Fenring
08-24-2007, 10:39 PM
Updated link - http://www.freedomstudios.net/bwr/bwrules21b.zip
An Introduction...
Beowulf's Rules is a modification for Red Alert 2 that aims to bring balance to both armies, while adding some extras to enhance gameplay even further. Every single unit in the game has been changed in some way to give it more purpose in battles or less overpowering to keep games more even. No longer are late games stack in favor of the Allies, nor are the other countries less appealing to use. Each country has bonuses to give them an edge in some fashion but at the same, a negative effect is in place to keep the bonus in check; additionally, each country will have certain trained at veteran.
AI
The AI has undergone a massive overhaul. No longer will it be the pathetic pushover it once was. No longer will a small contingent of one type of unit win games against an AI player. The AI attacks much harder and more viciously than before, and it defends itself well. In addition to the attack and defense, the AI builds more factories to boost its production and
also uses repair depots.
Miscellaneous Changes...
There are plenty of little changes here and there to expand the gameplay in multiplayer or spice up the look of the game itself. The main interface of the game has a brand new appearance to change things up a bit; the in-game font has been changed as well.
Here's a snippet of the title screen;
http://www.freedomstudios.net/bwr/plug/maingui.png
Another small change is the Soviet build clock. Instead of being yellow, it is a more suiting shade of red.
http://www.freedomstudios.net/bwr/plug/sovietclock.png
However, let's not forget skirmish and multiplayer, where the real meat of the game resides. While much of it is the same, many new game modes have been added and old ones updated. Game modes once only available online are now enabled for use in skirmish games. In addition to new modes, the two main types of play have been filtered and separated.
http://www.freedomstudios.net/bwr/plug/dmmodes.png http://www.freedomstudios.net/bwr/plug/ffamodes.png
Countries
As mentioned previously, each country in the game has a positive effect and a negative effect, as well as certain units being automatically trained at veteran. Here's what each country has;
America
Positive: +20% more ore per drop
Negative: +10% structure construction speed
Veteran Units: GI, Grizzly Tank
Great Britain
Positive: +20% infantry armor
Negative: +10% vehicle & vessel construction speed
Veteran Units: Navy SEAL, IFV
France
Positive: +20% structure & armory armor
Negative: -10% vehicle & vessel movement speed
Veteran Units: Chrono Legionnaire, Harrier
Germany
Positive: +20% vehicle & vessel armor
Negative: -10% infantry speed
Veteran Units: Guardian GI, Light Tank
Korea
Positive: +15% aircraft armor, +10% aircraft movement speed
Negative: +15% construction speed on armory structures
Veteran Units: Rocketeer, Prism Tank
Russia
Positive: -20% vehicle & vessel construction speed
Negative: +5% structure & infantry construction speed
Veteran Units: Tesla Trooper, Apocalypse Tank
Cuba
Positive: -25% infantry training speed
Negative: +5% vehicle & vessel construction speed, -10% vehicle & vessel armor
Veteran Units: Conscript, Crazy Ivan, V3 Launcher, Kirov Airship
Iraq
Positive: +20% vehicle & vessel movement speed
Negative: -10% infantry armor
Veteran Units: Attack Dog, Psi-Corps Trooper, Apocalypse Tank
Libya
Positive: +20% weapon strength
Negative: +10% infantry, vehicle & vessel construction speed
Veteran Units: Flak Trooper, Flak Track
Units & Structures
Outside of unit tweaking, there are several new units and structures in game for the Allies and Soviets. And among the additions, several units and structures have an upgraded appearance.
Allied Structures
http://www.freedomstudios.net/bwr/plug/prerelallies.png
The Allied Barracks, Refinery and War Factory have a new design, closer to their prerelease versions.
Destroyer
http://www.freedomstudios.net/bwr/plug/destroyer.png
In addition to a new design, the Allied Destroyer has torpedoes for anti-submarine operations. The launch pad design has grown outdated so it has been replaced.
