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.

Report RSS Hurria units & buildings

The units and buildings of Hurria (to be updated).

Posted by on

--------- Hurria ---------

To do:
Beast: Description missing
Prophet Medium Tank: Description missing
Communications System: Description missing

--- Infantry ---

Militant
Conspirator (Pakistan: Beast)
Engineer
Faithful
Extremist (Saudi Arabia: Mercenary)
Zealot
Salam

--- Vehicles ---

Raid Miner
Lasher Light Tank (Saudi Arabia: Prophet Medium Tank)
Gatling Quad
Clansman
Khirah
Dustdevil
Battle Miner
Mahdi
Hurria MCV

Sandstorm (Pakistan: Hafaza)

--- Buildings ---

Hurria Citadel Walls
Gatling Cannon
Citadel
Hurria Genetic Mutator
Hurria Psychic Dominator

Hurria Haven
Bio Conduit
Recruitment Post
Raid Miner
Workshop
Hurria Submarine Pen
Communications System
Landing Strip
Command Centre
Battle Miner


--- Infantry ---


Militant
$100, Recruitment Post
100 strength, no armour
Speed 4, sight 5
Various scavenged rifles (anti-infantry)
(shorter range than Conscripts, cellspread of one tile, immune to chaos and virus)
User Posted Image
"Hurria!" (voice based on Command & Conquer: Generals' Rebel)

In the aftermath of the Second Great War, the Soviet Union had co-opted the many undercurrents of independence and self-determination, ensuring that nations such as the Socialist Republic of Iraq and the Libyan Communist Republic arose. Projects such as the Arabian Union - centred around Iraq and Libya, to unite all of the Arabian world under the banners of communism - failed, but relations between the various Arabian nations and the Soviet Union warmed considerably after the Uk and the USA banded together to assassinate the leadership of Iran.

Then, however, came the Third Great War. The Desolator programme is perhaps the best known example of the horrors the Middle-East suffered through, but most of the Middle-East was still in Allied hands by virtue of being colonies. And as the professional core of the Soviet warmachine was shipped off to the Americas or pouring into Europe, the Soviet soldiers active in the Middle-East were little more than hormonal teenagers and criminals convicted for rape and murder. In hindsight, it is no surprise that entire provinces were burnt out and razed to the ground, with nuclear waste piling up in the streets, chemicals flowing freely in the water, radiation poisoning the air...

As the Third Great War came to an end, the battered Allied armies were in no condition to hold on to their many colonies, and independence movements were supported by upwards of 90% of the (surviving) populace. After the first 'no' came back from the UK, it didn't take long for these movements to turn to violence, and in mere months, the Middle-East was burning once anew, this time in a fire of its own making. At the forefront of this movement is still the common civilian, having taken up whatever arms it could find - often, an abandoned Soviet Kalashnikov or a European Heckler & Koch. Lacking any training, even Soviet Conscripts manage to outperform these Militants - but make no mistake; their lack of accuracy may translate in a range disadvantage, but in the broken wasteland of Hurria, where rubble is as common as trees in a forest, fanatical zeal and a perhaps literal spray and pray mentality make up for this lack of training. Plus, operating in a land so heavily exposed to radiation, Militants do have the fortune of usually being better equipped than Conscripts, at least when it comes to gas masks and protective clothing.

Militant made by justsomeguy (modified)
Militant cameo made by MigEater (modified)


Conspirator
$200, Recruitment Post - inaccessible to Pakistan
100 strength, flak armour
Speed 4, sight 5
'Consanguinity' ECM device (anti-vehicle)
(can disable vehicles and ships over a long range, is fearless, can infiltrate)
User Posted Image
"I'll shut them down!" (voice based on Command & Conquer: Generals Zero Hour's Saboteur)

As the Hurria movement grew, Yuri began to take notice, and found in Hurria the perfect force to further his aims. He made contact with Hurria's leadership, initially sending them shipments of weaponry harder to acquire than by mere scavenging of the streets, such as chainguns. It helped, of course, that Yuri was already in the process of manufacturing gatling weaponry; the perfect counter to both the Allied and the Soviet airforce. One piece of specialised hardware that Hurria was very eager to receive were handheld ECM devices; devices sending electronic countermeasures to stop vehicles dead in their tracks. This was useful, because until that point, Hurria had no real means of countering Allied or Soviet tanks sweeping the streets; booby traps and mines required prior preparation. It was even more useful, though, for there was a wealth of technology to be scavenged from intact vehicles - and a wealth of knowledge to be scavenged from intact drivers of said vehicles.

The alliance between Hurria and Yuri was solidified with the shipment of hundreds of these devices, and the first men operating them were trained by the PSI Corps itself. Some few elements within Hurria nicknamed these men 'conspirators', for conspiring with the ex-Soviet Yuri. One particular rumour that surfaced was that the ECM device is actually a direct data feed to Yuri, exposing everything happening around the devices for the PSI Corps to hear. That is most probably nonsense, but the device ís rather curious, in that it can uplink with the databanks of most known military structures, and either corrupt this data or send it back to any Hurrian (or PSI Corps...) presence in the vicinity. Though some darkly mutter about conspirators and selling one's souls, most have taken up the nickname of 'conspirator' as the first step on a path of alliance and mutual profit.

Conspirator made by Medalmonkey (modified)


Beast
$400, Recruitment Post - only accessible to Pakistan
200 strength, plate armour
Speed 6, sight 6
Fists (anti-infantry, anti-vehicles, anti-buildings)
(Brute, heals in radiation, spawns virus particle upon killing an enemy)
User Posted Image
"Ready to crush!"

Aided by Yuri, the Hurria movement soon began

(description)

Beast made by WeeRaby2k


Engineer
$500, Recruitment Post
75 strength, no armour
Speed 4, sight 4
(sensor sight of 4, can detect disguise, can capture buildings, can defuse bombs, can drive)
User Posted Image
"I'm your handyman."

Though Hurria excels at scavenging materials - from the ruined cities many Militants once called home, to the broken tanks and the husks of men that sought to oppress the Hurrian people - this is a skillset necessary for every Hurrian to survive. Recognising dangerous materials that might explode, or recognising when a building is prone to collapse, is wholly different from repairing them. As Hurrian forces are often on the move, knowledge of fortification and static defence is also somewhat lacking. Still, Hurria does have a few Engineers amongst it - how could it not, when the Hurrian movement counts untold millions amongst its ranks? These Engineers most likely do not equal the best of the Soviet Union nor the brightest of the Allied Nations, but they get the job done. And if they cannot repair a Tesla Coil, or if they accidentally cause a War Factory to collapse, instead of capturing it, well, there are plenty of other opportunities to perfect their craft.


Faithful
$400, Recruitment Post, Communications System
125 strength, flak armour
Speed 4, sight 6
'Acolyte' chaingun (anti-infantry, anti-aircraft)
(invisible when not moving or attacking, inaccurate one-tile cellspread anti-infantry, no inaccuracy when firing at aircraft)
User Posted Image
"Gun barrels spinning!" (voice based on Command & Conquer: Generals' Gatling Tank)

There are men known as the Faithful for their unwavering dedication to the Hurrian cause. Unwavering, in that they can often go for days without moving even once, without as much as sitting down to eat or lying down to sleep. These are the Faithful, and with their chainguns, hidden in plain sight, they guard the skies of Hurria. Despite these chainguns being of Yuri's very own manufacture - one would expect nothing short of perfection - they are still chainguns, and chainguns are exceedingly difficult to operate in the hands of mere humans. That Yuri has managed to develop chainguns in such a way that they can, in fact, be operated by mere humans, is a laudable accomplishment in itself - even if the recoil renders the chaingun wildly inaccurate as a consequence.

