires power will quickly render that structure inoperable.

Buildings

Construction Yard

Yuri’s Construction Yard is identical to those of the Allied Forces and the Soviets, except that it allows Yuri to construct different buildings.

Bioreactor

The Bio Reactor is Yuri’s main source of energy. When there is a shortage of energy, infantry units can be placed inside the Bio Reactor. Each unit then significantly increases the amount of energy produced. Infantry can leave the Bio Reactor at any time and are automatically released if the Bio Reactor is destroyed.

Slave Miner

Instead of relying on a conventional harvester, Yuri’s economy uses a slave harvester. The structure deploys entirely near a mine and releases slaves there to gather ore. When mobile, a damaged slave collector is capable of self-repair, and when deployed, the structure can be repaired by sending an Engineer to it. Any slave killed by the enemy is automatically replaced by the slave collector.

Barracks

Yuri’s barracks are identical to those of the Allied Forces and the Soviets, except that they obviously produce Yuri’s infantry units.

Submarine Pen

Yuri’s Submarine Pen is identical to the Allied and Soviet Naval Yards, except that it allows you to produce Yuri’s Transport ships and Boomer submarines.

Psychic Radar

Yuri’s Psychic Radar possesses all the capabilities of the Psychic Sensor, formerly used by the Soviet army. Once deployed, it pinpoints the targets of enemy attacks within its range. Yuri’s engineers have significantly improved the device, enabling it to function as a radar as well. Once installed, the Psychic Radar immediately begins to develop Psychic Reveal technology.

Weapons Factory

Yuri’s Weapons Factory is identical to those of the Allied Forces and the Soviets, except that it obviously produces Yuri’s vehicles.

Battle Lab

Yuri’s Battle Lab allows you to produce advanced units and structures, just like the Allied Forces or Soviet Battle Labs.

Grinder

Thanks to his psychic abilities, Yuri often finds himself with a number of captured units that he prefers to recycle rather than use. The Grinder was therefore designed for this purpose. Once in place, the Grinder allows any vehicle or infantry unit currently under Yuri’s control to be recycled. Any unit sent into the Grinder is immediately destroyed, adding all or part of the unit’s production cost to Yuri’s war chest.

Cloning Vats

Every time a new infantry unit is created in a barracks, a clone of that unit is produced free of charge in the Cloning Vats.

Citadel Walls

The walls of the Yuri Citadel are similar to those used by the Allied Forces and the Soviets. They are designed to protect vulnerable or fragile structures.

Tank Bunker

Once in place, this structure has no specific defence mechanisms. However, any turreted vehicle – with the exception of the magnetron – can be made garrisonable inside the Tank Bunker, thereby providing it with additional defence and firepower.

Gattling Cannon

This defensive structure operates on the same principles as the Gattling Cannon, with sustained fire leading to increased damage and confusion. This weapon is always effective against infantry, regardless of the rate of fire of its guns.

Psychic Tower

The Psychic Tower automatically takes control of the minds of the first units to come within its range, turning them against their former ‘friends’. These units are fully controllable and can be sent into battle or to the Grinder. Once it reaches its limit on the number of units it can control, the Psychic Tower is left with no means of defence.

Genetic Mutator

The first of Yuri’s super-weapons is none other than the Genetic Mutator. Once ready and deployed, this device transforms all enemy units within its area of effect into Brutes. Both enemy and friendly units are equally affected by the Genetic Mutator and are therefore all transformed into Brutes under Yuri’s control. Attack dogs and all other animals (octopuses, Dolphins, cows, etc.) are not transformed into Brutes by the Genetic Mutator; they are simply killed.

Psychic Dominator

Once ready for operation and deployment, this weapon unleashes a massive burst of psychic energy that transfers control of all units within its area of effect to Yuri. These new additions to Yuri’s Army can be sent into battle or to Yuri’s base for a quick trip through the Grinder or the bioreactor. Units that are generally immune to psychic control, as well as those on garrison duty, are unaffected by the Psychic Dominator. Once a unit has been taken over by the Psychic Dominator, its mind can never again be controlled. The Psychic Dominator’s psychic blasts also damage nearby structures.

Superweapons

Psychic Reveal

Force Shield

The Force Shield renders buildings and vehicles in the selected area invisible for a short time; however, it causes a power cut immediately afterwards...

Dominate

Once ready for operation and deployment, this weapon unleashes a massive burst of psychic energy that grants Yuri control over all units within its area of effect. These new additions to Yuri's Army can be sent into battle or to Yuri's base for a quick trip through the Grinder or the bioreactor. Units that are generally immune to psychic control, as well as those on garrison duty, are unaffected by the Psychic Dominator. Once a unit has been taken over by the Psychic Dominator, its mind can never again be controlled. The Psychic Dominator’s psychic blasts also damage nearby structures.

Mutate

The first of Yuri’s super-weapons is none other than the Genetic Mutator. Once ready and deployed, this device transforms all enemy units within its area of effect into Brutes. Both enemy and friendly units are equally affected by the Genetic Mutator and are therefore all transformed into Brutes under Yuri’s control. Attack dogs and all other animals (octopuses, Dolphins, cows, etc.) are not transformed into Brutes by the Genetic Mutator; they are simply killed.