Technology is stolen when a Spy infiltrates an enemy Battle Lab. Since CannisRules: Balance of Power allows all three
sides to train Spies, there is an opportunity here to expand on what the unmodified game offers, without undue risk of
creating new balance issues. In short, if you infiltrate an enemy Battle Lab of a side different than your own, you will
gain the ability to build that side's tech tree. If you infiltrate an enemy Battle Lab owned by the same side as yourself,
you will gain the ability to make a new side-specific secret unit. The table below should display this clearly.
Allied Battle Lab
Soviet Battle Lab
Yuri Battle Lab
Allied Player
Infiltrates:
Soviet Player
Infiltrates:
Yuri Player
Infiltrates:
Chrono Commando
The ability to train this unit requires infiltration by any side into an Allied Battle Lab. He is powerful enough as it is,
so no changes have been made.
Chrono Ivan
Requiring infiltration by any side into a Soviet Battle Lab, the Chrono Ivan shares similar improvements as those given to
the Crazy Ivan. He is harder to kill, wears tank-resistant armor, self-heals, and can be
promoted. The changes to his IvanBombs when he plants them on infantry and vehicles are identical to those of Crazy Ivan
too. They do more damage, and will explode after only 7 seconds rather than the 30 seconds required previously.
But when Chrono Ivan's bombs are planted on buildings, the results are very different. His bomb now detonates
instantly if it is placed on a building, and will always destroy such a building rather than
just damage it (think of it as working like C4). He also now blows up when killed just like Crazy Ivan does.
Times given assume a game speed of 3 (medium) with the game running at 15 frames/second. Actual elapsed time is
dependent on game speed setting and processor speed.
Psi Commando
Ability to train the Psi Commando requires infiltration into a Yuri Battle Lab. Often considered the least valuable of the
StolenTech units, he has been given several upgrades: The Psi Commando is now stronger, faster, and can now mind-control up
to 3 units at once! However, he now uses no weapon at all when in a Battle Fortress, and his C4 no longer works on bridges.
Plus, he gets an improved cameo icon.
Stolen Tech MCV's
If you infiltrate another side's Battle Lab, you gain the ability to build a prototype version of that side's MCV,
effectively giving you access to that side's entire tech tree. The prerequisites for building such an MCV are identical to
those required to build your own. If Allied, you must have an Allied War Factory and Service Depot; if Soviet, you must have
a Soviet War Factory and Repair Facility; and if Yuri, you must have a Yuri War Factory and Grinder. As is to be expected
with an expensive prototype vehicle, building it is time-consuming and will tie up your war factory for quite a while.
Cost of building any of these prototype MCVs includes a $2000 premium over the cost of a regular MCV, so a Stolen Tech MCV
will cost a total of $5000 to build. This premium is non-recoverable; if a Stolen Tech MCV is put into a Grinder, only $3000
will be recovered. Once the MCV is deployed, the transformation is complete, and the resulting Construction Yard is no
different than one created from deploying a standard MCV. Repacking the Con Yard will leave you with a standard-issue MCV.
Once developing a new tech tree, it will become possible to build the standard MCV as well as the more expensive Stolen Tech
version.
Orca Bomber
When an Allied player infiltrates an Allied Battle Lab, the combined Chrono technology research allows him to reach into a
strange parallel timeline where constant war rages between two scientifically advanced factions. The only usable information
recovered are the plans and specifications for an Orca Bomber, heavy bomber used by one of those factions. It requires
the same aircraft docking structures as the Harrier or Black Eagle. Its cost is $1800 due to the advanced materials used in
its construction. Slow but extremely sturdy, the Orca Bomber can make 2 bombing runs before needing to reload. Its bombs are
very imprecise but are very devastating. This destructive power of these bombs increases when the bomber is elite.
The Orca Bomber is a side-specific unit solely available to the Allies. Soviet and Yuri players can never build Orca Bombers.
Laser Rocketeer
When a Soviet player infiltrates a Soviet Battle Lab, he can make use of combined research regarding the Soviet space
program. The Cosmonaut's rocket pack is improved so that it can function in the Earth's higher gravity, and his laser weapon
is enhanced to produce a more powerful and coherent beam that is unaffected by the atmosphere. The result is the Laser
Rocketeer. These units can be trained from the Soviet Barracks at a cost of $600 each. Not merely Allied Rocketeer clones,
their lasers are very effective against all targets, and in groups they will make short work of anything. When elite, the
Laser Rocketeer switches from a red laser to a blue one that can be fired more frequently.
The Laser Rocketeer is a side-specific unit solely available to the Soviets. Allied and Yuri players can never build Laser
Rocketeers.
Chaos Tank
When a Yuri player infiltrates a Yuri Battle Lab, he gains access to research which allows more flexible use of his
particular brand of unholy weaponry. The Chaos Tank is a heavily armored tank which fires a medium-range artillery shell,
which explodes on impact into a cloud of Chaos gas (a slightly more potent version of the gas used by the Chaos Drone).
Once enemy units are confounded, the Chaos Tank can take advantage of this confusion to use a powerful short-range disrupter
beam on enemy buildings (this disrupter beam is a double-strength version of the Magnetron's building disrupter weapon).
Building Chaos Tanks requires a Yuri War Factory, at a cost of $1500 each.
The Chaos Tank is a side-specific unit solely available to the Yuri side. Allied and Soviet players can never build Chaos
Tanks.
T-Rex
What do you get when you combine Time-Travel research, records of Soviet forays into the distant past, and Yuri's documented
histories of controlling the minds of dim-witted beasts? Infiltrating all 3 Battle Lab types will allow the player to train
the mighty T-Rex. For a cost of $1500, the T-Rex can be trained from any Barracks, by any side. Aggressive and difficult to
control, this giant reptile will destroy anything on the ground.
Cyborg Ivan This new CannisRules unit is only available as a possible Secret Lab build option, not from infiltrating an enemy Battle Lab.
It is listed here on this page because it will become a Stolen Tech unit in a future release of the mod.
Only a Crazy Ivan is insane enough to agree to allow his body to be grafted onto a Terror Drone chassis. As a result, he is an infantry unit
which is seen by enemy targeting systems as a vehicle. The Cyborg Ivan's bomb is standard-issue Ivan dynamite. His Drone body is much more
heavily armored, which has the side effect of reducing its speed. But this extra durability makes it possible fro him to survive the
destruction of nearby fellow Cyborg Ivans, so that groups can be used effectively without suffering from chain-reaction explosions when only
one is killed. These nightmarish abominations can be trained at the price of $1500 each.
Psychic Legionnaire This new CannisRules unit is only available as a possible Secret Lab build option, not from infiltrating an enemy Battle Lab.
It is listed here on this page because it will become a Stolen Tech unit in a future release of the mod.
As you might expect, the Psychic Legionnaire teleports from place to place in the
same manner as any other chrono unit, and has the ability to mind-control enemy infantry and vehicles. While weak and unable
to defend himself, his ability to suddenly warp in, turn an enemy to his side, and immediately warp away to safety makes him
potentially devastating. They can be trained at the price of $1500 each.
Telekinetic Adept This new CannisRules unit is only available as a possible Secret Lab build option, not from infiltrating an enemy Battle Lab.
It is listed here on this page because it will become a Stolen Tech unit in a future release of the mod.
Among certain Psi Corps Troopers are whose possess latent telekinetic abilities, and are able to levitate themselves, using this
power to cross bodies of water as necessary. A cybernetic implant in his skull enhances this ability so that he is able to destroy
buildings at a distance by shaking them apart telekinetically. As with a normal PCT, he can mind-control enemy units, but he is very
weak and easy to kill. What makes him truly unique is his mastery over gravity, which gives him the understanding necessary to seize
units in the air.
The downside to the TK Adept's implant is that he is unable to sense underwater units, meaning he is blind to danger when traveling
over water. But, if those units are revealed to him by a friendly unit with the ability to sense them, he will be able to seize
control of them. The perfect escort to Yuri himself, these devilish units can be trained at the price of $1500 each.
Continue the tour of CannisRules with a review of IFV Combos.