Faithful made by Atomic_Noodles


Extremist
$800, Recruitment Post, Communications System - inaccessible to Saudi Arabia
150 strength, plate armour
Speed 4, sight 5
Various scavenged grenade launchers with nuclear waste grenades (anti-infantry, anti-vehicle)
(short-ranged bursts of 3 inaccurate radiation grenades, very effective against infantry and vehicles, is fearless, is immune to radiation, is uncrushable)
User Posted Image
"Spread the misery." (voice based on Command & Conquer: Red Alert 3's Desolator)

Though Hurria's push into Iraq has so far only served to cause more death and destruction, what with a seemingly endless civil war that has seen anything from the meltdown of nuclear reactors to the proclamation of the independent city-commune of Baghdad, Hurria did grow intimately familiar with the Desolator programme. Initially, as the most prominent example of the horrors the Soviet Union had forced upon the poor Iraqi populace, but when the Soviet Union started strategically deploying troops in irradiated areas, Hurria needed a counter. Enter, the Extremist.

Sporting a somewhat ramshackle imitation of the Desolator's perfectly fused plate armour, the Extremist can none the less survive for some time in irradiated areas with relative safety (or perhaps Hurria doesn't have enough doctors specialising in radiation poisoning?). Though the highly advanced radiation weapon the Desolator makes use of is far beyond the capabilities of the fractured Hurrian presence in war-torn Iraq, a grenade launcher and a bunch of grenades is easy to acquire or manufacture. Add a few questionable substances - nuclear waste, chemicals, virus gas, whatever is on site - and suddenly, a small village flanked by a failed nuclear reactor, providing 'natural' defence in the form of a lethal radiation field, is vulnerable to Extremists emerging from precisely this lethal radiation field.

Soviet soldiers can only scream in horror as the homes they have occupied are filled with all kinds of materials violating any code of conduct in wartime, and Soviet tank drivers can only pray as their tanks literally melt under an onslaught of Extremist grenades. Fear not, innocent citizens, your liberation is at hand! That cloud of green fumes, poison and radiation and more, that marks the end of your oppression! And in time, you will come to love the green glow of the Extremist as much as you love the green of Hurria's banner.

Extremist made by Shadowfx78 (modified)


Mercenary
$800, Recruitment Post, Communications System - only accessible to Saudi Arabia
150 strength, plate armour
Speed 5, sight 5
'Torgue' explosive assault rifle (anti-everything)
(inaccurate explosive bullets effective against everything, spawns chaos gas particle upon death, is fearless, is not radiation immune, is crushable)
User Posted Image
"I will not bow to you!" (voice based on Command & Conquer: General's Terrorist)

Saudi Arabia is but one of the few nations that has managed to free itself from the yoke of oppression. Egypt has freed itself, true, and the Saudi dynasty has sworn to protect the independence of the Arabian states, but for most of the world, life is lived under exploitative imperialist regimes, be they Allied or Soviet in nature. Man is not meant to be enslaved. Man is not meant to be beast of burden or to be curtailed in chains. And so, brave men allover the world rise up against these regimes that would have them serve or die.

Where do these men go to? On their own, performing small acts of sabotage, they achieve minor annoyance and grumbling, before their entire family is slaughtered as a perversion of justice. But together? Together, they form an army capable of toppling the world's elite. With only the clothes on their back and whatever they can carry, they trek forth. From the Dutch and British East Indies, from Indonesia and Malaysia, from Iran, slowly squeezed to death between the European, American, and Soviet powers, from all of the Islamic world and from all those places where hope still exists, where man can envision a better world, these brave men trek towards Saudi Arabia.

There, they are warmly embraced as the brothers they are, brothers in a worldwide fight for freedom. They are fed and clothed and given shelter, even given highly expensive chaos-based drugs for both mental and physical healing. They are given the freedom to practice their religion, and the freedom to do meaningful work - the freedom to liberate the world, bloody step by bloody step. Thousands upon thousands have made the daring crossing of the Persian Gulf, come to Saudi Arabia to liberate their ancient homeland of Iran. With these thousands, a unique piece of technology has come to Saudi Arabia, the work of Iranian scientists; explosive bullets. Variations upon these exist - especially as more Iranian scientists find a new home in Saudi Arabia - but be they folding-fin rockets or gyrojet projectiles, these explosive bullets make short work of anything and everything. And the brave mercenaries have been given this highly potent weapon, to go forth and liberate their homes. Though inaccurate, the marksmen amongst these mercenaries have even shot down aircraft, and in large enough groups, few - if anything - can stop the righteous fury of these men.

Thus sounds the call all over Saudi Arabia, as loud as any call to prayer: "Oppressed of the world, unite! You have nothing to lose but your shackles!" And called to fight for this noble cause, men all around the world answer in that revolutionary cry of freedom: "Hurria!".


Zealot
$1000, Recruitment Post, Command Centre
150 strength, plate armour
Speed 4, sight 5
'Hammer' cannon with chaos capsules (anti-infantry, anti-vehicle)
'Hammer' cannon with HE shells (anti-building)
(long-ranged chaos-shells, no damage versus units, good damage versus buildings)
User Posted Image
"Bringing the Hammer." (voice based on Command & Conquer: Red Alert 3's Hammer Tank)

Sometimes, Hurria needs to stage an assault on well-maintained military bases. Sparkling with tesla electricity, ready to zap any unauthorised person, or filled with a grid of softly humming prism lasers, few would voluntarily come within range of these horrifying devices. Still, as the Iraqi civil war lasts longer and longer, more and more fortifications are constructed. And how better to mark that this street corner is under the control of this and that Soviet oppressor, than by constructing a shiny Tesla Coil to fry any brave citizen wishing to risk his life for the Hurrian cause?

To deal with this kind of oppression, veterans soldiers together with children raised specifically for military purposes were put into the Zealot programme. An idea suspected to originate from Saudi Arabia (with the children taken from the then-People's Democratic Republic of Yemen, now the Unified Kingdom of Yemen), in an effort to foster the flame of Arab nationalism and to make the Saudi dynasty the benevolent protectors of the oppressed Iraqi populace, the Zealot programme has quickly been copied by other Hurrian leaders. For indeed, who doesn't want virtual super-soldiers carrying cannons resembling the barrels of tanks, launching both capsules filled with a potent concentration of chaos gas and shells rivalling those of Grand Cannons, over a range surpassing that of most weapons in the world?

For the price of but a small part of the new generation growing up knowing nothing but the tough military life - and how do you think families fighting for Hurrian cells live? - every Hurrian movement so inclined can request shells and cannons from the Saudi arsenal, not to mention the products of research in chaos technology conducted in the many underground bunkers. Every Hurrian movement can unleash an army of Zealots upon unsuspecting enemies, causing entire armies to destroy themselves as they fall under the maddening effect of chaos, causing enemy bases to crumble as highly-explosive shells rain down upon them from miles away. No one is safe from the barrage of shells even a single Zealot can unleash. With the addition of chaos gas to the nuclear waste, all that is left of Iraq will soon be Hurria's.

Zealot made by ZombyDragon


Salam
$1500, Recruitment Post, Command Centre
200 strength, plate armour
Speed 6, sight 8
'Plague' sniper (anti-infantry, anti-vehicle)
Virus dynamite (anti-building)
(hero, sniper, but spawns virus clouds upon impact (not upon the death of infantry), kills drivers (not of harvesters, nor with her IFV weapon) if the vehicle has less than 50% health, has Crazy Ivan-esque dynamite, detects stealth and disguise, is radar invisible, is fearless)
User Posted Image
"Here comes the plague."

Salam - though that undoubtedly isn't her real name - is a woman with unknown origins and an entire epic of stories too fantastic to possibly be true. Or so the Allies hope, at least. Salam has been known to operate all over northern Africa and the Levant. From slowly but surely eliminating the entirety of Morocco's government, from poisoning Italian authorities in Tunisia one by one, from blowing up oil rigs in Libya - it is even said that Salam led the first Battle Miner, scaring away the Allied presence with her poisonous darts, strategically eliminating those soldiers she deemed would rally their comrades in a desperate charge to drive Hurria away, and claiming a rich ore vein all for Hurria. Some of the more outrageous stories speak of sniping the pilot of a passenger plane flying by, of eliminating and then commandeering a convoy of Apocalypse Tanks handed over to the Allied occupation force, and of single-handedly almost provoking the Tuareg into open rebellion against the French.

