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| Allied Construction Yard |
- Cost: $2500
- Power: +50
- Hitpoints: 2000
- Prerequisite: Allied MCV
- Purpose: Base Construction
- Armor Class: Big Heavy Structure
The Allied Construction Yard is the most important structure in a base. With it, a commander has the capabilities of constructing all Allied buildings and defenses. This makes the Construction Yard a high priority target for enemies, and must be defended as such in order to maintain any major presence on the battlefield. A Construction Yard provides a small amount of power as well.
 Allied Construction Yard
Additional Information:
- Stolen tech prerequisite for Future Tank X-0.
- Automatically repairs itself in mobile form.
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| Allied Power Plant |
- Cost: $800
- Power: +200
- Hitpoints: 750
- Prerequisite: Construction Yard
- Purpose: Power Production
- Armor Class: Light Structure
The Power Plant is a compact structure which processes natural gas and uses it to produce power for Allied bases. After a Tech Center is constructed, the Power Plant can be upgraded with more efficient turbines, increasing the output of a single plant.
 Allied Power Plant with and without upgrade
Additional Information:
- Can be infiltrated to shut down owner's power for 1.5 minute.
- Can be upgraded for 200$ with 100 power units (requires Allied Tech Center).
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| Allied Barracks |
- Cost: $500
- Power: -10
- Hitpoints: 900
- Prerequisite: Construction Yard
- Purpose: Infantry Training
- Armor Class: Light Structure
The Allied Barracks is the structure that allows a commander to train basic and advanced Allied infantry. It also allows construction of basic defenses. The more Barracks a commander has on the field, the faster infantries are trained.
 Allied Barracks with Allied infantry
Additional Information:
- Can be infiltrated to receive veteran infantry training.
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| Allied Ore Refinery |
- Cost: $2000
- Power: -40
- Hitpoints: 1000
- Prerequisite: Construction Yard
- Purpose: Resource Gathering
- Armor Class: Big Light Structure
The Ore Refinery is a technologically complex building completely outfitted to receive and process raw ore from miners and instantly receive monetary transactions for the ore while on the battlefield. This makes this structure a vital asset to any base economy.
 Allied Ore Refinery with an Chrono Miner
Additional Information:
- Can be infiltrated to steal $5000 from its owner.
- Soviet Industrial Plant will decrease its price.
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| Allied War Factory |
- Cost: $2000
- Power: -50
- Hitpoints: 1200
- Prerequisite: Barracks, Ore Refinery
- Purpose: Unit Production
- Armor Class: Big Light Structure
If the Construction Yard is the brain of a base, and the Ore Refinery is the heart, then the War Factory is the muscle. The Allied War Factory allows the commander to manufacture Allied vehicles. The more War Factories a commander has on the field, the faster vehicles are built.
 Allied War Factory with a Robot Tank
Additional Information:
- Can be infiltrated to receive veteran unit training.
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| Allied Naval Shipyard |
- Cost: $1000
- Power: -50
- Hitpoints: 1500
- Prerequisite: Ore Refinery
- Purpose: Naval Unit Production
- Armor Class: Big Heavy Structure
A must on any battlefield with large bodies of water. The Allied Naval Shipyard allows for the construction of Allied ships. It also allows a commander to use a sonar pulse to detect submerged vessels. The more Shipyards a commander has on the field, the faster ships are built.
 Allied Naval Shipyard with a Destroyer
Additional Information:
SUPPORT POWER: Sonar Pulse
- Cost: -
- Recharge Time: 7:00
- Requires Power: Yes
- Requires Allied Tech Center
When fired on area with underwater enemy units, said units will decloak for 12 seconds.
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| Allied Airforce Command Headquarters |
- Cost: $1200
- Power: -75
- Hitpoints: 900
- Prerequisite: Ore Refinery
- Purpose: Radar, Aircraft Production
- Armor Class: Big Light Structure
The Air Force Command Headquarters not only provides a commander with the radar mini-map, but also allows a commander to build and house up to 4 Allied aircraft. The Air Force Command Headquarters enables more advanced technology as well. This structure allows the commander to use a spy satellite to reveal shrouded parts of the battlefields. The more Air Force Command Headquarters a commander has on the field, the faster aircraft are built.
