OMEGABOLT'S TECH CENTER
-
FORUMS
-
POWERSLAVE
-
APOCALYPSE
CONFEDERATION INFANTRY
Conscript
Cost: 125 Prerequisite: Confed. Barracks Purpose: Basic Infantry
Being the largest organisation on the planet gives many perks, one of them being that the Confederation are actually able to say they have an
excessive
amount of troops. The Confederation practically throws infantry away like sweet wrappers, and their favourite sweet is the Conscript. Conscripts are brought into the ranks whether they like it or not to fight for their country and most likely die for it too. They're almost untrained and use the cheapest weaponry available making them costless and expendable. Conscripts can garrison civilian structures and Battle Bunkers and have been given some additional training in urban combat to improve their effectiveness when doing so. Conscripts also have slightly thicker armour, protecting them better from small arms fire.
Flak Trooper
Cost: 200 Prerequisite: Confed. Barracks Purpose: Light Anti-Vehicle / Anti-Air
Previously Flak Troopers were designated as almost useless on the field. Now they are made cheaper to match their relatively light weapon and armour. Their Flak Gun has been made slightly more effective against light vehicles to help support their comrade Conscripts on the field. Flak Troopers are still very effective counters to Rocketeers and lingering aircraft, even slightly more-so than before.
Attack Dog
Cost: 200 Prerequisite: Confed. Barracks Purpose: Anti-Infantry / Anti-Spy / Anti-Stealth
In the Great World War 2 the Russians were the first to effectively train German Shepherds in order to detect Allied Spies. Now the Russians train Siberian Huskies for Confederation nations. They're still most useful in detecting Spies and also stealth technology. Their physical power also allows them to kill most infantry at once, but their lack or armour means they're highly vulnerable to enemy fire. That lack of armour however keeps them light and fast as scouting infantry. Attack Dogs can clear garrisoned structures of enemy infantry.
Engineer
Cost: 500 Prerequisite: Confed. Barracks Purpose: Capture / Repair / Bomb Disarming
There has been a long running competition between the Allies and Soviets regarding who has the smartest Engineers. Russian Engineers were somehow (either by idiocy or great skill) capable of overcharging the Time Machine, but unfortunately no-one will ever know of that event. In battle they are very useful infantry, able to capture enemy and neutral structures for the Confederation. They're also fully able to repair any friendly or neutral structure to full health instantly. Engineers are also trained to disarm planted demolition charges.
Crazy Ivan
Cost: 600 Prerequisite: Confed. Barracks, Radar Tower Purpose: Havoc / Anti-Structure
Codename: Crazy Ivan is a unit designed solely for wreaking havoc on the battleground. Ivans are fanatical demolitions experts... or more likely any old suicidal maniac who can pull a trigger. They move around the battlefield throwing their devastating packages at any enemies foolish enough to come into range, usually blowing them into tiny pieces. Ivans are particularly effective against structures however their low throwing range means they can't outrange defences. Their light armour also means they can be killed by any weapon easily, usually causing an explosion upon death from all the dynamite they carry.
Tesla Trooper
Cost: 700 Prerequisite: Confed. Barracks, Radar Tower Purpose: Heavy Infantry
A big leap from the Shock Troopers in GWW2. These are heavily armoured troopers with miniature Tesla Coils built into their powersuits. Because of the thick armour they are immune to Dog attacks and can withstand a large amount of fire even from tank battalions. Tesla Troopers prime objective is to destroy enemy armour, which they can do with ease, but their high voltage weapons are also effective against infantry. It must also be said that if a Tesla Trooper stands next to a Tesla Coil they can overcharge the weapon giving it a massive damage and range boost. If two Troopers charge the Coil at once then it will continue to work in low power situations.
Spy
Cost: 1000 Prerequisite: Confed. Barracks, Confed. Battle Lab Purpose: Infiltration
The Confederation Spy is identical to the Allied Spy. He can disguise as any enemy infantry to slip passed defences and infiltrate their structures. Different benefits come from disabling different structures.
Power Structures - Disables enemy power for a short amount of time.
Refinery - Steals 50% of the enemies credits.
Barracks - Allows troops to be trained at veteran status.
War Factory - Allows vehicles to be constructed at veteran status.
Radar Structures - Resets their revealed shroud.
Battle Lab - Steals a technology.
Spetznaz
Cost: 900 Prerequisite: Confed. Barracks, Confed. Battle Lab Purpose: Sabotage
Spetznaz soldiers are elite infantry working in line with Confederation Spies. Their main role is assassination and building sabotage. On the battlefield they are elite at concealing themselves in plain sight, become almost invisible to the naked eye. Spetznaz will only be revealed if they move too close to enemy infantry, if they fire or if they come into range of specially trained enemies. Their weapons consist of a low level sniper rifle, which can take out infantry easily at a good range. Against structures they use their demolition charges, which can seriously damage any building although not completely destroy one.
Volkov
Cost: 1500 Prerequisite: Confed. Barracks, Confed. Battle Lab Purpose: Hero
Volkov is said to be the invincible Russian soldier as no matter how many times he has fallen, he has always risen again. Where Volkov is fighting the battle is sure to be won. Truthfully, he is an old experiment of the USSR's regarding cybernetic technology. His machine enhancements allow him to withstand heavy assaults from all kinds of weaponry. Volkov's arm cannon acts as a grenade launcher, firing rounds at all targets, hitting instantly and doing massive damage.
Back
-
Next