Yuri Revenge The Royal Mod Free Download
Attach signature (signatures can be changed in profile) close Judging by the eleventh Soviet mission (Red Revolution), Yuri was at that point far away from being as influential as he was in the opening of Yuri's Revenge. Presumably, many years passed between the games - only, we travel back in time in the very first mission, and thus we never see what happened to the world at large. But what if we could see that? Yuri's Revenge: Before Alcatraz intends to explore what happened between the conclusion of the Allied campaign of Red Alert 2, and the beginning of Yuri's Revenge. Yuri's Revenge: Before Alcatraz The Allied victory over the Soviet Union was swift, hasty, and not at all total.

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Crawling back from the brink of defeat by a daring chrono strike into the heart of the Soviet Union - Moscow - the Soviet leadership was apprehended in mere minutes, and peace was declared in mere hours. The red armies, still occupying war-torn Europe, retreated to the east - ready to be sent west by the next premier.
Oh, the USA kept watch over the Soviet Union, at first, but the bear was never declawed, and the USA could hardly occupy three continents. North America was a place of peace and prosperity, and, though perhaps with too much grumbling, the USA saw fit to invest mightily into Europe, seeking to create a strong community of allies on the Soviet Union's border. But this drained the USA's resources, and more men and materials were redeployed to the west side of the Atlantic, as tensions in South America reached a boiling point. Communist insurgents rose up all throughout the continent, and after a taxing and brutal struggle for years, peace was about to be declared on Isla Contadora. It was there that the Allied officials met an early grave, though it is unknown which side shot first.
No matter who started it, the war was on again. Was it Yuri's work? He was certainly behind the various independence movements in Africa and the Middle-East, speaking out against the imperialists and the neo-imperialists, the colonists and the capitalists. Soon, the Hurria movement, meaning 'Freedom' in Arabic, wrestled with both the Soviets and the Allies in the region. Which, inevitably, caused the two to clash in places such as Libya and Iraq. As the powers that be occupied themselves with proxy wars, a Psychic Dominator rose up amidst the pyramids of Egypt. In the far east, untold billions were unknowingly poised to unite under Yuri at the push of a button.
Even spy satellites couldn't catch the covert operations Yuri committed deep within Allied territory. And then, one day, Yuri revealed himself to the world at large. His PSI Corps was ready to ascend to virtual godhood and govern the entire world. The ultimate peace, an era of prosperity for all, of science, of wonders and miracles undreamed of ever before. And it only required the activation of a dozen Psychic Dominators.
How easy it seemed - and how miraculously Yuri's plans were undone, thanks to time travel. But, suppose that the Allied airforce didn't disable the Psychic Dominator on Alcatraz Island. Suppose that the Allies weren't able to travel back in time. Suppose that all these years of hard work would have paid of, resulting in a humanity free of aggression, free of violence, free of anything negative at all?
Take a look at Yuri's hard work, culminating in this final glorious moment, and ask yourself: Is it not better to live in eternal happiness, with the great Yuri caring for you, as a father would, as humanity's very own god is wont to? Factions There are six sides.
Two of these sides are aligned with each other, with the unofficial 'head' of this alliance having two countries, and the other part of this alliance having three countries: The Allied Nations are at times still used to refer to the European, American, and Asian alliance of old, but as the European Union grows stronger and closer, the term 'Allies' refers more and more to the USA and its allies. These allies consist primarily of the Association of South East Asian Nations - ASEAN - with whom Japan is also aligned. As such, the playable countries on the Allied side are the USA and the ASEAN. The European Union spans most of Europe - with the most notable exception being Yugoslavia, a nation feeling very much under siege as it is practically encircled by the European Union - and over time, the various nations of Europe have grown closer and closer to stand united against the Russian bear to the east. Primarily, the European Union is lead by three forces; the liberalism of the United Kingdom, the socialism of France, and the conservatism of Germany. Even in a world where communism is very much the enemy, social democracy has triumphed (though to a lesser extent than, say, the stereotypical Nordic model of our world). Unsurprisingly, the playable countries on the European side are the UK, France, and Germany.
