War Miner

  • Requires: War Factory
  • Cost: 1000
  • Purpose: Harvester

  • Hitpoints: 1750
  • Armor: Medium
  • Speed: 5

  • Weapon: PKT
  • Range: 5

Collecting valuable ores and minerals is key to success on the battlefield. Once returned to the Ore Refinery they are broken down and turned into credits which you can then use to spend on your military. The Soviets, understanding this importance, have equipt their miners with a heavy machine gun, great at cutting down enemy infantry and light vehicles particularly Terror Drones. War Miners can also carry twice as many minerals than the Allied Chrono Miner to compensate for its lack of mobility.

Additional Information:

  • Good vs none & flak armour.
  • Collects up to $600 of ore or $1200 of gems.
  • Immune to radiation, EMP, scramblers, chaos gas, mind control & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Self-repair: 18HP per tick.

Rykov Transport

  • Requires: War Factory / Shipyard
  • Cost: 650
  • Purpose: Anti-air / transport

  • Hitpoints: 750
  • Armor: Medium
  • Speed: 6

  • Weapon: Quad Flak Guns
  • Range: 10

It never pays to be caught without anti-air defense and so the Soviets employ some of their reliable flak weapons. The Rykov is an excellent example, as a dedicated anti-air vehicle it can only target aircraft with its powerful quad flak guns and acts almost as a mobile Flak Cannon. They rely on a loading system which takes a few seconds to reach maximum firing speed but once it does the Rykov can shred any airborne targets in moments from Rocketeers to pesky Allied Spirit Bombers.

Additional Information:

  • Good vs air. Cannot attack ground units.
  • Also acts as the Soviet's naval anti-air.
  • Has 2 passenger slots for infantry.
  • Detects cloaked or submerged units (range 8).
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Scorcher

  • Requires: War Factory
  • Cost: 600
  • Purpose: Anti-infantry

  • Hitpoints: 550
  • Armor: Light
  • Speed: 12

  • Weapon: Flamethrower
  • Range: 4

While the Soviets may rely on heavy armor they also require support for their frontline units and so they crafted the versatile Scorcher. its nimble chassis allows it to speed around the battlefield performing hit and run attacks. The Scorcher's primary is a flamethrower, frying enemy infantry quickly at short range, however it can also function in other ways depending on the infantry inside its single passenger slot.

  • FLAMETHROWER: No infantry or an infantry incapable of transforming the turret is inside.
  • ROCKET LAUNCHER: Any infantry capable of manning the weapon. Becomes a mid-long range light siege vehicle.
  • REPAIR ARM: Engineer. Repairs friendly vehicles.

Additional Information:

  • Has 1 passenger slot for infantry.
  • Transforms weapon depending on passenger.

Terror Drone

  • Requires: War Factory
  • Cost: 500
  • Purpose: Anti-infantry / Anti-tank

  • Hitpoints: 250 / 500 (deployed)
  • Armor: Light
  • Speed: 14

  • Weapon: AP Drill / Micro Rocket
  • Range: 2 / 5 (deployed)

Small and fast, these robots scurry across the battlefield in search of enemies to maul, earning them their name. Beneath their light armored exoskeleton they house a powerful drill piece, its primary weapon used to penetrate enemy armor, entering the hull of a tank and tearing it from the inside out. Without question they prove just as deadly to infantry. Once inside a vehicle these metal critters can only be removed in two ways... by repairing the affected vehicle, thus removing the Terror Drone, or by destroying it entirely. Furthermore, Terror Drone's can deploy, using their drills to bury themselves into the ground becoming almost invisible to enemy eyes in the process. From there they can fire a small exposive missile at passing targets, briefly revealing their position in the process.

Additional Information:

  • Immune to radiation, poison gas, chaos gas & mind control.
  • Detects disguised Spies and Saboteurs.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can enter most transports, taking 2 slots.

Hammer Tank

  • Requires: War Factory + Ops. Tower
  • Cost: 900
  • Purpose: Anti-tank

  • Hitpoints: 850
  • Armor: Medium
  • Speed: 7

  • Weapon: 120mm Cannon
  • Range: 5

The Soviets have long been feared for their reliance on armor over speed and maneuverability. The Hammer Tank is their latest version of the main battle tank, it is able to take a beating and punch back hard. Their 120mm cannon is primarily effective against vehicles but being available early on and relatively cheaply means they can be often be mass produced and swarm the enemy. The Hammer Tank also has the benefit of an extra crew member, able to make repairs to the vehicle while it is on the field, albeit slowly.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Can crush infantry.

