The Soviet Union has fallen on some hard times after the Psychic Dominator Disaster. With its economy in shambles due to the Soviet Union's paramount focus on its military industry at the expense of others, and the public's sentiments towards the hardships they have to put up with, even Premier Alexander Romanov that his charm offensive will not continue to win his people's support. But after the Legion's surprise attack on Stalingrad and the death of the Hero of the Soviet Union, the Soviet Union and its allies are calling for blood. Revitalizing the waning military industrial complex, the Soviets have once again begun to manufacture its well known armaments and engines of destruction that have made the name of the Soviet Union as a formidable military powerhouse in the Second Great War.

Conscript
Role: Basic combat infantry
Armaments: PPsH Nag SMG, molotov cocktails
Health: 100
Movement Speed: 6
Range: 4
Special Ability: Switch betwen molotovs to clear out garrisoned buildings, and the standard issue PPsH submachinegun

"For Mother Russia!"

Forced into conscription as early as 16 years old, Conscripts make up the vast majority of the Soviet Armed Forces. These brave, patriotic young men and women serve on the harsh frontlines equipped with nothing but simple basic training, a flak jacket, a helmet, their standard issue submachinegun, some molotovs and a whole lot of nationalistic pride, until fear and terro besets them once they come under enemy fire. Despite their lack of proper training, Conscripts are still a formidable foe when attacking as a massed group. In spite of their lowly role as cannon fodder, Conscripts still have their uses especially in dealing with garrisoned buildings through the extensive use of well-thrown molotov cocktails.

Engineer
Role: Repair and capture structures
Armaments: Tokarev TT33 pistol
Equipment: Tech kit, bomb defusal kit, schematics viewer
Health: 100
Movement Speed: 5
Range: 3
Special Ability: Scorched Earth slowly deteriorates the health of a target structure for a brief duration
Other Abilities: Amphibious

"I have the information."

Unlike Allied Engineers, the Soviet Engineer has better technical knowledge on structural integrity and engineering, making him a dangerous asset in sabotaging enemy structures and making them far more vulnerable to enemy attacks. They are also trained to handle a handgun for self-defense, but this does not automatically make the Engineer adept at combat.

War Bear
Role: Recon and anti-infiltration/personnel
Armaments: Sharp teeth and claws
Health: 115
Movement Speed: 8
Range: Melee
Special Ability: Stuns any enemy infantry close to the unit for 5 seconds; does not affect Cyborg units
Other Abilities: Amphibious; immune to mind control and chaos

Little is known about the Soviet's Project Ursa when it was first discovered by Allied spies during the Second Great War. However, after the end of the Psychic Dominator Disaster, the Soviets - as a gesture of friendship - revealed the truth behind this highly secretive project: it made use of a basic form of psionic manipulations over simple minds that enabled the Soviet Army to command fearsome bears in combat. The Soviets employ these mighty animals for recon missions and to sniff out and eliminate enemy infiltrators, just like normal attack dogs do.

Flak Trooper
Role: Anti-air/armor foot support
Armaments: Shemko personal flak cannon, magnetic mines
Health: 110
Movement Speed: 5
Range: 6; VS air units, 7.5
Minimum Range: 2
Special Ability: Switch between the Shemko flak gun to better deal with aircraft, and magnetic mines to destroy vehicles and tanks

"You want me to carry this around?"

While they play an important role in supplementing the Soviet Army, Flak Troopers actually comprise disobedient soldiers sentenced to serve in the penal legions and even the homeless and destitute who have nowhere else to go but to find their fortunes in the army. Trained to carry the hefty Shemko flak cannons and deadly magnetic mines, and to use them to great effect against enemy forces, Flak Troopers fight not for the glory of the Soviet Union but for their freedom should they survive long enough to earn such a reward.

Tesla Trooper
Role: Medium ranged support unit
Armaments: Portable tesla cannon
Health: 340
Movement Speed: 5
Range: 7
Special Ability: Overloads the tesla cannon to increase fire rate by 30% for 3 seconds; the weapon must cool down for 5 seconds after using this ability
Other Abilities: Immune to attack dogs; can be affected by EMP; resistant to tesla attacks; can only be omni-crushed

"Extra crispy."