The Soviet Union, restyled as the World Socialist Alliance, is still very much a project of Russia. Russia's little brother, Yugoslavia, is supposed to be the poster child of communism, but its advanced tesla technology is mostly used to keep the Yugoslavians inside (which is surprising, in that it is surprising that North Korea isn't facing billions of immigrants who want to reap the fruits of the glory of the Juche ideology - not very surprising, that). Russia is but one SSR, though, and eastern Europe and central Asia have plenty of other SSRs all joyously (or not so joyously) part of the World Socialist Alliance. Still, only Russia and Yugoslavia are playable countries. Although the Soviet Union's presence in the Middle-East and Africa is very much under threat by Hurria (which is why Iraq and Libya aren't playable countries; they are involved in a civil war), much of the Soviet army was left in the Americas after the Allies seized the Kremlin with their Chronosphere.
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These armies were gradually pushed south by the USA, and very unsurprisingly, this coincided with communist revolutions breaking out all over South America. Loosely united under the Contadora Confederation, Venezuela can be seen as the main communist power in South America, with both Mexico and Cuba very much threatened - if not completely occupied - by the USA. All three of these countries - Venezuela, Mexico, and Cuba - are playable, though.
Yuri's PSI Corps operates from Antarctica, where it is nicely hidden from the rest of the world. Although there are many small taskforces loyal to Yuri operating all over the world, they consist of a handful of men or women. The only sizeable presence Yuri has outside of Antarctica is in Tibet, where a permanent taskforce has been tasked with disrupting relations between India and China (primarily, though if they get the chance, the Soviet Union and the ASEAN are nearby). And indeed, with most of the world's population living in India and China, these are very juicy targets for Yuri's mind control technology. As such, Antarctica and Tibet are playable countries on the PSI Corps' side. A more direct influence on the world is Hurria, meaning 'freedom' in Arabic.
Helped along by the mysterious Yuri - a former Soviet operative and now a great benefactor to the cause of freedom - these scattered cells reject both the capitalist-imperialist ideology of the Europeans and Americans, as well as the communist-imperialist ideology of the World Socialist Alliance. They want independence, primarily, and do not care overtly much about the rest of the world, so long as they are left along. Who 'they' are is a very fluid concept, though, but there is a large dose of pan-Arabism present and the differences between the various brands of Islam have been bridged to a surprising degree (and between Abrahamic religions in general as a consequence; Jewish people in particular are attracted by the Hurrian cause, having suffered centuries of discrimination). They are not the stereotypical terrorists, hell-bent on eradicating the Satanic west - or at least, they are not yet; ideology easily radicalises people. Egypt - where a certain prince Kassad lives, rumoured to be the leader of Hurria's largest cells - is playable, as are Saudi Arabia - an army is nothing without an economy behind it - and Pakistan - rather concerned with its own independence after the Soviet Union rolled over Afghanistan.
Last edited by nlspeed on Sun Apr 09, 2017 12:40 am; edited 1 time in total QUICKEDIT. Attach signature (signatures can be changed in profile) close Units & Buildings I started out with working on the PSI Corps, then worked on Hurria, then the World Socialist Alliance, and then the Contadora Confederation. The Allied Nations and the European Union are largely untouched, only as a consequence of balancing other things (balancing basic infantry also requires changing GIs, for example). I haven't touched the navy of any side yet, though, except for the Amphibious Transports.
First a general overview of all units and buildings, as well as pictures of the sidebars and of a typical base. Thereafter, detailed descriptions that will also serve as exposition of lore and story.
That takes a while to write, and I have only finished this description of the PSI Corps and Hurria, while I haven't begun working on the Allied Nations and the European Union yet. Green indicates finished, including voice. Blue indicates finished, excluding voice. Orange indicates that no work has been done on this unit or building yet (note: This might in essence be the same as 'finished'; the Sniper, perhaps).
Red indicates that the name or concept might change (again, this might in essence be the same as 'finished'; the Cherub, perhaps). Note the pictures in spoilers; they stretch out the page if they aren't within spoilers (a problem I thought to avert by making multiple posts, but alas). Attach signature (signatures can be changed in profile) close World Socialist Union Conscript $100, Barracks 100 strength, no armour Speed 4, sight 5 PPSh-41, AK-47, AKM (anti-infantry) (largely unchanged, though far worse against non-infantry, like all basic infantry) 'For mother Russia!' (description) Flak Trooper $300, Barracks 100 strength, flak armour Speed 4, sight 6 'Scattershot' flak cannon (anti-aircraft, anti-infantry) (Flak Trooper) 'Flak attack!' (description) Engineer $500, Barracks 75 strength, no armour Speed 4, sight 4 (sensor sight of 4, can detect disguise, can capture buildings, can defuse bombs, can drive) 'I know how it works.' (description) Soviet Engineer's 'something needs fixing?' , 'need a repair?'