Mobile Construction Vehicle

  • Requires: War Factory + Ops. Tower
  • Cost: 3000
  • Purpose: Base Construction

  • Hitpoints: 2500
  • Armor: Heavy
  • Speed: 5

  • Weapon: --
  • Range: --

The MCV is the core and beginning of any battle. Initially the Construction Yard begins life as a mobile version which can deploy into the full structure, providing construction capability. MCVs are expensive but highly valuable and equally well armored, protecting it from lengthy attacks and also from many other effects.

Additional Information:

  • Deploys into a Soviet Construction Yard.
  • Immune to mind control, EMP, scramblers, chaos gas, omni-crush & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry and small vehicles.
  • Self-repair: 18HP per tick.

Slave Miner

  • Requires: War Factory + Ops. Tower
  • Cost: 1750
  • Purpose: Harvester

  • Hitpoints: 3500
  • Armor: Medium
  • Speed: 4

  • Weapon: Autocannon
  • Range: 7

Below the Libyan sands lay tonnes of untapped natural resources and so the country needed a massive mobilisation of people. Paid workers however diminished the gain from such exploits and surely the people, particularly those with political debts to pay, wanted to give all they could- maybe even their lives- to the rapid growth of the Republic. To that end the Slave Miner was born. A massive vehicle, the majority of which dedicated to the smelting tools necessary to convert valuable minerals into usable funds on the battlefield, houses a fleet of Human slaves kept linked with the miner. Upon deploying near a suitable ore field, the slaves are released and forced to work, returning their load to the Slave Miner for processing. If, however, their slaver happens to be destroyed in combat... perhaps they will not remain so loyal to their captors.

Additional Information:

  • Good vs none, flak & light armour.
  • Build limit of 3.
  • Deploys to release 8 Slaves who are tied to the Slave Miner and collect ore. If the Slave Miner is killed, its Slaves will turn to the enemy side.
  • Immune to radiation, EMP & mind control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Self-repair: 18HP per tick.

Demolition Truck

  • Requires: War Factory + Tech Center
  • Cost: 1500
  • Purpose: Area Denial

  • Hitpoints: 500
  • Armor: Light
  • Speed: 8

  • Weapon: Dirty Bomb
  • Range: 8 (area)

Some men will do anything for a cause, none more-so sacrificial than the drivers of Soviet Demolition Trucks. These cheap vehicles may look harmless enough but their cargo is deadly. Used by both sides during the Second Great War and maintained now only by Soviet forces, the Demo Truck is a cheap way of moving a small nuclear warhead into place, if it can. If the truck reaches its destination the warhead can be manually detonated, causing a devastating nuclear explosion to destroy most in the area and leave a field of deadly radiation. This makes them highly dangerous to almost any target, particularly infantry and structures. Demo Trucks also have a natural fail-safe device: if they are destroyed en-route the warhead will rupture and detonate regardless, making them tricky weapons to tackle.

Additional Information:

  • Good vs light, flak, light & building armor.
  • Explodes on death.
  • Self-repair: 16HP per tick.

Grinder Tank

  • Requires: War Factory + Tech Center
  • Cost: 1100
  • Purpose: Assault

  • Hitpoints: 1000
  • Armor: Medium
  • Speed: 9

  • Weapon: Mincer
  • Range: 1.5

Someone, somewhere dreamed of the ultimate recycling bin and then put it on treads, resulting in the Grinder Tank. This vehicle actually turned out to be an effective assault unit, able to chew, quite literally, through infantry, armor or structure with its high powered grinder. Unfortunately this means the unit must charge head first into enemy units in order to attack however it also has the ability to recycle enemies it attacks and repair itself. This can significantly improve the lifespan of the unit. On top of that Grinder Tanks are fitted with four passengers slots allowing infantry to ride inside and deploy at the front lines. These units are also fitted to stay buoyant in water allowing them to go all-terrain.

