diff --git a/OpenRa.Game/OpenRa.Game.csproj b/OpenRa.Game/OpenRa.Game.csproj
index 03730391eb..cfc727e142 100644
--- a/OpenRa.Game/OpenRa.Game.csproj
+++ b/OpenRa.Game/OpenRa.Game.csproj
@@ -181,6 +181,7 @@
+
@@ -201,6 +202,7 @@
+
diff --git a/OpenRa.Game/Traits/Activities/UndeployMcv.cs b/OpenRa.Game/Traits/Activities/UndeployMcv.cs
new file mode 100644
index 0000000000..7e9241157d
--- /dev/null
+++ b/OpenRa.Game/Traits/Activities/UndeployMcv.cs
@@ -0,0 +1,43 @@
+using System;
+
+namespace OpenRa.Game.Traits.Activities
+{
+ class UndeployMcv : IActivity
+ {
+ public IActivity NextActivity { get; set; }
+ bool started;
+
+ void DoUndeploy(World w,Actor self)
+ {
+ self.Health = 0;
+ foreach (var ns in self.traits.WithInterface())
+ ns.Sold(self);
+ w.Remove(self);
+
+ var mcv = new Actor(Rules.UnitInfo["MCV"], self.Location + new int2(1, 1), self.Owner);
+ mcv.traits.Get().Facing = 96;
+ w.Add(mcv);
+ }
+
+ public IActivity Tick(Actor self)
+ {
+ if (!started)
+ {
+ var rb = self.traits.Get();
+ rb.PlayCustomAnimBackwards(self, "make",
+ () => Game.world.AddFrameEndTask(w => DoUndeploy(w,self)));
+
+ Sound.Play("cashturn.aud");
+ started = true;
+ }
+
+ return this;
+ }
+
+ public void Cancel(Actor self)
+ {
+ // Cancel can't happen between this being moved to the head of the list, and it being Ticked.
+ throw new InvalidOperationException("UndeployMcvAction: Cancel() should never occur.");
+ }
+ }
+}
diff --git a/OpenRa.Game/Traits/McvUndeploy.cs b/OpenRa.Game/Traits/McvUndeploy.cs
new file mode 100644
index 0000000000..6b2b37a3da
--- /dev/null
+++ b/OpenRa.Game/Traits/McvUndeploy.cs
@@ -0,0 +1,69 @@
+using OpenRa.Game.GameRules;
+using OpenRa.Game.Traits.Activities;
+
+namespace OpenRa.Game.Traits
+{
+ class McvUndeploy : IOrder, IMovement
+ {
+ readonly Actor self;
+
+ public McvUndeploy(Actor self)
+ {
+ this.self = self;
+ }
+
+ public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
+ {
+ if (!Rules.General.MCVUndeploy) return null;
+
+ if (mi.Button == MouseButton.Left) return null;
+
+ if (underCursor != null)
+ {
+ // force-move
+ if (!mi.Modifiers.HasModifier(Modifiers.Alt)) return null;
+ if (!Game.IsActorCrushableByActor(underCursor, self)) return null;
+ }
+
+ return new Order("Move", self, null, xy, null);
+ }
+
+ public void ResolveOrder(Actor self, Order order)
+ {
+ if (order.OrderString == "Move")
+ {
+ self.CancelActivity();
+ self.QueueActivity(new UndeployMcv());
+ }
+ }
+
+ // HACK: This should make reference to an MCV actor, and use of its Mobile trait
+ public UnitMovementType GetMovementType()
+ {
+ return UnitMovementType.Wheel;
+ }
+
+ public bool CanEnterCell(int2 a)
+ {
+ if (!Game.BuildingInfluence.CanMoveHere(a)) return false;
+
+ var crushable = true;
+ foreach (Actor actor in Game.UnitInfluence.GetUnitsAt(a))
+ {
+ if (actor == self) continue;
+
+ if (!Game.IsActorCrushableByActor(actor, self))
+ {
+ crushable = false;
+ break;
+ }
+ }
+
+ if (!crushable) return false;
+
+ return Rules.Map.IsInMap(a.X, a.Y) &&
+ TerrainCosts.Cost(GetMovementType(),
+ Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
+ }
+ }
+}
diff --git a/units.ini b/units.ini
index 2f63abcc4a..9150efbf3f 100644
--- a/units.ini
+++ b/units.ini
@@ -373,7 +373,7 @@ SelectionPriority=3
LongDesc=Produces and repairs submarines and \ntransports
[FACT]
Description=Construction Yard
-Traits=Building, RenderBuilding
+Traits=Building, RenderBuilding, McvUndeploy
Dimensions=3,3
Footprint=xxx xxx xxx
Produces=Building,Defense