War Miner
  • Prerequisite: War Factory, Ore Refinery
  • Strength: High
  • Primary: Heavy Machine Gun
  • Cost: 1000
  • Armor: Medium
  • Secondary: --

  • Speed: Medium
  • Purpose: Ore Miner
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.
Further Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to mind control, EMP and hacking.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Hammer Tank
  • Prerequisite: War Factory
  • Strength: Medium
  • Primary: 120mm Cannon
  • Cost: 800
  • Armor: Medium
  • Secondary: --

  • Speed: Medium
  • Purpose: Basic Tank
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.
Further Information:
  • Can crush infantry.
  • Vehicle self-healing Level 2 (40HP every 60 frames).
  • Starting vehicle for the Soviet Union.

Scorcher
  • Prerequisite: War Factory
  • Strength: Low
  • Primary: Flamethrower
  • Cost: 600
  • Armor: Light
  • Secondary: --

  • Speed: Very Fast
  • Purpose: Anti-Infantry, Multi-Role
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: When no infantry or an infantry incapable of transforming the turret is inside the Scorcher will use its original weapon.
  • ROCKET LAUNCHER: If any infantry is placed inside the Scorcher will transform into a mobile rocket launcher and work as a low grade siege unit able to take down base defenses quickly or even vehicles if kiting. Exceptions to this are Attack Dogs, Spies, Saboteurs or Engineers.
  • REPAIR ARM: If an Engineer is placed inside the Scorcher will utilize a repair arm enabling it to repair friendly damaged vehicles over time.
With these weapons the Scorcher proves a worthwhile addition to any Soviet army, particularly early game.
Further Information:
  • Can transform its weapon to fit multiple roles.
  • Passenger survival rate Level 1 (50% at rookie, 65% at veteran, 80% at elite).

Rykov Quad Cannon
  • Prerequisite: War Factory
  • Strength: Medium
  • Primary: Quad Flak Guns
  • Cost: 700
  • Armor: Medium
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Air
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 Swallow Bombers.
Further Information:
  • Can crush infantry.
  • Weapon speeds up over time, doing increased damage.
  • Detects cloaked or submerged units in a 6 cell radius.

Terror Drone
  • Prerequisite: War Factory
  • Strength: Low
  • Primary: Stabbing Weapons
  • Cost: 500
  • Armor: Light
  • Secondary: --

  • Speed: Very Fast
  • Purpose: Anti-Infantry, Anti-Armor
Small and fast these robot units crawl over the battlefield in search of enemy infantry or tanks 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. If the defender is unlucky enough not to have a repair unit nearby there can be only one option...

Their light armor makes them weak to most weapons, especially small arms fire.
Further Information:
  • Cannot be hijacked.
  • Immune to mind control, radiation and poison gas.
  • Can enter most transports, requiring 2 passenger slots.

Soviet MCV
  • Prerequisite: War Factory
  • Strength: Very High
  • Primary: --
  • Cost: 3000
  • Armor: Heavy
  • Secondary: --

  • Speed: Medium
  • Purpose: Mobile Construction Vehicle
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 effects such as mind control.
Further Information:
  • Cannot be hijacked.
  • Can crush infantry.
  • Resistant to vehicle crushers.
  • Immune to mind control, EMP and hacking.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Starting vehicle for the Soviet Union.

Demo Truck
  • Prerequisite: War Factory, Ops Tower
  • Strength: Low
  • Primary: Nuclear Warhead
  • Cost: 1000
  • Armor: Light
  • Secondary: --

  • Speed: Fast
  • Purpose: Demolition
Some men will do anything for a cause, none more-so than the drivers of Soviet Demolition Trucks. These cheap vehicles may look harmless enough but their cargo is deadly. Used in 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.
Further Information:
  • Detonates on death.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Grinder Tank
  • Prerequisite: War Factory, Ops Tower
  • Strength: Medium
  • Primary: Grinder
  • Cost: 1100
  • Armor: Heavy
  • Secondary: --

  • Speed: Fast
  • Purpose: Assault, Infantry Transport
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.
Further Information:
  • Amphibious.
  • Can crush infantry.
  • Repairs itself when attacking enemies.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Can transport up to 4 passengers.
  • Passenger survival rate Level 2 (70% at rookie, 80% at veteran, 90% at elite).

