Construction Yard

  • Requires: --
  • Cost: --
  • Purpose: Base Construction

  • Hitpoints: 3125
  • Foundation: 4x4
  • Power: +75

  • Weapon: --
  • Range: --
  • Build Time: --

Most battles begin with the Mobile Construction Vehicle which deploys into the Construction Yard. The center of any base, the Con. Yard constructs all structures from Barracks to superweapons. This makes it the most important structure you may own. Additionally Con. Yards also provide enough power to sustain your first Barracks or Ore Refinery, for example, without the need of a separate Power Plant. Multiple Construction Yards increase production speed.

Additional Information:

  • Deployed from a Soviet Mobile Construction Vehicle.
  • Constructs other buildings.
  • Provides minimap functionality.
  • Can be infiltrated to sabotage enemy radar, thus hiding all parts of the map that had been explored.
  • Immune to EMP & mind control.

People's Tribute

  • Cost: --
  • Cooldown: 1m 30s
  • Requires Power: No

Funding a well functioning military is exceptionally expensive, the costs of which cannot always be covered with the mining of precious materials on the battlefield, and so additional funding is gradually supplied directly from the people to their frontline warriors. Automatically provides $600 every 1m 30s.
Fake Construction Yard

  • Requires: Con. Yard + Tech Center
  • Cost: 500
  • Purpose: Deception

  • Hitpoints: 3125
  • Foundation: 4x4
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 27s

Fake structures are an old form of deception, able to draw fire away from important and expensive facilities, to cheap and otherwise useless facades.
Tesla Reactor

  • Requires: Con. Yard
  • Cost: 600
  • Purpose: Power Supply

  • Hitpoints: 1875
  • Foundation: 3x2
  • Power: +150

  • Weapon: --
  • Range: --
  • Build Time: 32s

Tesla Reactors supply the necessary power to other base buildings, maintaining optimal performance and base defense operation. They are fairly fragile structures and so should be defended well, especially from enemy Spies or Saboteurs who may impede their smooth operation.

Additional Information:

  • Can be infiltrated to shut down base power for 1 minute.

Barracks

  • Requires: Con. Yard
  • Cost: 500
  • Purpose: Infantry Training

  • Hitpoints: 1250
  • Foundation: 2x2
  • Power: -25

  • Weapon: --
  • Range: --
  • Build Time: 23s

Barracks provide access to the first line of any military operation: infantry. Available immediately after the Construction Yard, their cheap cost and quick build time allows infantry assaults and important scouting to begin early. Multiple barracks increase production speed.

Additional Information:

  • Can be infiltrated to provide initial veterancy to infantry trained from the infiltrator's Barracks.

Ore Refinery

  • Requires: Con. Yard
  • Cost: 1600
  • Purpose: Resource Destination

  • Hitpoints: 3125
  • Foundation: 4x3
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 1m 12s

An Ore Refinery is required to convert harvested ore or gems into usable credits. Once harvesters return to the structure the minerals are stored and transfered into credits for spending. Multiple refineries are needed to store large amounts of credits. If a refinery currently holds ore and is destroyed, that ore will be scattered around the site which can be harvested once more. The monetary value of the ore stored within a destroyed refinery is deducted from your bank.

Additional Information:

  • Deploys with a War Miner when constructed.
  • Stores up to $4500 worth of ore or $9000 worth of gems (if storage is enabled).
  • Can be infiltrated to steal up to $5000.

Fake Ore Refinery

  • Requires: Con. Yard + Ops. Tower
  • Cost: 500
  • Purpose: Deception

  • Hitpoints: 3125
  • Foundation: 4x3
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 27s

Fake structures are an old form of deception, able to draw fire away from important and expensive facilities, to cheap and otherwise useless facades.
War Factory

  • Requires: Con. Yard + Ore Refinery
  • Cost: 1500
  • Purpose: Vehicle Production

  • Hitpoints: 1875
  • Foundation: 5x3
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 1m 8s

A central componant of the war against the capitalists is Soviet heavy armour, built from the War Factory. Any and all tanks required for the war are produced from this structure and as such it is one of the most important on the battlefield. Multiple War Factories increase production speed.