Additional Information:

  • Good vs all armour types.
  • Heals itself when attacking enemies.
  • Has 4 passenger slots for infantry.
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Buratino

  • Requires: War Factory + Tech Center
  • Cost: 1200
  • Purpose: Anti-infantry / siege

  • Hitpoints: 900
  • Armor: Medium
  • Speed: 5

  • Weapon: Thermobaric Missiles
  • Range: 12

Filling the role of artillery for Russia is the Buratino. This missile vehicle uses its numerous missile pods to deliver a barrage of thermobaric missiles at a constant rate from a distance. Infantry unlucky enough to stand in the fire of multiple Buratinos for long will likely be scorched alive. Buratinos are also efficient at burning down buildings if given the chance to. As with many artillery however, Buratinos should avoid direct combat as they are somewhat fragile and immobile.

Additional Information:

  • Good vs none, flak, plate & building armour.
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Tor

  • Requires: War Factory + Tech Center
  • Cost: 1400
  • Purpose: Anti-air

  • Hitpoints: 820
  • Armor: Medium
  • Speed: 5

  • Weapon: 9M330 Launcher
  • Range: 12

The Tor is an anti-air vehicle that uses a barrage of missiles to knock aircraft down from the sky. Its secondary feature is a large radar dish combined with advanced tracking equipment, which improves the accuracy of friendly Rykovs nearby.

Additional Information:

  • Good vs air armour. Cannot attack ground units.
  • Can crush infantry.
  • Self-repair: 16HP per tick.

Overseer

  • Requires: War Factory + Tech Center
  • Cost: 1000
  • Purpose: Support

  • Hitpoints: 600
  • Armor: Air
  • Speed: 35 (jumpjet)

  • Weapon: Magneton Beam / Disruptor
  • Range: 3 / 1

Overseers are Yugoslavia's flying drones whose purpose is to support its comrades in a number of ways. The primary weapon is a magnetic beam powerful enough to stop any vehicle in its tracks, though still allowing it to fire at enemies. Overseers can also hover directly above a building to disable its electronics. Another critical function though, is their ability to mark enemy aircraft, relaying their position and weak spots to anti-aircraft weapons allowing them to take out the aircraft with uncanny precision.

Additional Information:

  • Causes enemy aircraft to take 50% extra damage in a 14 cell radius around the Overseer.
  • Self-repair: 18HP per tick.

Tito Artillery

  • Requires: War Factory + Tech Center
  • Cost: 1200
  • Purpose: Anti-infantry / Siege

  • Hitpoints: 500
  • Armor: Medium
  • Speed: 6

  • Weapon: Deathray / 'Solarshell' Artillery
  • Range: 5 / 10

Designed to fill the gaps in the Yugoslav army, the Tito is a mishmash of designs. Based on a generic tank chassis, it is fitted with several features. The first is its heat ray, highly effective against infantry and light vehicles. Second is its ability to deploy, becoming stationary but swapping its weapon into a long ranged artillery firing shells, suited to taking out structures in moments. Improving its versatility further, the Tito is covered in reflective plates rendering it almost totally invisible, allowing the unit to sneak around the battlefield before unleashing a barrage of fire upon the enemy.

Additional Information:

  • Good vs none, flak & building armour.
  • Deploys to swap from mobile form into long range siege mode.
  • Can crush infantry.
  • Cloaks until attacking.
  • Detects cloaked or submerged units (range 4).
  • Self-repair: 16HP per tick.

Blight Chopper

  • Requires: War Factory + Tech Center
  • Cost: 1000
  • Purpose: Harassment

  • Hitpoints: 575
  • Armor: Air
  • Speed: 44 (jumpjet)

  • Weapon: Toxic Glaves
  • Range: 6

Feared by many an ore miner, the Blight is the ideal harassment unit in the skies. Their chemical missiles are uniquely designed to penetrate the armour of mining vehicles, and react with the ore inside, dealing incredible damage swiftly, making them unique threats against the enemies economic operation. Their high speed also makes them perfect for hunting down enemies, particularly those already damaged and in retreat. Blight missiles infact shatter on impact, releasing toxic 'glaves' that ricochet into surrounding enemies thus damaging more troops who are nearby. Just keep the Blight away from any dedicated anti-air however, as it isn't very well armoured.