Siege Chopper
  • Prerequisite: War Factory, Ops Tower
  • Strength: Medium
  • Primary: Autocannon
  • Cost: 1200
  • Armor: Light Air
  • Secondary: 160mm Artillery

  • Speed: Fast
  • Purpose: Anti-Infantry, Anti-Air, Siege
Another unit created to tackle entrenched Allied defense is the maneuverable and versatile Siege Chopper. While in the air it serves as a quick anti-infantry and anti-air unit using its autocannon to decimate groups of infantry or rocketeers and even light aerial units. Siege Choppers can also deploy to land and unfold their artillery pieces, devastating at medium-long range against structures and able to wear down enemies as well.
Further Information:
  • Deploys into stationary artillery.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Vertigo Rocket Launcher
  • Prerequisite: War Factory, Ops Tower
  • Strength: Medium
  • Primary: Vertigo Rocket
  • Cost: 1300
  • Armor: Light
  • Secondary: --

  • Speed: Medium
  • Purpose: Siege
The ultimate siege unit in any Soviet army belongs to the Russians and Yugoslavs. The Vertigo Rocket Launcher is designed purely for siege warfare, carrying a huge explosive rocket on its back which it can launch at incredible distances and cause devastating damage to structures. These rockets however are prime targets for anti-air batteries and so the Soviets are now filling them with shrapnel. If a rocket is destroyed mid-flight it will rain down explosive shrapnel on any unfortunate targets below. Vertigo's should be kept away from the frontline at all costs as their weak armor leaves them very vulnerable if engaged directly.
Further Information:
  • Can crush infantry.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Shrapnel can cause damage regardless of whether the rocket makes a connection.

Akatsiya Howitzer
  • Prerequisite: War Factory, Ops Tower
  • Strength: Light
  • Primary: Howitzer
  • Cost: 1200
  • Armor: Heavy
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Armor, Siege
Utilizing tried and true, and perhaps more affordable, methods of war the Libyans and Confederates share access to the Akatsiya Howitzer, a powerful fixed gun on tracks. With its long range the artillery can pummel enemy positions into submission, devastating structures and even penetrating armor with their scatter shells. The Akatsiya can devastate stationary clustered vehicles in moments however due to the shells high trajectory it can often miss mobile objects and if enemies get within firing distance it can struggle to escape alone.
Further Information:
  • Can crush infantry.
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Tesla Mammoth
  • Prerequisite: War Factory, War Palace
  • Strength: High
  • Primary: Twin Tesla Coils
  • Cost: 1600
  • Armor: Heavy
  • Secondary: Overcharge

  • Speed: Medium
  • Purpose: Anti-Armor
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. If in peril the Tesla Mammoth can deploy and overload its power core, damaging itself but unleashing a disruptive electro-magnetic wave, disabling electrical units in the area.
Further Information:
  • Can crush infantry.
  • Immune to EMP.
  • Vehicle self-healing Level 3 (60HP every 60 frames).

Cazador Gunship
  • Prerequisite: War Factory, War Palace
  • Strength: High
  • Primary: Fireworks
  • Cost: 1650
  • Armor: Heavy Air
  • Secondary: Terror Mines

  • Speed: Medium
  • Purpose: Troop Support
Having extensive borders to protect, the Confederation employ their mobile heavy choppers: the Cazador Gunship, or Hunters in English. They are mostly refitted riot control choppers and still perform a similar function on the battlefield. Their primary fireworks may seem harmless enough, causing little damage, however the main affect is the confusion after impact. Any units in close proximity to the bright red flames of the weapon are blinded, reducing firepower temporarily. Cazadors also carry rearmed Terror Drones known as Terror Mines. They are deployed below the aircraft where they immediately burrow into the ground and disappear, only reemerging to attack a passing enemy. This makes them excellent at weakening oncoming enemies.
Further Information:
  • Deploys to scatter mines over a 3x3 area below the craft.
  • Terror Mines will detonate after a period of time.
  • Vehicle self-healing Level 3 (60HP every 60 frames).

Devastator
  • Prerequisite: War Factory, War Palace
  • Strength: High
  • Primary: Twin Cannons
  • Cost: 2000
  • Armor: Heavy
  • Secondary: --

  • Speed: Low
  • Purpose: Assault
The Libyans decided to arm themselves with a huge metal monstrosity to fill up their ranks. Although based around an ageing chassis design, Devastators make up for it with reliability. Their twin cannons ensure the destruction of enemy armor and structures alike and the solid strength of the unit often leaves it the last thing standing on the battlefield. The Devastator's most interesting feature is its loudspeaker. Whilst not interesting in itself, when deployed it will emit a battle cry sending tier 1 infantry into a blood thirsty frenzy, dealing greater damage at the expense of their own safety for a short period of time. Libyan Generals will put this down to the devotion of their troops but there are horror stories of conditioning and indoctrination...
Further Information:
  • Can crush infantry.
  • Vehicle self-healing Level 3 (60HP every 60 frames).