The Tesla Trooper started from humble origins during the Second Great War, and have undergone numerous redesigns that have led to its creation today. Consisting a highly trained soldier from the Experimental Weapons Division piloting an armored and well-grounded suit that is armed with a extremely potent portable tesla cannon, Tesla Troopers are feared for the immense electrical punch that their tesla cannons can generate, reaching up to 10,000 volts of pure electrical energy. No single infantry without heavy protection can survive a single blast from the Trooper's devastating weapon; even tanks know to take extra precaution when dealing with these armored juggernauts. However, Tesla Troopers are not infallible; under severe enemy fire they can still fall, while their deadly cannon is only meant to destroy ground targets and thus makes them vulnerable to air units.

Spetsnaz
Role: Special operations and demolitions
Armaments: Viper SMG, anti-tank impact grenades, VY-4 satchel charges
Health: 145
Movement Speed: 6
Range: 6; VY-4, melee
Special Ability: Switch between the silenced Viper SMG and anti-tank impact grenades to deal with vehicles and armor
Other Abilities: Can swim and can counterkill attack dogs

"The Motherland needs us."

Allied SOG Command may be well known for its exploits around the world, but the world's most feared special forces group is the Russian Spetsnaz. Even SOG operators speak of the Spetsnaz in whispers - if such is the case, then undoubtedly the Spetsnaz have left a fearsome impression upon every man and woman across the globe, ven if they do not know the Spetsnaz really exists. Surprisingly, the infamy and the terror of these men and women sow among friends and enemies is only known among those in the field of special operations; the Soviet Union themselves have downplayed and quashed persisting rumors of its involvement in a number of high-profile cases during the Third Great War, such as the sudden death of the US Attaché to Mexico under mysterious circumstances.

CovOps Spetsnaz
Role: Infiltration and strategic elimination
Armaments: Dragunov SVD, Kedrok stun grenades
Health: 130
Movement Speed: 5
Range: 11
Special Ability: Switch between the Dragunov sniper rifle and stun grenades to temporarily debilitate enemy infantry
Other Abilities: Can swim and can counterkill attack dogs; camouflaged when not moving; can detect cloaked units

"Shhh... I can't be seen."

Rumor has it that deep within the Spetsnaz command structure, there exists a legendary sniper division that has trained famous sharpshooters since the days of the Second Great War; Volkov was rumored to be part of this top secret unit. Whether or not this group of sharpshooters exists, however, remains to be seen.

Crazy Ivan
Role: Booby traps and extreme demolitions duty
Armaments: Handmade time bombs
Health: 90
Movement Speed: 7
Range: Melee
Special Ability: Booby traps a target object, turning it into an improvised explosive device with a proximity sensor, detonating when enemies get too close
Other Abilities: Amphibious; explodes upon death

"Here, hold this..."

Whoever the 'genius' was behind the formation of a dedicated demolitions group comprising these demented, psychotic individuals who possess a penchant for explosives galore, he was brilliant in a crazed sort of way. Nevertheless, the Crazy Ivans have become synonymous with the assymetric warfare tactics employed by the Soviet Union during the Third Great War. Some may find the reliance on these unpredictable individuals for literal explosive ambushes troubling, but as long as the Crazy Ivans direct their handmade explosive devices towards the enemies of the Soviet Union, the Soviets will not stop recruiting the mentally unstable into the ranks of the Soviet army.

Heavygunner
Role: Suppression fire support
Armaments: DGT-33 assault machinegun
Health: 295
Movement Speed: 5
Range: 7
Special Ability: Focused Fire grants a 66% increase in attack speed at the cost of 50% movement speed
Other Abilities: Immune to attack dogs; takes less damage over time from radiation and chemical poisoning; can fire on the move

"MG ready to rip it up."

Conscripts who have proven themselves in the line of fire may be given the opportunity to don a lighter version of the Tesla Trooper's juggernaut armor, arming themselves with a powerful 12.7mm DGT-33 assault machinegun that is based on stolen German weapons tech. Though they are slow on the move, once they bring their machinegun to bear they can literally rip exposed infantry squads to ribbons. Their DGT-33s also come with an option to increase the firing rate of their weapon to better ravage infantry lines, but due to the immense recoil generated by the weapon at such alarming speeds, the Heavygunner will need to move much slower than normal in order to ensure the weapon's stability while firing on the move.