Additional Information:

  • Exceptional vs miners.
  • Weapon breaks up on impact, hitting other units nearby.
  • Self-repair: 18HP per tick.

Siege Chopper

  • Requires: War Factory + Tech Center
  • Cost: 1100
  • Purpose: Anti-infantry / anti-air / siege

  • Hitpoints: 650
  • Armor: Light / Air
  • Speed: 40 (jumpjet)

  • Weapon: Yak-B 12.7mm MG / 160mm Artillery
  • Range: 5.5 / 12

A testament to the versatility of Confederation design, the Siege Chopper is a highly mobile multi-purpose gunship. While in flight it uses its mounted machine guns to shred infantry below or other air units in the sky. While it is not well armoured, it is capable of escaping most encounters with its high speed. Alternatively the Siege Chopper can land and transform, unleashing a long range artillery piece capable of tearing down structures and outranging defences. No Confederation command should be without a fleet of Siege Choppers.

Additional Information:

  • Good vs none, plate & air armour.
  • Deploys to land, becoming immobile and swapping weapons from its machine gun to long range artillery.
  • Self-repair: 18HP per tick.

Graveler

  • Requires: War Factory + War Palace
  • Cost: 1500
  • Purpose: Frontline Combat

  • Hitpoints: 1500
  • Armor: Heavy
  • Speed: 8

  • Weapon: Seismic Pounder
  • Range: 4 (area)

Developing what was an experimental technology in the Second Great War, Russia has condensed the old "MAD" tank seismic weaponry into something more versatile. Like it's ancestor, the Graveler pounds the earth beneath itself in such a way as to cause localised quakes, devastating structures and heavy objects alike. Unlike the previous incarnation however, the Graveler does not destroy itself upon detonation and will continue to create tremors until it moves again.

Additional Information:

  • Good vs light, medium, heavy & building armour.
  • Weapon slows down surrounding units by 25%. Decreases the Graveler's armour by 33%.
  • Immune to omni-crush.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Can crush infantry.
  • Self-repair: 20HP per tick.

Cataclysm

  • Requires: War Factory + War Palace
  • Cost: 3000
  • Purpose: Siege

  • Hitpoints: 3500
  • Armor: Heavy
  • Speed: 3

  • Weapon: Atomic Artillery / Loudspeakers
  • Range: 18 / 5 (area)

The Cataclysm is the paragon of Soviet brute force. Essentially a gigantic artillery cannon on treads, it propels a ludicrously high-calibre shell across the battlefield, resulting in a huge nuclear blast to send enemies scattering. The ordnance is specifically designed to leave no fallout that would harm advancing Russian troops. Although the Cataclysm is an extremely powerful weapon, it would not be wise to leave it unprotected. In addition to lacking air defences, this destruction machine is exceptionally slow, and has a large minimum range. Thus, it is usually fielded as the centrepiece to a large force, and serves a secondary purpose by reinforcing the patriotic fervour of all friendly forces nearby.

Additional Information:

  • Good vs none, flak, light & building armour.
  • Boosts the firepower of surrounding infantry & vehicles by 25% at the cost of reducing movement speed by 30%. Effect does not stack.
  • Blocks the enemy's use of Chronoshift within a 4 cell radius of the vehicle.
  • Build limit of 1.
  • Immune to mind control, scramblers, chaos gas, omni-crush & master control.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Can crush infantry and small vehicles.
  • Self-repair: 20HP per tick.

Tesla Mammoth

  • Requires: War Factory + War Palace
  • Cost: 1650
  • Purpose: Anti-tank

  • Hitpoints: 1400
  • Armor: Heavy
  • Speed: 5

  • Weapon: 2x Tesla Coils
  • Range: 6

Based on the Soviets famed weaponized electricity, the Tesla Mammoth is the finest example of an anti-armor vehicle. Coupling the heavy protection of reused Mammoth Tank designs with the power of Tesla technology: the Tesla Mammoth can short circuit enemy vehicles disabling them for a short time while also dealing incredible damage. Their bolts can also jump from vehicle to vehicle if close enough causing further damage even to unintended targets.