 Allied ACHQ with Stormchild fighters
Additional Information:
- Can be infiltrated to reshroud its owner's map.
- In Infantry War this structure is replaced with a Radar Uplink.
SUPPORT POWER #1: Spy Satellite
- Cost: -
- Recharge Time: 4:00
- Requires Power: Yes
Use this to remove shroud from the battlefield in any place you want.
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| Allied Strategy Center |
- Cost: $800
- Power: -25
- Hitpoints: 800
- Prerequisite: Airforce Command HQ
- Purpose: Support Powers
- Armor Class: Light Structure
The Strategy Center provides the Allies with their respective support powers and additional technology. Each Allied subfaction has its own Strategy Center.
 Allied Strategy Center
Additional Information:
- Can be infiltrated to reset this support weapon's timer.
SUPPORT POWER #1: Airborne
This support power is unique to United States.
- Cost: $1700
- Recharge Time: 5:00
- Requires Power: Yes
A cargo plane will drop 6 GIs and 2 Guardian GIs anywhere on the battlefield.
SUPPORT POWER #2: Bloodhounds
This support power is unique to United States.
- Cost: $2000
- Recharge Time: 6:00
- Requires Power: Yes
A cargo plane will drop 2 Airborne Humvees and 2 Stryker IFVs anywhere on the battlefield.
SUPPORT POWER #3: Force Shield
This support power is unique to European Alliance.
- Cost: -
- Recharge Time: 6:00
- Requires Power: Yes
This support power will protect your structures for 30 seconds.
SUPPORT POWER #4: Cryofield
This support power is unique to Pacific Front.
- Cost: -
- Recharge Time: 5:30
- Requires Power: Yes
This support power will decrease affected units' speed and firepower by 25% for 20 seconds.
SUPPORT POWER #5: Zephyr Beacon
This support power is unique to Pacific Front.
- Cost: 500$
- Recharge Time: 6:30
- Requires Power: Yes
Place a beacon anywhere on the battlefield and use it for long range Zephyr Artillery bombardment. To use, select all Zephyr Artillery units you have and attack the beacon using force fire.
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| Allied Tech Center |
- Cost: $3000
- Power: -150
- Hitpoints: 1000
- Prerequisite: War Factory, Airforce Command HQ
- Purpose: High Tech Access
- Armor Class: Light Structure
The Allied Tech Center unlocks the most potent technologies the Allied have to offer to a commander. Building a Tech Center enables Backwarp, along with Force Shield for European commanders, and Cryofield for Pacific commanders. Be mindful that the Tech Center is a comparatively fragile building, and should be well protected.
 Allied Tech Center
Additional Information:
- Stolen tech prerequisite for Cryo Commando, Chrono Adept & Chrono Ivan.
SUPPORT POWER: Backwarp
- Cost: -
- Recharge Time: 5:00
- Requires Power: Yes
Use this to instantly repair your units by 160 hitpoints. Backwarp will also remove EMP from your units but it will not take out a Terror Drone from the inside. You have to use repair vehicles for that.
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| Allied Ore Purifier |
- Cost: $2500
- Power: -50
- Hitpoints: 1200
- Prerequisite: Ore Refinery, Tech Center
- Purpose: Economy Support
- Armor Class: Big Light Structure
The Ore Purifier increases the value of every bail of ore a miner drops off at a refinery, effectively increasing the amount of funds a commander receives.
 Allied Ore Purifier
Additional Information:
- All income from Refineries is boosted by 22%.
- Cannot be captured.
- Build Limit: 1
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| Allied Runway |
- Cost: $800
- Power: -20
- Hitpoints: 1000
- Prerequisite: Airforce Command HQ, Tech Center
- Purpose: Aircraft Housing
- Armor Class: Big Light Structure
The Runway is a simple landing strip, allowing aircraft to land and resupply. A commander cannot build aircraft with a Runway alone.