Additional Information:

  • Can be infiltrated to provide initial veterancy to vehicles produced from the infiltrator's War Factory.

Fake War Factory

  • Requires: Con. Yard + Ops. Tower
  • Cost: 500
  • Purpose: Deception

  • Hitpoints: 1875
  • Foundation: 4x3
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 27s

Fake structures are an old form of deception, able to draw fire away from important and expensive facilities, to cheap and otherwise useless facades.
Naval Shipyard

  • Requires: Con. Yard + Ore Refinery
  • Cost: 1000
  • Purpose: Naval Production

  • Hitpoints: 2250
  • Foundation: 4x4
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 45s

Warzones with large bodies of water often require a different set of tools to work with. The Naval Shipyard produces all naval units and can only be placed in water. As well as producing them, it can also repair docked naval or amphibious units. Multiple Naval Shipyards increase production speed.

Additional Information:

  • Repairs naval & amphibious units.
  • Does not provide building adjacency.

Air Strategy Center

  • Requires: Con. Yard + War Factory
  • Cost: 1000
  • Purpose: Aircraft Production

  • Hitpoints: 2500
  • Foundation: 3x4
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 45s

Although the Soviet armies surely dominate the ground with an iron fist, some support can come in handy for weakening enemy positions or attacking positions otherwise inaccessible by direct means. For this there are aircraft, produced and maintained at the Air Strategy Center. Up to four aircraft can be housed at the structure before more are needed to further capacity. Multiple Air Strategy Centers increase production speed.

Additional Information:

  • Houses and rearms up to 4 aircraft.

Spy Plane

  • Cost: --
  • Cooldown: 3m
  • Requires Power: No

Good reconnaissance can mean the difference between ultimate victory and crushing defeat. The Soviets have long since relied on their supersonic aircraft to perform informative flybys of enemy positions, and that has not changed. Reveals a large area surrounding the target location.
Red Menace

  • Cost: 1500
  • Cooldown: 4m
  • Requires Power: No

Soviet infantry are capable of a great many things, one of which is jumping out of an aircraft. The Red Menace is a terrifying para-operation that calls in 2 planes each carrying 4 Conscripts and 4 Flak Troopers each, dropping them at the target location.

Additional Information:

Operations Tower

  • Requires: Con. Yard + Barracks
  • Cost: 1000
  • Purpose: Tier 2 Provider

  • Hitpoints: 1750
  • Foundation: 2x2
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 1m 3s

The Operations Tower is the hub of Soviet technology and communication, enabling tier 2 units and structures.

Additional Information:

  • Can be infiltrated to provide the infiltrator with a single-use, instantly charged Emergency Repair.

Emergency Repair

  • Cost: --
  • Cooldown: 2m 30s
  • Requires Power: No

When targeted on friendly vehicles it will rapidly repair them for several seconds, often making the crucial difference during combat or allowing weakened troops to return to the fray in short order.

Additional Information:

  • Repairs affected vehicles for 600HP over 10 seconds. Affect does not stack.

Liberation

  • Cost: 500
  • Cooldown: 2m 30s
  • Requires Power: No

While Slaves are predominantly used for ore collection, they can be turned into a deadly force when necessary. Liberation will turn friendly Slaves into Freedom Fighters, by giving them emancipation in return for their services in combat.
Nuclear Reactor

  • Requires: Con. Yard + Ops. Tower
  • Cost: 1500
  • Purpose: Power Supply

  • Hitpoints: 2500
  • Foundation: 4x4
  • Power: +1600

  • Weapon: --
  • Range: --
  • Build Time: 1m 35s

As the base grows larger so do its power requirements thus the Soviets employ the use of Nuclear Reactors - dangerous but cheap providers of massive amounts of energy. If destroyed they explode violently harming friend or foe.