Additional Information:

  • Good vs light, medium & heavy armour.
  • Releases up to two Terror Drones when destroyed.
  • Immune to omni-crush.
  • Driver cannot be killed.
  • Can crush infantry.
  • Self-repair: 20HP per tick.

Perun

  • Requires: War Factory + War Palace
  • Cost: 1750
  • Purpose: Support

  • Hitpoints: 1500
  • Armor: Air
  • Speed: 24 (jumpjet)

  • Weapon: --
  • Range: --

Thunder and lightning! A not uncommon sight in the mountain ranges of Yugoslavia as the many ongoing electro-magnetic experiments take place in the name of progress. The most powerful result of such is the Perun, aptly named so because its incredibly powerful electrical equipment often attracts localised lightning storms. The Perun itself is mostly a support vehicle, boosting the speed and firepower of tesla units below, making it an excellent army escort. On top of that, however, it serves uniquely as a point at which the Wireless Transfer technology can be deployed - with it, armies can be instantly transfered from one Perun's location to another, making otherwise slow armies incredibly mobile.

Additional Information:

Devastator

  • Requires: War Factory + War Palace
  • Cost: 2000
  • Purpose: Battering Ram

  • Hitpoints: 2000
  • Armor: Heavy
  • Speed: 4

  • Weapon: 2x 'Harkonnen' Guns
  • Range: 5.5

"Ultimate power supreme", that is the Devastator for Libya. These monstrosities are slow but, with their incredibly heavy armour, move toward the enemy with unnerving inevitability. Coupled with their radiological weapons, Devastators can make quick work of defensive positions, melting through infantry and armour alike. Trained to charge headlong into combat, Devastator drivers do not fear to die for their land, as upon death their nuclear reactors will explode violently, severly damaging any unfortunate enough to stand nearby - friend or foe.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • Large weapons can disrupt the Devastator's reactor, causing internal radiation leaks making the driver insane, temporarily increasing movement and fire speed by 50%.
  • Immune to radiation, poison gas & omni-crush.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Explodes on death.
  • Can crush infantry.
  • Self-repair: 20HP per tick.

Blitzer

  • Requires: War Factory + Revolutionary HQ
  • Cost: 1500
  • Purpose: Anti-tank

  • Hitpoints: 1050
  • Armor: Heavy
  • Speed: 5

  • Weapon: Organ Gun
  • Range: 10

The Blitzer is the Confederation's fearsome anti-tank artillery unit. Its machine-loaded rotary cannon is capable of firing pellets at a remarkably fast rate, which increases as the barrel spins up to full speed. At maximum speed, the turret's range temporarily increases, making it harder for targets to escape the bombardment. Unlike most artillery units, the Blitzer is quite durable and is not hampered by a minimum range.

Additional Information:

  • Good vs light, medium & heavy armour.
  • The organ gun firing speed increases over several seconds, also furthering its range making it harder for enemies to escape.
  • Driver cannot be killed.
  • Can crush infantry.
  • EMP duration reduced by 50%.
  • Self-repair: 20HP per tick.

Cazador

  • Requires: War Factory + Revolutionary HQ
  • Cost: 1650
  • Purpose: Support

  • Hitpoints: 1000
  • Armor: Air
  • Speed: 26 (jumpjet)

  • Weapon: Autocannon / Flare Launcher
  • Range: 6 / 10

Having extensive borders to protect, the Confederation employ a refitted, heavy riot-control chopper: the Cazador Gunship. Though not a huge threat by itself, the Cazador's potency comes from supporting other troops on the battlefield. Mounted on one wing is a rapid-fire autocannon, very capable of tearing through infantry and light armour. Mounted on the other is a flare launcher. With it, flares are dropped at the target location, illuminating it for all to see and thus provide key intel allowing for precision blows to be dealt to the target. Furthermore, these choppers are fitted with loudspeakers, inspiring friendly troops below.

Additional Information:

  • Flare reduces the armour of units nearby by 50% & armour of structures by 25%.
  • Loudspeakers boost the firepower of basic infantry beneath the Cazador by 35%. Effect does not stack.
  • Self-repair: 20HP per tick.

