Red Alert 2: Apocalypse
Red Alert 2: Apocalypse
Red Alert 2: Apocalypse

* Red Alert 2: Apocalypse complete Units, Structures and Superweapons descriptions. *

          > Infantry Units

     00) General Stratos (Hero)

Surviving multiple encounters with the Soviet forces, General Stratos is considered a symbol of the Allied forces. He is armed with a custom made gun with high explosive rounds. The HE rounds can damage anything very easy.
Prerequisite: Barracks, Allied Battle Lab
HP: 300
Cost: 3000
Tech Level: 10
Build Limit: 1

     01) Prism Trooper

After the Prism technology reached a high enough development level, the Allies designed light prism weapons. The field implementation of this weapons resulted in the deployment of the Prism Trooper. The weapon also has the advantage that it can fire against air targets.
Prerequisite: Allied Barracks, Allied Radar
HP: 150
Cost: 1100
Tech Level: 5

    02) Chrono G.I.

Some of the Allied generals considered necessary that special G.I. squads should be equipped with Personal Translocators. After the decision was approved, Chrono GIs were deployed. They can instantly teleport to any scanned location. Due to the requirements of the Translocators, the sand bags and heavy weapons had to be discarded, but in favor of the possibility of a surprise attack.
Prerequisite: Allied Barracks, Radar
HP: 150
Cost: 300
Tech Level: 4

     03) Cyborg Commando

The Cyborg Commandos were the Allies response to the Soviet Termination units that proved to be the horror of any infantry and even light and medium vehicles. The unit is equipped with an experimental plasma gun that will deal great amounts of damage against any type of materials.
Prerequisite: Allied Barracks, Battle Lab
HP: 700
Cost: 1750
Tech Level: 10

    04) Field Medic

Even if in modern warfare, medic will not make a difference, the Allied High Command decided that field medics were a good choice, especially for troop’s morale. The medic is recommended to be used with strike squads that have a very limited number of members.
Prerequisite: Allied Barracks
HP: 125
Cost: 400
Tech Level: 4

     05) SAS

Great Britain decided that SAS units enter the service of all the Allied countries, making a big difference in the field in favor of the allies.
Prerequisite: Allied Barracks, Radar
HP: 150
Cost: 1250
Tech Level: 7

    06) Chrono Marine

After G.I. were equipped with Translocators, their efficiency was good enough for the Allies to decide that special units should have the same advantages. The Chrono Maries are equipped with C4 charges and a special modified light machinegun.
Prerequisite: Allied Barracks, Allied Battle Lab
HP: 125
Cost: 1600
Tech Level: 7

     07) Chrono Blocker

Due to the success of the neutron equipped soldiers, the Allies created a new generation of battle suits and neutron rifles. And so the new Chrono Blockers entered the battlefield, causing even more damage than the previous generation.
Prerequisite: Allied Barracks, Battle Lab
HP: 125
Cost: 1500
Tech Level: 10

    08) General Volkov (Hero)

After a period of absence, a great hero of the Soviet Union returns. General Volkov comes back armed with a secret prototype of the Dragunov sniper rifle that fires high explosive armor-penetrating rounds.
Prerequisite: Soviet Barracks, Soviet Battle Lab
HP: 400
Cost: 3000
Tech Level: 10
Build Limit: 1

    09) Acid Trooper

Since the soviets were using robber-based combat suits for the sock troopers, they decided to give them an additional use. They equipped soldiers with acid guns and deployed them. The acid guns have short range, but are very devastating.
Prerequisite: Soviet Barracks, Soviet Battle Lab
HP: 150
Cost: 1200
Tech Level: 8

    10) Terminator T-4000

This unit was kept secret until the 4th prototype was created. The T-units were not deployed until a flawless model existed. That model was the T-4000. The unit is armed with a modified Vindicator Minigun with armor-penetrating 7.62x64mm ammo. The Termination units were made to clean-up everything on the battlefield, and so they do. Without heavy armor or special weapons, engaging those units in combat is futile.
Prerequisite: Soviet Barracks, Battle Lab
HP: 2000
Cost: 2500
Tech Level: 8

    11) Special Forces

In response to the Allied deployment of SEALs on the battlefield, the Soviets decided to commit their special forces too. Those soldiers are well armed, well trained and will make a difference when necessary.
Prerequisite: Soviet Barracks, Battle Lab
HP: 250
Cost: 1400
Tech Level: 8

     12) Soviet Stealth Spy

Due to the exaggerated us of spies by the Allied forces, the Soviets decided to implement the usage of spies too. Their spies however, come equipped with the latest model of Soviet Personal Cloaking Device. Only units with enhanced detection capabilities will be able to spot them.
Prerequisite: Soviet Barracks, Soviet Battle Lab
HP: 200
Cost: 2000
Tech Level: 6

     13) Ghost

The Ghost units, names so after the panic they caused in the Allied ranks, are equipped with a reverse-engineered neutron weapon and a Soviet Personal Cloaking Device. Those units are very efficient because they can strike at any time with good firepower.
Prerequisite: Soviet Barracks, Soviet Battle Lab
HP: 200
Cost: 2000
Tech Level: 8

    14) Tesla Commando

After the Tesla Troopers proved that a shock can make a big difference, the Tesla research was continued and bigger portable Tesla weapons were developed. When deployed, the Tesla Commando can fire a much more powerful Tesla gun.
Prerequisite: Soviet Barracks, Soviet Radar
HP: 250
Cost: 1300
Tech Level: 7

