Conscript

  • Requires: Barracks
  • Cost: 60
  • Purpose: Basic Infantry

  • Hitpoints: 240
  • Armor: None
  • Speed: 6

  • Weapon: PPSh-41
  • Range: 4

The Conscript is the basic infantry unit for all Soviet states. Drafted in from every corner of the nation, these unwitting soldiers provide the backbone of any infantry division and act as excellent cannon fodder. Their usefulness also extends to urban combat where they can garrison civilian structures, firing from windows.

Additional Information:

  • Good vs none, flak & plate armour.
  • Starting infantry for Soviet countries in multiplayer (if enabled).
  • Can garrison civilian structures.
  • Self-healing: 16HP per tick.

Flak Trooper

  • Requires: Barracks
  • Cost: 150
  • Purpose: Anti-tank / anti-air

  • Hitpoints: 200
  • Armor: Flak
  • Speed: 7

  • Weapon: Flak Gun
  • Range: 5 (+4 vs air)

Flak Troopers are the basic anti-tank infantry for the Soviets, using their shoulder mounted flak gun to pepper enemy vehicles - chipping away their armour. They do however serve a more crucial role, which is as the primary anti-air infantry, and in that capacity their low price makes them very cost effective. Additionally they can garrison neutral structures, providing more effective anti-tank fire than Conscripts, and are able to swarm base defences with some success.

Additional Information:

  • Good vs light, medium, air & base defense armour.
  • Can garrison civilian structures.
  • Self-healing: 16HP per tick.

Attack Dog

  • Requires: Barracks
  • Cost: 100
  • Purpose: Scout / spy defense

  • Hitpoints: 310
  • Armor: None
  • Speed: 11

  • Weapon: Sharp Teeth
  • Range: 1.5

The USSR has long trained vicious Attack Dogs to keep pesky Allied Spies away from important structures. They are especially bred for their keen sense of smell and nothing smells worst than a capitalist! If any enemy infantry come within distance of the Attack Dog's sniffer it will immediately hunt down the individual and tear them to shreds. The Dog's lack of body armor however does mean they can be put down with just a few shots.

Additional Information:

  • Immune to mind control.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units (range 8).
  • Self-healing: 16HP per tick.

Engineer

  • Requires: Barracks
  • Cost: 400
  • Purpose: Repair / Bomb defusal

  • Hitpoints: 250
  • Armor: Flak
  • Speed: 6

  • Weapon: --
  • Range: 1.5 (bomb disposal)

Engineers are highly specialised infantry that can turn the tide of battle in moments if used correctly. Firstly they have the useful ability to fully repair any friendly or neutral structure instantly and cheaply. Secondly Engineers can capture enemy and neutral structures simply by entering them. Neutral tech structures can be captured instantly while enemy buildings need to be have 40% or less of their maximum health Eif the target structure has more than 40% the Engineer will damage them instead. Three Engineers will capture an enemy structure at full health. Furthermore Engineers can repair any destroyed bridges by entering the nearby bridge hut. Lastly if any nearby units are planted with Crazy Ivan bombs Engineers can remove them before they detonate simply by targeting the infected unit.

Additional Information:

  • Repairs friendly and neutral structures and destroyed bridges with repair huts.
  • Captures neutral structures at full health and enemy structures at 40% health.
  • Detects and removes Crazy Ivan bombs.
  • Self-healing: 16HP per tick.

Tesla Trooper

  • Requires: Barracks + Ops. Tower
  • Cost: 400
  • Purpose: Anti-tank

  • Hitpoints: 300
  • Armor: Plate
  • Speed: 6

  • Weapon: Shock Fist
  • Range: 4

Tesla technology has long since reigned in the Soviet military: suitably effective at stripping armor and punishing personnel with shocking results. Tesla Troopers are kitted with power armor made to support the Shock Fist on the right arm, a portable Tesla Coil highly effective in the field. Tesla Troopers are best used against enemy armor battalions where they will utterly lay waste to the opposition in seconds. Infantry should also be wary of the Shock Fist but Tesla Troopers can easily be outnumbered.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Immune to Dogs.
  • Uncrushable by most vehicles.
  • Self-healing: 16HP per tick.
  • 1 Tesla Trooper next to a Tesla Coil will increase it's range and firepower.
  • 2 Tesla Troopers will fully power the Tesla Coil when base power is down.