Kirov Airship

  • Requires: War Factory + War Palace / Rev. HQ
  • Cost: 2000
  • Purpose: Anti-structure

  • Hitpoints: 4000
  • Armor: Air
  • Speed: 12 (jumpjet)

  • Weapon: Gravity Bomb
  • Range: 1.5

Every Allied civilian is trained to be recognise the hum of an Airship, for it is this weapon that is a major threat to Western cities around the globe. While the Soviet airforce may be lacking in places, the immensity of the Kirov Airship makes sure that damage is dealt. Kirovs are slow moving, extremely heavily armored and armed with powerful simple explosive shells which they mercilessly drop on ground targets below. Their lack of air defense means they require some protection but often a sneaky manoeuvre into an enemy base is enough. Once in they will destroy everything in their path. Even on death a burning Kirov carcass will cause massive damage wherever it lands thanks to the highly flammable hydrogen gas used to float the thing.

Additional Information:

  • Good vs all armour types.
  • Self-repair: 20HP per tick.

Sukhoi

  • Requires: Air Strategy
  • Cost: 1500
  • Purpose: Bomber

  • Hitpoints: 550
  • Armor: Air
  • Speed: 20 (aeroplane)

  • Weapon: Fire Bombs
  • Range: 4.5

Having their airforce severely restricted after the Second Great War caused a significant setback to what was the greatest air fighter force in the world. Understanding the power of air support however, they have developed new war planes, one of which is the Sukhoi. Equipt with incendiary gravity bombs, they excel at destroying key installations and burning alive entire squads of infantry. They aren't especially durable though but can outmaneuver threats if controlled by a skilled commander.

Additional Information:

  • Good vs none & building armour.
  • Has 1 ammunition slot.
  • 48s reload per ammo.
  • Self-repair: 16HP per tick.

Vulture

  • Requires: Air Strategy
  • Cost: 1500
  • Purpose: Anti-tank / Anti-structure

  • Hitpoints: 450
  • Armor: Air
  • Speed: 24 (aeroplane)

  • Weapon: 'Jifa' Missile
  • Range: 6

What's better than an attack aircraft? A nuclear one of course! The Vulture is a fearsome anti-tank and anti-structure bomber that fires a single homing missile with a low-yield nuclear warhead that is designed precisely for blowing vehicles and structures to smithereens. Although it leaves no fallout, the quirk of this weapon is that it releases an intense burst of gamma rays upon detonation, which may instantly kill the occupants of a vehicle before the unit itself is destroyed, allowing the possibility for it to be salvaged by an Engineer or Saboteur.

Additional Information:

  • Good vs light, medium, heavy & building armour.
  • Has 1 ammunition slot.
  • 48s reload per ammo.
  • Weapon has a 50% chance of killing the driver of a vehicle (as long as it does not have a 'protected driver').
  • Self-repair: 16HP per tick.

Yak

  • Requires: Air Strategy
  • Cost: 1000
  • Purpose: Anti-infantry

  • Hitpoints: 450
  • Armor: Air
  • Speed: 22 (aeroplane)

  • Weapon: 12.7mm ShVAK
  • Range: 4.5

"A Yak's better than a duck" joke the Confederation army. The airforce pilots of these pitiful machines don't laugh at all however. The only aircraft the Confederation can produce in large enough numbers, Yaks are outdated and tend to shoot themselves down more often than the enemy but their cheap production cost makes them an effective and expendable force none-the-less. The only real thing they can do is to fire their inaccurate, obsolete machine guns at infantry and light vehicle masses. The infinitely creative Confederation officials did find a way to make Yaks more useful though, by loading each with cheap explosives, ensuring that even in the inevitable event of the loss of such aircraft, additional damage can be dealt to anyone unlucky enough to be impacted by the falling husk.

Additional Information:

  • Good vs none, flak & plate armour.
  • Has 1 ammunition slot.
  • 42s reload per ammo.
  • Self-repair: 16HP per tick.

