Conscript
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: Machine Gun
  • Cost: 60
  • Armor: None
  • Secondary: --

  • Speed: Low
  • Purpose: Basic Infantry
The Conscript is the basic infantry unit of the Soviet Union. Drafted in from all Soviet republics these unwilling soldiers provide the backbone of the infantry division and act as excellent cannon fodder. Their usefulness also extends to urban combat where they can garrison civilian structures and fire from windows.
Further Information:
  • Can garrison civilian structures.
  • Starting infantry for the Soviet Union.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Mortar Trooper
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: Shoulder Mounted Mortar
  • Cost: 150
  • Armor: Flak
  • Secondary: Shoulder Mounted Flak Cannon

  • Speed: Low
  • Purpose: Basic Siege, Anti-Air
Mortar Troopers are highly useful early siege units. Their dual purpose of low grade artillery and anti-air means they always have a place on the field, either as the backbone of a base assault force or for swatting away Allied air units at home. Their mortar range cannot of course equal mid-high tech artillery vehicles but they can easily out-range basic defenses such as the Pillbox and their cheap cost allows them to swarm more powerful defenses.
Further Information:
  • Can garrison civilian structures.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Tesla Trooper
  • Prerequisite: Barracks
  • Strength: Medium
  • Primary: Shock Fist
  • Cost: 350
  • Armor: Plate
  • Secondary: Tesla Charger

  • Speed: Low
  • Purpose: Anti-Armor
Tesla technology has long since reigned in the Soviet military: suitably effective at stripping armor and punishing individuals 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 within mere seconds. Infantry should also be wary of the Shock Fist but Tesla Troopers can easily be surrounded and outnumbered. Their self contained battery may also be used to charge Tesla Coils when necessary: one Trooper will send the Coil into overcharge, increasing its range and damage while two Troopers can fully sustain a Tesla Coil even when base power is down.
Further Information:
  • Immune to radiation and Dogs.
  • Uncrushable by most vehicles.
  • Can garrison civilian structures.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Attack Dog
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: Sharp Teeth
  • Cost: 100
  • Armor: None
  • Secondary: --

  • Speed: Fast
  • Purpose: Scout, Anti-Spy
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.
Further Information:
  • Immune to mind control.
  • Detects disguised Spies and Saboteurs.
  • Detects cloaked or submerged units in an 8 cell radius.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Engineer
  • Prerequisite: Barracks
  • Strength: Low
  • Primary: --
  • Cost: 300
  • Armor: Flak
  • Secondary: --

  • Speed: Medium
  • Purpose: Repair / Capture Structures, 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 if 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.
Further Information:
  • Repairs friendly and neutral structures.
  • Repairs bridges.
  • Captures neutral and enemy structures.
  • Removes Ivan bombs.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Crazy Ivan
  • Prerequisite: Barracks, Ops Tower
  • Strength: Low
  • Primary: Dynamite Sticks
  • Cost: 350
  • Armor: None
  • Secondary: --

  • Speed: Medium
  • Purpose: Sabotage
Any laughter on the battlefield signals the arrival of the Crazy Ivan a fanatical group of demolitions 'experts'. These maniacal mercenaries gladly charge into battle with their dynamite, lobbing sticks of it onto enemy units. After a short countdown the enemy explodes violently, damaging even surrounding units. Due to the nature of their crude weaponry they must get within firing range and thus are always vulnerable to enemy fire: not that Ivan cares.
Further Information:
  • Can swim.
  • Detects cloaked or submerged units in a 6 cell radius.
  • Explodes on death.
  • Infantry self-healing Level 2 (60HP every 50 frames).

Saboteur
  • Prerequisite: Barracks, Ops Tower
  • Strength: Low
  • Primary: Makeup Kit
  • Cost: 650
  • Armor: Flak
  • Secondary: --

  • Speed: Fast
  • Purpose: Infiltration, Hijacking
Information is power, something the Soviets have finally come to understand. The Saboteur is capable of infiltrating enemy structures with the following results:
  • ENEMY CON. YARD: You will acquire enemy technology and their radar will be reset.
  • ENEMY POWER PLANT: Enemy power will shut down for 1:00 minute.
  • ENEMY REFINERY: You will steal up to 5000 credits.
  • ENEMY BARRACKS: Your infantry will train as veterans.
  • ENEMY WAR FACTORY: Your vehicles will be produced as veterans.
  • ENEMY SCIENCE LAB / WAR PALACE: You will acquire special technology.
  • ENEMY SPY SAT: The enemy radar will be reset.
  • ENEMY NUCLEAR REACTOR: Enemy power will shut down for 2:00 minutes.
  • ENEMY SUPERWEAPON: The superweapon counter will be reset.
If the Saboteur is killed during his mission he will explode violently, leaving a small pool of radiation thanks to his explosive vest. Furthermore Saboteurs can hijack enemy or neutral vehicles simply by entering them. Once inside the vehicle they kill all enemy pilots and commandeer the vehicle in the name of the Soviet Union!
Further Information:
  • Can disguise as enemy infantry.
  • Can hijack enemy vehicles.
  • Infiltrates enemy structures.
  • Explodes on death.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Psi Corps Trooper
  • Prerequisite: Barracks, War Palace
  • Strength: Medium
  • Primary: Mind Control
  • Cost: 900
  • Armor: Flak
  • Secondary: Psionic Pulse