BORIS
Role: Hero unit
Armaments: Kalashnikov AK-10M, target painter
Health: 200
Movement Speed: 7
Range: 8
Special Ability: Paint a target structure with a laser to call in a Sukhoi air strike to eradicate the target structure
Other Abilities: Can counterkill attack dogs; can detect spies; immune to mind control and chaos

"Who is next?"

The legendary Colonel Boris, alongside the Soviet general who secured victory for the Soviets during the Third Great War and the Psychic Dominator Disaster, were both recognized as Heroes of the Soviet Union for their valorous actions throughout both escalated conflicts. Boris himself, a former KGB agent and believed to be head of the Spetsnaz Regiments, complements the General's tactical brilliance with ruthless precision, brutal cunning and the authorization to call in Sukhoi air strikes to demolish enemy bases in no time. After the death of the Soviet General at the recent battle of Stalingrad, Boris has taken it upon himself to enact swift vengeance upon Alastor and his forces for slaying the Soviet's greatest war hero, steeling himself for battles to come.

Black Guard Trooper
Russian special unit
Role: Defensive and assault tactics
Armaments: Prototype concussion rifle
Health: 175
Movement Speed: 6
Range: 7
Minimum Range: 3.5
Special Ability: Throw a nerve gas canister that emits poison gas, killing infantry almost immediately
Other Abilities: Immune to chemical poisoning and chaos; can counterkill attack dogs

"The Black Guard await your call."

The Black Guard is very well known for its role as the Kremlin's elite guard, protecting the Premier and his family from danger within and without. With the recent battle of Stalingrad having shook the confidence of the Duma in preserving their national security, the Kremlin has called upon the Director-General of the Black Guard to help coordinate the efforts of defending Soviet soil not just in Russia but in other Soviet Socialist Republics as well. Black Guard Captains have now been assigned to aid and consult leaders of their allies to find new solutions to protect their sovereignty and their borders from foreign intervention. Small contingents of Black Guard troopers have also been sent as a gesture of goodwill and to help train local troops in maintaining sturdy defensive lines.

Black Guard troopers themselves are given full access to the Soviet Experimental Weapons Division's newest innovations in military tech. Currently all Black Guard troopers are issued a stable, working prototype concussion rifle that violently knocks enemy infantry back while doing serious physical harm to the target and any unit close to his position. When faced with larger infantry groups, Black Guard troopers may throw gas canisters that contain a fast-acting nerve gas that can easily cripple and kill enemy infantry; the gas quickly disperses after a few seconds of exposure, making it safe for Soviet troops to move in to secure the area.

Hacker
Chinese special unit
Role: Cyberwarfare expert
Equipment: Portable hacking device, active camouflage system
Health: 100
Movement Speed: 5
Special Ability: Emit a Scrambler Burst that briefly disables enemy robots, vehicles and tanks around the Hacker; cyborgs are not affected
Other Abilities: Always cloaked; immune to chemical poisoning and chaos

"I can cripple their facilities."

Hackers are considered to be the pioneers of a new, revolutionary form of warfare. By employing powerful tools to hack into new technological innovations by means of radio scrambling transmissions, data corrupting 'viruses' and a host of other unconventional tactics such as the use of denial-of-service attacks to severely cripple a country's infrastructure, China's army of hackers have proven the point that even the most innovative powerhouses have their flaws, no matter how much effort is placed to address these issues. While their computational expertise is unmatched, hackers are not meant to take part in combat operations and therefore should steer clear of armed combat.

Extremist
Cuban special unit
Role: Guerilla warfare expert
Armaments: KR-2 combat rifle, suicide vest
Health: 120
Movement Speed: 6
Range: 6
Special Ability: Detonate the explosives strapped to his body, killing himself and any infantry too close to the blast zone
Other Abilities: Can swim; heals very slowly over time

"What are your conditions?"