, and 'I know how it works' voices extracted by tomsons26lv Tesla Trooper $500, Barracks, Radar Tower 150 strength, plate armour Speed 4, sight 5 Shock gauntlet (anti-infantry, anti-vehicle) (better against infantry but primarily meant for anti-vehicle, immune to radiation, elite bolts are yellow and bounce, tesla bolts arc over walls, can overcharge Tesla Coils) '2.000 volts coming up!' (description) Fixed Tesla Trooper (the Tesla Trooper had no unique frames for overcharging a Tesla Coil) made by AtomicNoodles Tesla Trooper's 'extra crispy' voice extracted by EVA-251 Desolator $600, Barracks, Radar Tower 150 strength, plate armour Speed 4, sight 5 'Gamma' radiation cannon (anti-infantry) (slightly better against vehicles, doesn't self-heal anymore) 'Ready for meltdown!' (description) Cannoneer $1000, Barracks, Battle Lab 150 strength, plate armour Speed 4, sight 5 'Sasha' radiation cannon (anti-infantry) 'Natasha' tesla cannon (anti-vehicle) (long range, uses radiation-tipped shells against infantry and tesla-tipped shells against the rest, excellent against non-flying units, bad against buildings) 'I am heavy weapons guy!' (voice based on Team Fortress 2's Heavy) (description) Cannoneer made by MasterHaosis (modified) Boris $1500, Barracks, Battle Lab 200 strength, plate armour Speed 5, sight 8 Customised AKM (anti-infantry, anti-vehicle) Target painter / MiG strike aircraft (anti-building) (detects disguise and stealth, shorter target painter range, gains experience from MiG-kills, MiGs are faster, is fearless) 'Boris has arrived!'
(description) War Miner $1400, War Factory 1000 strength, miner armour Speed 4, sight 3 'Sickle' machinegun (anti-infantry) (War Miner, elite weapon is now an improved machinegun as opposed to a cannon, can deploy to heal friendly infantry around it) 'The wealth must be shared!' (voice based on Command & Conquer: Red Alert 3's Soviet Ore Collector) (description) Rhino Heavy Tank $900, War Factory 400 strength, heavy armour Speed 6, sight 4 120mm cannon (anti-vehicle, anti-building) (Rhino Heavy Tank, still the heaviest, strongest, slowest, et cetera main battle tank) 'We will bury them!' (description) Flak Tank $500, Armour Depot 225 strength, heavy armour Speed 7, sight 5 'Cloudpiercer' flak cannon (anti-infantry, anti-aircraft) (like the original game's Flak Track, but fires slower, more powerful, longer ranged shots that are not inaccurate and that are vaguely capable - instead of wholly incapable - against vehicles, carries two passengers, size limit of one) 'You want it, you got it!' (voice based on Command & Conquer: Red Alert 3's Bullfrog) (description) Flak Tank made by MadHQ (modified) Tesla Tank $1200, War Factory, Radar Tower 300 strength, heavy armour Speed 7, sight 4 Twin tesla coils (anti-infantry, anti-vehicle) (Tesla Tank, but faster, and with a longer range and a very fast rate of fire, excellent against units - provided they do not get too close - terrible against buildings) 'Maximum power!' (description) V3 Launcher $800, War Factory, Radar Tower 150 strength, light armour Speed 4, sight 4 V3 rockets (anti-building) (V3, rockets fly faster, accelerate faster, have more strength, and are nuclear, leaving radiation when exploding) 'We have ignition!' (description) Armageddon Tank $1750, War Factory, Battle Lab 800 strength, heavy armour Speed 3, sight 4 125mm tesla cannon (anti-vehicle, anti-building) 'Surge' tesla coil (anti-infantry) (Apocalypse Tank, but slower, with a shorter range and a very slow rate of fire, launches a barrage of six shells, extremely effective against buildings, has a short-ranged fast-firing tesla coil to kill any nearby infantry, omnicrusher, omnicrush resistant) 'Armageddon is here.'