Kommissar

  • Requires: Barracks + Ops. Tower
  • Cost: 300
  • Purpose: Moral support

  • Hitpoints: 350
  • Armor: Flak
  • Speed: 7

  • Weapon: --
  • Range: --

The main problem with conscription is that they may not be as dedicated to the cause as ideal, and so Soviet Russia has built an extensive command structure to maintain order on the battlefield. The frontline face of that is the Kommissar, a devout and loyal servant of the motherland who will endeavour to bring victory no matter the cost. Screaming rousing slogans at the lower infantry classes, they urge troops onwards against all odds and ensure that if they fear the guns in front of them, they'll succumb to the one at the back of their head. Not one step back!

Additional Information:

Tesla Elite

  • Requires: Barracks + Ops. Tower
  • Cost: 450
  • Purpose: Anti-tank

  • Hitpoints: 365
  • Armor: Plate
  • Speed: 6

  • Weapon: Hand of Nikola
  • Range: 4

Digging deeper into Tesla's legacy gives Yugoslavia a unique edge when employing the exploits of his inventions. In this case, the Tesla Elite is a unique variation of the classic Tesla Trooper, who's main difference is their weapon. Unlike the regular Shock Fist, the 'Hand of Nikola' is able to focus enough energy to bounce from the primary target to surrounding units, making them much more powerful against groups of enemies. While this effect diffuses the damage of the main shot, the benefits of damaging muliple enemies makes their effectiveness in groups rise sharply.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Immune to Dogs.
  • Uncrushable by most vehicles.
  • Self-healing: 16HP per tick.
  • 1 Tesla Trooper next to a Tesla Coil will increase it's range and firepower.
  • 2 Tesla Troopers will fully power the Tesla Coil when base power is down.

Flamethrower

  • Requires: Barracks + Ops. Tower
  • Cost: 400
  • Purpose: Anti-infantry, anti-structure

  • Hitpoints: 300
  • Armor: Flak
  • Speed: 7

  • Weapon: Devil's Tongue
  • Range: 4

Fighting in the steaming jungles of central america can be a hellish slog at the best of times, and one Confederation strategy to deal with that is to simple burn it down. Flamethrowers are light infantry with powerful weapons, able to gouge holes in infantry lines and destroy light structures rapidly. Their lack of protection and relatively slow speed makes them rather vulnerable however, and if picked off they will explode potentially harming friendly surrounding units in the process.

Additional Information:

  • Good vs none, flak, plate & building armour.
  • Explodes on death.
  • Self-healing: 18HP per tick.

Crazy Ivan

  • Requires: Barracks + Ops. Tower
  • Cost: 500
  • Purpose: Sabotage

  • Hitpoints: 300
  • Armor: Flak
  • Speed: 8

  • Weapon: Dynamite
  • Range: 3.5

Maniacal laughter on the battlefield often signals the arrival of a 'Crazy Ivan' - a fanatically trained demolitions 'experts'. These modern day berserkers gladly charge into combat, lobbing sticks of dynamite onto enemy units. After a short countdown the dynamite explodes violently, killing infantry or heavily damaging units and structures, even those around the initial blast. Due to the nature of their crude weaponry they must get within short range and thus are always vulnerable to ranged foes. Not that Ivan cares.

Additional Information:

  • Good vs most targets.
  • Uncrushable by most vehicles.
  • Can destroy bridges with repair huts.
  • Detects cloaked or submerged units (range 6).
  • Explodes on death.
  • Self-healing: 18HP per tick.