Additional Information:

  • Can be infiltrated to shut down base power for 2 minutes.
  • Explodes violently on death, damaging surrounding objects and leaving radiation.

Fake Nuclear Reactor

  • Requires: Con. Yard + Tech Center
  • Cost: 500
  • Purpose: Deception

  • Hitpoints: 2500
  • Foundation: 4x4
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 27s

Fake structures are an old form of deception, able to draw fire away from important and expensive facilities, to cheap and otherwise useless facades.
Outpost

  • Requires: CY + War Factory + Ops. Tower
  • Cost: 1500
  • Purpose: Vehicle Repairs

  • Hitpoints: 2250
  • Foundation: 2x2
  • Power: 0

  • Weapon: Repair Crane
  • Range: 4.5 (area)
  • Build Time: 1m 35s

Providing a significant edge to Soviet base expansion, Outposts can be assembled extremely far from an existing friendly installation. From there, additional structures can be built around it, enabling a Soviet forward base to crop up in key battlefield locations without the need for expensive Construction Vehicles. In addition, the Outpost provides vehicle repairs in a small radius, including the ability to eject rogue Terror Drones that may inhabit them.

Additional Information:

  • Can be placed up to 25 cells away from a friendly structure that provides adjacency.
  • Repair affect from overlapping Outposts does not stack.
  • Cannot be captured.

Tech Center

  • Requires: CY + War Factory + Ops. Tower
  • Cost: 1500
  • Purpose: Tier 3 Provider

  • Hitpoints: 2000
  • Foundation: 4x4
  • Power: -100

  • Weapon: --
  • Range: --
  • Build Time: 1m 48s

Means of Production

  • Cost: --
  • Cooldown: 7m
  • Requires Power: Yes

With the control of mass production firmly in the hands of the people through the governing body, efficiency is through the roof! Reduces the cost of infantry, vehicles & aircraft by 50% and buildings by 25% for 1 minute 30 seconds. Activates automatically.
Polarity Swap

  • Cost: 750
  • Cooldown: 3m 30s
  • Requires Power: Yes

Through strange manipulation of the magnetic field, Yugoslavia found a way to actual reverse the effect of enemy weaponry! That is, swap their damaging effect to a positive one. Any affected unit will heal their targets instead of damaging them or vice versa.

Additional Information:

  • Affects vehicles in a 5x5 area. Lasts for 30 seconds.

Fusion Thrusters

  • Cost: 1000
  • Cooldown: 2m
  • Requires Power: Yes

By granting targeted vehicles with radioactive fuel, their engines can be sent into overdrive massively increasing speed temporarily but also dealing radiation damage to themselves and nearby friends or foes for the duration.

Additional Information:

  • Boosts affected vehicles speed by 50% & firepower by 25% for 45 seconds.

Fortify!

  • Cost: 750
  • Cooldown: 1m 30s
  • Requires Power: Yes

By making use of their tunneling skills, the Confederation can deploy a Battle Bunker anywhere on land for infantry to garrision. Does not arrive with infantry inside.

Additional Information:

  • Cannot be activated within 18 cells of an enemy Construction Yard.

Industrial Plant

  • Requires: Con. Yard + Tech Center
  • Cost: 2500
  • Purpose: Cost Reduction

  • Hitpoints: 1875
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 1m 53s

Soviet power relies on superior armor and numbers - with the Industrial Plant Soviet commanders can have both! ... Not only are their costs reduced but also the speed of construction.

Additional Information:

  • Reduces the cost of vehicles produced at the War Factory and aircraft by 25%.
  • Can be infiltrated to display the enemy's total credits.

Iron Curtain

  • Requires: Con. Yard + Tech Center
  • Cost: 2500
  • Purpose: Minor Superweapon

  • Hitpoints: 2500
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 2m 15s

Over themselves and their allies, the Soviets cast an 'Iron Curtain'; a network of devices with remarkable science behind them. These ambiguous looking structures are able to make inanimate objects totally invulnerable to harm, perfect for securing a fortress position or guaranteeing a successful tank invasion.

