Soviet Structures
Advanced Power Plant 
[Strength: 600]
[Purpose: Porvides power for base structures]
[Armor: Light]
[Tech Level: 8]
[Sight: 4]
[Power Output: 200]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Power Plant]
[Cost: 500]
This large, high-yield structure handles the energy strains
of some later, more power-intensive structures and defenses.
Airfield
[Strength: 1000]
[Purpose: Builds & reloads airplanes]
[Armor: Heavy]
[Tech Level: 4]
[Sight: 7]
[Power Consume: 30]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Soviet]
[Prerequisite: Radar Dome]
[Cost: 600]
The Airfield allows construction of MIG and Yak planes, and
allows access to Paratroopers, Parachute bombs, and Spy
Planes. Only one plane is allowed per Airfield that has
been constructed. If an in-use Airfield is destroyed while
its associated plane is still in the air, the plane will
crash.
Anti-Personnel Mine
[Strength: 1]
[Invisible: Yes]
Barbed Wire
[Strength: 1]
[Purpose: Passive defense]
[Armor: Light]
[Tech Level: 5]
[Sight: 0]
[Power Consume: None]
[Can be Capture: No]
[Escape Crew Member: No]
[Owner: Allied/Soviet]
[Prerequisite: None]
[Cost: 25]
Barbed-Wire Barrier stops non-tracked vehicles and infantry.
Tracked vehicles can destroy the barrier by shooting it and/
or running over it.
Barracks 
[Strength: 800]
[Purpose: Trains Infantry units]
[Armor: Light]
[Tech Level: 1]
[Sight: 5]
[Power Consume: 30]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Soviet]
[Prerequisite: Power Plant]
[Cost: 300]
The Barracks is where all Soviet infantry are trained.
Some infantry units may not be available until other
structures are built.
Barrel
[Strength: 10]
Concrete Wall
[Strength: 1]
[Purpose: Passive defense]
[Armor: Heavy]
[Tech Level: 8]
[Sight: 0]
[Power Consume: None]
[Can be Capture: No]
[Escape Crew Member: No]
[Owner: Allied/Soviet]
[Prerequisite: None]
[Cost: 100]
More effective than the Barbed Wire, Concrete Walls are
not crushable and block tank ordnance.
Construction Yard 
[Strength: 800]
[Purpose: Allows construction of all other base structures]
[Armor: Heavy]
[Tech Level: Cannot Build]
[Sight: 5]
[Power Consume: Self-Efficient]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Mobile Construction Vechile]
[Cost: N/A]
The Construction Yard is the foundation of a base and
allows the construction of other buildings.
Flame Tower
[Strength: 400]
[Purpose: Fire-based defense]
[Armor: Heavy]
[Tech Level: 4]
[Sight: 6]
[Power Consume: 20]
[Can be Capture: No]
[Escape Crew Member: Yes]
[Explodable: Yes]
[Owner: Soviet]
[Prerequisite: Barracks]
[Cost: 600]
The Flame Tower targets and destroys approaching enemy
ground units by shooting balls of fire. It is best used
against large groups of infantry; it is effective against
armored units as well. Since there are volatile fuels used
in the Flame Tower, it damages nearby units and structures
if destroyed.
Helipad
[Strength: 800]
[Purpose: Constructs & reloads helicopters]
[Armor: Light]
[Tech Level: 10]
[Sight: 5]
[Power Consume: 10]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Radar Dome]
[Cost: 1500]
The Helipad allows construction of all helicopters and will
reload any that are in need. Each new helipad comes with
an Hind.
Iron Curtain 
[Strength: 400]
[Purpose: Temporary invulnerability defense]
[Armor: Light]
[Tech Level: 15]
[Sight: 10]
[Power Consume: 200]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Soviet]
[Prerequisite: Technology Center]
[Cost: 2800]
The Iron Curtain renders a vehicle or building invulnerable
for a short period of time.
Kennel 
[Strength: 400]
[Purpose: Trains attack dogs]
[Armor: Light]
[Tech Level: 2]
[Sight: 4]
[Power Consume: 10]
[Can be Capture: No]
[Escape Crew Member: No]
[Owner: Soviet]
[Prerequisite: Barracks]
[Cost: 200]
The Kennel trains Attack Dogs.
Missile Silo
[Strength: 400]
[Purpose: Launches atomic missle]
[Armor: Heavy]
[Tech Level: 15]
[Sight: 5]
[Power Consume: 100]
[Can be Capture: No]
[Escape Crew Member: Yes]
[Owner: Soviet]
[Prerequisite: Technology Center]
[Cost: 2500]
Once built, the Silo readies an Atomic Bomb that can be
launched onto the battlefield, causing massive destruction
to structures and infantry. The more heavily armoed units
will fare better, but not by much.