 Allied Runway
Additional Information:
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| American Mercury Uplink |
- Cost: $1000
- Power: -100
- Hitpoints: 1000
- Prerequisite: Tech Center
- Purpose: Orbital Laser Strike
- Armor Class: Light Structure
This structure is unique to United States of America.
The Mercury Uplink establishes a connection with the Mercury satellite that orbits the Earth. This allows an American commander to fire a laser beam on a target anywhere on the battlefield.
 American Mercury Uplink
Additional Information:
- Can be infiltrated to reset this support weapon's timer.
- In Infantry War this structure becomes a Radar Uplink.
SUPPORT POWER #1: Mercury Strike
- Cost: $750
- Recharge Time: 6:00
- Requires Power: Yes
A laser beam FROM SPACE, very effective against infantry and light units.
SUPPORT POWER #2: Target Painter
- Cost: -
- Recharge Time: 5:00
- Requires Power: Yes
Once enemy units are marked with a laser targeting system, they'll take more damage for a while.
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| Allied Chronosphere |
- Cost: $2500
- Power: -200
- Hitpoints: 1000
- Prerequisite: Tech Center
- Purpose: Unit Teleport
- Armor Class: Big Heavy Structure
The Chronosphere is the Allied’s support superweapon. This structure has the capability of warping several vehicles to any location on the battlefield in the blink of an eye. The chronoshift is deadly to unprotected infantry though.
 Allied Chronosphere
Additional Information:
- Can be infiltrated to reset this superweapon's timer.
- Cannot be captured.
- Build Limit: 1
SUPPORT SUPERWEAPON: Chronoshift
- Cost: -
- Recharge Time: 6:00
- Requires Power: Yes
Chronoshift allows you to teleport up to 9 vehicles to any position.
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| Allied Weather Control Device |
- Cost: $5000
- Power: -400
- Hitpoints: 1250
- Prerequisite: Tech Center
- Purpose: Lightning Storm
- Armor Class: Big Heavy Structure
The Weather Control Device has the unique capability of manipulating weather patterns to form storm clouds over any location on the battlefield. These storm clouds will unleash powerful bolts of lightning, disintegrating a large area into ash. Be aware that the lightning strikes are completely random, so hitting the exact spot of a target is not guaranteed.
 Allied Weather Control Device
Additional Information:
- Can be infiltrated to reset this superweapon's timer.
- Cannot be captured.
- Build Limit: 1
OFFENSIVE SUPERWEAPON: Lightning Storm
- Cost: -
- Recharge Time: 10:00
- Requires Power: Yes
The power of Zeus himself, a devastating lightning storm will be unleashed on enemy forces.
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| Allied Concrete Walls |
- Cost: $100
- Power: 0
- Hitpoints: 300
- Prerequisite: Barracks
- Purpose: Passive Defense
- Armor Class: Heavy Structure
Concrete Walls are the most basic of defenses, preventing most infantry and some vehicles from entering an area. Cheap and quick to build, they are an Allied commander’s last line of defense and can mean the difference when every second counts.
 Allied Concrete Walls
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| Allied Gates |
- Cost: $250
- Power: 0
- Hitpoints: 400
- Prerequisite: Barracks
- Purpose: Passive Defense
- Armor Class: Heavy Structure
Gates are simple defenses which allow a commander’s units or his ally’s forces to move through past a base’s defenses while keeping enemy units out. Best used at choke points or for vulnerable sections of a base.
 Allied Gates
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| Allied Pillbox |
- Cost: $400
- Power: 0
- Hitpoints: 450
- Prerequisite: Barracks
- Purpose: Anti-Infantry Defense
- Armor Class: Defensive Structure
The Pillbox is a simple unmanned bunker armed with a heavy machine gun. Though it is effective at eliminating infantry and very lightly armored vehicles, it lacks the firepower to easily destroy heavily armored units.
 Allied Pillbox
Additional Information:
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| Allied Gun Turret |
- Cost: $700
- Power: 0
- Hitpoints: 520
- Prerequisite: Barracks
- Purpose: Anti-Armor Defense
- Armor Class: Defensive Structure
The Gun Turret is the antithesis of the Pillbox, using standard armor piercing rounds to punch through enemy armor. This does mean the Gun Turret is inadequate at defending itself against infantry threats or faster moving vehicles.