Though it is hard to ascertain truth from falsehood, it can't be denied that Salam has a way of finding herself in places where she couldn't possibly be. Armed with nothing more than a presumably scavenged sniper rifle of Soviet manufacture, she employs her unparalleled knowledge of chemicals and toxins to clean out entire buildings by managing to fire a single dart filled with poison in a position calculated to quickly let the poison spread throughout the entire structure. Of course, the Allies and Soviets have guarded their buildings against these poisonous fumes - mostly successfully, though it is somewhat of an arms race - but for such heavy-duty work, Salam has ample explosives, all enhanced with the chemicals and toxins she is so well known for. It would take a very skilled crew to disarm her traps and tricks in time, before the entire military base is brought down by the hands of one single woman - Tanya has got nothing on the silent assassin that is Salam.

Salam dynamite cursor made by MustaphaTR


--- Vehicles ---


Raid Miner
$750, Workshop
500 strength, miner armour
Speed 8, sight 5
(mobile miner, two slaves with ten reload rate, immune to terror drones, can't be sold, can't be click repaired, doesn't self heal)
User Posted Image
"Let's go on a raid!" (voice based on Command & Conquer 3: Tiberium Wars' Raider Buggy)

Hurria is a largely unorganised and decentralised collection of cells ranging from the very west of Africa to the borders of China and India. There is no Hurrian state, and many of the countries they operate in are openly hostile to Hurria, hunting down any trace of Hurrian activity with extreme prejudice. Imagine, after all, that the European and Soviet governments would no longer control these countries by proxy - imagine that these colonies might know independence! Preposterous and dangerous, especially in modern times, with tensions rising and rising.

As a consequence, however, Hurria can't afford to set up long-term mining operations, like the Allies and Soviets do. Instead, Hurria relies on the fast Raid Miner, a truck capable of processing small amounts of ore at a moment's notice. Two workers - often drafted from the local populace at gunpoint - will try to gather as much ore as quickly as they can, stealing small amounts of ore here and there, right under the nose of Allied and Soviet authorities. Should they be detected, the workers might opt to join their 'liberators', but the Raid Miner itself should be able to quickly speed away to safer grounds.

Raid Miner made by datmax2014 (who got it from partyzanpauly, perhaps, while the included .txt ascribes credits to BKUS2003 - whoever did what, you're all thanked!)


Lasher Light Tank
$700, Workshop - inaccessible to Saudi Arabia
200 strength, heavy armour
Speed 8, sight 4
'Whiplash' 90mm cannon (anti-vehicle, anti-building)
(four ammo with a fast rate of fire, then a slow rate of fire until the ammo has been reloaded, projectile flies faster than other basic tanks, like in the original game, but the Allied Light Tank barrel and the Tank Destroyer sound have been removed)
User Posted Image
"Prepare for your lashes!"

Originally in development by the Soviet Union to serve as a companion to the twin-barrelled Heavy Tank, the Second Great War came to an end before this light tank could enter production. With the advent of the Rhino Heavy Tank - combining the best of both worlds, and more importantly, being cheaper to produce than two separate tanks - the light tank was abandoned. But not by Yuri, who stumbled upon the almost finished light tank as he went through the Kremlin archives before his great escape. He saw in the light tank a tank that perfectly suited his needs; the speed to cover a large swathe of uninhabited territory combined with the firepower that small squads of light tanks could overwhelm any opposition.

Yuri was not the only one, however, who acquired the blueprints of this almost finished light tank. As part of one of the many military deals with India, the Soviet Union shipped the entirety of its notes, materials, and blueprints concerning the light tank to India, and a Hurrian cell in Pakistan was all too eager to ambush this convoy and get its hands on the light tank. For Hurria, too, saw the advantages of this light tank; as a large movement spanning almost the entire width of Eurasia, covering countless kilometres of empty desert, they needed a tank with the capability to rapidly respond to threats. Speed, then, was more important than armour.

Speed, and the ability to quickly deal with any threat before this threat could react and puncture the rather lightly armoured tank. As luck would have it, India soon began applying Chinese autoloaders to its newly manufactured light tanks - and of course, Hurria was only too happy to profit from this, nicknaming the resulting weapon 'Whiplash'. The PSI Corps would eventually settle on a different tank, but as for Hurria, they adopted the Soviet-Chinese-Indian amalgamation as their own. A speedy tank capable of rapidly unleashing four shells, no one should be able to get away from this onslaught - and if they do survive, well, there are plenty of able men around to commandeer these cheaply manufactured tanks; you wouldn't just send one Lasher Light Tank to lash your enemies, would you?


Prophet Medium Tank
$700, Workshop - only accessible to Saudi Arabia
300 strength, heavy armour
Speed 8, sight 4
'Rasul' 90mm cannon (anti-infantry, anti-vehicle)
(only has the slow-firing weapon of the Lasher Light Tank - doesn't use ammo - but fires chaos-tipped shells)
User Posted Image
"We are the just ones!" (voice based on Command & Conquer: Generals' Scorpion Tank)

(description)

Prophet Medium Tank made by Moder.U (modified)


Gatling Quad
$600, Workshop
210 strength, light armour
Speed 6, sight 5
Twin gatling cannons (anti-infantry, anti-air)
(Gattling Tank, without an extra 't' and without the power it had in the main game)
User Posted Image
"Let's take the guns for a spin!"

Hurria was in the unique position of needing to counter both the many squadrons of planes with which the Allied Nations dominate the skies, as well as the imposing zeppelins that block the very sun from shining down. And while Soviet flak is effective against the former, and Allied missiles against the latter, Hurria needed something that was effective against both - and easy to produce, too. The Gatling Quad aims to fulfill this role; as a lightly armoured and not particularly fast vehicle, the quad is easy to manufacture - even from scavenged parts, should the need arise - and its twin gatling cannons can shower the sky in a cloud of lead much like a Soviet flak cannon does, but it can also target individual aircraft with pinpoint precision, much like Allied missiles do. Indeed, the longer the gatling cannons fire, the more inaccurate they become - but that hardly matters when countless amounts of bullets pierce the clouds at any given moment. Not the toughest Kirov armour can withstand this death by a thousand cuts, and even the fastest plane would fly through this stream of bullets at great risk to itself.

There are but two problems with the Gatling Quad; overheating, which remains a serious concern for any driver of this vehicle, and the amount of bullets necessary for the Gatling Quad to fully come to its right - luckily, the Hurrian movement exists primarily in war-torn wastelands full of shells, cases, and all kinds of material that can be used as - or quickly reforged into - bullets. The Gatling Quad, then, is a brilliant piece of engineering, born out of necessity, but perhaps surpassing both the ingeniousness of the IFV and the simplicity of the Flak Track.


Clansman
$700, Workshop
300 strength, light armour
Speed 7, sight 4
Chaos pile (anti-infantry, anti-vehicle)
(transports two passengers, size limit of one, comes preloaded with a Tribute, spawns chaos particles, has a chaos deathweapon)
User Posted Image
"Our clan is strong!" (voice based on Command & Conquer: Generals' Technical)

The Hurrian movement is popular all across Eurasia, with cells existing in the urbanised and prosperous north and west of Africa, as well as in rural and poorer central-Asia. Especially in this latter region, family matters. Clan matters. Entire villages are organised around families, and indeed, to an outsider, it all might seem to be very feudal. Still, even these regions contribute to the Hurrian cause, by shipping off sons of families to one of Hurria's Command Centres, for example, to be integrated into one of the many Hurrian armies. A vast network of paths and roads exist - though intentionally not maintained, making travelling quite arduous, but also making the paths and roads quite hidden - so that the Hurrian cells can stay in contact with each other. A logistic nightmare, this network none the less ensures that resources and manpower are almost always there where needed.