     15) Saboteur

Disguised as any possible enemy, the Saboteur is equipped with TNT charges.
Prerequisite: Soviet Barracks, Radar
HP: 150
Cost: 1250
Tech Level: 6

     16) Heavy Conscript

The Soviet Conscripts, although some good Commander won battles with them, were always considered the cannon fodder of the Allied-Soviet war. Well, not any more. Now they have new equipment: machineguns and deployable grenade launchers.
Prerequisite: Soviet Barracks, Radar
HP: 150
Cost: 300
Tech Level: 1

     17) General Stallion (Hero)

General Stallion was originally captured by Yuri's forces. After some intense brain washing, he became one of the most trusted generals in Yuri's army.
Prerequisite: Yuri Barracks, Yuri Battle Lab
HP: 450
Cost: 3000
Tech Level: 10
Build Limit: 1

     18) T-Rex

After some extensive DNA research, Yuri's R&D managed to create a very nice breed of T-Rex. The cloning vats took care of everything else. Although the T-Rex is not very efficient against modern firepower, the psychological effect on enemy forces is huge.
Prerequisite: Yuri Barracks, Yuri Battle Lab
HP: 1600
Cost: 1500
Tech Level: 7

     19) Apprentice

The Apprentices, the next level of the Initiates are equipped with psychic amplifier weapons allowing them to amplify their generated psychic damage.
Prerequisite: Yuri Barracks, Yuri Radar
HP: 125
Cost: 1150
Tech Level: 8

     20) Hijacker

If enemy forces can be mind controller, one should steal any of their vehicles too. The Hijacker will enter inside any enemy vehicle, kill the crew and steal the vehicle. It's very good to have a few of them as support. Prerequisite: Yuri Barracks, Yuri Battle Lab
HP: 175
Cost: 1500
Tech Level: 6

     21) Mad Dog

Yuri found that Dogs that are left over experiments are very good at decimating enemy infantry, therefore introduced them to the battlefield.
Prerequisite: Yuri Barracks
HP: 125
Cost: 200
Tech Level: 2

    22) Marine Clone

First lot of cloned Allied marines, were re-equipped with machinegun and C4 charges. They are useful enough to worth continuing cloning.
Prerequisite: Yuri Barracks, Yuri Radar
HP: 250
Cost: 1200
Tech Level: 6

     23) Synthetic

The Synthetic is a cybernetic unit designed to resist massive amounts of damage. Dressed properly and with a briefcase full of TNT, this unit will cause significant damage before it can be disabled.
Prerequisite: Yuri Barracks, Battle Lab
HP: 1000
Cost: 2000
Tech Level: 10

     24) Rocket Trooper

Due to the increased usage of air units, there was the need for additional anti-air support. The Rocket Trooper is good against all common air units. Inside a vehicle, it can be even more efficient.
Prerequisite: Yuri Barracks, Radar
HP: 125
Cost: 600
> Tech Level: 4

     25) Chrono Yuri Prime (Yuri Special)

After Allied technology was disassembled, Yuri's Elite Psi troopers were equipped with Translocators, turning them into unstoppable tools of mass control.
Prerequisite: Yuri Barracks, Yuri Battle Lab, Yuri Special Projects Research Facility
HP: 500
Cost: 12000
Tech Level: 10
Build Limit: 1

     26) Soviet Sniper (Stolen Soviet Tech)

Who is good enough to steal from the old stockpile of Soviet Dragunov sniper rifles, good for him. He will be able to equip and train his troopers with those great rifles. Be careful though, those deal very high damage if handled properly.
Prerequisite: Barracks, Radar
HP: 250
Cost: 1500
Tech Level: 4

          > Naval Units

     00) Allied Missile Sub

After losing a number of very important transports, although they were escorted, the Allies decided to reintroduce large amounts of submarines in use. The subs were also fitted with cruise missiles that can attack ground targets.
Prerequisite: Allied Shipyard, Radar
HP: 800
Cost: 1500
Tech Level: 3

     01) Advanced Aircraft Carrier Mk II

The refit of the old Allied Carrier was not enough to meet the battlefield demands. A new model was therefore introduced. The new model supports a larger number of fighters.
Prerequisite: Allied Shipyard, Allied Advanced Airforce Research Facility
HP: 1200
Cost: 5000
Tech Level: 9

     02) Battlecruiser

The late refitting of the Allied subs generated a lot of debates among the Allied generals that eventually deiced to reactivate and redeploy all available Battlecruiser class ships. The cannons on them were upgraded to newer models, but the accuracy has suffered due to the speed of the reassembly and the targeting software compatibility problems.
Prerequisite: Allied Shipyard, Battle Lab
HP: 2000
Cost: 3000
Tech Level: 6

     03) Repair Ship

Problems with refitted ships and a good damage control required for Aircraft Carriers imposed the need to have a large amount of Repair Ships on the field. They are dispensable and fast buildable.
Prerequisite: Allied Shipyard, Radar
HP: 600
Cost: 1200
Tech Level: 6

     04) Tesla Destroyer

Since Tesla technology proved to be very reliable, the Soviets decided to implement it on naval units. Old Soviet destroyers were refitted with a modified version of Tesla Launchers. The new destroyers are proving to be very good against large packs of ships.
Prerequisite: Soviet Shipyard, Radar
HP: 1200
Cost: 2000
Tech Level: 8

     05) Heavy Cruiser

Because the Soviets dismantled their old Heavy Cruisers, passenger ships were refitted and re-armored to be used as Heavy Cruisers. The Soviets mounted advanced pulse lasers on them to be used as weapons, because the infrastructure could not support heavy cannons. The advantage of all this was that the ships look like passenger ships, fooling the enemy fleets into not attacking them until it was too late.
Prerequisite: Soviet Shipyard, Battle Lab
HP: 1000
Cost: 3000
Tech Level: 7