Cuba has always been known to be a strong hub for anti-American sentiments, effectively making them a close ally of the Soviet Union. Even when Yuri's betrayal was evident and the Psychic Dominator Disaster dealt a severe blow to the Soviet economy, Cuba continued to be a pivotal ally and even helped raise (illegal) funds through its vast network of contacts to help revitalize the USSR's waning economic situation. As proof of the strong bonds of friendship between both sides, Cuban extremists can be seen very often in Soviet territories, often as unidentified muscle providing additional support to Soviet troops on the ground. Their combat fervor has earned them a reputation as a cohort of unpredictable, trigger-happy individuals who are more than willing to give their lives for the glory of the Soviet cause.

Desolator
Iraqi special unit
Role: Radiation warfare specialist
Armaments: Stygian gamma ray cannon
Health: 330
Movement Speed: 5
Range: 8
Special Ability: Toggle between deploying the Stygian cannon to emit a Gamma Blast that creates a field of intense radiation that damages units over time, or arming the Stygian cannon to fire concentrated gamma bursts to melt infantry and armor
Other Abilities: Immune to chemical and radiation poisoning; immune to attack dogs and chaos; can only be omni-crushed

"It will be a silent spring..."

Hammad al-Qusayd, Iraq's self-proclaimed dictator, was well known for his reputation in employing some extremely questionable methods in eradicating all opposition that dared stand in his way. Under his directives, Iraq has recently undergone a major improvement campaign to improve on the Desolator trooper's Stygian ray. Hammad's team of scientists managed to augment the Desolator's main weapon to be able to fire longer-ranged and more concentrated bursts of gamma energy to easily melt hapless infantry into a puddle of residue. At the same time, the weapon's anti-armor effectiveness has also increased, making the Desolator a high level threat to tanks as well. The other perk that comes with these upgrades is the increase in gamma radiation levels emitted from the concentrated gamma blasts the Desolator is capable of generating if they deploy their weapons and discharge the cannon's radiation reserves into the ground. Though the Allies condone the use of such weapons after peace was declared by both sides, the Soviets continue to employ Desolators in great numbers.

The NBC heavy suit that Desolators wear also enjoyed a number of upgrades that made the Desolator a far more resilient foe when fired upon by enemy forces. Older design flaws were rectified as well, thus making the occupants of these radiation-shielded suits far less susceptible of dying at very young ages due to the severe radiation exposure that their predecessors faced. Despite this improvement, however, there are still cases of Desolator crews whose biology was apparently altered by radiation sickness, cursing them with debilitating and thus-far incurable diseases should they ever step out of their suits or if not continually exposed to radiation.

Hijacker
Mexican special unit
Role: Vehicle 'appropriation' expert
Armaments: Stun baton
Equipment: Disguise kit, hot wire kit
Health: 105
Movement Speed: 7
Range: Melee
Special Ability: Taunts nearby enemies to force them to engage him instead
Other Abilities: Can avoid being crushed; attacks briefly stun enemy infantry

"I swear, officer, I... oh, it's you!"

Mexico's numerous and powerful drug cartels were easily quashed by the brutal efficiency of the Soviets after they earned Mexico's aid in the days leading up to the Third Great War. Those that the Soviets did not completely eliminate quickly saw an opportunity if they sided with the Soviet Union, and were quick to formally declare their support for their new Communist masters. This has led to the incorporation of the cartels' own muscle to supplement Soviet ground forces. The most talented of them served as professional hijackers, who were not only able to steal civilian cars to be brought back to a chop shop for use in asymmetric warfare, but are also capable of hijacking and piloting military vehicles and tanks as well, if the opportunity presents itself. Hijackers are usually chosen from the most agile of Mexican soldiers in the Soviet army, and thus many of these individuals are usually drug runners who are capable of running literal marathons on the battlefield to reach intended targets or to make a hasty escape. They are also given detailed training on how to hot wire vehicles and quickly take control of them before scooting off while the element of surprise is still theirs.

Polish Trooper
Polish special unit
Role: Long-ranged anti-personnel foot support
Armaments: Mosin-Nagant hunting rifle
Equipment: Camouflage suit
Health: 120
Movement Speed: 5
Range: 11.5
Special Ability: Fire a Tracer Dart at an enemy unit, granting the player vision of that unit for a brief duration
Other Abilities: Can counterkill attack dogs; very small chance to Pilot Snipe, killing a vehicle/tank's driver; camouflages when immobile

"The long arm of the Soviet Union."