With the best trucks pressed into raiding-cum-mining duty, this transport usually happens with older trucks. And as ordinary trucks aren't hard to acquire, these efforts were soon integrated into the local economics, with families requesting supplies from other families in return for favours or other assistance. An outsider might draw parallels between peasant families offering tribute to their liege lords, and indeed, to an outsider, it all might seem to be very feudal.

Alongside food, materials, and other more mundane substances, the most influential families also trade in war technology; predominantly, Saudi chaos technology. Though dangerous when handled improperly, it is a useful substance to ward off areas from hostiles. Mostly, however, it has transcended into a status symbol, with trucks packed chock-full of chaos gas to showcase the wealth and might of this or that family - that this family is able to acquire highly valuable war material. Such a truck - known as a Clansman - might arrive on the battlefield to give aid to a Hurrian commander, increasing the influence of the family that sent this Clansman.

As the PSI Corps' influence on Hurria grows, the wealth and might of families is more and more often shown with exotic technology and artefacts hard to acquire. Such as those developed by or with the help of the PSI Corps. Clansmen from the most powerful families are now loaded with so-called Tributes; unstable creatures - humans? - filled to the brim with chaos gas, at risk of exploding in a soothing cloud of gas any moment, but capable of helping out with mundane tasks such as carrying messages or hauling heavy materials. A Hurrian commander could use these creatures to repair vehicles, or could use their gas to heal people (probably without any side-effects...), though some question the use of blasphemous mutants. And indeed, if this is what Clansmen are now filled with - where will it end?

Clansman made by raminator
Clansman cameo made by Mig Eater (modified)


Khirah
$400, Workshop, Communications System
130 strength, light armour
Speed 8, sight 5
'Khirah' bomb (anti-infantry, anti-vehicle, anti-building)
(cloaked when not moving, destroys itself by exploding when attacking, also explodes when destroyed, detects stealth and disguise)
User Posted Image
*Incomprehensible beeps hiding the ticking bomb inside*

When someone needs to be put to rest, mines are a good answer. Someone would sleep safer, knowing that his home is warded by a minefield. And those who need to be silenced would forever stay silent, upon stepping on a mine. Of course, a mobile minefield would be more convenient, and indeed, the Libyan trucks full of explosives that outright blew up the ports and harbours, preventing the Europeans from landing in Libya during the Third Great War, proved to be most effective. Inspired by these Demolition Trucks, Hurrian scientists in Iran, under the leadership of the notorious Rodall Juhziz, developed what amounts to little more than a mobile mine - a moving bomb, as it were.

The Khirah is the result; a remote-controlled automaton that can become wholly invisible to the naked eye, like a carefully hidden mine, waiting for unsuspecting enemies to approach - and when they do, the Khirah can detonate itself in a glorious explosion, incinerating entire battalions of infantry. Marvel at the ingenuity of Iranian science, marvel at the demolitions of Rodall Juhziz - and worry, worry about the plains without craters, the fields without scorches, for it is there where the hidden Khirahs still lie in waiting.


Dustdevil
$600, Workshop, Communications System
150 strength, light armour
Speed 10, sight 4
'Dust' rockets (anti-building)
(12 ammo, though starts with 6, inaccurate, not the best artillery unit; even a lone Conscript can destroy it at times because of its inaccuracy)
User Posted Image
"Leave them in the dust!" (voice based on Command & Conquer: Generals' Rocket Buggy)

A very Hurrian unit; fast, cheap, lightly armoured, and armed with an almost endless supply of rockets - perfect for harassment and surprise attacks. Countless squads of Dustdevils patrol the Sahara, ready to strike against the helpless Allied forces at a moment's notice - Allied forces that know that, should they try to engage, to follow the speedy Dustdevils, that they will be trapped in unknown deserts cut-off from any help, like lambs in a butchery. And so the Allies buckle up in their bases, hoping that the latest rocket barrage won't kill them - the cowards.

From one perspective, these kind of attacks have little effect, in that few Dustdevils stick around log enough to actually do lasting damage; usually, a few days work of repairing - or a few moments of the marvellous repair function of MCV-technology - will see the Allied base all fixed and shiny. But from another perspective, how many messages will need to be sent back home - yet another Allied serviceman or -woman killed in an attack of terror? How many soldiers will be able to live, to serve, knowing that their best friends just died - and knowing that there can be no retaliation, lest they all die?

When will they break? How many rockets will be enough to send them past the breaking point, to utterly gut both morale and rational thought? When will they charge out of their fortified bases, rise up from behind their mighty Prism Towers and Grand Cannons? Hoping to destroy the offending Dustdevils and the Hurrian bases they emerge from - but knowing, deep in their hearts, that they are trapped, doomed, like prey, surrounded by endless sand and the distant laughter of eager Hurrian predators. It is a question of when, not if. Northern Africa will be liberated from the imperialists. It will only take a few more rocket barrages.

Dustdevil made by MadHQ (modified)
Dustdevil cameo made by Mig Eater (modified)


Battle Miner
$1750, Workshop, Command Centre
2000 strength, miner armour
Speed 3, sight 4
'Harb' cannon (anti-infantry, anti-vehicle, anti-building)
(Slave Miner, eight slaves with 25 reload rate, armed with an inaccurate heavy cannon, immune to Terror Drones, can't be sold, can be click repaired, does self heal, omnicrusher, omnicrush resistant)
User Posted Image
"Mining ain't for sissies!"

The Battle Miner was introduced simultaneously in three separate places. In the north-eastern fringes of the Hurrian movement, where Soviet - and possibly Chinese - armour columns could easily lock down any ore fields. Especially as central-Asia isn't very rich in ore, and as Soviet tanks had already rolled roughshod over Afghanistan, there was a real fear that Hurrian operations here might collapse in full. In Iraq, in the desolate wastelands of ruined metropolises, where thick Soviet brick walls and towering Tesla Coils humming with the sound of death itself made any raiding wholly impossibly as a war of attrition emerged - something Hurria has little experience with. And lastly, in the west, in the vast and wide deserts, where there simply weren't enough resources to sustain Hurrian armies, except for the Dustdevils that needed a safe place to return to after their attacks.

The Battle Miner, as a gigantic mobile ore refinery armed with a heavy siege cannon, is the perfect solution for all three of these situations. For one, it can simply roll over any opposition, be it a measly Conscript or an entire Apocalypse Tank; it is, after all, a mobile ore refinery. This does mean that its speed is somewhat lacking, to put it in the best possible terms, but its fast-firing siege cannon, inspired by that of the Mahdi, can relentlessly pummel anyone that dares to intrude its ore field. Its ore field - but not for long, for the many workers part of any Battle Miner operation will have quickly cleaned out the entire field. While the enemy is marshalling his forces to drive away the Battle Miner, the Battle Miner has already harvested the entire ore field and returned back to Hurrian lands with the spoils of war.

Or, like an anonymous Pakistani said; it is like raiding, except that the raid turns into a brutal crushing of imperialist pigdogs fleeing with their tails between their legs!


Mahdi
$2000, Workshop, Command Centre
700 strength, heavy armour
Speed 4, sight 4
'Mahdi' chaos cannon (anti-vehicle, anti-building)
Abduction / brainwashing (anti-infantry)
(inaccurate short-ranged bursts of shells that spawn chaos gas, Chrono Prison abduction logic, five passengers, not open-topped, omnicrusher, omnicrush resistant)
User Posted Image
"Let's make a warpath!"

A vehicle - or a moving fortress, more accurately put - with a rather interesting story behind it, though few would know it. It was originally developed in China, to counter the Japanese equivalent that was being developed at the same time; the Giga Fortress. With the abrupt defeat of the Soviet Union in operation Chrono Storm, gradually, less and less funding was allocated to this mobile fortress (it never had a specific name, though it was mostly known as either the 'Battlemaster' or the 'Battle Fortress'), as both China and Japan chose to to focus on their economy and infrastructure instead of their military. Indeed, the two countries even spoke of cooperation and inclusion within ASEAN.