(voice based on Command & Conquer: Red Alert 3's Apocalypse Tank) (description) Armageddon Tank made by raminator Armageddon Tank cameo made by Speeder (modified - I am not 100% sure whether this cameo actually comes from Speeder, mind, but it's an old public asset everyone probably recognises) Soviet MCV $3000, War Factory, Radar Tower 1000 strength, heavy armour Speed 4, sight 9 (MCV, omnicrush resistant) 'Building the Soviet empire!' (description) Dread Drone $600, War Factory, Radar Tower 200 strength, light armour Speed 24, sight 7 (note: Flying units use a different speed measurement) Radiation emitter (anti-infantry, anti-vehicle) (flying drone that spawns a small radiation field directly below it, detects stealth and disguise, has self heal).Clicks of Geiger counters flying off the charts. (description) Kirov Airship $2000, War Factory, Battle Lab 2000 strength, heavy armour Speed 5, sight 6 (note: Flying units use a different speed measurement) Blimp bombs (anti-building) (Kirov Airship) 'Bombing bays ready!' Attach signature (signatures can be changed in profile) close Contadora Confederation Revolutionary $100, Armoury 100 strength, no armour Speed 6, sight 5 M1 Carbine, AK-47, FN FAL (anti-infantry) (faster and less range than the Conscript, identical otherwise) 'The oppressors must die!' (voice based on Command & Conquer 3: Tiberium Wars' Militant Squad) (description) Revolutionary made by ArgCmdr (modified) Insurgent $400, Armoury 100 strength, no armour Speed 6, sight 5 Bomb vest (anti-infantry, anti-vehicle) (Terrorist, doesn't damage friendly units) 'We must revolt!' (description) Attack Dog $200, Armoury 100 strength, no armour Speed 8, sight 9 Sharpened teeth and a craving for human meat (anti-infantry) (the formerly Allied Attack Dog, is trainable, can detect stealth and disguise) 'Woof!' (description) Engineer $500, Armoury 75 strength, no armour Speed 4, sight 4 (sensor sight of 4, can detect disguise, can capture buildings, can defuse bombs, can drive) 'Something needs fixing?'
(description) Soviet Engineer's 'something needs fixing?' , 'need a repair?' , and 'I know how it works' voices extracted by tomsons26lv Pyro $500, Armoury, Operations Hub 125 strength, flak armour Speed 4, sight 5 'Hadouken' Flamethrower (anti-infantry, anti-building) (short range, fast rate of fire, inaccurate, doesn't harm friendly units) 'Huddaaah!' (voice based on Team Fortress 2's Pyro) (description) Pyro made by Dafool (modified) Watchman $800, Armoury, Operations Hub 125 strength, flak armour Speed 4, sight 6 'Atlatl' Rocket launcher (anti-vehicle, anti-aircraft, anti-building) (anti-vehicle and anti-air rockets, but can deploy to become stationary and cloaked, equiping a long-ranged slower firing napalm rocket launcher that lacks anti-air capabilities but is very effective against everything else) 'Keep an eye out!' (voice based on Command & Conquer 3: Tiberium Wars' Militant Rocket Squad) (description) Watchman made by Rommel (modified) Renegade $800, Armoury, War Bunker 150 strength, flak armour Speed 5, sight 5 Dynamite (anti-vehicle, anti-building) (Crazy Ivan, faster, cloaked when not moving, can throw dynamite over a longer range, dynamite deals enough damage to destroy any unit it is attached to) 'Happy birthday!' Attach signature (signatures can be changed in profile) close PSI Corps Initiate $200, Cerebral Dormitory 75 strength, no armour Speed 4, sight 5 Pyrokinetics (anti-infantry) (like a deployed GI, but has less strength and is worse against unarmoured infantry and buildings - also no range increase when elite) 'Yuri is master!'
Yuri's basic infantry consists of legions of Initiates, but they weren't the first soldiers to be part of the PSI Corps' ranks; that honour goes to the scrapped Parasites. Much like these Parasites, the first Initiates couldn't really be called human, being more of a robotic shell controlled by a human brain. Yuri might be an unparalleled psychic, knowing more than anyone else about the brain, but His knowledge did not extend so far when it came to other aspects of the human being.
He learned, though - he had to, in order to raise a proper army - and gradually, the newly built Initiates seemed to be more and more human. Metal parts appeared to be wholly organic, except for when cut open, and with proper clothing, Initiates could walk around undetected around humans - though not yet past metal detectors.
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Eventually, human parts were fused, merged, replacing metal as organs and limbs were grown in vats, and then enhanced, as the human genome was fully decoded. Other vats were constructed in the Antarctic snow - Cloning Vats arose to replace the tedious procedure of growing body parts individually.