Additional Information:

  • Build limit of 1.
  • Can be infiltrated to reset the superweapon cooldown.

Invulnerability

  • Cost: --
  • Cooldown: 4m
  • Requires Power: Yes

When cast upon vehicles or structures it imbues seemingly impossible physical strength, making them able to withstand any external force. Alternatively, if targeted at organic matter it will utterly destroy them in an instant. Any infantry caught within the effect are instantly killed.
War Palace

  • Requires: Con. Yard + Tech Center
  • Cost: 3000
  • Purpose: Tier 4 Provider

  • Hitpoints: 2500
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 3m 9s

Central to the Soviet command structure, the War Palace acts the gateway on the battlefield to the most advanced tools in the Soviet arsenal.

Additional Information:

  • Can be infiltrated to provide a unique stolen tech unit to the infiltrator.

Hind Strike

  • Cost: 1500
  • Cooldown: 4m
  • Requires Power: Yes

Too costly, bulky and impractical to rearm on a regular basis, the Russians field a fleet of Hind Gunships ready to swoop in when requested. When the target is designated, 4 of these large and very well armed helicopters approach from off-map, where they are vulnerable to enemy fire. Once over the target they unload several volleys of thermobaric missiles in the area, inaccurate but deadly against all in the area. Not useful for an accurate airstrike, but perfect for weakening an enemy position or finishing off after a failed assault.
Wireless Transfer

  • Cost: 1000
  • Cooldown: 1m 30s
  • Requires Power: Yes

Taking Tesla's theories beyond his wildest imaginations, Yugoslavian scientists managed to advance the idea of wireless energy transfer across space-time to be able to teleport matter itself. First the targeted objects are encoded into radiation, which is then beamed toward the other end and reassembled almost instantly. The required energy sources on either end are phenomenal however and so Wireless Transfer can only be performed around a Perun. Unfortunate side-effects such as the fusing of two organisms have been known to occur, but the strategic possibilities of such a technology are just too good to waste.

Additional Information:

  • Teleports a group of units from one location to another. Must be targeted beneath a friendly Perun.

Tank Drop

  • Cost: 2000
  • Cooldown: 3m
  • Requires Power: Yes

Calls in a paradrop of 4 Hammer Tanks to the target location. The delivery plane can be shot down en route.
Revolutionary Headquarters

  • Requires: Con. Yard + Tech Center
  • Cost: 3000
  • Purpose: Tier 4 Provider

  • Hitpoints: 2500
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 3m 9s

Confederation's command and control structure is perhaps more primitive than other nations, but equally effective. The Revolutionary Headquarters, as well as providing local access to higher tiered technologies, also acts as a hub to the Confederation tunnel network. Infantry can enter the Headquarters and exit from any Resistance Tunnel or other Headquarters anywhere on the battlefield.

Additional Information:

Arms Deal

  • Cost: --
  • Cooldown: 5m
  • Requires Power: No

While existing, a Revolutionary HQ provides access to a unique unit from one of the Confederation's Soviet allies. Although they may be able to barter enough materials for a while, they must continue to make deals where possible to ship in the latest arms and armour. The arms deal only lasts for 5 minutes until a new bargain must be struck.

Additional Information:

  • When the countdown reaches zero access to the random technology is lost.

Insurgency!

  • Cost: 1000
  • Cooldown: 2m
  • Requires Power: Yes

Rapidly deploys a Resistance Tunnel in the target area, which is connected to the Revolutionary HQ network. Infantry can transfer between the two buildings or any other tunnel that is connected allowing sneak assaults.

Additional Information:

  • Cannot be activated within 18 cells of an enemy Construction Yard.
  • Is connected to the Revolutionary HQs and Resistance Tunnel network.

Cloning Vats

  • Requires: CY + War Palace / Rev. HQ
  • Cost: 2000
  • Purpose: Infantry Multiplication

  • Hitpoints: 2000
  • Foundation: 2x2
  • Power: -150

  • Weapon: --
  • Range: --
  • Build Time: 2m 8s

Soviet infantry may be lightly armed and ill-prepared but they are still effective in numbers. Watch as the Soviet horde is doubled for a fraction of the price! Cloning Vats duplicate every infantry trained at a Barracks. While the cost of infantry is increased by 25% it is still a huge saving in both money and time.