  • Speed: Medium
  • Purpose: Anti-Infantry, Anti-Armor
Trained within a secret, impenetrable science cult these soldiers wield incredible psychic abilities. Psi Corps Troopers are 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. It should be noted that not even sneaky Allied Spies can get passed a Psi Corps Trooper so they're equally valuable at base defense as well as supporting troops on the front-line. 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.
Further Information:
  • Immune to mind control and psionic weapons.
  • Deploys to unleash area effect mind blast.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Desolator
  • Prerequisite: Barracks, War Palace
  • Strength: High
  • Primary: Rad Cannon
  • Cost: 800
  • Armor: Plate
  • Secondary: Rad Eruptor

  • Speed: Low
  • Purpose: Anti-Infantry
Glowing an inky green, Desolators ooze with radioactive gunge. In fact radiation poisoning increases almost 200% in any division containing Desolators. They are however more deadly to enemy infantry. Their shoulder mounted Rad Cannon fires a concentrated beam of radiation at the target causing the immediate death of any enemy infantry... these infantry 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.
Further Information:
  • Immune to radiation, poison gas and Dogs.
  • Uncrushable by most vehicles.
  • Deploys to unleash area effect radiation.
  • Infantry self-healing Level 1 (20HP every 50 frames).

Boris
  • Prerequisite: Barracks, War Palace
  • Strength: Very High
  • Primary: AK-47
  • Cost: 1250
  • Armor: Flak
  • Secondary: Laser Pointer

  • Speed: Medium
  • Purpose: Hero
Boris is a specially selected commando infantry, promoted due to his loyalty, reckless lack of self preservation and steady hand-eye coordination. He is the war hero of the Soviet Union, the ultimate success story sold to all his lower ranking comrades. Every new recruit is given a copy of his biography "From Conscript to Hero-of-the-People" for only 1 weeks food ration. Boris is more than just a scarred face however as he proves very useful on the field. His AK-47 fires especially potent armor piercing rounds making him deadly to all infantry and light vehicles. Base defenses are also no match for Boris; using his airstrike painter he can designate any structure for MIG bombing runs from afar. Though MIGs are fast aircraft, he is vulnerable to enemy fire whilst painting a structure. Unfortunately his thick bear skin coat means he would drown if he attempted to swim.
Further Information:
  • Immune to mind control.
  • Uncrushable by most vehicles.
  • Detects cloaked or submerged units in a 6 cell radius.
  • Only 1 can be trained at once (he is still clonable).
  • Infantry self-healing Level 3 (80HP every 50 frames).

Chitzkoi
  • Prerequisite: Barracks, War Palace
  • Strength: High
  • Primary: Razor Teeth
  • Cost: 850
  • Armor: Cyborg
  • Secondary: --

  • Speed: Very Fast
  • Purpose: Hero
The Russians ordered the resurrection of their first prototype cybernetic organism... Chitzkoi. The first animal to be fused with metal limbs and cognitive functions was a dog and remains a powerful and dangerous asset on the battlefield. Sometime in the Second Great War this loyal Husky underwent grueling surgery for the Motherland, replacing many limbs with more powerful robotic varients in servitude to the biological central nervous system. Higher brain function was also altered to incorporate microchips capable of augmenting physical stimulus, providing faster reactions and more precise situation analysis, even perhaps greater intelligence. On the battlefield Chitzkoi is an incredible anti-infantry and tank weapon, tearing through flesh and metal alike. His robust armor also allows him to withstand heavy firepower up to a point and unlike other infantry he can be repaired by friendly Service Cranes or the Emergency Repair support power and is effected by EMP weapons.
Further Information:
  • Immune to mind control, radiation and Dogs.
  • Vulnerable to EMP and hacking.
  • Uncrushable by most vehicles.
  • Detects cloaked or submerged units in an 8 cell radius.
  • Only 1 can be trained at once (it is still clonable).
  • Infantry self-healing Level 2 (60HP every 50 frames).

Volkov
  • Prerequisite: Barracks, War Palace
  • Strength: Very High
  • Primary: Hand Cannon
  • Cost: 1250
  • Armor: Cyborg
  • Secondary: --

  • Speed: Medium
  • Purpose: Hero
Alongside the revival of Chitzkoi came the first Human cyborg... a 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 Service Cranes or the Emergency Repair support power and is effected by EMP weapons.
Further Information:
  • Immune to mind control, radiation and Dogs.
  • Vulnerable to EMP and hacking.
  • Uncrushable by most vehicles.
  • Detects cloaked or submerged units in a 6 cell radius.
  • Only 1 can be trained at once (he is still clonable).
  • Infantry self-healing Level 3 (80HP every 50 frames).


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