Eventually, however, tensions would rise in the world at large, and China recanted its amicable attitude towards ASEAN and the Allies, preferring the walk the line of neutrality (and in the event of hostility, the Soviet Union is far closer than the USA). With the rise of tensions came the rise of Hurria, though, and a daring cell operating from Akmola, Kazakhstan, raided just across the Chinese border where it stole the blueprints of this 'Battle Fortress'. Lacking any heavy armour to counter the Soviet divisions scouring Kazakhstan from Hurrian forces, this cell quickly set out to construct the very first working 'Battle Fortress'. With a few modifications, of course.

Instead of a light machinegun, a heavy artillery cannon was mounted on the fortress. This being a single Hurrian cell, they didn't quite have the know-how to create an actual artillery piece out of it - but then, their need was to counter the endless legions of Soviet tanks, not to lay siege to military bases. They opted to make use of the downsides of their not-quite-an-artillery-cannon by filling the shells with chaos gas; anyone would now think twice of coming close to a Hurrian formation escorted by a 'Battle Fortress', for no one would wish to lose their mind to chaos.

Still, it is not like the Soviets didn't have experience with protecting their soldiers from hazards; certainly for Hurria, Desolators were an all too frequent sight. As the 'Battle Fortress' - now called Mahdi, the redeemer, who will rid the world of evil and usher the world into a glorious Hurrian future at the day of resurrection - spread throughout the Hurrian cells, Yuri's aid was called upon; can he circumvent anything from basic gas masks to plate armour, so that nothing is safe from the Mahdi's wrath?

As it turned out, he could, and the next time a Hurrian force fell upon a troupe of Soviet infantry, these infantry found themselves to be abducted, whisked away into the Mahdi, fully exposed to chaos gas far more concentrated than that in the outside air. These infantry emerged, dazed, confused, but eternally loyal to Hurria; the chaos gas had permanently affected their minds. They had been judged, and resurrected, to redeem themselves, by the Mahdi. Perhaps ufologists could say more about this strange abduction process?

Mahdi abduction animation made by Apollo


Hurria MCV
$3000, Workshop, Communications Centre
1000 strength, heavy armour
Speed 4, sight 9
(MCV, omnicrush resistant)
User Posted Image
"Where shall we make base?"

A design clearly given to Hurria by Yuri - as almost all of Hurria's buildings are - the Hurrian MCV is perhaps a bit more ramshackle than the PSI Corps' MCV, though it retains the sleek shape that allows it to glide almost silently through the sands of Hurrian deserts. Lacking the thick hull of Soviet MCVs, as well as the efficient and ingenious design of Allied manufacture, the sleek shape is just as useful at deflecting harm and at unfolding into a centre of operations from where Hurrian influence can spread. Like a ghost hidden behind sandstorms, the MCV can unpack itself in the night, for an army of Hurrian raiders to emerge from the treacherous desert at the brink of dawn - with the backing of the PSI Corps, the deserts have never been more dangerous.


Sandstorm
$1250, Landing Strip - inaccessible to Pakistan
150 strength, light armour
Speed 12, sight 7 (note: Flying units use a different speed measurement)
'Sandstorm' chaos machineguns (anti-infantry, anti-vehicles)
(six ammo, bullets effective against infantry that spawn chaos particles that are effective against formations of units, has a chaos deathweapon)
User Posted Image
"With the wind." (voice based on Command & Conquer 3: Tiberium Wars' Shadow Team)

The aerial counterpart to the Dustdevil, capable of sweeping down from behind the clouds, of sweeping up from behind the dunes, or indeed, of emerging unscathed from a perilous sandstorm. Much like the Dustdevil, the Sandstorm can suddenly fall upon an unsuspecting enemy, tearing them apart with bullets instead of rockets, escaping before anyone can react. Where they differ, however, is that the Dustdevil unleashes a barrage of conventional rockets, cheaply manufactured so as to be able to rain them down on an enemy's position, while the Sandstorm unleashes a barrage of decidedly unconventional bullets.

The idea of the Sandstorm originates from the Royal Saudi Air Force, that has been experimenting with arming their old aircraft with chaos weapons. Much like Pakistan uses chemicals to make the Soviet Union think twice of sending its men in to occupy the country, so Saudi Arabia could use chaos to make Iraq a death trap for the Soviet Union, finally liberating the oppressed people. While the vast majority of Hurrian cells lack a proper airforce, the cheap Landing Pads are easily capable of adding machineguns to the wings of the odd cropduster and other such non-military planes - and Saudi Arabia is easily capable of sending forth a shipment of small chaos capsules, to be encased within bullets.

Any Hurrian cell can then easily employ the Sandstorm, the bullets of which contain chaos capsules. Though they a bit scarcer than ordinary bullets, the Sandstorm usually only needs one flyby to trap an enemy convoy in clouds of red, and as the Sandstorm flies off into the sunset, behind it, its enemies will be committing suicide in a haze of chaos.

Sandstorm made by freedom fighter (modified)


Hafaza
$1250, Landing Strip - only accessible to Pakistan
150 strength, light armour
Speed 15, sight 7 (note: Flying units use a different speed measurement)
'Raqib' radiation beam (anti-infantry, anti-vehicles)
(three ammo, fires radiation beams that leave a radiation field, has a radiation field deathweapon)
User Posted Image
"Sweet ascension of doom!" (voice based on Command & Conquer: Generals' SCUD Launcher)

Pakistan is under imminent threat from the untold millions that make up the World Socialist Alliance's armies. Afghanistan has already fallen, and what now stands in the way of Soviet oppression and imperialism? The scattered tribes of Pakistan, a handful of civilians and children, given pitchforks and broken-down rifles, to stand against the overwhelming hordes of Russia?

Of course, the situation isn't quite that dire, but it is not a pretty picture for Pakistan. The problems of this country are compounded by its unreliable access to the larger Hurria movement, especially with Iran being like a bone for the jaws of hungry American, European, and Soviet dogs. Pakistan's sole saving grace is its border with Tibet, and the aid the PSI Corps may provide from there. Such as a state-of-the-art aircraft design; sleek and smooth and, if not rivalling technological marvels like the Shepherd or Meteor, at least in the same class as (older models of) Harriers and MiGs.

At first thought, a single type of aircraft can't do much if - or when - the Soviet armies amass on the border. Especially because the supply of chaos technology comes all the way from Saudi Arabia; an arduous trip should Iran or India interfere, not to mention the USA's and UK's shared dominance over international waters. Therefore the very concept of the Sandstorm was scrapped - too unreliable, too ineffective - and instead, Pakistani scientists turned to other materials that could be weaponised. Chemicals, toxins, radiation, these and more were familiar fields for Pakistani scientists. Further, even if Pakistani (underground, mostly) laboratories would need to be abandoned, the necessary materials could be smuggled into Pakistan from Iran, Iraq, or even Russia herself; Iraq was practically an irradiated wasteland, with more toxics than oxygen, and the Desolator programme held worldwide infamy.

As such, the Hafaza was born; the guardian angel that Pakistan needed. The goal of the Hafaza should not be to wipe out the entirety of the armies that might invade Pakistan - no, the goal should be to prevent these armies from ever invading Pakistan. What army of unprotected conscripts would willingly march through miles of irradiated lands? What unsuspecting tank driver would willingly risk being bombarded by so much radiation that their tank would be their tomb? These were the questions that should be on the minds of any soldier within the Soviet army, the moment they thought of crossing the border into Pakistan. Except for the famous Tesla Troopers - and indeed, Desolators - for they would have a somewhat different question on their mind. Though they might consider themselves safe from radiation, they would be aware of the Beasts that can be set loose within Pakistan - Beasts that can rip even an Armageddon Tank to shreds with their bare hands, that laugh at the tickling of ten thousand volts rushing through their muscles, and that are not only immune to radiation, but even heal in it.

When the red army approaches, Pakistan's guardian angels - brave Hafaza pilots - shall lay down an ocean of radiation on the border. And when the red army continues its march, Beasts shall be immune from any harm within this radiation field, and laugh, laugh as they tear apart the entirety of this Soviet host that has come to be the main dish of a gruesome feast of green death.