Tupolev

  • Requires: Air Strategy + Tech Center
  • Cost: 1750
  • Purpose: Anti-tank / anti-air

  • Hitpoints: 450
  • Armor: Air
  • Speed: 24 (aeroplane)

  • Weapon: 'Static' Missile
  • Range: 6.5

For years after the demilitarisation the only anti-air option for the Soviets were their Flak Cannons, which could be evaded by fast Allied jets. Finally the requested fighter-interceptor that can chase and shoot down enemy jets has been developed by the Tupolev Design Bureau. Armed with a single missile, it acts like a harpoon- the projectile pierces enemy ground or air armour, becoming attached to the target, and then activates a powerful electric field that deals damage in a small area, to both the target and surrounding units. While they cannot target infantry or structures directly, the electric field the missile produces does damage them as well.

Additional Information:

  • Good vs light, medium, heavy & air armour.
  • Has 1 ammunition slot.
  • 60s reload per ammo.
  • Weapon deals no direct damage but attaches a static charge that damages the target and adjacent units over time.
  • Self-repair: 18HP per tick.

Scourge

  • Requires: Air Strategy + Tech Center
  • Cost: 800
  • Purpose: Area Denial / anti-air

  • Hitpoints: 350
  • Armor: Air
  • Speed: 24 (aeroplane)

  • Weapon: Corrosive Kamikaze / Mid-air Collision
  • Range: 5 / 5

Libyan officers took air-to-air combat a little too literally with these planes. Rather than engage in typical dogfights, they instead requested a small, cheap plane and the appropriately zealous or downtrodden pilots to fly them into other air units directly. While this obviously causes the loss of the Scourge, it deals massive damage to the target, if not destroying them entirely, if they connect. Scourges can also perform a dive bomb towards the ground, impacting and spreading toxic fluids that corrode the armour of affected enemies. They aren't particularly effective against structures however, mostly because jet fuel can't melt steel beams.

Additional Information:

  • Good vs air armour.
  • Corrosive Kamikaze reduces the armour of affected targets by 30% for 30s in a 9x9 area.
  • Self-repair: 18HP per tick.

Armored Transport

  • Requires: Shipyard
  • Cost: 900
  • Purpose: Transport

  • Hitpoints: 1850
  • Armor: Heavy
  • Speed: 6 (hover)

  • Weapon: --
  • Range: --

Transporting infantry and vehicles over land and water alike is the Armored Transport. The unit is unarmed yet well-armoured, enough to protect its cargo under fire but should still be guarded by armed forces at all times. They are necessary for traversing to inaccessible areas or to perform surprise beach assaults on enemy positions.

Additional Information:

  • Available from the War Factory if Naval Combat is disabled in multiplayer.
  • Immune to EMP & omni-crush.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can crush infantry.
  • Has 12 passenger slots. Survivability: 80%
  • Self-repair: 16HP per tick.

Zhaba

  • Requires: Shipyard
  • Cost: 1000
  • Purpose: Anti-ship / Anti-tank

  • Hitpoints: 1100
  • Armor: Light
  • Speed: 6

  • Weapon: 45mm 19-K
  • Range: 6

After the initial demilitarisation of the Soviet navy, workarounds were later to be found for its redevelopment, the first of which to emerge was the Zhaba. Not strictly a seafaring vessel, this amphibious vehicle can traverse both water and land making it very versatile on almost any battlefield. While not as well designed for naval combat, it's all-round capabilities more than make up for it.

Additional Information:

  • Good vs light armour.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-healing: 16HP per tick.

Lifeboat

  • Requires: Shipyard
  • Cost: 1500
  • Purpose: Ship Repair

  • Hitpoints: 1500
  • Armor: Light
  • Speed: 4

  • Weapon: Repair Arm
  • Range: 4

The sea is a dangerous place, particularly when enemy vessels are involved. The Lifeboat then is designed to service ships out in the ocean, keeping them in tip top fighting shape and potentially able to turn the tide of battle.

Additional Information:

  • Good vs none.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-healing: 16HP per tick.

Crocodile Heli-Hauler

  • Requires: Shipyard + Air Strategy Center
  • Cost: 1500
  • Purpose: Anti-ship / Anti-tank / Siege

  • Hitpoints: 1000
  • Armor: Light
  • Speed: 3

  • Weapon: --
  • Range: 12

Crocodile Heli-Haulers are refitted, sturdy cruise ships, now making far less pleasant journeys across the ocean. Carrying a small helicopter, it launches sorties against enemy targets making short work enemy vessels and structures alike. It's range allows off-shore bombardment as well, and helps keep the otherwise defenceless warship safe.