Saboteur

  • Requires: Barracks + Tech Center
  • Cost: 800
  • Purpose: Infiltration / Hijacking

  • Hitpoints: 200
  • Armor: Flak
  • Speed: 8

  • Weapon: Make-up Kit
  • Range: --

Information is power, something the Soviets have come to understand. The Saboteur is capable of infiltrating enemy structures with the following results:

  • CON. YARD: The enemy radar will be reset, and you will aquire stolen technology.
  • POWER PLANT / TESLA REACTOR: Enemy power will shut down for 1 minute.
  • NUCLEAR REACTOR: Enemy power will shut down for 2 minutes.
  • ORE REFINERY: You will steal up to 5000 credits.
  • SLAVE MINER: You will steal up to 2000 credits.

  • BARRACKS: Your infantry will train as veterans.
  • WAR FACTORY: Your vehicles will be produced as veterans.
  • ARSENAL: Grants a single-use, instantly charged Combat Drugs ability.
  • OPS TOWER: Grants a single-use, instantly charged Emergency Repair ability.
  • ORE PURIFIER / INDUSTRIAL PLANT: You will be able to see the total enemy credits.

  • SCIENCE LAB / WAR PALACE / REVOLUTIONARY HQ: You will acquire special technology.
  • SPY SAT: The enemy radar, and Master Control countdown, will be reset.
  • SUPERWEAPON: The superweapon countdown will be reset.

Furthermore Saboteurs can hijack enemy or neutral vehicles simply by entering them. Once inside the vehicle they kill all enemy pilots and commandeer it in the name of the great revolution!

Additional Information:

  • Can disguise as other infantry.
  • Can hijack enemy vehicles.
  • Self-healing: 16HP per tick.

Bazooka

  • Requires: Barracks + Tech Center
  • Cost: 600
  • Purpose: Anti-structure, anti-air

  • Hitpoints: 285
  • Armor: Flak
  • Speed: 5

  • Weapon: Rocket Launcher
  • Range: 11 / 8 (anti-air)

A defining feature of Libya's expendable military force may be the Bazooka. These hapless soldiers are given little training before being kicked out of the door with a very powerful, and heavy, rocket launcher capable of great damage. When targeting ground units, they can fire a long distance but at the cost of accuracy, being more or less useless against small targets but able to demolish structures rapidly (with a bit of luck). They can also, however, target aircraft at a much closer range with seeking projectiles, and prove to be devastatingly effective if they can get within firing distance.

Additional Information:

  • Good vs building & air armour.
  • Self-healing: 18HP per tick.

Psi Corps Trooper

  • Requires: Barracks + War Palace
  • Cost: 1000
  • Purpose: Anti-infantry / anti-tank

  • Hitpoints: 260
  • Armor: Flak
  • Speed: 6

  • Weapon: Mind Control / Psi Wave
  • Range: 7 / 5 (area)

Trained within an impenetrable science cult, these soldiers wield incredible psychic abilities, being able to control the minds of others by implanting 'suggestions'. In practical terms this allows a wily commander to take control of enemy forces, turning them against their former allies. That said, if a Psi Corps Trooper is in control of an enemy unit and he himself should be killed then the mental link will break causing the victim to return to their original allegiance. The Psi Corps secondary ability is to focus his psychic energy causing a blast wave to radiate from his head destroying the minds of all in its radius.

Additional Information:

  • Uncrushable by most vehicles.
  • Unabled to target structures or units immune to mind control.
  • Detects disguised Spies and Saboteurs.
  • Immune to mind control and psionic weapons.
  • Self-healing: 18HP per tick.

X-Soldier

  • Requires: Barracks + War Palace
  • Cost: 1000
  • Purpose: Anti-infantry

  • Hitpoints: 325
  • Armor: Flak
  • Speed: 6

  • Weapon: X-Ray Blaster
  • Range: 7

Another exploitation of Tesla's discoveries is the X-Soldier. Armed with a weapon capable of creating a condensed cloud of x-ray radiation, they are brutal tools against infantry and light vehicles. Their suit is able to produce and hold three 'charges' of the effect at any one time and each takes a significant amount of time to reload. This makes the X-Soldier excellent at dealing incredibly high damage in bursts but forces them to retreat and be protected by other forces in the case of longer engagements.