Hafaza made by OverWatch


--- Buildings ---


Hurria Citadel Walls
$100, Hurria Haven, Bio Conduit
500 strength, steel armour
1 sight, 12 adjacency
(walls, with remap colours thanks to Atomic_Noodles)
User Posted Image

Hurria makes little use of walls, and remarkably few Hurrian commanders wall off their Havens and Command Centres - something exploited by Allied Spies to at least retain a modicum of control over the north African coast. Still, larger strongholds - such as Isfahan, Dammam, or Karachi - have been fortified with walls, though these tend to be places that have been under Hurrian governance for quite a while and are under no direct threat. As Hurria often relies on mobility, usually no walls are present at their frontline bases - with the exceptions of Basrah, from where a gruelling war of attrition is taking place against Soviet-controlled Iraq, and the more mountainous areas of the east, such as Kashmir and the north of Pakistan.

Hurria Citadel Walls made by Atomic_Noodles


Gatling Cannon
$1000, Hurria Haven, Recruitment Post
500 strength, steel armour
5 sight, 8 adjacency, -25 power
Twin gatling cannons (anti-infantry, anti-air)
(effective against infantry and lighter aircraft, not really useful against heavier units even when fully spun-up)
User Posted Image

As with the Gatling Quad, the Gatling Cannon is designed to counter both the Allied and the Soviet airforce. But the Gatling Cannon is further designed to fulfill a multitude of roles, so as to take up less space and require less energy than more traditional defences. From Shock Guns, gradually replacing old Sentry Guns, to Flak Cannons and Tesla Coils, the Soviet Union employs a host of static defence systems. No one who has ever gone up against them would ever question their effectiveness - but they are designed with the principles of Soviet tactics in mind; veritable castles, walled off by thick, spiked, barbed Brick Walls, gigantic military bases that augment MCV-technology with local industry and that even have their own Nuclear Reactor for a power source.

Hurria, on the contrary, generally trends to small outposts that can be packed up and moved in a moment's notice. Constructing so many defence systems is hardly a good use of the limited resources the average Hurrian commander can scrounge together. The Gatling Cannon may be more expensive than both the Shock Gun and the Flak Cannon, but that is because it fulfils both roles - and admirably so; it might well be better than both combined, and that for a cheaper price, for a lesser drain on the available energy, and for taking up less space and requiring less time to be constructed.

If designing the chainguns used by the Faithful was a small miracle of Yuri, then designing the Gatling Cannon was a small miracle of Hurria. No one knows who exactly came up with it, though prince Kassad likes to claim it was himself - which might be true - but some suggest that Yuri must have had his own plans for a Gatling Cannon, given how easily he created the 'Acolyte' chaingun. Still, whether it was designed in cooperation with Yuri or fully by Hurria's own efforts, the results speak for themselves.

The results? Uncountable casings of spent bullets, and uncountable corpses and crashed planes.


Citadel
$500, Hurria Haven, Communications System
1000 strength, steel armour
4 sight, 6 adjacency, -50 power
(cloaked bunker, can be occupied by five infantry)
User Posted Image

Hurrian forces have become experts at barricading streets, fortifying structures, and establishing makeshift fortifications from rubble, as they slowly but surely seized control of their lands back from the Allied and Soviet imperialists. But in the sprawling deserts and plains that they control, they might need such fortifications as well, and it is generally bad policy for soldiers to occupy the homes of civilians. As such, the Citadel was designed, a vital structure part of the Hurrian MCV.

The Citadel is a hardened bunker, capable of withstanding even the fiercest assault - though only for mere moments, in such a case. It serves as a temporary lodging too, with a bit of food, some water, and a bed. Especially the Sahara is full of Citadels, earning them the nickname 'Oasis'. They have another nickname, though, owing to the fact that they are quite invisible to the naked eye; 'Mirage'. Though, once a soldier opens fire on unsuspecting enemies wandering by, the Citadel will of course be easily visible - but by then, it might be too late.

A Citadel, as such, is a safe place for any Hurrian soldier fleeing from pursuers - no wonder that so many Hurrian bases and outposts are ringed with Citadels, and that so many Hurrian taskforces dwell from one Citadel to another. A Hurrian commander once remarked that, if someone had a map of all the Citadels in the world, this someone could accurately predict the movements of any Hurrian force in existence.

Citadel made by MadHQ


Hurria Genetic Mutator
$2500, Hurria Haven, Command Centre
2500 strength, steel armour
4 sight, 6 adjacency, -300 power
(Genetic Mutator, buildtime is 1.5 times as long as it normally would be)
User Posted Image
User Posted Image

Some might decry the use of mutants as sinful; humans should not be as Allah, should not create sentient lifeforms as only the Creator can. Fortunately, the jury is still out on whether Brutes and Tributes are sentient. Other arguments question whether the Genetic Mutator actually transforms humans into beasts; perhaps the human is somehow sent into Jannah, paradise, with a beast being pulled from Nar, hell, in its stead. That, of course, opens another can of worms, for it would imply the Genetic Mutator is interacting with Nar, so perhaps the beast simply comes from 'somewhere else'. Further, there is widespread debate on the nature of the soul and how the Genetic Mutator affects it, and so there are many more debates.

Yuri has been careful to not reveal the workings of the Genetic Mutator, and as only very few are in Hurrian hands - one somewhere on the Arabian peninsula, and another one in the hills and mountains of Pakistan, are the only two to have been confirmed to exist - the great controversy that the Genetic Mutator has caused has not yet torn apart the Hurrian movement. Still, it is not at all improbably that certain cells will take it upon themselves to destroy this abomination, this new tower of Babel.

And perhaps that is Yuri's goal? To sow discord and desolation, so that Hurria cannot grow too strong for his agents to control? He surely undermines the Hurrian cause, then, carried by the heartbeats of billions of men and women wallowing in oppression.


Hurria Psychic Dominator
$5000, Hurria Haven, Command Centre
5000 strength, steel armour
4 sight, 6 adjacency, -400 power
(Psychic Dominator with red animation, only has effect after the animation has finished so that units can move away, buildtime is twice as long as it normally would be)
User Posted Image
User Posted Image

One of Yuri's later inventions, and although undoubtedly not as capable as the Psychic Dominators Yuri seeks to deploy all around the world, he none the less has granted Hurria a surprisingly potent weapon with this Psychic Dominator. Though Hurrian personnel couldn't begin to explain the inner workings of this device, it seems to create a psychic explosion similar to the - far less explosive - weapons of the Blessed Mechanised Infantry or the Angel, employed by PSI Corps. A peculiarity of this device, though, is that most humans - and indeed, their vehicles, even - emerge relatively unscathed, though wholly enslaved to Yuri. Or, in this case, his enforcers; Hurria.

This might indicate that the Psychic Dominator comes equipped with an advanced artificial intelligence - or, knowing Yuri, not-so-artificial intelligence - to precisely target the weapon. Even so, how can it be that a man would be unhurt, even when surrounded by buildings blown apart in the blink of an eye? Some of the leaders of the various Hurrian cells are a bit worried about lacking the answers to these kind of questions. They were quick to point out that this device is actually different, in that the psychic energy is of an orange shade, instead of the PSI Corps' purple. And then there was that odd rumour about an override function being present on these devices - to prevent Hurria from targeting places Yuri wishes not to be targeted? Why didn't he simply inform Hurria of this, then? Is there a more nefarious purpose for Yuri to be handing out weapons of mass destruction (or enslavement) to his allies? Perhaps to slowly but surely bind them to his cause - irreversibly?