In the end, only a few select surgeries were necessary to turn a human - or a clone, indeed - into an Initiate. Initiates are, contrary to popular belief, incapable of using psychic powers; only their cybernetic modifications allow them to interact with the molecular level, to create friction, and thereby, to start a fire. It is an uncontrolled interaction; an Initiate merely looks at a specific surface and 'thinks' of creating a fire. A pulse, a throb, something, is then felt inside the Initiate's head, as a burst of friction is applied. Normally, this would feel like a heavy blow to the head, and an ordinary human would suffer serious brain damage within a day - hence why Initiates undergo multiple surgeries to protect themselves against this. It is as good as a psychic power, though far easier to achieve than spending weeks - at least - to unlock true psychic powers, which makes Initiates the perfect footsoldiers for Yuri.
Especially since they do not have to be assembled anymore, as it were, and instead, can simply be ordinary humans - though modified. The long-term effects of being initiated, as it is called, remain unstudied. Initiates do have a tendency to suffer brain damage even with the additional protections, though, so it isn't a role to volunteer for. Even so, Yuri takes care of His followers; there are multiple paths to take for an Initiate, even when the Initiate is failing. One can go on to serve as an Ascended, or in a Brainchamber, or even in a Mastermind, for example.
These are all honourable and glorious ways to further His will - and who wouldn't wish to further His will? Fixed Initiate (the Initiate's muzzle fire used unlit colours) made by AtomicNoodles Priest $400, Cerebral Dormitory 100 strength, no armour Speed 4, sight 5 Machine Spirit control (anti-vehicle) Machine Spirit appeasement (heals vehicles) (can mind control one vehicle or ship, deploys for vehicle healing psychic wave) 'I hear the Machine Spirit's voice!' (voice based on Warhammer 40.000: Dawn of War's Techpriest Engineer) Priests, or Tech Priests, hail from a small cult in Palestina. One of many such cults, Yuri originally thought, and he would have let Hurria deal with them - but then something caught his interest. On the surface, these Tech Priests are much like any other cult; religiously devout with clear Abrahamic origins. They worship a God-Emperor, whom they are searching, and they believe machines are inhabited by Machine Spirits.
They insist that the rapid advances of the world, particularly those in robotisation, automation, and digitisation, will lead the world to its doom, as these Machine Spirits gain control over more and more tools and weapons. Ordinarily, this kind of Luddite doomsday cult wouldn't be noteworthy - but when these Tech Priests attempted to communicate with their Machine Spirit, they released an amount of psychic energy beyond what normal humans should be capable of. An amount of psychic energy that hardly rivalled Yuri, to be sure, but his interest was sparked none the less. The Priests were quickly integrated within Yuri's ranks, and under his tutelage, their psychic powers grew. As they learned how to control their minds better, their rituals related to appeasing the Machine Spirits improved and diverged. On one hand, there were those who sought to sooth and please the Machine Spirits, with gentle caresses and whispers, tracing the imperfect human constructs their perfect souls resided in, seeking to perfect the curves and edges. Should their metal bodies fall apart, there would be no container left for them to inhabit, and the Machine Spirits would be condemned to scatter all throughout the void, broken, powerless, forever destroyed yet never dying.
An incomprehensibly horrible fate, and one that the Priests would do their very best to avert. Besides, if they wouldn't, they might just awaken the Machine Spirits' wrath - and soon, a gun might accidentally fire, or a conductor might just explode, and a Priest may very well end up dead.
On the other hand, there were those Priests who grew in confidence - in arrogance, even. With Yuri's overwhelming psychic might behind them, the Machine Spirits could finally be neutered; instead of appeasing them, in the hopes that they might spare the Priests when the day of judgement arrived, they could now be controlled, constrained, bound to the wills of the Priests. Even with Yuri's training, however, it is strongly recommended for any Priest to only ever attempt to control the Machine Spirit (or Machine Spirits, if one is unlucky) of one single object, and preferably a small one at that. To attempt to control more is to inevitably lose control, in the most benevolent of circumstances - and the Machine Spirits are a vengeful and wrathful lot, never forgetting even the slightest slight.
The Priest who wrongs them can be sure to have just lived his or her last week of life. Unless the Machine Spirits in question are rendered powerless first, by destroying their body or container. These two diverging stances have lead to a schism filled with rage and hatred between the Priests themselves, but, although fanatically and dichotomically opposed, the Priests are too small in number to cause a lot of damage to Yuri's forces as a whole. And there is Yuri's influence as well, He who is perhaps the God-Emperor Himself, He who soothes them, who blesses them with peace and harmony, a tranquil and calm mind. For Him, they work together, just a little bit more, despite the blasphemic and apocalyptical ways of those other Priests, they will work together, until His plans are fulfilled.
Engineer $500, Cerebral Dormitory 75 strength, no armour Speed 4, sight 4 (sensor sight of 4, can detect disguise, can capture buildings, can defuse bombs, can drive) 'Smooth operations.' Though Allied Engineers hail primarily from universities and often study for a considerable amount of time in the army before being sent on field work, and though Soviet Engineers often learn through practice, needing to learn rapidly lest the Shock Gun they just fixed explodes in a shower of deadly electricity, it might well be Yuri's own creed of Engineers that is the smartest of all. Lacking both the extensive studies and the exhaustive practical work, the Engineers of the PSI Corps none the less have a body of knowledge to fall back on that dwarfs anything the Allies or the Soviets have. Further, the psychic knowledge of the PSI Corps considerably speeds up the learning process, and a rumour spread around by Allied Engineers holds that these PSI Corps' Engineers are, in fact, part of a hive mind prototype.
Certainly, directly interfacing with Yuri Himself could explain why the Engineers of the PSI Corps seem to be so knowledgeable in the most obscure of things. They never seem to be quite as focused as other Engineers either - perhaps because Yuri is whispering secrets into their very minds? Ascended $600, Cerebral Dormitory, Psychic Sensor 125 strength, plate armour Speed 12, sight 8 (note: This is not particularly fast, as flying units use a different speed measurement) Pyrokinetics (anti-infantry, anti-air) (anti-air and anti-infantry rocketeer, uses psychic pulses like the Initiate - an ascended Initiate) 'Witness my power!'
(voice based on Warhammer 40.000: Dawn of War's Psyker) Before Yuri's Initiate program, there were the Parasites, little more than brains strapped into a husk of metal and cloth. These Parasites were prone to error; their brain, supposedly capable of identifying enemies, occasionally trod well out of established parameters, and directed pyrokinetic energy at anything ranging from snowflakes to fellow Parasites.
Still, Yuri only needed a small taskforce to keep away the tiny few adventurers and researchers that sought to explore Antarctica, and for this, the Parasites were more than enough. As Yuri's facilities improved, however, the Initiate programme took off, and the Parasites were gradually phased out. Still, some of the Initiates were prone to the same errors as the Parasites, getting stuck in a self-reinforcing loop of rage that triggers the pyrokinetic energy - and if fire causes rage, and rage causes fire. These errors appeared more frequently amongst damaged Initiates, and so, when the time came to reveal his presence, Yuri restored the Parasite programme, enclosing the damaged Initiates in Parasite-armour - with certain protections, to prevent the wholesale slaughter of his own forces by a crazed Initiate - and directing this flying armada of hate-fuelled flames into any concentration of enemies that threatened his interests.
As for the Initiates? It is certainly a great honour to enforce Yuri's will as one of the Ascended - that the aforementioned 'certain protections' slowly rot away the brain is of lesser relevance. Ascended made by Chrono Loony (modified) Angel $900, Cerebral Dormitory, Psychic Sensor 125 strength, flak armour Speed 12, sight 8 (note: This is not particularly fast, as flying units use a different speed measurement) Psychic explosion (anti-vehicle, anti-building) Psychic healing wave (heals infantry) (jumpjet, long-ranged psychic pulses to heavily damage vehicles and buildings, psychic wave to heal infantry) 'He who stands with me shall be my brother.' (voice based on Warhammer 40.000: Dawn of War's Force Commander) There is more to the mind than mind control, of course. In essence, it is will; the will to control someone's mind and the will to cause fire to spawn, for example.
So, too, is there the will to simply rip something apart from the inside - like an explosion, but not like a rocket detonating upon collision with a tank's armour, but an explosion inside the tank itself, shattering its very structure apart, tearing the fabric apart on the molecular level. It is this power that the Angels have mastered, but there is more to the Angels than merely mastering one power over another. Angels are human, much like the Reborn, independent and proud to serve in Yuri's ranks, believing in His vision of the future and seeking to realise it. They are humans whose psychic powers have been unlocked, but they are generally humans with less innate power than the Reborn. Whereas the Reborn are capable of fully enjoying the fruits of their minds, with mind control and other abilities, the Angels would have a hard time keeping control over an animal, and would run the risk of messing up someone's head by wrongly implanting ideas and suggestions. They are simply less attuned to the psychic, much like how some humans are better in sports and others are better in studying.