Additional Information:

  • Build limit of 1.
  • A copy of any infantry produced at the Barracks will also be produced at the Cloning Vats.
  • Increases the cost of cloneable infantry by 25%.
  • Most infantry can be sent into the Cloning Vats, returning some credits and allowing them to be produced.
  • Cannot be captured.

Duplication Facility

  • Requires: Con. Yard + War Palace
  • Cost: 2500
  • Purpose: Vehicle Duplication

  • Hitpoints: 2250
  • Foundation: 5x3
  • Power: -150

  • Weapon: --
  • Range: --
  • Build Time: 2m 38s

While the Libyans may not have the industrial capacity to develop and produce many of their own designs, they do have plenty of make-shift facilities for churning out cheap replicas of existing vehicle models. Duplication Facilities can only copy low tech units, but that can prove to be enough to turn the tides of battle.

Additional Information:

  • Build limit of 1.
  • A copy of any tier 1 or 2 vehicle (except miners and MCVs) produced at the War Factory will also be produced at the Duplication Facility.
  • Cannot be captured.

Nuclear Missile Silo

  • Requires: CY + War Palace / Rev. HQ
  • Cost: 5000
  • Purpose: Major Superweapon

  • Hitpoints: 3500
  • Foundation: 3x3
  • Power: -200

  • Weapon: --
  • Range: --
  • Build Time: 4m 30s

When the most devasting weapons are put into the hands of madmen, the whole world is in peril. Luckily the largest stock of nuclear warheads are in the hands of the Soviet Union, only to be put to use against the imperialists and their puppets. Nuclear strikes are powerful enough to destroy large portions of enemy bases, able to break the most hardily defended Allied positions.

Additional Information:

  • Build limit of 1.
  • Can be infiltrated to reset the superweapon cooldown.

Nuke Attack

  • Cost: --
  • Cooldown: 10m
  • Requires Power: Yes

Launches the prepared nuclear missile at the target location, taking several seconds to impact. Does massive to all in the area of effect and leaves further harmful radiation in its wake.
Fake Nuclear Missile Silo

  • Requires: CY + Revolutionary HQ
  • Cost: 500
  • Purpose: Deception

  • Hitpoints: 3500
  • Foundation: 3x3
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 27s

Fake structures are an old form of deception, able to draw fire away from important and expensive facilities to cheap and otherwise useless facades.
Fortress Wall

  • Requires: Con. Yard
  • Cost: 100
  • Purpose: Passive Defence

  • Hitpoints: 750
  • Foundation: 1x1
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 7s

The Soviet Wall is strong and capable of delaying an enemy advance, providing time for an effective response. They also serve as excellent protection against Spies and any weapons which cannot fire over walls.

Additional Information:

  • Can be placed up to 8 cells away from a friendly structure that provides adjacency.
  • Can be placed up to 8 cells apart from another Fortress Wall and will automatically fill the gap between.
  • Blocks fire of many weapons and cannot be destroyed by small arms.
  • Cannot be captured or repaired.
  • Does not provide building adjacency.

Gate

  • Requires: Con. Yard + Barracks
  • Cost: 250
  • Purpose: Passive Defence

  • Hitpoints: 625
  • Foundation: 3x1 / 1x3
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 16s

Gates are placed along wall pieces allowing friendly units to pass through while keeping enemies out. Gates may become a weak point in the wall however so are best used in well defended positions.

Additional Information:

  • Can be placed up to 8 cells away from a friendly structure that provides adjacency.
  • Can be placed on top of walls.
  • Cannot be captured.
  • Does not provide building adjacency.