Hurria Haven
5000 strength, steel armour
9 sight, 6 adjacency, 25 power
(Construction Yard, provides Fortification ability)
User Posted Image
User Posted Image

Before the backing of Yuri, Hurria operated in cells, hidden from the world and hidden from each other, with even the members of each cell only aware of a part of the members of their cell. Hurria was a movement, of emotions, of feelings, and such a movement didn't need a command chain to coordinate the countless millions of Hurrians. Indeed, every single human being could be part of Hurria, simply by saying they were, and every act committed against the Allied and Soviet imperialists could be an act committed for Hurria, simply by saying that was the case. No matter that some sought to establish a republic where freedom of religion was upheld, where all cultures and all ethnicities were welcome, while others desired a gigantic empire of Islam only beheld to Allah, no matter that some wished for the old nations from before the colonial times to be restored, with a land for each ethnicity and each faith, while others wanted a post-Westphalianist state unshackled to European concepts of nation-states, seeking to return to the tribes of the past, or perhaps seeking to establish an anarchist paradise - no matter what, all were welcome under the banners of Hurria.

This worked, because all shared a common cause; the destruction of the imperialist apparatus imposed upon them by the Allies and the Soviets. All shared a common enemy. And yet, some cells grew larger than others, and some men held more influence than others, and naturally, leaders emerged. Leaders that, sometimes, saw in their fellow Hurrian just as much of a threat as their Allied and Soviet oppressors - or more, even, as the Allies and Soviets might be far away, while Hurrian cells are nearby. As one moves away from the frontlines of the Hurrian movement, as one moves around in the cities and strongholds of Hurria, safe from any hostiles, one might detect undercurrents of hostility, from brother to brother, all fighting under the same green banner. Political intrigue, assassination, and even open war between two Hurrian cells - a rare sight, to be sure, but not one that has never existed.

With the introduction of MCV-technology to Hurria, graciously bequeathed to them by Yuri, this accelerated. Very much so. There are those who grumble, and spread rumours, of how Yuri personally picked those cells that seemed to be the most loyal to him, the most malleable to his will. These cells received the first MCVs, which increased their power and influence a hundredfold. Operating from easily unpacked Havens - no need to spend years on constructing beautiful palaces for a centre of government, nor to construct a new bunker every other week to stay hidden from enemies - their forces spread like wildfire, easily capable of marching an entire day and having a fully-made base within mere moments of arriving at their destination. No longer did civilian buildings need to be seized, no longer did burnt-out cities need to be scavenged - no, the MCV contained everything needed, and so much more besides. Obviously, this made these cells far more popular with the civilian population as well, not needing to resort to looting and other such measures. That, in turn, meant a massive increase in numbers for these cells, increasing their power and influence even more.

Soon, the internal problems of Hurria had, by and large, been erased. Been rendered wholly irrelevant, unless the closely-guarded secret of the MCV could spread. But until that moment, those cells operating from Havens - Construction Yards - ruled over Hurria, with the gentle hand of Yuri on their shoulders.


Bio Conduit
$600, Hurria Haven
1000 strength, wood armour
4 sight, 6 adjacency, 150 power (+25 for 5 infantry)
(Bio Reactor, with a 'fixed' name much like the Psychic Spire; Power Plant, Tesla Reactor, Bio Conduit, instead of having two Reactors)
User Posted Image

Perhaps the only downside of MCV-based technology are the power requirements. Especially for a movement as Hurria, relying on mobility and surprise, needing to rely on static power sources presents a problem. Though not able to do away with the problem entirely, Yuri's research in the human brain and body has presented Hurria with... An acceptable solution, to most. Perhaps, if not for the existence of Hurria, the PSI Corps would have chosen to construct their own Bio Conduits, abducting innocent people with a fleet of UFOs to power Yuri's psychic operations - but there would ever be the risk of exposure, and with Hurria acting in the PSI Corps' interests, the PSI Corps has time to build up, to research, to grow and plan and await the right moment.

In the meantime, Hurria's own operations are powered by the Bio Conduit; a structure rather easy to construct, taking little space and costing few resources. Because of this, it isn't capable of generating much power on its own - but unlike the PSI Corps, with their even smaller and even cheaper Noosphere Tether, Hurria can ill afford to litter their bases with dozens of Bio Conduits. Instead, a Hurrian commander should exploit the fact that Hurria exists in a state of eternal war, with the frontlines permanently in flux; no one would miss a single Soviet Conscript, nor would a single Allied civilian gone missing be very surprising, in times of war. The Bio Conduit is an able prison for such people, rendering them unconscious and unaware of their status as a power source, as all their brain activity - limited though it might be, what with their slumber - is converted into power for Hurria. Drawing upon the neurological energy of five living human beings, a Bio Conduit can almost double its power output.

As far as anyone is aware, there are no negative side effects; no nightmarish dreams, no reduced mental capacity, no odd personality quirks... Perhaps it is too perfect to be true. Perhaps the PSI Corps has merely kept any defects hidden. But when in need, a Hurrian commander might well order the tubes of a Bio Conduit to be filled with five of his own comrades. For the greater good. For the cause.


Recruitment Post
$500, Hurria Haven
1000 strength, concrete armour
4 sight, 6 adjacency, -25 power
(Barracks)
User Posted Image

Though the Hurrian movement has traditionally spread by word of mouth, through families and friends, as Hurrian armies march on and the frontlines move farther away, newly liberated areas that have now become safe for Hurria to openly thrive in will often find themselves housing numerous military facilities. Workshops and industry, to manufacture and repair vehicles. Barracks and training camps, to organise the many soldiers of Hurria and give them proper training and armament. These things happen just behind the frontlines, to quickly reinforce the armies at the front when needed, and to be safe from enemy attacks as well. This way, Hurria has two reliable ways of reinforcement. One, by slowly picking out the most oppressed elements in enemy territory, those most open to liberation, who would stage an uprising from within when the time comes, and who would continue their rebellion, no matter the cost, until Hurria's army is there to secure their freedom for good. And two, by making sure Hurria's armies can be deployed quickly and flexibly, drawing on those liberated areas still full of revolutionary zeal.

With the advent of MCV-technology, a third option was added to Hurria's toolset; the concept of a barracks-esque structure, employed by all those using MCVs, though all with their own specialities. The Recruitment Post is, of course, very much based on the PSI Corps' design, as Hurria lacks scientists and engineers specialised in MCV-technology. This is a bit of a problem, as most of the PSI Corps' Cerebral Dormitory is wholly useless to Hurria; Hurria has no need of all the psychic technology, and further, doesn't even understand it (of course, that might be because the PSI Corps 'sanitised' the structure's design before handing it over to Hurria). Still, as a place to sleep and eat, it works well enough. The training facilities might be lacking, but then, there is no better training than a trial by fire.


Raid Miner
$750, Hurria Haven, Bio Conduit
500 strength, miner armour
5 sight, 6 adjacency
(mobile miner, two slaves with ten reload rate, immune to Terror Drones, can't be sold, can't be click repaired, doesn't self heal)
User Posted Image
"Let's go on a raid!" (voice based on Command & Conquer 3: Tiberium Wars' Raider Buggy)

Hurria is a largely unorganised and decentralised collection of cells ranging from the very west of Africa to the borders of China and India. There is no Hurrian state, and many of the countries they operate in are openly hostile to Hurria, hunting down any trace of Hurrian activity with extreme prejudice. Imagine, after all, that the European and Soviet governments would no longer control these countries by proxy - imagine that these colonies might know independence! Preposterous and dangerous, especially in modern times, with tensions rising and rising.

As a consequence, however, Hurria can't afford to set up long-term mining operations, like the Allies and Soviets do. Instead, Hurria relies on the fast Raid Miner, a truck capable of processing small amounts of ore at a moment's notice. Two workers - often drafted from the local populace at gunpoint - will try to gather as much ore as quickly as they can, stealing small amounts of ore here and there, right under the nose of Allied and Soviet authorities. Should they be detected, the workers might opt to join their 'liberators', but the Raid Miner itself should be able to quickly speed away to safer grounds.


