Slave miner

The Slave Miner is a Yuri resource gatherer equivalent to a mobile ore refinery in Command & Conquer: Red Alert 2: Yuri's Revenge.
== Official description ==
==Game unit==
The Slave Miner is unique in that it is a vehicle and a structure (but not both at the same time) meaning that it can be built from both the construction yard (where it is deployed as a building) and the war factory. Therefore, it is possible to produce 2 miners at the same time. It is much more heavily armored compared to other miners, making it tough to destroy. However that comes at the cost of speed.
In each form it has all the attributes, advantages and vulnerabilities of that form. E.g. A deployed Slave Miner cannot be Chronoshifted but can be blown up with like other structures. Undeployed, they can be chronoshifted just like all other ground vehicles (including onto water where it will instantly sink). There is one more issue with the Slave Miner: should the miner vehicle have to cross to move to a far away location but the slaves are left behind the mining operation couldn't be started. If this happen the slaves must be "decommissioned" by killing or mutation into Brutes.
Another unique feature, partly because of its size, is that the Slave Miner is the only ground unit that is completely invulnerable to Terror Drones, even if undeployed, which makes it a good counter to pick off stray drones.
Slave Miners cannot be manually repaired unlike most structures. To repair a miner an Engineer must be sent to the miner or capture a machine shop where it can gradually repair while undeployed.
The AI usually defends a Slave Miner with two Lasher tanks, a Gattling tank, and a Yuri clone.
Oddly enough, possibly due to the game engine's limitation when it is deployed, the Slave Miner does not gain any multiplier bonuses from veterancy. Although it does gain the tank gun upon promotion to Elite, it will still fire slower than a War Miner's Elite tank gun as a result. Therefore in a one-on-one face off, an elite slave miner will still lose to an elite war miner.
===Usage===
For attacking, it is a good idea to send Slave Miners on an enemy base and apply Iron Curtain (if a Soviet construction yard is captured) so it will become invulnerable, and to longer distract defenses from other units. However, don't use too many, as they are extremely weak offensive units and will be destroyed before they do too much damage to your enemy, even given their prodigious hitpoints.
When deployed, it is the only unit that has a lot of hitpoints, making it a very good for absorbing damage while your defenses attack.
===Counters===
The only real vulnerability it suffered is that because it is usually outside of the effect area of the Psychic Radar and it is a refinery it had no way of detecting Allied Spies who could infiltrate it to steal half of the base's funds. Thus it required a Yuri Clone or Mastermind escort to defend against this tactic. A sniper or two nearby can also kill all the slaves, thus negating resource collection.
In addition, a SEAL in an IFV could terminate the slaves with little problem. Iraq's s could also melt countless slaves with little difficulty. Any lost slaves will automatically be replaced by the miner without cost but this takes time during which resource collection is hampered. To counter a tank rush, a Yuri commander may turn his Genetic Mutator on a group of slaves to instantly obtain a force of Brutes. This can also become a lucrative source of funds as Brutes can be sent to a nearby Grinder for "reprocessing". Slaves assigned to a Slave miner are forced to follow its warden's will and thus will not receive direct command (except when liberated by destroying the Slave Miner).
One problem with the Slave Miner that sometimes occurred was in areas with heavy radiation even though the miners themselves are immune to it; these locations would prove instantly fatal to the fragile slaves, who would perish and liquefy almost instantaneously after departing their parent miner. Because of this, Slave Miners were the only ore collectors of Third World War to be completely useless in irradiated areas.
As with all miners, the Slave Miner is completely helpless to an air attack even its ultra heavy armor does require quite a few sorties to destroy one.
==Changelog==
*Yuri's Revenge patch 1.001: 
**cost increased from $1500 to $1750
**construction now faster from the war factory.
**if a Slave Miner is dropped into water, the freed slaves will join the player that freed them instead of turning neutral.
==Quotes==
===When selected===
*Yuri mining facility reporting.
*Foreman here.
*Let's put these maggots to work.
*We get real dirty out here!
*Ore processors working.
*My slaves are ready!
*We've got a lot of work to do.
===When moving===
*Slaves are cheap, hahaha!
*Moving mining operation.
*Mining ain't for sissies!
*Let's get to the cash!
*Is my shift over yet?
*This is man's job.
===When ordered to harvest===
*Dig, dig!
*Move those shovels!
*Faster, little slaves!
*We need more!
*Let's get to work!
===When ordered to attack===
*This ore belongs to Yuri!
*Go away, thieves!
*Get rid of these pests!
*Defend the ore!
==Trivia==
* The Slave Miner uses the same gun as the Soviet war miner.
* If the Slave Miner is sent into a grinder while the slaves are outside, the slaves are made neutral (white in color) and will automatically attack anything nearby.
*A Slave Miner can carry up to 500 credits (or up to 1000 if assigned to a gem field).
==Gallery==
SlaveMiner Concept.jpg|Concept art by Tom M. Baxa
Slaveminer unskinned.jpg|Textureless render
Slave Miner 1.jpg|Render
SlaveMiner Render.jpg|Installer slide
Slave Miner Voxel Render.jpg|Voxel
Slave_miner_animation.gif|Deployment animation
===Cameos===
==See also==
* Chrono miner, Allied counterpart
* War miner, Soviet counterpart
Category:Yuri's Revenge buildings
Category:Yuri's Revenge vehicles