    06) Advanced Missile Corvette

For fast strikes against enemy docked ships and large ship support, the Advanced Missile Corvette was massively deployed. The ship is fast, maneuverable and it has a low radar detection rate.
Prerequisite: Soviet Shipyard, Radar
HP: 700
Cost: 1300
Tech Level: 4

     07) Advanced Nuclear Dreadnought

After the Soviet Dreadnoughts generated panic to the entire Allied coast, the Soviet War Research Division decided to build a heavier version of the Dreadnought, fitted with Light Tactical Nuclear Cruise Missiles.
Prerequisite: Soviet Shipyard, Soviet Advanced Nuclear Research Facility
HP: 2500
Cost: 4000
Tech Level: 10

     08) Gunboat

Fast but well armored Gunboat, with mounted 112mm cannons. It entered the service as the first massively produced naval unit of Yuri's forces. Usually it is used to harass larger enemy naval units like Aircraft Carriers or Dreadnoughts.
Prerequisite: Yuri Shipyard
HP: 800
Cost: 1600
Tech Level: 4

     09) Sea Wraith

This ship although it supposes to be the first massively produced naval unit of Yuri's forces, its deployment was cancelled until after the development of the Battleship. After the Battleships entered service, a good escort ship was required for tactical support. The Sea Wraith project was reactivated and mass production of this ship started.
Prerequisite: Yuri Shipyard, Radar
HP: 800
Cost: 1800
Tech Level: 3

     10) Battleship

Yuri probably made its best choice regarding naval units when he decided to gather all discarded old Soviet Battleships and refit them. After the first refit, the Special Projects Research Facilities completed their work on a high-yield laser weapon. The Battleships were then refitted with the additional new HY lasers. In their current state, Yuri's Battleships are by far the most powerful known naval units.
Prerequisite: Yuri Shipyard, Yuri Special Projects Research Facility
HP: 4000
Cost: 10
Tech Level: 5000

    11) Swarm Ship

Prerequisite: Yuri Shipyard, Battle Lab
The Experimental Fighter research Division of the Special Projects Research Facility came up with some overall good fighters that had a major drawback: very low autonomy. For everything not to go to waste, a new design of ship was created, so that the previously designed fighter would fit it. So, the Swarm Ship was born.
HP: 750
> Cost: 3500
Tech Level: 7

     12) Suicide Torpedo

Because the number of Boomer Subs in Yuri's naval fleet was relatively small, and the cost of boomer production was high, it was decided that something more efficient must come in. The suicide torpedo was created. A simple torpedo design, filled with explosives and fitted with a high-performance controllable driving system.
Prerequisite: Yuri Shipyard, Yuri Battle Lab
HP: 200
Cost: 700
Tech Level: 10

     13) Psy Corvette

The Psy Corvette is a ship outfitted with a psychic controller tower. The ship will be able to take control of enemy units.
Prerequisite: Yuri Shipyard, Radar
HP: 800
Cost: 2000
Tech Level: 8

          > Air Units

     00) Ion Satellite

This was a very interesting design. A solar-powered low-altitude satellite fitted with an Ion Cannon powered by a Fusion Cell. Many doubted this would be a viable design, but the combat trials proved them relatively wrong. The Ion Satellite is worth it.
Prerequisite: Allied War Factory, Allied Advanced Airforce Research Facility
HP: 500
Cost: 4000
Tech Level: 10

     01) F117A

This is a well known aircraft. The Allies fitted it with Uranium bombs, turning it from an obsolete sitting duck to a very good fast strike aircraft.
Prerequisite: Allied War Factory, Radar, Allied Advanced Airforce Research Facility
HP: 150
Cost: 3500
Tech Level: 9

     02) Apache

The Apache is back. The Allied Command considered that a good support air unit is required. The Apache can be used against anything and will prove to be a good addition to any assault force.
Prerequisite: Allied War Factory, Radar
HP: 200
Cost: 1200
Tech Level: 7

     03) F18 Interceptor

The F18 was fitted with high performance AA missiles and was deployed to be used against any type of enemy air power. Although not too powerful, it was produced in very large numbers.
Prerequisite: Allied War Factory, Radar
HP: 250
Cost: 2000
Tech Level: 9

     04) F15 Totality

Because the F15 proved to be overall more reliable than the F18, it was the F15 that was greatly improved and refitted. Among the refits, the fighter received a Cloaking device, a good reverse-engineering of Soviet cloaking technology.
Prerequisite: Allied War Factory, Radar, Allied Advanced Airforce Research Facility
HP: 300
Cost: 3000
Tech Level: 10

     05) SU27

Although the SU27 was able to outfight any known Allied fighter, since the creation of the new MiG 49, its role was changed to that of a Tactical Attack Fighter. The SU27 was therefore fitted with Tactical Atom Bombs.
Prerequisite: Soviet Helipad
HP: 250
Cost: 6000
Tech Level: 10

     06) MiG 49

The MiG 49 Ultra is the new design of the Soviet Air Research Divisions. It has the latest cloaking device and weapons. It can be used against any type of land, naval or air target.
Prerequisite: Soviet War Factory, Radar, Battle Lab
HP: 400
Cost: 3500
Tech Level: 10