Ore Refinery 
[Strength: 900]
[Purpose: Smelts/stores/holds/converts ore into credits]
[Armor: Light]
[Tech Level: 1]
[Sight: 6]
[Power Consume: 30]
[Storage: 2000]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Power Plant]
[Cost: 2000]
The Refinery smelts ore into its component elements.
Building the refinery immediately deploys an Ore Truck.
The Refinery can store up to 2,000 credits of smelted ore.
Ore Silo 
[Strength: 300]
[Purpose: Holds smelted ore]
[Armor: Light]
[Tech Level: 1]
[Sight: 4]
[Power Consume: 10]
[Can be Capture: Yes]
[Escape Crew Member: No]
[Storage: 1500]
[Owner: Allied/Soviet]
[Prerequisite: Refinery]
[Cost: 150]
This Silo can hold up to 1,500 credits of smelted ore.
Guard it carefully. If destroyed or stolen, the amount
stored is deducted from your account.
Power Plant 
[Strength: 400]
[Purpose: Provides power for base structures]
[Armor: Light]
[Tech Level: 1]
[Sight: 4]
[Power Output: 100]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Construction Yard]
[Cost: 300]
The standard Power Plant. Power output is directly related
to the Power Plant's condition, so protect them during
battles.
Radar Dome 
[Strength: 1000]
[Purpose: Provides radar]
[Armor: Light]
[Tech Level: 3]
[Sight: 10]
[Power Consume: 40]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Sensor: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Refinery]
[Cost: 1000]
The Radar Dome gives you an overhead view of the
battlefield when fully powered.
Service Depot
[Strength: 800]
[Purpose: Repairs & reloads vehicles]
[Armor: Light]
[Tech Level: 3]
[Sight: 5]
[Power Consume: 30]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Weapon Factory]
[Cost: 1200]
The Service Depot repairs any damaged vehicle that you move
onto it. Mine Layer units can be re-loaded by driving them
onto the pad. (Repairing a vehcile is much faster than
building one, and costs a fraction of the original price.
This is a worthy investment.)
SAM Site
[Strength: 400]
[Purpose: Anti-aircraft defense]
[Armor: Heavy]
[Tech Level: 9]
[Sight: 5]
[Power Consume: 20]
[Can be Capture: No]
[Escape Crew Member: Yes]
[Owner: Soviet]
[Prerequisite: Radar Dome]
[Cost: 750]
SAM Site automatically launches long-ranging missiles at
enemy aircraft. Slower moving or hovering aircraft will
fare the worst against this defensive structure.
Sub Pen
[Strength: 1000]
[Purpose: Constructs & repairs naval vessels]
[Armor: Light]
[Tech Level: 5]
[Sight: 4]
[Power Consume: 30]
[Can be Capture: No]
[Escape Crew Member: Yes]
[Owner: Soviet]
[Prerequisite: Power Plant]
[Cost: 650]
The Sub pen builds and launches Submarines and Transports.
Damaged Submarines and Transports docked in the Sub Pen are
repaired.
Technology Center 
[Strength: 600]
[Purpose: Construction of high-tech structures]
[Armor: Light]
[Tech Level: 2]
[Sight: 4]
[Power Consume: 100]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Soviet]
[Prerequisite: Weapon Factory and Radar Dome]
[Cost: 1500]
The Soviet Tech Center allows the construction of high-tech
units like the Mammoth Tank and Tesla Coil.
Tesla Coil 
[Strength: 400]
[Purpose: Lightning-based defense]
[Armor: Light]
[Tech Level: 7]
[Sight: 6]
[Power Consume: 150]
[Can be Capture: No]
[Escape Crew Member: Yes]
[Sensor: Yes]
[Owner: Soviet]
[Prerequisite: Soviet Tech Center]
[Cost: 1500]
The Tesla Coil automatically directs bolts of lightning
at enemy ground units, reducing men to ash and tanks to
molten steel in seconds.
War Factory 
[Strength: 1000]
[Purpose: Constructs vehicles]
[Armor: Light]
[Tech Level: 3]
[Sight: 4]
[Power Consume: 30]
[Can be Capture: Yes]
[Escape Crew Member: Yes]
[Owner: Allied/Soviet]
[Prerequisite: Refinery]
[Cost: 2000]
This structure is responsible for the building of all
Soviet ground based vehicles. Building multiple War
Factories decreases the amount of time required to build a
vehicle.

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