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.
Medic
Requirements: Barracks
Cost: $600
Purpose: infantry healing
Same as it ever was. Little has changed with the Medic or his abilities.
Battleship
Requirements: Naval Shipyard, Battle Lab
Cost: $2000
Weapons: 8-inch deck cannons
Purpose: naval base 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.
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.
Psi-Corps Trooper
Requirements: Barracks, Radar Tower
Cost: $1000
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.
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 the Allied Spy. However, Agents are able to hijack any enemy vehicle and even civilian ones.
Volkov
Requirements: Barracks, Radar Tower, Battle Lab
Cost: $2000
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.
YAK-24K Transport
Requirements: War Factory, Radar Tower
Cost: $1000
Purpose: aerial troop deployment & transport
Think Nighthawk without the radar invisibility. That's this in a nutshell.
MiG
Requirements: Airfield
Cost: $1500
Purpose: aerial base 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.
Changes are too numerous to list but some to point out:
- Spy/Tanya Cloning Vats money glitchiness fixed.
- President IFV cheat eliminated.
- Art coding errors fixed with Cannis' art tweaks.
- YR voices and sounds are in use.
Download: http://bwr.freedomstudios.net/bwrules15.zip
If you find any errors or bugs, report them so I can fix them for the next release.


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