Where the Reborn are the commanders and the generals, the Angels are the officers and the captains. They have a role on the field, with the rest of Yuri's forces, but they should certainly not be underestimated. To be able to visualise something on such a deep level, to see that a tank is simply a collection of atoms, down to the very wave function that is everything, that is not something most humans can do. To then rip this apart, in a precise manner, so as to only cause damage to their chosen target - that requires in-depth training and modification of one's brain. The Angels are the result.
Usually hovering above their brethren - levitation is a lot less hard if you can move your self, every single atom that is you, upwards - to relay information to the rest, they can cause structures and vehicles to shatter from faraway. The smaller the target, and the more it (or its atoms) moves, the harder this is, hence why infantry is surprisingly resilient to the psychic powers of an Angel. As resilient infantry is to the destructive powers of an Angel, though, so receptive is it to the wave of soothing, calming, and healing, that Angels can naturally radiate outwards. Whereas Reborn overload the synapses of those around them - shattering their minds and their selves - Angels instead heal them, or at least, make them forget any pain or wound that might bother them. So all have a role to play in Yuri's ranks. Blessed / Angel warhead animation made by Apollo (modified) Reborn $1000, Cerebral Dormitory, Enlightenment Beacon 150 strength, flak armour Speed 4, sight 5 Mind control (anti-infantry, anti-vehicle) Psychic wave (anti-infantry, anti-vehicle) (Yuri Clone, slightly longer range (8 instead of 7), psychic wave that harms vehicles and infantry, gains experience from mind controlled units, can infiltrate) 'Share your thoughts with me.'
Some precious few humans have latent psychic abilities - or, more accurately, every single human has latent psychic abilities, but for some precious few humans, these psychic abilities are a little bit less latent. With the guidance of Yuri, a human's psychic ability can be fully - or partly - unlocked, but of course, Yuri has no time aiding billions of humans in this process. One unfortunate fact is that clones of ordinary humans lose their psychic abilities, and though it is probable that a clone of Yuri Himself would retain at least a modicum of psychic abilities - Yuri Himself once spoke of Greek mythology, of how the child of a god and a human was usually a demigod, a legendary hero, or at least, someone superior to human yet inferior to god - this remains untested. The quest of filling the ranks of the PSI Corps with psychically attuned people is one that never stops, and fortunately, the most prominent psychics besides Yuri are capable of bringing forth the latent talents of others (though undoubtedly not as efficiently as Yuri Himself could do). Even so, it is a very slow quest, as the procedure usually involves a complete reconstruction of one's neural pathways, with the - tragic?
- consequence of also completely rewriting one's personality. It is worth it though, Yuri says. To have such an open mind, to be able to perceive, understand, know, so very much, to be able to link your mind to someone else's, to plant thoughts and ideas in their heads, to control them, even, to sense any living being around you, to influence them all at once, to overload and destroy the synapses of all those around you. That is the power that any so-called Reborn gets reborn with, after the neural reconstruction process is finished. Some are more powerful than others, of course, and most are reborn with a wholly different personality - but they are independent actors, with initiative, dreams, opinions, everything that makes a human human, and then so much more.
They are often assigned to commanding roles in Yuri's army, precisely because of their humanity, and no mindless creature could possibly go undercover and live amongst enemies, stealing their secrets under their very nose. Even the weakest of the Reborn is a wonder to behold. An artwork, really, of neural pathways and synapses. A masterpiece, created by Yuri, given to the world. Yuri Prime $1500, Cerebral Dormitory, Enlightenment Beacon 200 strength, plate armour Speed 6, sight 8 Mind control (anti-infantry, anti-vehicle, anti-building) Psychic wave (anti-infantry, anti-vehicle, anti-building) (Yuri Clone, but can mind control a maximum of three units or buildings, psychic wave deals slightly more damage to heavier vehicles, gains experience from mind controlled units, detects stealth and disguise, is radar invisible, is fearless) 'You will learn from me.' When the PSI Corps revealed its presence, conventional wisdom amongst Allied and Soviet soldiers soon held that the mysterious man in the hovering chariot was the root cause of all their troubles.
When this man appeared, entire armies and bases would turn side. Regiments would feel disturbed, odd, unsettled. Tossing and turning in their sleep, hearing strange voices whispering in their heads as they marched.
Yuri's Revenge Download

Forming odd ideas, losing their focus, finding themselves waking up from a trance. That is how Allied and Soviet soldiers knew of His presence in the area, long before - if ever - they actually saw Him. He, of course, is Yuri, in the eyes of these soldiers. And if, if, they managed to kill Him, then the war would be back to normal, the psychic trickery finally over. Or so they thought. Informal contests were held and soldiers trained amongst themselves - but even if they would manage to kill this Yuri, it would all be for naught.