Additional Information:

  • Good vs none, flak, plate & light armour.
  • Creates an x-ray cloud damaging friend or foe in a 4x4 area that lasts 15 seconds.
  • Carries up to 3 ammo. Takes 50 seconds to reload 1 ammo. Has 1 ammo when initially trained.
  • Uncrushable by most vehicles.
  • Self-healing: 18HP per tick.

Desolator

  • Requires: Barracks + War Palace
  • Cost: 1000
  • Purpose: Anti-infantry / anti-tank

  • Hitpoints: 500
  • Armor: Plate
  • Speed: 6

  • Weapon: Rad Cannon / Rad Eruptor
  • Range: 6 / 8 (area)

Glowing an inky green, Desolators ooze with radioactivity. Their shoulder mounted rad cannon fires a concentrated beam of radiation at the target causing the immediate death of any enemy infantry. The victims in turn swell and explode, leaving damaging toxic clouds behind wreaking further havoc. Desolators may also deploy, channelling their toxic weapon straight into the earth irradiating the surrounding area and poisoning all who enter the danger zone.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • Immune to radiation, poison gas & Dogs.
  • Uncrushable by most vehicles.
  • Deploys to unleash radiation in the surrounding area.
  • Self-healing: 18HP per tick.

Firebrand

  • Requires: Barracks + Revolutionary HQ
  • Cost: 900
  • Purpose: Anti-structure

  • Hitpoints: 450
  • Armor: None
  • Speed: 8

  • Weapon: Molotov Cocktail
  • Range: 5.5

The Firebrand is trained to be a stealthy and highly destructive soldier. Capable of sneaking past most foes, their main role is to burn buildings down with a relentless hail of Molotov cocktails. A small group of them can level structures if not intercepted. Their makeshift bombs are also moderately effective against infantry, but they are hardly cost-effective in such a direct combat role, so it is usually best for them to completely evade detection until they are in a position to unleash havoc in an enemy base.

Additional Information:

  • Good vs none, flak & building armour.
  • Cloaks when not firing.
  • Detects cloaked or submerged units (range 4).
  • Uncrushable by most vehicles.
  • Self-healing: 18HP per tick.

Chitzkoi

  • Requires: Barracks + War Palace
  • Cost: 1000
  • Purpose: Anti-tank

  • Hitpoints: 850
  • Armor: Plate
  • Speed: 12

  • Weapon: Metal Teeth
  • Range: 3.5

The Russians ordered the resurrection of their first prototype cybernetic organism - Chitzkoi. Sometime in the Second Great War this loyal Husky underwent grueling surgery for the Motherland, fused with metal limbs and augmented cognitive mechanisms boosting her capabilities beyond comprehension. On the battlefield Chitzkoi is an incredible anti-infantry and tank weapon, tearing through flesh and metal alike. Her robust armor also allows her to withstand heavy firepower and, unlike other infantry, can be repaired by friendly Outposts or the Emergency Repair support power.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • Build limit of 1 and cannot be cloned.
  • Immune to radiation, poison gas, Dogs & mind control.
  • Vulnerable to EMP.
  • Uncrushable by most vehicles.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units (range 8).
  • Self-healing: 22HP per tick.

Volkov

  • Requires: Barracks + War Palace
  • Cost: 1500
  • Purpose: Anti-infantry / anti-structure

  • Hitpoints: 1300
  • Armor: Plate
  • Speed: 6

  • Weapon: Autocannon / Tremor Grenade
  • Range: 8 / 8

Alongside the revival of Chitzkoi came the first Human cyborg - the commando Volkov. From another time in Soviet history he is now back on the field to continue the fight against the Allies and remains a formidable force despite technological advancements in the mean time. His incredible armor allows him to withstand considerable firepower and his explosive rounds allow him to deal with any target from afar. Unlike other infantry he can be repaired by friendly Outposts or the Emergency Repair support power and is effected by EMP weapons.