Additional Information:

  • Good vs light, medium, heavy & building armour.
  • Carries 1 Snapper Chopper which is automatically replaced when lost.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-healing: 16HP per tick.

Sea Dragon

  • Requires: Shipyard + Ops. Tower
  • Cost: 1000
  • Purpose: Anti-infantry / Anti-structure

  • Hitpoints: 1200
  • Armor: Light
  • Speed: 5

  • Weapon: Thermobaric Rockets
  • Range: 9

A lightship equipped with incendiary missiles, the Sea Dragon is effective against both structures and infantry. The long range of the missiles allows them to bombard targets from a safe distance.

Additional Information:

  • Good vs none, flak, plate & building armour.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-healing: 18HP per tick.

Typhoon Submarine

  • Requires: Shipyard + Tech Center
  • Cost: 1500
  • Purpose: Anti-ship

  • Hitpoints: 1250
  • Armor: Medium
  • Speed: 5

  • Weapon: Torpedoes
  • Range: 8

The one naval trick the Soviets always had up their sleeve was stealth in the form of their submarine fleets. Able to sneak up to targets undetected, Typhoons can fire their crippling torpedoes from the safety of the ocean depths. Capable of sinking a ship in a few hits, Typhoons are crucial to controlling the high seas.

Additional Information:

  • Good vs light, medium, heavy & building armour.
  • Remains cloaked even while attacking.
  • Detects cloaked or submerged units (range 8).
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Self-healing: 18HP per tick.

Giant Squid

  • Requires: Shipyard + Tech Center
  • Cost: 1000
  • Purpose: Anti-infantry / Support

  • Hitpoints: 1100
  • Armor: Light
  • Speed: 9

  • Weapon: Tentacles / Water Spout
  • Range: 2 / 4

The Psi Corps mind control scheme went through countless experiments and trials, both on people and animals. One of the few successful animal cases was the Giant Squid. This fearsome creature is strong enough to be able to grapple with an enemy vessels, wrapping it's tentacles around them and crushing the hull. Furthermore the Squid makes short work of any infantryman that finds himself too far from land.

Additional Information:

  • Good vs none, flak, plate, light, medium & heavy armour.
  • Grabs hold of ships, immobilising them.
  • Immune to EMP, scramblers, chaos gas, mind control & master control.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Cloaks until attacking.
  • Detects cloaked or submerged units (range 6).
  • Self-healing: 18HP per tick.

Dreadnought

  • Requires: Shipyard + War Palace / Rev. HQ
  • Cost: 2000
  • Purpose: Siege

  • Hitpoints: 2000
  • Armor: Heavy
  • Speed: 4

  • Weapon: Cruise Missiles
  • Range: 25

The might of the Soviet Navy, the Dreadnought is the capital ship of the Soviets. Carrying two devastating cruise missiles that can be launched from a long range, the Dreadnought packs a big punch against immobile targets and, with their incredible range, should be considered a threat at all times if any body of water is nearby. It is well armoured too but has no means to defend itself from other naval units or air units, so maintaining a nearby protection fleet is a must.

Additional Information:

  • Good vs all armour types.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Self-healing: 20HP per tick.

Akula Submarine

  • Requires: Shipyard + War Palace
  • Cost: 2500
  • Purpose: Anti-ship / Siege

  • Hitpoints: 2000
  • Armor: Heavy
  • Speed: 4

  • Weapon: Nuclear Torpedoes / 'Kraken' Missiles
  • Range: 8 / 22

Once upon a time a great Russian man sought to combine the devastating power of the Dreadnought with the submarine design of the Typhoon. Allowing the Russian navy to sneak deadly atomic payloads underwater, Akulas bring total annihilation to enemy coastal positions through stealth and careful maneuvering. They can, however, also defend themselves through the use of their nuclear tipped torpedoes that deal critical damage to those in the area.

Additional Information:

  • Good vs all armour types.
  • Cloaks until attacking.
  • Detects cloaked or submerged units (range 4).
  • Cannot be hijacked.
  • Driver cannot be killed.
  • EMP duration reduced by 50%.
  • Self-healing: 20HP per tick.

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