Kirov Airship
  • Prerequisite: War Factory, War Palace
  • Strength: Extreme
  • Primary: HE Bombs
  • Cost: 2000
  • Armor: Heavy Air
  • Secondary: --

  • Speed: Low
  • Purpose: Base Assault
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.
Further Information:
  • Impact from its fall can cause further damage!
  • Vehicle self-healing Level 1 (20HP every 60 frames).

Armored Transport
  • Prerequisite: Naval Shipyard
  • Strength: High
  • Primary: --
  • Cost: 900
  • Armor: Heavy
  • Secondary: --

  • Speed: Medium
  • Purpose: Transport
Transporting infantry and vehicles over land and water alike is the Armored Transport. The unit is unarmed however heavily armored, 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.
Further Information:
  • Amphibious.
  • Cannot be hijacked.
  • Can crush infantry.
  • Resistant to vehicle crushers.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Can transport up to 12 passengers.
  • Passenger survival rate Level 3 (80% at rookie).

Sea Scorpion
  • Prerequisite: Naval Shipyard
  • Strength: Medium
  • Primary: Mortar
  • Cost: 600
  • Armor: Medium Navy
  • Secondary: Flak Cannon

  • Speed: Fast
  • Purpose: Anti-Air, Ranged Combat
Light and fast, the Sea Scorpion can move through water with fantastic speed making it an agile but equally fragile addition to the Soviet Navy. They may not hold up in direct combat but their versatility makes it useful in multiple roles. Its cannon doubles as a mortar for mid-ranged offshore bombardment and also an anti-air flak cannon, able to take down aircraft quickly in groups. Sea Scorpions may rely on the rest of the navy for support but their cheap cost makes them easily constructable early units.
Further Information:
  • Cannot be hijacked.

Giant Squid
  • Prerequisite: Naval Shipyard
  • Strength: Medium
  • Primary: Squid Punch
  • Cost: 900
  • Armor: Organic
  • Secondary: --

  • Speed: Fast
  • Purpose: Anti-Armor
The Psi Corps mind control scheme went through countless experiments and trials, on people and animals. One of the few successful animal cases was the Giant Squid, although it is not purely mind control but rather conditioning and nerve impulses stimulated by the ring built around the creature. Its purpose on the battlefield is clear however, it proves to be a powerful anti-surface unit able to tear apart vessels in moments.
Further Information:
  • Submerged.
  • Cannot be hijacked.
  • Immune to mind control, EMP and hacking.
  • Vehicle self-healing Level 1 (20HP every 60 frames).
  • Detects cloaked or submerged units in a 6 cell radius.

Typhoon Submarine
  • Prerequisite: Naval Shipyard, Ops. Tower
  • Strength: Medium
  • Primary: Torpedoes
  • Cost: 1100
  • Armor: Medium Navy
  • Secondary: --

  • Speed: Medium
  • Purpose: Anti-Armor
Since the Second Great War the Soviets always struggled to keep up with Allied naval advancements. The one thing the Soviets always had on their side was stealth in the form of their submarines. This time the Soviets make use of their improved Typhoon's able to move around the map undetected and fire anti-armor torpedoes able to sink a ship in a few hits. Typhoons themselves contain sonar equipment able to reveal the location of other submerged units.
Further Information:
  • Submerged.
  • Cannot be hijacked.
  • Detects cloaked or submerged units in an 8 cell radius.

Dreadnought
  • Prerequisite: Naval Shipyard, War Palace
  • Strength: Very High
  • Primary: Ballistic Missiles
  • Cost: 2000
  • Armor: Heavy Navy
  • Secondary: --

  • Speed: Medium
  • Purpose: Siege
Needing to control the seas also meant needing to assault the land and this came in form of the Dreadnought: a huge 'capital' ship, heavily armored and slow moving. The Dreadnoughts only role is to bombard offshore enemies with its two missile launchers capable of devastating static targets. These missiles are large and slow enough to be targeted by anti-aircraft fire however so some thought should be put into their positioning. Dreadnoughts also require assistance in the ocean as they have no method of self defense.
Further Information:
  • Cannot be hijacked.
  • Vehicle self-healing Level 2 (40HP every 60 frames).


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