Additional Information:

  • Good vs light, medium & building armour.
  • Build limit of 1 and cannot be cloned.
  • Immune to radiation, poison gas, Dogs & mind control.
  • Vulnerable to EMP.
  • Uncrushable by most vehicles.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units (range 6).
  • Self-healing: 22HP per tick.

Dr. Dobrilo

  • Requires: Barracks + War Palace
  • Cost: 1500
  • Purpose: Anti-tank

  • Hitpoints: 1400
  • Armor: Plate
  • Speed: 6

  • Weapon: Executioner / EMP Discharge
  • Range: 2.5 / 5 (area)

Within the Yugoslav science cults, Nikola Tesla is revered as a god, and perhaps his most devoted follower is Dr. Dobrilo. The unhinged scientist developed much of the advanced technologies in use by Yugoslavia and too created the armoured suit he wears on the battlefield. Dobrilo equips himself with a powerful Tesla glove capable of frying infantry instantly and electrifying tanks and structures, damaging their systems beyond repair in moments. He can also overcharge the suit, releasing a surge of energy shutting down the electrical systems of surrounding objects for a period of time.

Additional Information:

  • Good vs all armour types.
  • Build limit of 1 and cannot be cloned.
  • Can deploy to unleash an EMP wave disabling units and structures for 23 seconds.
  • Immune to radiation, poison gas, Dogs & mind control.
  • Uncrushable by most vehicles.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units (range 6).
  • Self-healing: 22HP per tick.

Lamia

  • Requires: Barracks + War Palace
  • Cost: 1500
  • Purpose: Anti-infantry / anti-tank

  • Hitpoints: 1250
  • Armor: Plate
  • Speed: 6

  • Weapon: Corrosive Grenade / Rad Cannon
  • Range: 12 / 6

Lamia is an extremely talented operative and die-hard loyalist to the Libyan Republic. Having first-hand witnessed the chaos wrought by American interference in her homeland, she vowed to do whatever was necessary to ensure her country's independence. Thus, when the Libyan regime selected her as a candidate to field-test an advanced nuclear battle suit, she could only accept. Her nearly impervious armour is essentially an improvement on the Desolator's equipment, and includes a high-powered "radiation rifle" with a much faster rate of fire than the standard Rad Cannon. In addition to this hefty armament, Lamia can lob chemical grenades which substantially degrade the armour of a target upon impact.

Additional Information:

  • Good vs all armour types.
  • Build limit of 1 and cannot be cloned.
  • Immune to radiation, poison gas, Dogs & mind control.
  • Uncrushable by most vehicles.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units (range 6).
  • Self-healing: 22HP per tick.

Dante

  • Requires: Barracks + Revolutionary HQ
  • Cost: 1500
  • Purpose: Anti-infantry / anti-tank

  • Hitpoints: 800
  • Armor: Flak
  • Speed: 9

  • Weapon: Sniper Rifle
  • Range: 10

A stealthy assassin, Dante represents Confederation as their hero. His incendiary sniper rifle does exceptional damage against targets in a line, especially infantry. What makes him even more deadly is his ability to kill most vehicle drivers, if they're damaged enough -- allowing Engineers and Saboteurs to commandeer them. Finally, Dante can release portable Fury Drones that can jump onto anything on land and detonate, doing considerable damage in groups, especially against buildings.

Additional Information:

  • Good vs none, flak, plate, light and medium armour.
  • Build limit of 1 and cannot be cloned.
  • Immune to mind control.
  • Weapon deals damage to units in the line of fire, including friendlies.
  • Carries 3 ammo and can deploy to use 1, spawning a suicidal Fury Drone.
  • Cloaks when not moving.
  • Uncrushable by most vehicles.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units (range 6).
  • Self-healing: 22HP per tick.

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