     07) Hind Transport

Since fast transportation was required more and more in the Soviet army, the Hind was resurrected. Armed with machinegun and modified to carry additional weight, the Hind is now back in usage.
Prerequisite: Soviet War Factory
HP: 250
Cost: 1000
Tech Level: 7

     08) Cosmonaut

The advanced lunar explorations lead the Soviet to developing an advanced combat suit for lunar astronauts. The suit was later adapted to be used in Earth atmosphere, at high altitudes.
Prerequisite: Soviet Barracks, Radar
HP: 125
Cost: 600
Tech Level: 3

     09) Borg Sphere Prime

After a disabled Borg Cube crashed on mars in unknown conditions, the Soviets recovered the surviving parts and started to reverse-engineer the technology. After decades of research, they finally developed the Sphere and the Cube. The Sphere development was easier, because most of the original Borg Sphere that was inside the Cube survived the crash. As weapons, the Sphere uses a medium yield Cutting Beam and the Drone Controller.
Prerequisite: Soviet War Factory, Soviet Battle Lab
HP: 1000
Cost: 5000
Tech Level: 10

     10) Magnetic Disk

The Advanced Gravimetric Research Divisions came up with a very good combination. They added levitators to an old disk prototype, creating a new purpose unit. The Magnetic Disk can terminate units very fast by levitating them. Ground units can be sunk this way and naval units can be crushed on land.
Prerequisite: Yuri War Factory, Battle Lab
HP: 400
Cost: 2500
Tech Level: 8

     11) Golden Eagle Fighter

The GEF (Golden Eagle Fighter) was initially created to resist high amounts of thermal damage, so that the fighter will be able to exit the atmosphere. Later on, the out of the atmosphere idea was abandoned. However, its thermal resistant armor proved that it was quite able to handle any other type of damage well enough. A refitted version of the GEF entered the battlefield. As weapon, the GEF uses high yield lasers.
Prerequisite: Yuri War Factory, Battle Lab
HP: 150
Cost: 2400
Tech Level: 9

     12) Drop Ship

Since the Allies and the Soviets both had fast transport aircraft, it was time for Yuri's forces to implement an alternative to them. That alternative was the Drop Ship.
Prerequisite: Yuri War Factory
HP: 400
Cost: 1000
Tech Level: 4

     13) JetPack Marine

Cloning marines proved to be good for business. After cloning technology evolved, two large corporations emerged. Both handled military projects. If the first corporation chose to deliver it's marine as infantry forces, the second one chose to make them part of the air force. Advanced jetpacks were developed. The final product was the JetPack Marine.
Prerequisite: Yuri Barracks, Radar
HP: 125
Cost: 700
Tech Level: 3

     14) Strike Bomber

After stealing a good pack of multi-warhead weapons, Yuri's forces saw that they had no real means of delivering them. So, they created the Strike Bomber that was build just for that purpose. The bomber has a good range, and uses old stealth technology, but it is recommended that you escort it.
Prerequisite: Yuri War Factory, Radar, Special Projects Research Facility
HP: 300
> Cost: 2750
Tech Level: 10

     15) Super Cobra

The Cobra was designed for support only. It can support Strike Bombers, Drop Ships, and Swarm Ships and even escort a large variety of ground units. It's good to have a few around because you might eventually need them.
Prerequisite: Yuri War Factory, Radar
HP: 300
Cost: 1200
Tech Level: 7

     16) Chaos Missile

After the experimental Chaos Drone proved to be below expectations, Yuri ordered a better Chaos Gas based weapon to be developed. After some research, it was determined that it was not the weapon that was inefficient, but the means of delivery. Therefore, the Chaos Missile was created. The missile travels very fast and is not easy to intercept. It's a new and better solution to a good existing weapon.
Prerequisite: Yuri Air Pad
HP: 125
Cost: 1250
Tech Level: 7

     17) Borg Tactical Cube (Soviets Special)

Sometime after the development of the Sphere, the Soviets managed to build fully functional Borg Cubes. Although the Cube does not have the adaptability to weapons the original ones had and it is a lot lighter, it is a very powerful weapon that will be next to impossible to stop. The Cube uses as weapon a very high yield Cutting Beam that will rip through anything in seconds.
Prerequisite: Soviet War Factory, Soviet Battle Lab, Soviet Advanced Nuclear Research Facility

HP: 2500
Cost: 15000
Tech Level: 10
Build Limit: 1

     18) Strike Fighter (Used by Airstrike)

Strike Fighter is a converted Mirage fighter modified to fire a new type of bunker-piercing missile. The fighter is not deployable on the battlefield and it's only summoned via airstrikes.
Prerequisite: Airstrike Command
HP: 200
Cost: N/A
Tech Level: N/A

     19) Swarm Fighter (Swarm Ship's fighters)

If the Swarm Ship were not to be designed, this fighter would of have been a project failure. Luck for it, the Swarm Ship was implemented and the Swarm Fighters were fitted on it.
Prerequisite: Swarm Ship
HP: 150
Cost: N/A
Tech Level: N/A

          > Ground Units

     00) Xaeus Tank

Managing to get some Tesla Tank coils proved to be a challenge for the Allies. When they did manage to get some and had them analyzed, they got the idea to combine some technologies. By combining Tesla technology and Weather Control technology, the Xaeus tank was created. This tank can generate small lightning storms that will cause significant damage.
Prerequisite: Allied War Factory, Allied Battle Lab
HP: 500
Cost: 3000
Tech Level: 10

     01) Kodiak

The Mech Research Divisions came up with a very solid mech architecture that allowed the mounting of very advanced rocket launchers. This although a slow unit, it will deal some very good damage.
Prerequisite: War Factory, Battle Lab, Allied Robot Control Center
HP: 400
Cost: 2200
Tech Level: 5