Soviet Vehicles
http://www.freedomstudios.net/bwr/plug/sovietvehicles.png
The Russian Tesla Tank and Soviet V3 Launcher have a full remap palette applied, reverting to their prerelease schemes.
Rhino Tank
http://www.freedomstudios.net/bwr/plug/rhinotank.png
The Rhino Tank, mainstay of Soviet armor columns, has a redesign. The new design resembles the mysterious 'Allied' vehicle pictured during installation in the mock schematics.
Demolition Truck
http://www.freedomstudios.net/bwr/plug/demotruck1.png
Instead of being a civilian vehicle, the Libyan Demo Truck has a shiny new design.
Now on to the actual additions to each army, beginning with the Allies.
http://www.freedomstudios.net/bwr/plug/guardiangi.png
Guardian GI
Requirements: Barracks
Cost: $400
Weapon: M60 pistol - anti-tank rockets
Purpose: anti-tank, anti-air
Instead of packing an anti-tank rifle, Guardian GIs pack anti-tank rockets. Able to fire at long ranges, they rip through heavily armored equipment with relative ease. Elite troopers have more explosive rockets that deal more damage to structures and have red-trails, as well.
http://www.freedomstudios.net/bwr/plug/medic.png
Medic
Requirements: Barracks
Cost: $600
Purpose: infantry healing
Same as it ever was. Little has changed with the Medic or his abilities.
http://www.freedomstudios.net/bwr/plug/assaulter.png
Assaulter
Requirements: Barracks, AFC HQ
Cost: $800
Weapon: portable Mini-Comet
Purpose: infantry-based siege, long-range assault
The Assaulter is the Allies' answer to the Tesla Trooper. They carry a portable version of the Prism Tank weapon, even capable of fragging like its tracked cousin. Like the Prism Tank however, the comet weapon is ineffective against tanks. Assaulters are most effective against clumps of infantry and structures.
http://www.freedomstudios.net/bwr/plug/lighttank.png
Light Tank
Requirements: War Factory
Cost: $500
Weapon: 90mm cannon
Purpose: quick assault, assistance
A blast from the past comes back for another round. The Light Tank is just that - light. Nothing is really different about the latest incarnation.
http://www.freedomstudios.net/bwr/plug/howitzer.png
Howitzer
Requirements: War Factory, AFC HQ
Cost: $800
Weapon: 155mm high-explosive cannon
Purpose: early base siege
Yet another blast from the Allied past, the Artillery, now named the Howitzer, makes an appearance. A few things have changed however. Accuracy has been drastically improved so the Howitzer almost always hits its target. Allied engineers altered the cannon shell to be less explosive so they would be less costly to produce.
http://www.freedomstudios.net/bwr/plug/battleship.png
Battleship
Requirements: Naval Shipyard, Battle Lab
Cost: $2500
Weapon: 8-inch deck cannons
Purpose: naval-based siege
A blast from the past that haunts even the most experienced commanders. The Battleship works like it did in the previous conflict: bombard the enemy from extremely far away. Also like before, cannon blasts are wildly innaccurate.
http://www.freedomstudios.net/bwr/plug/raptorpads.png
Raptor
Requirements: Airforce Command HQ, Battle Lab
Cost: $2000
Weapon: high-explosive Maverick missiles
Purpose: aerial base siege
Simply put, Raptors are base destroyers. They are most effective against static defenses like Tesla Coils and Grand Cannons but are equally effective at bombing factories into oblivion. While strong, Raptors are weakly armored and should be deployed with caution.
Allied Airpad
Requirements: Airforce Command HQ, Construction Yard
Cost: $500
Purpose: additional aircraft space
Instead of duplicating radar equipment for extra aircraft space, commanders are able to deploy these instead. The Airpad is essentially a stripped down AFC HQ with only the 4 landing pads.
http://www.freedomstudios.net/bwr/plug/psicorp.png
Psi-Corps Trooper
Requirements: Barracks, Radar Tower
Cost: $1200
Weapon: mind-based assault, psychic pulse
Purpose: psychic-based assault
Essentially Yuri with a new name. He has the same abilities as before as little has changed among the psychic ranks.
http://www.freedomstudios.net/bwr/plug/agent.png
Agent
Requirements: Barracks, Battle Lab
Cost: $1200
Purpose: infiltration, vehicle sabotage
The Agent is essentially the Soviet spy. He has the same abilities and performs the same operations as his Allied counterpart. However, Agents are able to hijack any enemy vehicle and even civilian ones.
http://www.freedomstudios.net/bwr/plug/volkov.png
Volkov
Requirements: Barracks, Radar Tower, Battle Lab
Cost: $2500
Weapons: explosive Sniper rifle, C4 charges
Purpose: heavy base siege, Soviet hero
Long thought to be destroyed, Volkov comes back for another round in combat. He's as rough and tough as he was before, taking mountains of damage before finally collapsing in a pile of rubble. His sniper rifle makes short work of infantry and vehicles alike with its unique explosive properties and his C4 charges demolish structures in mere seconds.
http://www.freedomstudios.net/bwr/plug/dragontank.png
Dragon Tank
Requirements: War Factory, Radar Tower
Cost: $800
Weapon: thermal cannon
Purpose: flame-based assault
Fire makes a glorious return to the Soviet arsenal. Instead of being stationary, its mobile this time around and mounted on treads. Like the flame weapons before it, the Dragon Tank excels at scorching squads of infantry.
http://www.freedomstudios.net/bwr/plug/yaktrans.png
YAK-24K Transport
Requirements: War Factory, Radar Tower
Cost: $1000
Purpose: aerial troop deployment & transport
Think Nighthawk without the radar invisibility. That's the Yak Transport in a nutshell.
http://www.freedomstudios.net/bwr/plug/migairfields.png
MiG
Requirements: Airfield
Cost: $1500
Weapon: dual HE missiles
Purpose: aerial-based assault
A cross between the Black Eagle and Raptor in terms of power, the Soviet MiG is as useful as it was in the previous conflict. Fast and nimble, the Soviets' aircraft can easily turn enemy vehicles and structures into scrap.
Soviet Airfield
Requirements: Ore Refinery, Construction Yard
Cost: $500
Purpose: MiG landing space
A simple runway with one purpose: allow MiGs to land and restock their ammunition. Very simple in usage, very simple in design.
http://www.freedomstudios.net/bwr/plug/psychicbeacon.png
Psychic Beacon
Requirements: Battle Lab, Radar Tower, Construction Yard
Cost: $2000
Purpose: map reveal
No longer reserved for special purposes, the Soviets placed the Psychic Beacon into the regular construction queue. The beacon does nothing fancy, simply revealing the map in the same manner as the Allied SpySat.
http://www.freedomstudios.net/bwr/plug/abramstank.png
Abrams Tank - American special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: heavy assault cannon, twin MG ports
Purpose: heavy base assault
Large and in charge, the American Abrams Tank is devastation on treads. It packs the strongest cannon in the game, even outdoing the mighty Apocalypse Tank. The shells tear through vehicles and structures with supreme ease... but the fun doesn't stop there, oh no! The Abrams Tank packs machine gunners to strike squads of infantry and even Terror Drones.
http://www.freedomstudios.net/bwr/plug/avenger.png
Avenger - British special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: dual anti-air lasers
Purpose: high-tech base defense
The British have taken prism and laser technology to new heights with their new Avenger, and that's quite literal, as well. The British Avenger is a superb anti-air vehicle that will knock any aircraft out of the sky in mere seconds. While packing a strong defensive weapon, the Avenger has no ground attack ability and has armor that's no more durable than a Prism Tank, nor is it suited for anti-missile operations.