 Allied Gun Turret
Additional Information:
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| Allied Patriot Missile Site |
- Cost: $800
- Power: -50
- Hitpoints: 900
- Prerequisite: Barracks
- Purpose: Anti-Air Defense
- Armor Class: Defensive Structure
The Patriot Missile Site is the standard anti-aircraft defense for the Allied. The missiles are guaranteed to hit their mark, and are the most powerful anti-aircraft defenses when it comes to damage per shot. Pacific Front uses Skyray Cannons instead.
 Allied Patriot Missile Site
Additional Information:
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| Pacific Front Skyray Cannon |
- Cost: $800
- Power: -50
- Hitpoints: 900
- Prerequisite: Barracks
- Purpose: Anti-Air Defense
- Armor Class: Defensive Structure
This structure replaces Patriot Missile Site for Pacific Front.
The Skyray Cannon is the Pacific Front's premier anti-aircraft defense, replacing the standard Patriot Missile Site. Firing a cryo-beam that rapidly deteriorates metal, the Skyray can deal damage to enemy aircraft in the blink of an eye. Though the Skyray deals less damage than the Patriot, its extreme speed and accuracy more than compensate for the loss in firepower.
 Pacific Front Skyray Cannon
Additional Information:
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| Allied Prism Tower |
- Cost: $1200
- Power: -75
- Hitpoints: 700
- Prerequisite: Airforce Command HQ
- Purpose: Advanced Defense
- Armor Class: Defensive Structure
The Prism Tower is the Allied’s advanced defense. Using an array of focusing mirrors to concentrate light beams into a powerful laser, it has the ability to link up with other Prism Towers, in order to increase the firing tower’s damage output.
 Allied Prism Tower
Additional Information:
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| Allied Grand Cannon |
- Cost: $2000
- Power: -100
- Hitpoints: 1600
- Prerequisite: Tech Center
- Purpose: Long-range Defense
- Armor Class: Big Defensive Structure
The Grand Cannon is the Allied finest defensive structure. Sporting a huge range and a gigantic shell caliber, the Grand Cannon can easily destroy an invasion force long before it arrives at its destination. Unfortunately, the cannon is inaccurate, and has a rather large minimum range.
 Allied Grand Cannon
Additional Information:
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| European Comet Fence |
- Cost: $300
- Power: -20
- Hitpoints: 500
- Prerequisite: Euro Alliance Strategy Center
- Purpose: Advanced Passive Defense
- Armor Class: Defensive Structure
This structure is unique to European Alliance.
The Comet Fence is the European Alliance’s advanced re-envisioning of simple walls. It is virtually indestructible with the posts that generate prism links being the only vulnerable points.
 European Comet Fence
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| Allied Gap Generator |
- Cost: $1500
- Power: -100
- Hitpoints: 700
- Prerequisite: Tech Center
- Purpose: Base Camouflage
- Armor Class: Defensive Structure
The Gap Generator is a remarkable piece of Allied technology which constantly regenerates a large amount of shroud around the structure, effectively hiding anything nearby from the prying eyes of enemies. A recent upgrade to the generator allows it to draw more power from a base’s grid in order to extend the amount of regenerated shroud even further. Shroud created by the Gap Generator prevents the enemies from using most of their support weapons in the hidden field.
 Allied Gap Generator
Additional Information:
- Deploy to let it drain 50 power units more and expand the shroud from 9 to 11 cells.
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Mental Omega: Almost Perfect Yuri's Revenge is an expansion modification for Command & Conquer Red Alert 2: Yuri's Revenge
Mental Omega units, resources, missions, maps, graphics and all other subjects related to this mod are copyright Mentalmeisters 2004-2012
No unique content from Mental Omega: Almost Perfect Yuri's Revenge can be used in other mods, unless it has been released to the public.
Command & Conquer: Red Alert 2 Yuri's Revenge is copyright Electronic Arts
Website code by Blodo, content by Mentalmeisters, art by Blodo and Lee
Mental Omega 3.0 logo by Hyper | Website Changelog |
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