     02) Demolisher Tank

This unit was designed with a weapon capable to eliminate almost any base defenses in one shot. Due to the special projectiles used, the gun of the unit is not too accurate. Anyway, just a few of them will clean-up any base of its defenses, allowing the main force to attack.
Prerequisite: Allied War Factory
HP: 300
Cost: 2700
Tech Level: 8

     03) Advanced Chrono Miner

Faster mining was necessary. The Allies created a more advanced Heavy Translocation Device that was mounted of the new generation of Chrono Miners.
Prerequisite: Allied War Factory, Refinery, Allied Battle Lab
HP: 1200
Cost: 3000
Tech Level: 8

     04) Challenger Heavy Tank

The old Challenger Heavy Tank was a little improved with additional armor and a high performance gun. Overall it can be relied on as a main battle tank for the Allied forces, even if it cannot go one on one with the Soviet Apocalypse Tank.
Prerequisite: Allied War Factory, Radar
HP: 600
> Cost: 1750
Tech Level: 7

     05) Mirage Transport

Using the advanced technology of the Mirage Tank, the Allied developed a transport with the same disguising properties. This transport is very good because it adds infantry support to the Mirage MK 3 Tank.
Prerequisite: Allied War Factory
HP: 150
Cost: 1000
Tech Level: 4

     06) Chrono Prison Tank

The Chrono Prison Tank is the ultimate Allied tank. Because of the special chrono weapon mounted on the tank, the target will be chronoshifted into nowhere. The tank is very dangerous because it can terminate any target instantly, even if the rate of fire is relatively low.
Prerequisite: Allied War Factory, Allied Battle Lab
HP: 400
Cost: 4000
Tech Level: 10

     07) Rocket Buggy

A fast, well armed buggy that can be deployed very fast anywhere on the battlefield. The rockets fired have a long range and good accuracy. This unit is good for support of heavy units, but can also do very well by itself.
Prerequisite: Allied War Factory, Battle Lab
HP: 275
Cost: 1750
Tech Level: 6

     08) Katyusha

A light version of the Katyusha was developed by the Soviets. The advantage is big when dealing with large and armored targets, but there is a disadvantage regarding small targets because a lot of rockets will be wasted if the Katyusha fires at small insignificant targets.
Prerequisite: Soviet War Factory, Battle Lab
HP: 250
Cost: 1750
Tech Level: 3

     09) Advanced Uranium Tank

The Advanced Uranium Tank uses Uranium shells to fire at its targets. The shells will explode on impact causing massive damage and radiation contamination. Usage of the Uranium Tanks is not recommended near its own forces.
Prerequisite: Soviet War Factory, Soviet Advanced Nuclear Research Facility
HP: 500
Cost: 2500
Tech Level: 10

     10) Quake Tank

The Quake Tank has a mobile quake generator mounted on. It can generate a very powerful shockwave that will critically damage structures and will also cause damage to ground units.
Prerequisite: Soviet War Factory, Soviet Battle Lab
HP: 500
Cost: 2500
Tech Level: 10

     11) Repair Drone

Repair Drones are standard Soviet drone models with advanced repair systems mounted on it. The drone will detect and auto-repair any damaged units in its range.
Prerequisite: Soviet War Factory
HP: 500
Cost: 700
Tech Level: 1

     12) Suicide Drone

The next research level in Soviet Drone technology, was the Suicide Drone. A standard Terror Drone was packed with explosives turning it into an even more deadly weapon.
Prerequisite: Soviet War Factory, Soviet Battle Lab
HP: 300
Cost: 1000
Tech Level: 5

     13) Demolitions Drone

The Demolition Drone is the ultimate result of the Soviet Drone Research. The Demolition Drone is filled with explosive nuclear material, causing extreme damage on detonation.
Prerequisite: Soviet War Factory, Soviet Advanced Nuclear Research Facility
HP: 250
Cost: 1750
Tech Level: 10

     14) Inferno War Miner

The Inferno Miner is an upgraded version of the War Miner. It has a special high-damage cannon and its armor has been greatly improved.
Prerequisite: Soviet War Factory, Refinery, Soviet Battle Lab
HP: 2000
Cost: 3000
Tech Level: 2

     15) Bronevaya Maschina Piekhota

The BMP is well known. It's still present in the field because it's just necessary. It's armed with a modified AT4 launcher and a 73mm cannon. In addition, it can transport troops.
Prerequisite: Soviet War Factory, Radar
HP: 350
Cost: 2000
Tech Level: 4

     16) Armageddon Tank

The Armageddon Tank, is the next phase of the Apocalypse Tank Project. The new tank is bigger and has more firepower, even if it is slower.
Prerequisite: Soviet War Factory, Soviet Battle Lab
HP: 1750
Cost: 3500
Tech Level: 9

     17) S.C.U.D.

The S.C.U.D. Launcher was certainly a powerful thing. Properly armed, it can be very devastating. And the Soviets did arm it perfectly.
Prerequisite: Soviet War Factory, Soviet Advanced Nuclear Research Facility
HP: 350
Cost: 3100
Tech Level: 8

     18) APC

An old Soviet APC design, refitted by Yuri's forces. It's armed with a 20mm rapid fire machinegun. It can carry passengers and has decent protection.
Prerequisite: Yuri War Factory
HP: 250
Cost: 650
Tech Level: 2

     19) Recon Bike

A fast and very mobile motorized unit. It can get to any location very fast. It is armed with modified AKX assault rifle.
Prerequisite: Yuri War Factory, Radar
HP: 125
Cost: 450
Tech Level: 2

     20) Disruptor Tank

The Disruptor Tank uses a sonic emitter that will generate a sonic shockwave that will resonate and destroy almost any material.
Prerequisite: Yuri War Factory, Battle Lab
HP: 500
Cost: 2000
Tech Level: 9

     21) Stealth Tank

The Armor Research Divisions came up with a tank that was considered a failure due to low armor, low firepower and relatively high cost. Just before abandoning the project, a veteran researcher came up with the idea of outfitting the tank with a light Stealth Generator. So, despite the firepower and armor disadvantages, the tank was overall very good because of the ambush possibilities it could offer.
Prerequisite: Yuri War Factory, Yuri Battle Lab
HP: 200
Cost: 950
Tech Level: 7

     22) Monster Tank

Being unable to obtain fully functional Apocalypse tanks, Yuri's R&D managed to create something somewhat similar. The new tank they designed was called the Monster Tank. Now Yuri's army has something good enough to face an Apocalypse.
Prerequisite: Yuri War Factory, Yuri Battle Lab
HP: 750
Cost: 1750
Tech Level: 6

     23) Scorpius Eradication Tank

The Scorpius Eradicator is a heavy armored unit, outfitted with a very heavy rail gun. This rail gun can cause immense damage against any target, but its rate of fire is low because the rail coils take a lot of time to recharge.
Prerequisite: Yuri War Factory, Special Projects Research Facility
HP: 1000
Cost: 3200
Tech Level: 10

     24) Railgun Half-Track

After the Scorpius project was completed, Yuri's forces required something faster, lighter, cheaper and with decent firepower. So, the Rail Half-Track was designed. A smaller version of the rail gun was created and implemented on the Half-Track.
Prerequisite: Yuri War Factory, Yuri Battle Lab
HP: 325
Cost: 1750
Tech Level: 7

     25) Repair Truck

Not everyone in Yuri's army accepted that all damaged units should be recycled in favor of building new ones. After some generals requested it, Yuri approved the construction and deployment or Repair Trucks.
Prerequisite: Yuri War Factory, Radar
HP: 400
Cost: 1000
Tech Level: 3

     26) Quad Tank

The Quad Tank is a fast intervention unit, outfitted with 4 guns with extremely high rate of fire. The amount of bullets this unit can fire can certainly damage anything.
Prerequisite: Yuri War Factory, Battle Lab
HP: 300
Cost: 1600
Tech Level: 4

     27) Device Scrambler

The Device Scrambler uses a special beam to scramble any unit or structure. It can do this from a relatively high range. The scrambled units reactivate as soon as the scramble is stopped.
Prerequisite: Yuri War Factory, Special Projects Research Facility
HP: 300
Cost: 1250
Tech Level: 7

     28) Chrono-A BOMB (Allies-Special)

After enough experiments and implemented technologies based on different forms of teleportation, and due to the excessive use of nuclear weapons by the Soviets, the Allies decided to create a teleport able atom bomb. The bomb can be instantly chronoshifted right in the middle of the enemy forces and detonated there.
Prerequisite: War Factory, Allied Battle Lab, Allied Advanced Airforce Research Facility
HP: 500
Cost: 10000
Tech Level: 10
Build Limit: 1

     29) Distortion Tank (Stolen Yuri Tech)

The Distortion Tank can be buildable by anyone that manages to steal Yuri's Disruptor Tank technology.
Prerequisite: Factory
HP: 1200
Cost: 3000
Tech Level: 10

          > Structures

     00) Advanced Prism Tower

The Advanced Prism Tower is a heavy version of the prism tower. Although it cannot link with other Prism Towers, it will cause a lot more damage by itself. Also, it has higher range and higher damage resistance. Due to the large power requirements, only one Prism Tower is allowed to be build by each Field Commander.
Prerequisite: Allied Construction Yard, Allied Battle Lab
HP: 1250
Cost: 3000
Tech Level: 10
Build Limit: 1

     01) Guard Tower

Guard Towers with automated rocket launchers became necessary when the Soviets upgraded their Rhino Heavy Tanks. They were immediately deployed on the battlefield.
Prerequisite: Allied Construction Yard, Allied War Factory
HP: 500
Cost: 750
> Tech Level: 1

     02) Small Nuclear Reactor

When Allied power requirements became a problem and Soviet power supply superiority started to make the difference, the Allies decided to implement Nuclear Reactors. The Reactors were smaller and generated less power than the Soviet version, but they did help rebalance the power situation.
Prerequisite: Allied Construction Yard, Allied Battle Lab
HP: 1000
Cost: 2000
Tech Level: 5

     03) Advanced Airforce Research Facility

The AARF was created so that the latest available technology could be deployed on the battlefield. The AARF enables the construction of very advanced Allied air and air support units.
Prerequisite: Allied Construction Yard, Allied Battle Lab
HP: 1250
Cost: 2500
Tech Level: 10
Build Limit: 1

     04) Communications Defense

A Prism technology based defense, the Communications Defense will make use of the Allied Prism technology against enemy air units. The generated beam does a lot of damage, but it also consumes a lot of power.
Prerequisite: Allied Construction Yard, Allied Battle Lab
HP: 2000
Cost: 1500
Tech Level: 9
Build Limit: 1