For he is not Yuri Himself; he is but a clone of Him. One of the very few in existence, such as the one leading the operations in Tibet, or the one active in the Levant and dealing with Hurria. They are known as Yuri Primes, to muddle enemy intelligence, and they are psychically more powerful than anyone else except for Yuri himself. They can mind control the crews of entire buildings and vehicles, as well as individual soldiers, and they can generate a wave of psychic energy that rips apart any solid object nearby provided it is small enough.
Hovering across the battlefield, a Yuri Prime can quickly make himself scarce, leaving an entire force of mind controlled pawns behind to break through the enemy's ranks. Multiple bases have mysteriously disappeared in mere moments, when a Yuri Prime set his sights on it - just as all opponents will, until only the PSI Corps remains. Blessed Mechanised Infantry $800, Manufactory 200 strength, heavy armour Speed 8, sight 4 Psychic explosion (anti-vehicle, anti-building) (no turret, psychic pulse that rocks vehicles like the Angel, very low strength, terrible against infantry, better against heavier vehicles and buildings than other main tanks) 'My knowledge is at your disposal.' (voice based on Warhammer 40.000: Dawn of War's Librarian) The PSI Corps is specialised in - though certainly not limited to - three kinds of psychic energy. The imprecise desire to create friction, somewhere, and through it, fire. The imagination to see the universe for what it is, to attempt to rearrange molecules - an art very much not perfected, but if one replaces 'rearrange' with 'destruct', then it is an art mastered by the Angels. And finally, of course, the will to subsume one mind to another; mind control.
It is the second of the three, however, that is employed for the PSI Corps' main battle tank. The Blessed, as it is called, is designated as a 'Mechanised Infantry', and this is more accurate than one might suspect at first. The concept originates from the Mastermind; a vessel carrying a brain - or multiple brains, as is usually the case with the Mastermind.
The Blessed is a far lighter version of the Mastermind, however, favouring speed over armour. Carrying brains of fallen Angels, it is excellent at tearing down structures and vehicles; the larger, the better. This, unfortunately, makes the Blessed a bit lacking when compared to other main battle tanks. Lacking the ability to take to the sky, like an Angel, the Blessed also lacks the range of an Angel, and being confined to a somewhat unwieldy vessel, as opposed to one's own human body, the effectiveness of its psychic blast is reduced, especially versus infantry. In eastern Europe, certain people whisper of Lucifer himself having come to scourge the world of all the faithless. He is, after all, the prime example of a fallen angel.
Blessed made by MadHQ Blessed / Angel warhead animation made by Apollo (modified) Psychostasia $500, Manufactory 150 strength, light armour Speed 12, sight 5 'Psychostasia' psychic missiles (anti-infantry, anti-air) (fast bike, fires missiles that create small psychic waves that slow down units - cellspread, marginally effective against everything, long-ish range) 'Hit and run!' (voice based on Command & Conquer: Generals' Combat Cycle) These fast hit and run trikes can pop up from practically nowhere, with their considerable speed, and they might well be the last sight one ever sees as the integrity of one's souls is judged against the power of a Psychostasia missile. The Psychostasia is the perfect hunter, outranging and outspeeding most, though they are somewhat prone to accidents if one isn't careful. A well-placed shell can blow them apart, and it is easy to crash, driving at the high speed the Psychostasia goes. Being a unit relying on more or less conventional missiles, as opposed to psychic weaponry, and being a unit not very special or important, the PSI Corps initially recruited their newfound Hurrian allies for the task of driving the Psychostasia.
As the PSI Corps' Cloning Vats expanded, this was no longer necessary, but it is an excellent way to keep abreast of the rumours and going ons in the various Hurrian cells, and it nicely reinforces their alliance. The Psychostasia is armed with more or less conventional missiles; their payload, besides ordinary explosives, involves a certain kind of psychic energy - different than what is used by the brain - that slows down any and all movement until the energy dissipates.
The same kind of energy is used inside the Brainchamber, to keep one's body in relative stasis while one's brain continues to serve Yuri. This makes the Psychostasia an even better hunter, especially as the Hurrian soldiers are well skilled in guerrilla tactics and harassment; exactly the kind of skillset needed to weigh the souls of all those unbelieving in Yuri's vision.
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