SOVIET STRUCTURES


Soviet Construction Yard Soviet Tesla Reactor Soviet Barracks Soviet Ore Refinery Soviet War Factory Soviet Airfield Soviet Runway Soviet Radar Soviet Shipyard Soviet Service Depot Soviet Armory Soviet Battle Lab Soviet Industrial Plant Soviet Nuclear Plant Soviet Sentry Gun Soviet Battle Bunker Soviet Flak Cannon Soviet Missile System Soviet Tesla Coil Soviet Iron Curtain Soviet Nuclear Silo


Soviet Construction Yard

Soviet Construction Yard

Building construction facility and the heart of every base. Deployed via an Soviet Mobile Construction Vehicle.

Once deployed, provides the player with a free minimap Radar view.

TIP: Both, the MCV and the Construction Yard are equipped with a Sentry Gun.




  • HP: 1400
  • Cost: 2500 (MCV)
  • Armor: Fortified
  • Role: Production
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: MCV
  • Primary Weapon: Sentry Gun
  • Secondary Weapon: N/A




Tesla Reactor

Soviet Power Plant

Main power source of the Soviet nations.


TIP: Can be infiltrated by spies to shut down enemy power for 70 seconds.
   Power plant armor is weak to almost all weapon/damage types.




  • HP: 950
  • Cost: 600
  • Armor: Power Plant
  • Role: Power Supply
  • Upgrades: N/A
  • Power: +150
  • Prerequisite: Soviet Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Barracks

Soviet Barracks

Infantry training facility.


TIP: Infiltrating this structure allows the user to train veteran infantry.
   This structure is affected by production bonuses of the same type.





  • HP: 700
  • Cost: 500
  • Armor: Wood
  • Role: Infantry Training
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Soviet Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Ore Refinery

Soviet Ore Refinery

Primary resource destination structure for the Soviet forces. Ore Miners return to refineries with ore which then converted to cash.



TIP: Can be infiltrated by spies to steal up to 33% of the enemy's total funds.



  • HP: 1400
  • Cost: 2000
  • Armor: Wood
  • Role: Resource
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Soviet Construction Yard
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
War Factory

Soviet War Factory

Vehicle production facility.


TIP: Infiltrating this structure allows the user to build veteran vehicles.
   This structure is affected by production bonuses of the same type.





Composite Armor
  • Increases both light and medium armored vehicle HP by 15%.




  • HP: 1400
  • Cost: 2000
  • Armor: Factory
  • Role: Vehicle Production
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Soviet Con. Yard, Barracks, Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Airfield

Soviet Airfield

Aircraft production facility. Also an auxiliary requirement structure for airborne type support powers.


TIP: Infiltrating this structure allows the user to build veteran aircraft.
   This structure is affected by production bonuses of the same type.





Spy Plane
  • Sends a plane to scout the nearby area in a straight line.




Tank Drop
  • Drops 3 Soviet MBTs (Rhino or Scorpion) and 2 Flak Tracks at the target location.
  • Costs $2800.




Call For Transport
  • Calls in a transport helicopter.
  • Costs $800.




  • HP: 1400
  • Cost: 1000
  • Armor: Wood
  • Role: Aircraft Production, Reload/Sell
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Soviet Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Runway

Soviet Runway

Aircraft production facility.


TIP: Cannot be infiltrated by enemy spies.
   This structure is affected by production bonuses of the same type.




  • HP: 910
  • Cost: 750
  • Armor: Wood
  • Role: Aircraft Production, Reload/Sell
  • Upgrades: N/A
  • Power: -25
  • Prerequisite: Soviet Airfield
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Communications Tower

Soviet Radar

Radar facility, provides a minimap view of the battlefield. Also a hub for support powers and early upgrades for the Soviet forces.

TIP: Infiltrating this structure resets the enemy's cleared fog and allows you to see future scouting.
   Can be shut down by Radar Jamming units and support powers




  • HP: 1050
  • Cost: 1250
  • Armor: Wood
  • Role: Radar/Support
  • Upgrades: 2
  • Power: -75
  • Prerequisite: Soviet Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Shipyard

Soviet Shipyard

Vessel production facility.


TIP: Cannot be infiltrated nor captured.
   This structure is affected by production bonuses of the same type.




  • HP: 1400
  • Cost: 1500
  • Armor: Fortified
  • Role: Vessel Production and Repair
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Soviet Con. Yard, Ore Refinery
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Service Depot

Soviet Service Depot

Unit repair facility.


TIP: Periodically repairs vehicles around it.
   Repair aura does not remove Terror Drones, units must be placed in the depot instead.





  • HP: 1500
  • Cost: 1000
  • Armor: Wood
  • Role: Unit Repair
  • Upgrades: N/A
  • Power: -40
  • Prerequisite: Soviet Con. Yard, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Soviet Armory

Soviet Armory

Soviet Tier 2 tech structure.

Allows the owner to build Tier 2 units, infantry and structures.







Field Bunker
  • Deploys a battle bunker at the target near the user's base.
  • Costs $750.




AK-47s For Everyone
  • Increases the damage output of Iraqi Conscripts by 33% and HP by 10%.
  • Costs $1000 and also increases Conscript cost to 170.