Battle Bunker

  • Requires: Con. Yard + Barracks
  • Cost: 600
  • Purpose: Static Defence

  • Hitpoints: 1250
  • Foundation: 2x2
  • Power: 0

  • Weapon: --
  • Range: --
  • Build Time: 38s

An early, highly useful defensive structure - the Battle Bunker can be occupied by any infantry capable of garrisoning structures making them customisable and potentially effective versus all ground targets. Their generally low range however makes them vulnerable to long ranged weapons but in the right position they can be formidable structures.

Additional Information:

  • Can be placed up to 4 cells away from a friendly structure that provides adjacency.
  • Cannot be captured.
  • Deploys with 2 Conscripts inside.
  • Can be garrisoned by up to 6 friendly infantry.
  • Does not provide building adjacency.

Flak Cannon

  • Requires: Con. Yard + Ops. Tower
  • Cost: 800
  • Purpose: Anti-aircraft

  • Hitpoints: 2250
  • Foundation: 1x1
  • Power: -50

  • Weapon: Flak Cannon
  • Range: 12
  • Build Time: 43s

Soviet anti-air weapons are perfectly designed for swatting away pesky Allied aircraft, especially in groups. Flak Cannons paint the sky black when their weapons open fire on incoming aerial foes and shred them in moments.

Additional Information:

  • Good vs air armour. Cannot attack ground targets.
  • Detects cloaked or submerged units (range 6).
  • Can be placed up to 4 cells away from a friendly structure that provides adjacency.
  • Cannot be captured.
  • Does not provide building adjacency.

Cybernetics Core

  • Requires: Con. Yard + Ops. Tower
  • Cost: 1500
  • Purpose: Cyborg Production

  • Hitpoints: 1500
  • Foundation: 3x3
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 1m 21s

With the destruction of the nation state being the ultimate goal of the revolution, national identity is a thing of past. Once such barbaric tribal notions are cast away with by an individual then they have truly ascended into being a New Soviet Man. At least that is how the propaganda goes, practically it is a way for the fodder infantry class to be harvested for their organic material and transformed into leaner, more efficient killing machines in the form of Cyborgs.

Additional Information:

  • Does not provide building adjacency.

New Soviet Man

  • Cost: 1000
  • Cooldown: 3m
  • Requires Power: Yes

Transforms all friendly basic infantry into advanced, heavily armoured Cyborgs in a 4x4 area.
Solaris Communicator

  • Requires: Con. Yard + Ops. Tower
  • Cost: 1500
  • Purpose: Solaris Uplink

  • Hitpoints: 1500
  • Foundation: 3x3
  • Power: -75

  • Weapon: --
  • Range: --
  • Build Time: 1m 21s

Ahead in many technological regards, the Yugoslavians were one of the first to get an object into orbit and also the first to weaponise such a devise. The result is the 'solaris' satellite, one equipt with the ability to cast down on the earth powerful energy beam incinerating all within the blast. Such a satellite cannot be everywhere at once however, and so direct communication must be established if any commander wishes to call its attention, and that is what the Communicator is for.

Additional Information:

  • Does not provide building adjacency.

Solaris Strike

  • Cost: 1000
  • Cooldown: 2m
  • Requires Power: Yes

Initiates a devastating orbital energy strike on the target with a 3x3 area, dealing initial damage but further burning anything remaining in the impact site for several seconds afterwards.

Additional Information:

  • Takes 8 seconds to fire after targeting, revealing the location with a red dot.

Shock Mines

  • Requires: Con. Yard + Tech Center
  • Cost: 500
  • Purpose: Anti-infantry / Anti-armour

  • Hitpoints: 500
  • Foundation: 1x1
  • Power: 0

  • Weapon: EM Shrapnel
  • Range: 3 (area)
  • Build Time: 32s

Shock Mines are the sneaky answer to any approaching tank column. These concealed landmines are deployed in batches and deal heavy damage to any enemies that trigger them by wandering nearby. In addition to direct damage, a Shock Mine releases an electrical surge when detonated that can disable affected vehicles for some time, as their onboard systems are temporarily overloaded.