http://www.freedomstudios.net/bwr/plug/chronomlrs.png
Chrono MLRS - French special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: high-explosive missiles
Purpose: sneak attacks
Like its counterparts, the Chrono MLRS zips about with little delay. Instead of packing a temporal displacement weapon, the French's new toy packs a missile launcher near the back of the vehicle. The missile it fires is special in itself as it fragments upon striking an infantry or vehicle, spraying the area with smaller missiles.
http://www.freedomstudios.net/bwr/plug/panthertank.png
Panther Tank - German special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: heavy assault cannon, high-explosive cannon
Purpose: heavy base assault
The Panther Tank is capable of firing two very distinct tank shells. There's the usual that's excellent against armor columns but not so effective against infantry. However, the Panther uses special ammunition against structure targets that is much more explosive; the Panther's specialized shells can shatter any structure with just a few rounds.
http://www.freedomstudios.net/bwr/plug/firehawk.png
Firehawk - Korean special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: heavy assault cannon, anti-air laser
Purpose: heavy base assault, anti-air
Despite being masters of the sky, the Koreans developed a new ground combat vehicle. While being a standard tank in design, the Korean's new Firehawk comes packed with anti-air lasers, similar to those used on the British Avenger. While not as strong, Firehawks are able to down heavy aircraft quite easily but due to cumbersome controls, they are unable to fire upon Rocketeers or Soviet rockets. The Firehawk's tank cannon performs like any standard tank, dealing good damage against armored taregts and not so well against infantry.
http://www.freedomstudios.net/bwr/plug/tirhanov.png
Tirhanov - Russian special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: tesla-based cannon
Purpose: heavy base assault, infantry transport
The Russians with a heavy tank? No one ever thought up that one before! Anyway, the Tirhanov sports a 135mm tank cannon, which, in itself, is capable of tearing through heavy armor and structures rather quickly. Not even infantry are able to stand up to more than a couple blasts. However, the Tirhanov is more than just a tank, it is a transport as well. Up to five infantry can hunker inside, ready for a sneak attack.
http://www.freedomstudios.net/bwr/plug/infernotank.png
Inferno Tank - Cuban special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: thermal-based cannon
Purpose: heavy base assault, suicide attacks
Continuing their fanatical devotion to explosives, the Cubans have developed the Inferno Tank. Big and bulky, the Inferno Tank lumbers across the battlefield, firing specially designed cannon shells that explode in a fiery haze. The explosion does significant damage to infantry, and even to armored targets such as tanks and defensive structures. When promoted to elite, Inferno Tank explosions leave fire behind. And in tradition with their
radar special, the Inferno Tank can be ordered to deploy, exploding violently.
http://www.freedomstudios.net/bwr/plug/radartillery.png
Rad Artillery - Iraqi special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: nuclear-based cannon
Purpose: ranged base siege
The Iraqis continue with their deadly use of nuclear components. In this version, the Iraqis are using nuclear waste products inside of standard-fare tank shells. On contact, the shell releases the nuclear waste in a bionuclear cloud of death. Infantry will surely die but if not, the radiation left behind will do the job. Vehicles and structures are more resistant to the fallout and chemicals but repeated firing will surely wear down any vehicle.
http://www.freedomstudios.net/bwr/plug/deathshard.png
Deathshard - Libyan special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: high-explosive fragmentation cannon
Purpose: ranged base siege
While inaccurate, the Deathshard's mortar shots explode violently, sending shards of debris flying in every direction. Don't be fooled though. The debris is more destructive than it appears, causing substantial damage to infantry and even to tanks. However, unlike most Soviet units, the Libyan's new toy is not very heavily armored but is very speedy, making it an excellent hit and run unit.
Now here come the fun: getting the mod! Well, grab yourself a copy with this link! (http://www.freedomstudios.net/bwr/bwrules21b.zip) You should also take a peek at the credits list (http://www.freedomstudios.net/bwr/credits.html); see all who contributed (http://www.freedomstudios.net/bwr/credits.html) to this project! Oh, and if you're blind, have another link (http://www.freedomstudios.net/bwr/bwrules21b.zip)... on me. :p
An Introduction...
Beowulf's Rules is a modification for Red Alert 2 that aims to bring balance to both armies, while adding some extras to enhance gameplay even further. Every single unit in the game has been changed in some way to give it more purpose in battles or less overpowering to keep games more even. No longer are late games stack in favor of the Allies, nor are the other countries less appealing to use. Each country has bonuses to give them an edge in some fashion but at the same, a negative effect is in place to keep the bonus in check; additionally, each country will have certain trained at veteran.
AI
The AI has undergone a massive overhaul. No longer will it be the pathetic pushover it once was. No longer will a small contingent of one type of unit win games against an AI player. The AI attacks much harder and more viciously than before, and it defends itself well. In addition to the attack and defense, the AI builds more factories to boost its production and
also uses repair depots.
Miscellaneous Changes...
There are plenty of little changes here and there to expand the gameplay in multiplayer or spice up the look of the game itself. The main interface of the game has a brand new appearance to change things up a bit; the in-game font has been changed as well.
Here's a snippet of the title screen;
http://www.freedomstudios.net/bwr/plug/maingui.png
Another small change is the Soviet build clock. Instead of being yellow, it is a more suiting shade of red.
http://www.freedomstudios.net/bwr/plug/sovietclock.png
However, let's not forget skirmish and multiplayer, where the real meat of the game resides. While much of it is the same, many new game modes have been added and old ones updated. Game modes once only available online are now enabled for use in skirmish games. In addition to new modes, the two main types of play have been filtered and separated.
http://www.freedomstudios.net/bwr/plug/dmmodes.png http://www.freedomstudios.net/bwr/plug/ffamodes.png
Countries
As mentioned previously, each country in the game has a positive effect and a negative effect, as well as certain units being automatically trained at veteran. Here's what each country has;
America
Positive: +20% more ore per drop
Negative: +10% structure construction speed
Veteran Units: GI, Grizzly Tank
Great Britain
Positive: +20% infantry armor
Negative: +10% vehicle & vessel construction speed
Veteran Units: Navy SEAL, IFV
France
Positive: +20% structure & armory armor
Negative: -10% vehicle & vessel movement speed
Veteran Units: Chrono Legionnaire, Harrier
Germany
Positive: +20% vehicle & vessel armor
Negative: -10% infantry speed
Veteran Units: Guardian GI, Light Tank
Korea
Positive: +15% aircraft armor, +10% aircraft movement speed
Negative: +15% construction speed on armory structures
Veteran Units: Rocketeer, Prism Tank
Russia
Positive: -20% vehicle & vessel construction speed
Negative: +5% structure & infantry construction speed
Veteran Units: Tesla Trooper, Apocalypse Tank
Cuba
Positive: -25% infantry training speed
Negative: +5% vehicle & vessel construction speed, -10% vehicle & vessel armor
Veteran Units: Conscript, Crazy Ivan, V3 Launcher, Kirov Airship
Iraq
Positive: +20% vehicle & vessel movement speed
Negative: -10% infantry armor
Veteran Units: Attack Dog, Psi-Corps Trooper, Apocalypse Tank
Libya
Positive: +20% weapon strength
Negative: +10% infantry, vehicle & vessel construction speed
Veteran Units: Flak Trooper, Flak Track
Units & Structures
Outside of unit tweaking, there are several new units and structures in game for the Allies and Soviets. And among the additions, several units and structures have an upgraded appearance.
Allied Structures
http://www.freedomstudios.net/bwr/plug/prerelallies.png
The Allied Barracks, Refinery and War Factory have a new design, closer to their prerelease versions.
Destroyer
http://www.freedomstudios.net/bwr/plug/destroyer.png
In addition to a new design, the Allied Destroyer has torpedoes for anti-submarine operations. The launch pad design has grown outdated so it has been replaced.
Soviet Vehicles
http://www.freedomstudios.net/bwr/plug/sovietvehicles.png
The Russian Tesla Tank and Soviet V3 Launcher have a full remap palette applied, reverting to their prerelease schemes.
Rhino Tank
http://www.freedomstudios.net/bwr/plug/rhinotank.png
The Rhino Tank, mainstay of Soviet armor columns, has a redesign. The new design resembles the mysterious 'Allied' vehicle pictured during installation in the mock schematics.
Demolition Truck
http://www.freedomstudios.net/bwr/plug/demotruck1.png
Instead of being a civilian vehicle, the Libyan Demo Truck has a shiny new design.
Now on to the actual additions to each army, beginning with the Allies.
http://www.freedomstudios.net/bwr/plug/guardiangi.png
Guardian GI
Requirements: Barracks
Cost: $400
Weapon: M60 pistol - anti-tank rockets
Purpose: anti-tank, anti-air
Instead of packing an anti-tank rifle, Guardian GIs pack anti-tank rockets. Able to fire at long ranges, they rip through heavily armored equipment with relative ease. Elite troopers have more explosive rockets that deal more damage to structures and have red-trails, as well.
http://www.freedomstudios.net/bwr/plug/medic.png
Medic
Requirements: Barracks
Cost: $600
Purpose: infantry healing
Same as it ever was. Little has changed with the Medic or his abilities.
http://www.freedomstudios.net/bwr/plug/assaulter.png
Assaulter
Requirements: Barracks, AFC HQ
Cost: $800
Weapon: portable Mini-Comet
Purpose: infantry-based siege, long-range assault
The Assaulter is the Allies' answer to the Tesla Trooper. They carry a portable version of the Prism Tank weapon, even capable of fragging like its tracked cousin. Like the Prism Tank however, the comet weapon is ineffective against tanks. Assaulters are most effective against clumps of infantry and structures.
http://www.freedomstudios.net/bwr/plug/lighttank.png
Light Tank
Requirements: War Factory
Cost: $500
Weapon: 90mm cannon
Purpose: quick assault, assistance
A blast from the past comes back for another round. The Light Tank is just that - light. Nothing is really different about the latest incarnation.
http://www.freedomstudios.net/bwr/plug/howitzer.png
Howitzer
Requirements: War Factory, AFC HQ
Cost: $800
Weapon: 155mm high-explosive cannon
Purpose: early base siege
Yet another blast from the Allied past, the Artillery, now named the Howitzer, makes an appearance. A few things have changed however. Accuracy has been drastically improved so the Howitzer almost always hits its target. Allied engineers altered the cannon shell to be less explosive so they would be less costly to produce.
http://www.freedomstudios.net/bwr/plug/battleship.png
Battleship
Requirements: Naval Shipyard, Battle Lab
Cost: $2500
Weapon: 8-inch deck cannons
Purpose: naval-based siege
A blast from the past that haunts even the most experienced commanders. The Battleship works like it did in the previous conflict: bombard the enemy from extremely far away. Also like before, cannon blasts are wildly innaccurate.
http://www.freedomstudios.net/bwr/plug/raptorpads.png
Raptor
Requirements: Airforce Command HQ, Battle Lab
Cost: $2000
Weapon: high-explosive Maverick missiles
Purpose: aerial base siege
Simply put, Raptors are base destroyers. They are most effective against static defenses like Tesla Coils and Grand Cannons but are equally effective at bombing factories into oblivion. While strong, Raptors are weakly armored and should be deployed with caution.
Allied Airpad
Requirements: Airforce Command HQ, Construction Yard
Cost: $500
Purpose: additional aircraft space
Instead of duplicating radar equipment for extra aircraft space, commanders are able to deploy these instead. The Airpad is essentially a stripped down AFC HQ with only the 4 landing pads.
http://www.freedomstudios.net/bwr/plug/psicorp.png
Psi-Corps Trooper
Requirements: Barracks, Radar Tower
Cost: $1200
Weapon: mind-based assault, psychic pulse
Purpose: psychic-based assault
Essentially Yuri with a new name. He has the same abilities as before as little has changed among the psychic ranks.
http://www.freedomstudios.net/bwr/plug/agent.png
Agent
Requirements: Barracks, Battle Lab
Cost: $1200
Purpose: infiltration, vehicle sabotage
The Agent is essentially the Soviet spy. He has the same abilities and performs the same operations as his Allied counterpart. However, Agents are able to hijack any enemy vehicle and even civilian ones.
http://www.freedomstudios.net/bwr/plug/volkov.png
Volkov
Requirements: Barracks, Radar Tower, Battle Lab
Cost: $2500
Weapons: explosive Sniper rifle, C4 charges
Purpose: heavy base siege, Soviet hero
Long thought to be destroyed, Volkov comes back for another round in combat. He's as rough and tough as he was before, taking mountains of damage before finally collapsing in a pile of rubble. His sniper rifle makes short work of infantry and vehicles alike with its unique explosive properties and his C4 charges demolish structures in mere seconds.
http://www.freedomstudios.net/bwr/plug/dragontank.png
Dragon Tank
Requirements: War Factory, Radar Tower
Cost: $800
Weapon: thermal cannon
Purpose: flame-based assault
Fire makes a glorious return to the Soviet arsenal. Instead of being stationary, its mobile this time around and mounted on treads. Like the flame weapons before it, the Dragon Tank excels at scorching squads of infantry.
http://www.freedomstudios.net/bwr/plug/yaktrans.png
YAK-24K Transport
Requirements: War Factory, Radar Tower
Cost: $1000
Purpose: aerial troop deployment & transport
Think Nighthawk without the radar invisibility. That's the Yak Transport in a nutshell.
http://www.freedomstudios.net/bwr/plug/migairfields.png
MiG
Requirements: Airfield
Cost: $1500
Weapon: dual HE missiles
Purpose: aerial-based assault
A cross between the Black Eagle and Raptor in terms of power, the Soviet MiG is as useful as it was in the previous conflict. Fast and nimble, the Soviets' aircraft can easily turn enemy vehicles and structures into scrap.
Soviet Airfield
Requirements: Ore Refinery, Construction Yard
Cost: $500
Purpose: MiG landing space
A simple runway with one purpose: allow MiGs to land and restock their ammunition. Very simple in usage, very simple in design.
http://www.freedomstudios.net/bwr/plug/psychicbeacon.png
Psychic Beacon
Requirements: Battle Lab, Radar Tower, Construction Yard
Cost: $2000
Purpose: map reveal
No longer reserved for special purposes, the Soviets placed the Psychic Beacon into the regular construction queue. The beacon does nothing fancy, simply revealing the map in the same manner as the Allied SpySat.
http://www.freedomstudios.net/bwr/plug/abramstank.png
Abrams Tank - American special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: heavy assault cannon, twin MG ports
Purpose: heavy base assault
Large and in charge, the American Abrams Tank is devastation on treads. It packs the strongest cannon in the game, even outdoing the mighty Apocalypse Tank. The shells tear through vehicles and structures with supreme ease... but the fun doesn't stop there, oh no! The Abrams Tank packs machine gunners to strike squads of infantry and even Terror Drones.
http://www.freedomstudios.net/bwr/plug/avenger.png
Avenger - British special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: dual anti-air lasers
Purpose: high-tech base defense
The British have taken prism and laser technology to new heights with their new Avenger, and that's quite literal, as well. The British Avenger is a superb anti-air vehicle that will knock any aircraft out of the sky in mere seconds. While packing a strong defensive weapon, the Avenger has no ground attack ability and has armor that's no more durable than a Prism Tank, nor is it suited for anti-missile operations.
http://www.freedomstudios.net/bwr/plug/chronomlrs.png
Chrono MLRS - French special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: high-explosive missiles
Purpose: sneak attacks
Like its counterparts, the Chrono MLRS zips about with little delay. Instead of packing a temporal displacement weapon, the French's new toy packs a missile launcher near the back of the vehicle. The missile it fires is special in itself as it fragments upon striking an infantry or vehicle, spraying the area with smaller missiles.
http://www.freedomstudios.net/bwr/plug/panthertank.png
Panther Tank - German special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: heavy assault cannon, high-explosive cannon
Purpose: heavy base assault
The Panther Tank is capable of firing two very distinct tank shells. There's the usual that's excellent against armor columns but not so effective against infantry. However, the Panther uses special ammunition against structure targets that is much more explosive; the Panther's specialized shells can shatter any structure with just a few rounds.
http://www.freedomstudios.net/bwr/plug/firehawk.png
Firehawk - Korean special
Requirements: War Factory, AFC HQ, Battle Lab
Cost: $2500
Weapon: heavy assault cannon, anti-air laser
Purpose: heavy base assault, anti-air
Despite being masters of the sky, the Koreans developed a new ground combat vehicle. While being a standard tank in design, the Korean's new Firehawk comes packed with anti-air lasers, similar to those used on the British Avenger. While not as strong, Firehawks are able to down heavy aircraft quite easily but due to cumbersome controls, they are unable to fire upon Rocketeers or Soviet rockets. The Firehawk's tank cannon performs like any standard tank, dealing good damage against armored taregts and not so well against infantry.
http://www.freedomstudios.net/bwr/plug/tirhanov.png
Tirhanov - Russian special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: tesla-based cannon
Purpose: heavy base assault, infantry transport
The Russians with a heavy tank? No one ever thought up that one before! Anyway, the Tirhanov sports a 135mm tank cannon, which, in itself, is capable of tearing through heavy armor and structures rather quickly. Not even infantry are able to stand up to more than a couple blasts. However, the Tirhanov is more than just a tank, it is a transport as well. Up to five infantry can hunker inside, ready for a sneak attack.
http://www.freedomstudios.net/bwr/plug/infernotank.png
Inferno Tank - Cuban special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: thermal-based cannon
Purpose: heavy base assault, suicide attacks
Continuing their fanatical devotion to explosives, the Cubans have developed the Inferno Tank. Big and bulky, the Inferno Tank lumbers across the battlefield, firing specially designed cannon shells that explode in a fiery haze. The explosion does significant damage to infantry, and even to armored targets such as tanks and defensive structures. When promoted to elite, Inferno Tank explosions leave fire behind. And in tradition with their
radar special, the Inferno Tank can be ordered to deploy, exploding violently.
http://www.freedomstudios.net/bwr/plug/radartillery.png
Rad Artillery - Iraqi special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: nuclear-based cannon
Purpose: ranged base siege
The Iraqis continue with their deadly use of nuclear components. In this version, the Iraqis are using nuclear waste products inside of standard-fare tank shells. On contact, the shell releases the nuclear waste in a bionuclear cloud of death. Infantry will surely die but if not, the radiation left behind will do the job. Vehicles and structures are more resistant to the fallout and chemicals but repeated firing will surely wear down any vehicle.
http://www.freedomstudios.net/bwr/plug/deathshard.png
Deathshard - Libyan special
Requirements: War Factory, Radar Tower, Battle Lab
Cost: $2500
Weapon: high-explosive fragmentation cannon
Purpose: ranged base siege
While inaccurate, the Deathshard's mortar shots explode violently, sending shards of debris flying in every direction. Don't be fooled though. The debris is more destructive than it appears, causing substantial damage to infantry and even to tanks. However, unlike most Soviet units, the Libyan's new toy is not very heavily armored but is very speedy, making it an excellent hit and run unit.
Now here come the fun: getting the mod! Well, grab yourself a copy with this link! (http://www.freedomstudios.net/bwr/bwrules21b.zip) You should also take a peek at the credits list (http://www.freedomstudios.net/bwr/credits.html); see all who contributed (http://www.freedomstudios.net/bwr/credits.html) to this project! Oh, and if you're blind, have another link (http://www.freedomstudios.net/bwr/bwrules21b.zip)... on me. :p