Workshop
$2000, Hurria Haven, Raid Miner / Battle Miner
2000 strength, concrete armour
4 sight, 6 adjacency, -50 power
(War Factory)
User Posted Image

The Workshop is a tinkerer's dream, easily exceeding the capabilities of the Allied and Soviet equivalents. To be sure, the Allies focus on efficiency, employing modular building blocks and just-in-time logistics to assembly their technologically advanced arsenal for a price not outlandishly more expensive than that of their communist enemies. This despite their lack of the massive industrial might packed into the Soviet War Factory, capable of rolling out an armada of Apocalypse Tanks thanks to the artificially optimised allocation of resources and the advantages in economics of scale that this brings. But while these two powers are focused on making their arsenal as cheap and as quick to produce as possible, Hurria has the advantage of already possessing the cheapest and quickest to produce arsenal.

The PSI Corps' Manufactory is focused on analytics, and though the more psychic elements of this were removed before handing over the designs to Hurria, Hurria's own Workshop retains the immensely detailed graphs and statistics that the PSI Corps enjoys as well. While the Workshop itself cannot analyse units and recommend improvements on its own, Hurrian scientists and engineers can certainly do so with the wealth of information the Workshop provides to them - if you have ever wondered why the nations on the Arabian peninsula are so interested in data scientists, and why India is exporting so many mathematicians, you now have your answer.


Hurria Submarine Pen
$1000, Hurria Haven, Raid Miner / Battle Miner
2000 strength, concrete armour
4 sight, 16 adjacency, -50 power
(Naval Yard)
User Posted Image

Though Hurria has little naval presence worth speaking of, there are still certain places worth fortifying with ships. The Arabian (or Persian) Gulf, for one, rich in oil and a strategic passage to the heartland of Hurria - it would be a disaster if Soviet ships could sail up all the way to Iraq, stabbing Hurria's presence there in the back. The Gulf of Aden and the Red Sea, too, for what if Soviet-allied Ethiopia can be convinced to invade the soft underbelly of Arabia? As for the Mediterranean Sea, the European navy is far too strong, and European control of the coasts is far too secure - for now. That will change, one day. From Alexandria to Casablanca, the oppressors will be driven back, and the citizens will know the freedom to decide their own fates. When that moment comes, Hurria must be prepared, with thousands of ships to repel the Europeans.

How exactly that is supposed to be achieved, remains a mystery. The few Hurrian cells active in western and eastern Africa are largely self-sufficient, but they are also small, without the resources to build up a large navy. That might be to their advantage, because a sizeable naval force would surely attract the attention of the USA and the UK. Even so, there are Hurrian commanders who pride themselves on their navy; on the island of Soqotra, or on the coast of Gabon, for example. And others are showing interest; there are even fledgling rebels fighting to secure the independence of the Western Sahara from Morocco, who use a handful of ships to traffic goods to and from the Canary Islands.

All this isn't much of a concern for now, though; Hurria has many land wars to focus on, and the design of the Submarine Pen it acquired from the PSI Corps isn't optimised to produce a conventional navy like that of the Allies or the Soviets. Still, there are Turkish and Indian commanders sympathising with Hurria who would be open to helping out the Hurrian navy, should Hurria ask.


Communications System
$1000, Hurria Haven, Recruitment Post / Workshop / Hurria Submarine Pen
1250 strength, steel armour
8 sight, 6 adjacency, -100 power
(radar, provides Radar van Drop ability - drops a Radar Van that is good for scouting, can debuff enemy armour to 75%, and is driven by a Conspirator that always survives the Radar Van's destruction - buildtime is 1.5 times as long as it normally would be)
User Posted Image
User Posted Image

(description)

Radar Van made by MadHQ (modified)
Radar Van turret made by Zero18 (modified)


Landing Strip
$1000, Hurria Haven, Communications System
1000 strength, wood armour
4 sight, 6 adjacency
(can hold two aircraft)
User Posted Image

As a movement spanning two continents, one would expect Hurria to have a large airforce. Hurria doesn't, however, perhaps because aircraft require the greatest amount of infrastructure; a buggy can be assembled in a backyard, a soldier can be trained at home, but the manufacturing of a plane and the construction of a whole airfield are highly visible and open to attack. Still, MCV-technology remedies this somewhat, as does the fact that all that the - rather lacking - Hurrian airforce needs is a cheap landing strip, as opposed to a proper airfield. Though still cumbersome and large, lacking the VTOL-technology of the Allies, the Landing Strip is at least easy to camouflage, for it is an almost entire flat structure - especially in the desert, it isn't hard to hide the Landing Strip underneath sand or behind dunes. As is so often the case, no one would see Hurria coming, until it would be too late.

Landing Strip made by Mig Eater (modified)


Command Centre
$2000, Hurria Haven, Communications System
2500 strength, steel armour
4 sight, 6 adjacency, -200 power
(Battle Lab, buildtime is twice as long as it normally would be)
User Posted Image

When a Hurrian base is more than a temporary outpost, a Command Centre might well be established. In the Command Centre, the leadership of the local cells can assemble to, together, coordinate their forces as one army. They can requisition resources and manpower from others; the latest chaos technology from Saudi Arabia, for example, or the blueprints to the heaviest of vehicles, such as the Mahdi, or even the fearsome superweapons the PSI Corps has granted Hurria access to. Projects that take up a lot of time and material to complete, necessitating a coordinated effort. They can even send out a call for the feared Salam to come help them out, though it is doubtful that she would be nearby. Still, the Command Centre signifies a fortified base of operations with staying power. It signifies a place from where Hurrian influence can spread, but perhaps more importantly, it signifies that the surrounding cities are safe, their independence guaranteed, their liberty protected by Hurria. It signifies an influx of citizens from these cities, more soldiers to fight for the Hurrian cause, secure in the knowledge that their family is safe - because the war goes ever on, until everyone is liberated, until everyone knows ever-lasting freedom.


Battle Miner
$1750, Hurria Haven, Command Centre
2000 strength, miner armour
4 sight, 6 adjacency
'Harb' cannon (anti-infantry, anti-vehicle, anti-building)
(Slave Miner, eight slaves with 25 reload rate, armed with an inaccurate heavy cannon, immune to Terror Drones, can't be sold, can be click repaired, does self heal, omnicrusher, omnicrush resistant)
User Posted Image
"Mining ain't for sissies!"

The Battle Miner was introduced simultaneously in three separate places. In the north-eastern fringes of the Hurrian movement, where Soviet - and possibly Chinese - armour columns could easily lock down any ore fields. Especially as central-Asia isn't very rich in ore, and as Soviet tanks had already rolled roughshod over Afghanistan, there was a real fear that Hurrian operations here might collapse in full. In Iraq, in the desolate wastelands of ruined metropolises, where thick Soviet brick walls and towering Tesla Coils humming with the sound of death itself made any raiding wholly impossibly as a war of attrition emerged - something Hurria has little experience with. And lastly, in the west, in the vast and wide deserts, where there simply weren't enough resources to sustain Hurrian armies, except for the Dustdevils that needed a safe place to return to after their attacks.

The Battle Miner, as a gigantic mobile ore refinery armed with a heavy siege cannon, is the perfect solution for all three of these situations. For one, it can simply roll over any opposition, be it a measly Conscript or an entire Apocalypse Tank; it is, after all, a mobile ore refinery. This does mean that its speed is somewhat lacking, to put it in the best possible terms, but its fast-firing siege cannon, inspired by that of the Mahdi, can relentlessly pummel anyone that dares to intrude its ore field. Its ore field - but not for long, for the many workers part of any Battle Miner operation will have quickly cleaned out the entire field. While the enemy is marshalling his forces to drive away the Battle Miner, the Battle Miner has already harvested the entire ore field and returned back to Hurrian lands with the spoils of war.

Or, like an anonymous Pakistani said; it is like raiding, except that the raid turns into a brutal crushing of imperialist pigdogs fleeing with their tails between their legs!

Post comment Comments
nlspeed911 Author
nlspeed911 - - 9 comments

7-7-2019:
Added to do list.
Added textual overview of all units and buildings.
Added picture of Beast.
Added picture of Mercenary.
Added picture of Zealot (no idea why it wasn't on the page in the first place).
Added picture of Prophet Medium Tank.
Added picture of Hafaza.
Added picture of Communications System.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: