The backbone of the Soviet Union’s once powerful physic legacy, now returned to our rightful leader Yuri.
We operate using mind manipulation and unorthodox weaponry. Yuri’s will has allowed us to create flying mechanical hive minds to steal the will of minds from the air. Perfected Yuri clones can be martyred for enemy units, stealing their minds, enhancing their strength and firepower for our benefit, permanently. Our vehicles have the power to link their minds together, combined strength to destroy any army that dares opposes us. We have many more tricks up our sleeve, all will be revealed in time.
After all, your will is Yuri’s will.
The masters of stealth technology, creating new weapons of war and enhancing conventional units.
Newly formed Specter teams allow experienced squads to appear from the air, using a stealthy landing to demolish enemy structures and eliminate infantry with ease. Newly created Stealth Tanks are the ultimate hit and run unit, a small group will make short work of any unsuspecting tank column or undefended building.
Some basic infantry and vehicles may also be equipped with stealth, further enhancing their efficiency on the battlefield. With the power to cloak bases and armies, commanders will need to think twice about their actions, and if they are truly safe as they think they are.
Experimenting on various subjects, using mind-controlled slaves and willing fanatics to further Genesis's cause.
Their research has led to many instances of forces attaining a new “evolution”, as they would call it, and even weaponizing forms of devolution on their enemies. Watch as your enemies turn into the mindless monkey ancestors they once were or turn into enraged brutes to reap havoc on the battlefield. Commanders can heal their units instantly in battle, DNA splice their units for enhanced abilities, and prototype developments of new subterranean vehicles to hit armies in unsuspecting areas.
Due to the notoriety of Genesis’ brutality, enemy commanders will often commit suicide to prevent capture and experimentation after losing a battle. You do not want to be another husk on the battlefield.
The heart of the Yuri base, required to build structures.
Allies can also build around your conyard!
The bioreactor grants power. However, that power can be further increased by putting infantry units inside.
This power increase does NOT scale based on the cost of the infantry unit, thus it's always best to use the cheapest infantry possible!
The barracks is necessary to produce any infantry. Build multiple to increase infantry production speed.
Note: Spying this building will give you infantry veterancy.
The ore refinery is where the miners return to bring back the ore they have harvested.
It's recommended to have at least 2 refineries. This is because if you have a lot of miners, they'll have less chance of getting stuck on each other. But it's also important, because if your your other one gets destroyed, your eco won't come to a standstill!
Required to create vehicles.
Multiple war factories increase vehicle production speed.
Note: Spying this building will give you vehicle veterancy.
The main pad for aircraft. You'll need to create this first before you have access to the runway.
Note: Spying this building will give you jet veterancy.
In case you need extra space for more jets, the runway is your next option.
It costs a little bit less power too!
The shipyard is the building you need in order to create naval units.
As spies are not amphibious, the shipyard cannot be spied.
Building multiple shipyards increases naval production speed.
Note: Make sure to place a few defences around your shipyard. It's important to keep it alive in a naval war!
The psychic radar is an important structure.
It gives access to the minimap, the psychic reveal support power and the sonar scan support power.
Note: Spying this building will result in the enemy's scouting being undone.
The biodome is the Tier 2 tech structure.
Aside from unlocking numerous important support powers, it also grants access to the Tier 2 GPs.
Whether your units are very wounded, you have a bunch of mind controlled units or other units you want to get rid of, the grinder is a very helpful tool.
The grinder will give you money back based on the total cost of the unit.
It also gives access to secondary economy, which is very important in RoTE.
Probably the most important tech structure.
Grants access to the T3 GPs, many new support powers and lots the highest tier of units.
Note: It's recommended to place a wall around this structure in order to prevent enemies from getting stolen tech.
Thought you only ordered one infantry unit? Well now you get two!
Clones all the infantry you create, aside from those pesty failed experiments of course.
The minor superweapon for the Yuri faction.
It turns all T1 infantry into brutes instantly and will apply a debuff to higher tier units, damaging them over time. It turns ANY low HP infantry into a brute!
To get rid of this debuff, split up the affected units so they stop spreading it.
Note: Spying this structure resets the superweapon timer.
The major superweapon for the Yuri faction. Creates a massive rift, dealing massive damage while summoning creatures from the past.
Note: Spying this structure resets the superweapon timer.
Create a wall that can be linked with each other in order be more efficient at building them.
The lowest tier of defence that the Yuri faction has.
Unlike all the other T1 anti-infantry defences, the gatling cannon can target air units too.
Allow a unit to enter a tank bunker, fortifying it and granting it buffs to attack stats.
Not all vehicles can enter the tank bunker.
To help with enemy naval units overwhelming your naval shipyard, ray pylons keep certain numbers of them at bay. Make sure to build at least a few of them before you get overwhelmed.
Cloaks any nearby allied units while in range of the stealth generator.
Also grants access to the cloaking field support power.
The gene splitter shoots a wave of psychic energy, dealing damage to anything in its path.
Unlike the T1 defence, the T2 defence is generally good against both infantry and vehicle.
Although only available to Psicorps, the psychic tower is a very useful tool in defense.
As soon as a unit comes in its range, it will mind control that unit, allowing you to use it against your enemies instead. Or you could grind it in the grinder for money of course.
The main scouting unit for the Yuri factions.
Unfortunately, unlike the dogs of the other factions, the Ravager is unable to swim.
Together with his wrench and suitcase, the cyborg technician is ready to slap the crap out of any nooks and crannies in your buildings.
Use the technician to capture neutral buildings, repair buildings.. or use three of them to capture your enemy's buildings!
Not available to Specter.
The basic anti-infantry unit of the Yuri faction.
Good at what he does. His favourite person is Yuri.
Only available to Specter.
The militant is a short-ranged infantry unit that used a shotgun to deal damage to multiple targets.
This unit is not available to Genesis.
It's the main anti-vehicle and anti-air unit for Psicorps and Specter.
This unit is only available to Genesis.
While not being very different from the dragoon, the ballista shoots twice with reduced damage and has a small anti-air range advantage.
As the name implies, the cyborg reaper has advantages of being a cyborg.
Due to being a cyborg, the unit receives a second-wind state upon sustaining lethal damage.
Only available to Genesis with the DNA splicing GP.
The Red Catalyst uses special weapons made to cause chaos within the enemy lines.
Aside from doing a good amount of damage against vehicles, the damage also applies chaos to the enemy target.
The brute is an angry mutated being, that likes to smash. In multiple ways. Albeit from destroying a rock hard vehicle or just beating the soft unmutated meat of other infantry units.
However, although the brute likes attacking vehicles, his fists are only ever so effective against infantry.
Only available to Genesis using the Kaironetics GP.
The blue catalyst excels at dealing area damage. This combined with the fact that they are anti infantry, allows them to deal with a mass of infantry with ease.
This unit is only available to Specter.
The Specter has a unique weapon. Aside from dealing a high amount of damage to infantry, it also applies a bleeding debuff. This debuff damages the afflicted infantry for a short period of time.
This unit is only available to Psicorps.
Although perfection can never be recreated, the Yuri clones are a good attempt.
Many fear being mind-controlled by Yuri and his clones.
Disguise as one of your enemy's infantry units and try to sneak into one of their buildings in order to give you advantages.
Barracks, War Factory & Airfield: Veterancy.
Refinery: Steal money
Radar tower : Reset minimap
Battle Lab: Stolen tech unit
This unit is only available to Genesis.
The failed experiment is generally quite useless.
In fact, you'll want to put it in your grinder as soon as possible. It'll give you more money than what it costs to build him.
Good thing that people pay you for this interesting research.
This unit is only available to Specter.
Felt a pinch? Many fear the malaria mosquito bite, but the virus here is the real thing you should fear.
It is said that her targets suffer from unimaginable pain before dying.
The mindsweeper is only available to Psicorps.
Specialized against infantry, the mindsweeper is capable of turning enemies into savage brutes. There's a 50-50 on whether the brute will be anti-infantry or anti-vehicle, however the chance of the mutation is lower than that.
This unit is only available to Genesis
the Psychic commando is a variant of the yuri clones, the range is quite subpar.
However, the psychic commando is not only capable of mind controlling, it's also an expert with bombs. The psychic commando can throw bombs on buildings, dealing massive damage.
The psi trooper is the Specter variant of the yuri clone.
Although not much different from the Yuri clone, it does possess T3 armor.
The chameleon is only available to Specter.
As the unit is stealthed and anti-vehicle, it's fairly easy to catch enemy vehicles off-guard. This is very useful when trying to harass the enemy economy or weakening the enemy army before an attack.
The chameleon can also call in an airstrike, sending a plane in order to deal damage to the targeted structure for a long distance.
The arch templar is not available to Specter.
The Arch Templar is a cyborg, made to deal with enemy vehicles.
Although the templar fires a beam that deals damage, the real damage comes from the final explosion at the end.
This unit is only available to Genesis using the DNA Splicing GP.
Although the imploder is a sniper trained to deal with infantry, the imploder also has a unique ability.
Upon killing its target, all that's left is an unknown aggressive creature.
What that creature is, is only known to the Yuri factions.
Yuri Prime is only available to Psicorps.
Everyone thought he died. But Jesus came back, so Yuri can do it too.
Having his powers strengthened through hardship, Yuri is now capable of creating a massive shockwave, causing even heavy vehicles to fly away.
Fleur is only available to Specter.
Being an expert at covert ops, enemies often don't even realize when they've already lost.
Capable of disabling valuable buildings and easily dealing with lone targets makes fleur a feared enemy.
Nebula is only available to Genesis.
Although its origins are unknown, many desert the battlefield as soon as they can hear the high pitch screech.
Empowering nearby brutes and cyborgs is her specialty, and no one wants to be near them when they are enraged.
This unit is not available to Genesis.
The drone miner is a faster miner compared to all the other miners.
This has both its pros and cons.
It's recommended to build more ore refineries to accommodate the quicker miners.
This unit is only available to Genesis.
Although the ore driller doesn't have many defensive tools, it is capable of subterranean movement. It doesn't always use this, as it depends on the destination.
Being a quick unit with a weapon, the assault bike is an excellent tool for harassing enemy miners.
Paired with a passenger slot and being an amphibious unit, the assault bike is a threat everywhere on the map.
To keep your vehicles alive or safe from terror drones, the repair drone is a unit that you'll generally always like to have a few of.
Make sure they are in the backlines of any engagement and they'll do their work automatically from there.
This unit is not available to Specter.
Made for dealing with infantry, and more notably air units.
The seeker is a quick vehicle, giving it a better chance on catching enemy air units off guard.
This unit is only available to Specter.
Although slower than the Seeker, the Gatling Buggy has a unique weapon system that deals more damage the longer it fires. This makes the gatling buggy a more valuable tool against ground armies, at the cost of having a harder time keeping up with air units.
This unit is only available to Psicorps.
The standard MBT known as the Lasher Tank is a very valuable unit within the Yuri army.
Made for dealing with enemy vehicles at a relatively low tier, the lasher tanks can further push their advantage and overwhelm their enemies using numbers when using the Mind Link GP.
This unit is only available to Specter.
Although the Shadow Tank doesn't immediately start off as a cloaked unit, the unit is upgradeable using the Cloak and Dagger GP in order to make it permanently cloaked, even when firing.
This unit is only available to Specter.
Being the replacement for the Shadow Tank, the Weevil tank essentially covers the same roles. However, of course it has improvements.
Most notably are the fact that it's amphibious, its speed increase and the increased damage.
This unit is only available to Genesis.
Similarly like the other Yuri MBTs, the Punisher is also upgradable with a GP. This Punisher GP allows the punisher to temporarily disable enemy weapon systems every few shots, allowing it to have a large advantage it being tank fights.
When in need of expanding to different ore patches or strategic locations, the expansion vehicle is your go-to solution.
Deploy it anywhere and you'll be able to build structures near it.
The chaos drone is a very squishy unit, however it has the potential of absolutely devastating the enemy army.
Armed with chaos gas, any enemy target will succumb to it and start attacking their allies.
This is more effective on units that get fully exposed to the gas, such as infantry units.
Having the intimidating the looks of a scorpion, the Stinger hunts infantry units.
When a Genesis player has activated the From the Depths GP, you'll encounter stingers capable of subterranean movement.
The magnetron is a very unique unit, capable of lifting enemy units towards itself. This is perfect of catching enemy vehicles, allowing your other army units to kill it with ease.
Note that the heavier the enemy vehicle is, the longer it will take for the Magnetron to pull it in.
The buzzer is probably the most squishy unit you'll find on the battlefield. Capable of both flights and ground movement, you can adapt the buzzer to the anti-air capabilities of your opponent.
Once it gets near a non-heroic vehicle, the buzzer will be able to launch itself at it, mind controlling the driver permanently.
This unit is only available to Psicorps.
The havoc tank is a unique T2 MBT, not only does it deal a good amount of damage against enemy vehicles, it also has to ability to cause the enemy driver to go crazy.
The havoc tank uses unique chaos-infused ammo to achieve this.
Further upgradeable using the Levitate GP, granting it amphibious movement.
This unit is only available to Specter using the Hit and Run GP.
The drifter is a very advanced unit, capable of lifting enemy vehicles towards itself like the magnetron, while also dealing damage to it.
Due to the ability to fly, the drifter has an easier time pulling enemy drivers into the depths of the ocean.
This unit is only available to Genesis.
Much like other units in the Yuri roster, the Splicer has a unique weapon.
The Splicer initially shoots a specialized beam at enemy armoured targets, taking the turret of the first vehicle it destroys.
However, even though the Splicer uses a turret made from the opponent's vehicle, it keeps the long range that the splicer has.
This unit is not available to Genesis. For more information, look at the Failed Experiment (Infantry)
Although the Psi Prison doesn't really do much on the surface, the vehicle passively accumulates wealth, making it very important to keep in a safe location in your base.
This unit deploys into what is considered the most important building to any army.
Although it's hard to keep in mind, it's often recommended to make an extra MCV after getting to T3.
This is to prevent your entire based getting ruined in the occasion where your T3 and main conyard get sniped within a small amount of time.
The disruptor does nothing.
Not when it's deployed at least.
However, once deployed the disruptor becomes a long-range siege weapon that is not only effective at sieging your enemy, but it's also useful as a support unit, considering how it slows down enemies around the area of impact.
Being able of subterranean movement, this APC is a very useful tool in transporting its passengers anywhere on the battlefield.
Be mindful of the drilling sound it makes when it moves, it probably means that it's up to no good.
(Due to balance reasons, Yuri Prime, engineers and spies are not able to enter this vehicle in skirmish modes)
This unit is only available to Psicorps.
Although there is a big brain inside the Mastermind, every brain has its limits.
The mastermind is capable of mind-controlling multiple units at a time but be careful! Mind controlling too many enemies at a time causes the mastermind to take damage.
This unit is only available to Psicorps with the Levitate GP.
Having encountered the allied Drone Carrier and Aircraft Carrier, Psicorps decided to make their own take on that concept.
The Mantis is an air unit, capable of releasing small jets that fire against enemy ground targets, dealing devastating damage against enemy structures.
This unit is not available to Psicorps.
Although the floating disk is an air unit, it's probably one of the bulkier ones.
Dealing a decent amount of damage against any non-structure target, the floating disk is a nice tool to have in most occasions.
However, the floating disk is also able to disable enemy defences and power buildings by hovering above them and using a unique weapon.
This unique weapon can also be used on refineries to siphon money.
This unit is only available to Specter.
The basilisk is a unit meant to cover the tankiness hole that the Specter roster has without it. Although it doesn't really deal a high amount of damage, the Basilisk is equipped with a shield that once broken, will buff nearby allies.
This unit is only available to Specter that is using the Cloak and Dagger GP.
Although the stealth tank will reveal itself upon firing, it is still a fast yet cloaked unit that is capable of both shooting ground and air targets.
This makes it excellent at catching units off guard and picking off jets that have no clue where the Anti-Air units truly are.
Although the locust is a subterranean unit, it doesn't mean that it is not suitable for direct combat.
With a high amount of damage against enemy vehicles and a good weapon range, the locust is useful to have within your army.
However, due to the subterranean movement, it is also very useful as a harassment tool as it's generally harder to deal with.
Being a basic fighter jet, the wyvern can deal with vehicles and air units alike.
This unit is only available to Genesis.
Unique to all the jets, the blight shoots special ammo, made to turn infantry unit it kills into brutes.
This combined with the fact that it deals damage in an area, makes it a perfect counter for groups of infantry.
Being a T3 bomber, the Vertigo deals a good amount of damage against most ground targets.
However, as the bombs are infused with chaos gas, any survivors will be attacking their own teammates causing further chaos.
Because of this, the Vertigo is generally less effective at destroying structures compared to other T3 bombers.
Transporting large numbers of vehicle and infantry units towards separate islands is the role of the hovercraft. Being the only unit that can move vehicles, the hovercraft is perfect for moving your MCV to a safe and remote island.
The giant squid is a fearsome creature of the sea. Similar to a kraken, it is the menace for most ships that are trying to traverse the water.
Using specialized weapons similarly to that of the Seeker, the Seaker specializes in anti-air.
This unit is not available to Psicorps.
The iconic boomer is a mix of both a submarine and a siege ship.
The boomer is capable of attacking naval units while submerged, but must emerge when using its missiles against enemy structures or land units.
This unit is only available to Psicorps.
Although it doesn't have as much range as most other T3 siege ships, the medusa is also very capable of dealing very consistent damage against other naval targets, allowing the Psicorps army to have an advantage in naval warfare.
Scan stealthed enemy units to temporarily reveal them.
Reveal the targeted area.
Spawn a group of stingers anywhere on the battlefield to wreak havoc on your enemy's infantry.
Apply a status effect to your infantry units that heals your infantry units for 33% of their health after a 30 second in-game time delay or upon taking damage.
Gather power in the targeted area around Yuri, releasing a shockwave after a delay capable of blasting vehicles through the air, destroying them when upon crashing into the ground.
Disable an enemy structure for a fairly long period of time.
Buffs brutes and cyborgs by increasing their fire rate by 25% and their speed for 15% for a short period of time.
Mind control & psionic weapon fire rate increased by 33%
Links lashers with other nearby lashers, buffing all stats by 4%, stacks. Also grants 5% damage to all ground units at T2.
Enables a support power that spawns the Obelisk of Life. It gains new effects based on the tier you're at. T1: repairs/heals/removes parasites, T2: Intercepts missiles, T3: disables enemy weapons
Enables a support power that spawns 2/3 buzzers anywhere based on the current tier.
Enables a support power that allows you to transform yuri clones into acolytes. Acolytes sacrifice themselves to take over their enemies, while at the same time buffing their stats by 33%. Cannot target T1 infantry.
Magnetrons and Havoc tanks are now amphibious and gain 13% armour.
Also grants access to the Mantis.
Create an anomaly anywhere on the battlefield after a small delay. The anomaly turns a few nearby units into neutral units for a small period of time.
Replaces shadow tank with the Weevil Tank, which has +1 speed, 10% more damage but 10% less hp and the ability to move on water compared to the shadow tank. Also grants access to the Drifter.
Militants are permanently stealthed. Dragoons will also be permanently stealthed upon arriving at T2.
Gain access to a support power that allows you to drop a group of Specters anywhere on the battlefield.
Gain access to a support power that allows you to drop a group of Specters anywhere on the battlefield.
Cloaks nearby units and grants access to the cloaking field support power which cloaks your units for 2 ingame minutes.
Calls down a stealth bomber that drops chaos bombs in the targeted area. Affected units will attack each other.
Provides access to the stealth tank.
Additionally, the shadow tank & weevil tank become stealthed and gain 10% damage at the cost of losing 10% HP.
Increase Punisher HP by 13%, additionally enables the ability to disable enemy weapons every 3/4 hits.
Brutes enter a rage mode upon gaining lethal damage, temporarily making them invulnerable.
Also swaps the Brute and the Cyborg Reaper in the tech roster.
Heals infantry over time, while also applying a 15% stat buff.
The duration varies on the tier you're on. (10/20/30s)
Has a chance to apply a debuff to enemies, killing them over time.
Upon dying, it turns the infantry unit into an aggressive monkey.
Allows the player to build the Locust.
Also replaces the stinger ambush with the burrower ambush, spawning 2 burrowers (subterranean stingers) and 2 Locust anywhere.
Grants 10% speed to all infantry and enables the Imploder & Red Catalyst at the cost of disabling the Cyborg Reaper.
Grants 10% HP to all infantry. Enables the Arch Templar and Blue Catalyst at the cost of disabling the non-GP brute.
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