     05) Super Gap Generator

Even with the Gap Generator's upgraded specifications it could not cover a large enough area for the more expanded bases. As a result, too much gap generators had to be constructed. To fix this problem, the Allies developed the Super Gap Generator, that even if it consumes a lot of power, it can cover even the largest Allied bases.
Prerequisite: Allied Construction Yard, Allied Gap Generator
HP: 800
Cost: 2400
Tech Level: 9
Build Limit: 1

     06) Neutron Turret

The Neutron Turret was an easy implementation after the advanced neutron research the Allies did. It's simple to build and very efficient.
Prerequisite: Allied Construction Yard, Allied Battle Lab
HP: 400
Cost: 1500
Tech Level: 9

     07) Advanced Tesla Coil

Advanced Tesla Coil is the ultimate ground defense in the Soviet army. The Advanced Tesla Coil can fire in 4 modes: standard, standard overpowered, upgraded and upgraded overpowered. The damage is huge, but so it's the power consumption. All Comrade Commanders were ordered to limit the construction of this defense to one unit per commander.
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
HP: 1600
Cost: 3000
Tech Level: 7
Build Limit: 1

     08) Land Mine

Standard land mines were reintroduced on the battlefield, but with a small modification. A cloak field was added to the mine so that the mine will be less detectable. Only a small amount of units will be able to detect it. The mine is loaded with nitro and will blow if it detects near-by enemy units.
Prerequisite: Soviet Construction Yard, Soviet War Factory
HP: 1
Cost: 750
Tech Level: 2

     09) Stealth Generator

The Stealth Generator is the best creation of the Soviets that resulted from cloaking research. It can cover a large area with the cloak field but the power required to maintain the field is very high.
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
HP: 1000
Cost: 2500
Tech Level: 10
Build Limit: 1

     10) Advanced Nuclear Research Facility

The ANRF will allow the implementation of advanced Uranium and Plutonium based weapons. The units created with the help of this facility will cause long term devastating effects on enemy forces.
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
HP: 2000
Cost: 2500
Tech Level: 10
Build Limit: 1

     11) Ex-KGB Elite Training Facility

The Ex-KGB Elite Training Facility will allow any Comrade Commander to train its soldiers to elite. This can make a big difference if the trained troops are used by a good commander.
Prerequisite: Soviet Construction Yard, Battle Lab, Soviet Barracks
HP: 1250
Cost: 2500
Tech Level: 8
Build Limit: 1

     12) Multifunctional Helicopter Pad

This pad allows the construction of an A-bomb refitted SU27. No helicopters will ever land on this pad because it was designed to look just as a standard helipad so that the enemy will be deceived.
Prerequisite: Soviet Construction Yard, Soviet Advanced Nuclear Research Facility
HP: 1300
Cost: 2000
Tech Level: 3

     13) AA Converted Flame Tower

The Soviets removed most of the components of old Flame Thrower Towers and inserted into the old flame tanks camouflaged SAM launchers. This presented a double advantage: the low cost and the surprise of the enemy that would never assume that a Flame Tower could ever launch AA rockets.
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
HP: 2000
Cost: 2500
Tech Level: 9
Build Limit: 1

     14) Advanced Radar Dome

Because the implementation of the all in one Advanced Radar System was not too efficient regarding the construction costs, the Soviets decided to create Advanced Radar Domes instead. The domes are linked to spy satellites and cover any possible area.
Prerequisite: Soviet Construction Yard, Soviet Battle Lab, Radar
HP: 1000
Cost: 1500
Tech Level: 9

     15) AT Turret

Anti-tank turrets refitted with armor penetrating ammo. They are easy to produce and do very well against most tanks. Also, they do not have power issues like the energy-based defenses.
Prerequisite: Soviet Construction Yard, Soviet Battle Lab
HP: 700
Cost: 1500
Tech Level: 5

     16) Psychic Resonator

Yuri's prototype Psychic Amplifier proved to be very good in controlling large amounts of units. Because the prototype was destroyed, the research had some setbacks. Even so, a lighter version of the Psychic Resonator was created. Because of the large amounts of power required to operate, each Psi Commander is only allowed to construct one Psychic Resonator unit.
Prerequisite: Yuri Construction Yard, Yuri Battle Lab
HP: 1500
Cost: 3000
Tech Level: 10
Build Limit: 1

     17) Sniper Guard Tower

Sniping is a very good way to eliminate enemy infantry that could be a problem to the Psychic Towers. The Sniper Tower has a very long range compared to other base defenses. With only a few of the towers, a large base can be secured from infantry.
Prerequisite: Yuri Construction Yard
HP: 500
Cost: 750
Tech Level: 3

     18) Cold Fusion Power Plant

Due to the radiations negative influence to sonic abilities, Yuri decided not to implement Nuclear Reactors. However, his Cold Fusion Research Divisions managed to create Cold Fusion Reactors.
Prerequisite: Yuri Construction Yard, Yuri Battle Lab
HP: 1500
Cost: 2000
Tech Level: 4

     19) Special Projects Research Facility

Prerequisite: Yuri Construction Yard, Yuri Battle Lab
HP: 1350
Cost: 2500
Tech Level: 10
Build Limit: 1

     20) Crystal Gap Generator

It appears that Yuri managed to create an alternate Gap Generator. The gap generation technology is different from the one the Allies use, but the effect is the same.
Prerequisite: Yuri Construction Yard, Yuri Battle Lab
HP: 750
> Cost: 1000
Tech Level: 7

     21) Crystal Ball

This is a large scale detection device that uses unknown psychic technology. It has been implemented as a result of the advanced detection capabilities of the Allies and Soviets.
Prerequisite: Yuri Construction Yard, Yuri Battle Lab, Radar
HP: 1000
Cost: 1500
Tech Level: 7