Additional Information:

  • Good vs none, flak, light & medium armour.
  • EMPs affected targets for 17 seconds. Destroys itself on detonation.
  • Can be placed up to 4 cells away from a friendly structure that provides adjacency.
  • Cannot be captured or repaired.
  • Does not provide building adjacency.

Tesla Coil

  • Requires: Con. Yard + Tech Center
  • Cost: 1500
  • Purpose: Anti-armour

  • Hitpoints: 1500
  • Foundation: 1x1
  • Power: -100

  • Weapon: Tesla Coil
  • Range: 8 (+2 overcharged)
  • Build Time: 1m 8s

Towering at the front of a Soviet base is often a Tesla Coil. These weapons are famed for their brutal effectiveness, directing thousands of volts of electricity at enemy infantry and vehicles, stripping flesh and armor alike. The Tesla Coils superior range allows it to hit enemies well before they can retaliate. If a friendly Tesla Trooper is nearby they may 'overcharge' the Tesla Coil further increasing range and damage.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • Can be overcharged by a friendly nearby Tesla Trooper, increasing damage and range by +2. Two Tesla Troopers will keep it online in low power situations.
  • Can be placed up to 4 cells away from a friendly structure that provides adjacency.
  • Cannot be captured.
  • Does not provide building adjacency.

Reactor Overload

  • Requires: Con. Yard + Tech Center
  • Cost: 400
  • Purpose: Power Supply

  • Hitpoints: --
  • Foundation: 3x2
  • Power: +250

  • Weapon: --
  • Range: --
  • Build Time: 25s

Prefering to use cleaner energy sources, Yugoslavia has come up with a unique replacement for the Nuclear Reactor - a method of overcharging the tesla cores of their power plants in a stable manner, so as to get maximum value from the structures. While its output may not nearly match that of the Nuclear Reactor, an overloaded Tesla Reactor does not meltdown violently upon destruction.

Additional Information:

  • Must be placed ontop of an existing Tesla Reactor when built. Restores the building to full health.
  • Increases power output of a Tesla Reactor from 150 to 400.

Psychic Sensor

  • Requires: Con. Yard + Tech Center
  • Cost: 800
  • Purpose: Intelligence

  • Hitpoints: 2500
  • Foundation: 2x2
  • Power: -50

  • Weapon: --
  • Range: --
  • Build Time: 1m 3s

One of the experimental Psionic weapons developed by the Soviets, the Psychic Sensor has the incredible ability to reveal enemy actions within its range of detection. If an enemy commander makes a move to attack within that range his orders will be visible. Furthermore submerged or cloaked units are revealed, Spies are detected and nuclear launch targets within the radius are also displayed.

Additional Information:

  • Displays nearby enemy movements (range 12).
  • Detects disguised Spies and Saboteurs (range 12).
  • Detects cloaked or submerged units (range 12).
  • Does not provide building adjacency.

Death Hand Silo

  • Requires: Con. Yard + Tech Center
  • Cost: 2500
  • Purpose: Support Structure

  • Hitpoints: 2500
  • Foundation: 3x2
  • Power: -150

  • Weapon: --
  • Range: --
  • Build Time: 2m 15s

The Death Hand Silos, known as such for their retaliatory purposes against invaders, are feared among many Allied commanders for the cruel destruction they deliver. It takes a bit of time to prepare a Death Strike, but when it is ready to launch, it can surely deal with whatever comes within striking range. Once over the impact sight, the missile breaks apart into smaller clusters, releasing an horrific mixture of chemicals - whatever deadly might be lying around Libyan manufactories - killing whoever is on the ground of the impact site.

Additional Information:

  • Build limit of 3.
  • Cannot be captured.
  • Does not provide building adjacency.

Death Strike

  • Cost: 750
  • Cooldown: 1m 30s
  • Requires Power: Yes

Launches a chemical filled missile from the nearest Death Hand Silo towards the target, unleashing deadly gas clouds in the area that linger for several seconds.

Additional Information:

  • Has a maximum range of 42 cells and minimum range of 12.

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