Overcharge
  • Increases the rate of fire of all tesla units by 25% for 15 seconds
  • Costs $750.






Tesla Tank V1
  • Allows the player to build a tesla tank that excels are taking out infantry.





  • Tesla Tank V2
    • Allows the player to build a tesla tank that deals high damage to vehicles.



      • HP: 1050
      • Cost: 1750
      • Armor: Wood
      • Role: Tier 2 Tech
      • Upgrades: 1
      • Power: -150
      • Prerequisite: Con Yard, Radar, Barracks, Refinery, War Factory
      • Primary Weapon: N/A
      • Secondary Weapon: N/A




Soviet Battle Lab

Soviet Arsenal

Soviet Tier 3 tech structure.

Allows the owner to build Tier 3 units, infantry and structures.







Forceshield
  • Deploys a forceshield at the target location, preventing affected buildings from taking damage.
  • Has a 6 minute cooldown.
  • Powers down the user's base for 40 seconds.






Nuclear Tanks
  • Affects Scorpion Tanks and Demo Trucks.
  • Increases both speeds by 2.
  • The scorpion tank attacks leave radiation and explodes on death.




  • HP: 1400
  • Cost: 3500
  • Armor: Wood
  • Role: Tier 3 Tech
  • Upgrades: N/A
  • Power: -300
  • Prerequisite: Con Yard, Radar, Arsenal, War Factory
  • Primary Weapon: N/A
  • Secondary Weapon: N/A




Industrial Plant

Industrial Plant

Resource tech structure.

Reduces the cost of vehicles by 25%.







  • HP: 1400
  • Cost: 3000
  • Armor: Fortified
  • Role: Resource
  • Upgrades: N/A
  • Power: -250
  • Prerequisite: Soviet Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Nuclear Reactor

Nuclear Reactor

Power source.
Grants a huge amount of power to the owner, at the cost of creating a huge explosion when it gets destroyed.






  • HP: 1400
  • Cost: 2000
  • Armor: Fortified
  • Role: Resource
  • Upgrades: N/A
  • Power: -150
  • Prerequisite: Soviet Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Sentry Gun

Sentry Gun

Basic anti infantry defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.




  • HP: 420
  • Cost: 500
  • Armor: 1x1 Defense
  • Role: Anti Infantry
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Soviet Construction Yard
  • Primary Weapon: 30 Damage, 20 ROF, 6 Range [22DPS]
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Battle Bunker

Battle Bunker

Fortified anti-ground defense.


TIP: Look at the opponent's army and use different infantry combinations accordingly.





  • HP: 580
  • Cost: 500
  • Armor: Concrete
  • Role: Support
  • Upgrades: N/A
  • Power: N/A
  • Prerequisite: Barracks
  • Primary Weapon: N/A
  • Secondary Weapon: N/A
Flak Cannon

Soviet Patriot Missiles

Anti air base defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.





  • HP: 560
  • Cost: 750
  • Armor: 1x1 Defense
  • Role: Anti Air
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Soviet Construction Yard
  • Primary Weapon: 80 Damage, 60 ROF, 14 Range [20DPS]
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Naval SSM Site

Naval Sam Site

Anti armor naval defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.
   Can only be placed in water.





  • HP: 910
  • Cost: 1000
  • Armor: 1x1 Defense
  • Role: Anti Armor
  • Upgrades: N/A
  • Power: -30
  • Prerequisite: Soviet Shipyard
  • Primary Weapon: 100 Damage, 50 ROF, 8 Range [30DPS]
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Tesla Coil

Tesla Coil

High powered anti ground base defense.


TIP: 1x1 Defensive structures take additional damage from most weapon/damage types.





  • HP: 840
  • Cost: 1300
  • Armor: 1x1 Defense
  • Role: Anti Ground
  • Upgrades: N/A
  • Power: -50
  • Prerequisite: Soviet Construction Yard, Arsenal
  • Primary Weapon: 120 Damage, 40 ROF, 8.5 Range [45DPS]
  • Linked Weapon: 216 Damage, 60 ROF, 9 Range [54DPS]






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT

Iron Curtain

Iron Curtain

Soviet forces' support Superweapon.



TIP: Can be used on naval units





Invulnerable
  • Makes a group of vehicles temporarily invulnerable.
  • 7 minute cooldown.




  • HP: 1150
  • Cost: 3000
  • Armor: Fortified
  • Role: Support
  • Upgrades: N/A
  • Power: -250
  • Prerequisite: Soviet Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A



Nuke Silo

Nuke Silo

The Soviet offensive Superweapon. Launches a nuke towards the target location.


TIP: Has a small delay between casting and the nuke's impact.






Nuke Missile
  • Launches a nuke to deal massive damage.
  • 11 minute cooldown.




  • HP: 1500
  • Cost: 6000
  • Armor: Fortified
  • Role: Superweapon
  • Upgrades: N/A
  • Power: -350
  • Prerequisite: Soviet Battle Lab
  • Primary Weapon: N/A
  • Secondary Weapon: N/A






VS INFANTRY
VS VEHICLES
VS STRUCTURES
VS AIRCRAFT