     22) War Hospital

Psi agents are valuable. Since standard methods were hardly efficient in healing them, a special War Hospital was created. The hospital has an internal Psi Generator that generates healing waves. The waves cover a large area and can heal any type of infantry.
Prerequisite: Yuri Construction Yard, Battle Lab, Yuri Barracks
HP: 500
Cost: 1000
Tech Level: 5
Build Limit: 1

     23) Airstrike Command

Airstrike Command is used as a super weapon on the battlefield. Once constructed, it can call in precise airstrikes at any target location.
Prerequisite: Yuri Construction Yard, Yuri Battle Lab
HP: 1250
Cost: 4000
Tech Level: 10
Build Limit: 1

     24) Air Pad

The Air Pad enables the construction of Chaos Drones. The pad can support up to 4 drones.
Prerequisite: Yuri Construction Yard, Yuri Radar
HP: 500
Cost: 500
Tech Level: 7

     25) AA Cannon

Since Gattling Guns have limited range and take some time to accelerate at full speed, Yuri decided he needed some better AA Turret. The new Turret was constructed with special magnetic coils so that the projectile could be greatly accelerated. The disadvantage is power consumption.
Prerequisite: Yuri Construction Yard, Yuri Battle Lab
HP: 2000
Cost: 2500
Tech Level: 9
Build Limit: 1

     26) Emergency Power Generator

After problems regarding destroyed Bio Reactors and the relatively high amounts of time and cost required to get one up and running at full capabilities, the Emergency Power Generator was created. It can be constructed very fast and it generates a decent amount of power.
Prerequisite: Yuri Construction Yard, Radar
HP: 300
Cost: 250
Tech Level: 1

     27) Railgun Turret

After the first two completed rail gun projects of Yuri's forces, a new one begun. The result of the project was a Railgun Defense Turret. This would make a great battlefield difference against the mechanized units that were immune to standard Psychic Tower defenses.
Prerequisite: Yuri Construction Yard, Yuri Battle Lab
HP: 600
Cost: 1500
Tech Level: 8

     28) Oil Derrick

Oil Derricks are buildable by any side that has enough power and can detect a suitable area for an Oil Derrick location.
Prerequisite: Power, Radar
HP: 1000
Cost: 1000
Tech Level: 1

     29) Tech Machine Shop

Tech Machine Shops can be constructed by any side that has a functional Repair Depot or Grinder.
Prerequisite: Construction Yard, Repair Depot / Grinder
HP: 800
Cost: 2500
Tech Level: 3
Build Limit: 1

     30) Sonic Torpedo Tower

Sonic Torpedo Towers are buildable by any side that has a ship production facility and radar. The torpedoes can attack both underwater and water targets.
Prerequisite: Shipyard, Radar
HP: 1000
Cost: 1250
Tech Level: 8

     31) Water Platform Cannon

The Water Platform Cannon is a powerful cannon mounted on a floating platform that can be constructed by any side that has a Battlelab and a Shipyard.
Prerequisite: Shipyard, Battle Lab
HP: 1500
Cost: 1750
Tech Level: 6

     32) Allied Tech Airport (Stolen Allied Tech)

If anyone can steal the encrypted plans for Allied Airports, they will be able to call in Allied reinforcements.
Prerequisite:
HP: 1250
Cost: 2500
Tech Level: 4
Build Limit: 1

     33) Soviet Tech Airport (Stolen Soviet Tech)

If anyone can steal the encrypted plans for Soviet Airports, they will be able to call in Soviet reinforcements.
Prerequisite:
HP: 1250
Cost: 2500
Tech Level: 4
Build Limit: 1

     34) Yuri Tech Airport (Stolen Yuri Tech)

If anyone can steal the encrypted plans for Yuri's Airports, they will be able to call in Yuri's reinforcements.
Prerequisite:
HP: 1250
Cost: 2500
Tech Level: 4
Build Limit: 1

     35) Elite Tech Airport (Stolen Tech - All)

If anyone can steal the encrypted plans for all 3 types of Tech Airports and own construction yards from all sides, they will be able to have access to Elite Reinforcements and Parabombs.
Prerequisite: All (Allied, Soviet and Yuri) Construction Yards, Battle Lab
HP: 1250
Cost: 3000
Tech Level: 4
Build Limit: 1

     36) Chrono Reactor (Stolen Allied Tech)

Stealing technology from the Allied forces will enable you to construct Chrono Reactors that will generate power levels compared to that of Soviet Nuclear Reactors. The advantage is that they do not bow up like those.
Prerequisite: Power Plant
HP: 3000
Cost: 1500
Tech Level: 10

     37) Paradox Device (Unknown)

The Paradox Device activates the Paradox Superweapon. To build it you will have to steal technology from all sides and have all the required prerequisites. All other information on this super weapon is classified.
Prerequisite: All (Allied, Soviet and Yuri) Construction Yards, All (Allied, Soviet and Yuri) Battle Labs
HP: 10000
Cost: 50000
Tech Level: 15
Build Limit: 1

     38) Sensor Defense (Unknown)

The Sensor Defense activates the Force Superweapon. To build it you will have to steal technology from all sides and have all the required prerequisites. All other information on this super weapon is classified.
Prerequisite: All (Allied, Soviet and Yuri) Construction Yards, All (Allied, Soviet and Yuri) Battle Labs
HP: 10000
Cost: 50000
Tech Level: 15
Build Limit: 1


Red Alert 2: Apocalypse
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