The Polish Trooper are a separate branch of the Soviet Spetsnaz units, and while they may be a known name, their skill with the sniper rifle - specifically, the lethal, far-reaching Mosin-Nagant - has made them both a respected and feared name among the Soviet's friends and foes. Able to put their Spetsnaz comrades to shame, Polish Troopers are trained to abide by one particular maxim: if you can see it from a mile away, you must kill it from a mile away. Hence, Polish Troopers consistently emphasize on the importance of accuracy to ruthlessly finish off hostile targets. There are also rumors abound that their marksmanship is at such a level that they may even take out important crew members with a single well-aimed shot that makes use of hard-to-notice design flaws in a vehicle's hull. Polish Troopers are also known to make use of an interesting piece of technology, which is in essence a tiny recording device loaded in a dart that injects the device into the target's body, enabling Polish Troopers to directly listen in to a host of conversations between the target and his fellow soldiers and officers.

Jungle Raider
Vietnamese special unit
Role: Close combat expert
Armaments: TOZ-2 pump-action shotgun, petrol bombs
Health: 155
Movement Speed: 6
Range: 4; petrol bombs, 6.5
Minimum Range: 2 (petrol bombs)
Special Ability: Switch between the short-range TOZ-2 shotgun and the use of volatile petrol bombs to clear out enemy garrisons
Other Abilities: Can swim; attacks can knockback enemy infantry

"Ready for orders!"

Vietnam's fervent soldiers have made a name for being hardy experts in guerilla warfare, making extensive use of tunnel networks to facilitate troop movements to key locations across the country as well as becoming masters of jungle warfare, hence the name of this particular unit type. Jungle Raiders are not much different from their fellow Conscripts, but the main thing that sets them apart is the Jungle Raider's own affinity for bloody conflict and their fearlessness even in the face of abject death. By making full use of their surroundings, Jungle Raiders will employ the best tactics against their enemies even if they are not fighting in home territory. Using either a Soviet-issued pump-action shotgun to handle enemy infantry or tossing petrol bombs to hamper troop movements and clear out garrisons, Jungle Raiders will make full use of available assets at their disposable as well as using the environment against their foes.

Chrono Ivan
Secret unit; infiltrate an Allied Strategics Center
Role: Teleporting demolitions expert
Armaments: Similar to Crazy Ivans
Health: 100
Movement Speed: ~ (teleports)
Range: Melee
Special Ability: Place an Anomaly Bomb, which is essentially a bomb displaced in another temporal dimension and subsequently returns to the current dimension just before it explodes
Other Abilities: Explodes upon death

"I lost a bomb, do you have it?"

What do you get when you give a Crazy Ivan a personal chronoshifting pack used by Allied Chrono Legionnaires? A deranged, teleporting trigger-happy demolitions expert. What else needs to be said?

Cyborg Berserk
Secret unit; infiltrate a Soviet Battle Lab
Role: Armored assault trooper
Armaments: XGM-01 power fists
Health: 360
Range: Melee
Movement Speed: 5
Special Ability: Overload Systems of the Berserk, increasing its attack speed by 100% and its damage by 33%; after 10 seconds, though, the Berserk's systems will completely fail and cause it to shut down permanently
Other Abilities: Immune to mind control, attack dogs, crushing, chaos, radiation and chemical poisoning; takes 50% more damage when affected by EMP; passively self-regenerates when not in combat

"Unit ready."

The Soviet Union had long planned to incorporate cybernetics augmentation technology into their forces ever since their success with the Volkov Program during the Second Great War. Unfortunately for the Soviets, Yuri had stolen the blueprints to build cybernetic organisms after his betrayal was made known towards the closing of the Third Great War. This was a bitter blow to Romanov, who had thought of building an army of cyborgs to beat Yuri's forces and perhaps secure victory against the Allies as well. Despite this major setback, the Soviets still had older prototypes from the days of the Volkov Program; using these have helped them continue their efforts in creating an effective autonomous fighting unit that would not be affected by Yuri's psychic forces.

The Berserk is the earliest iteration of the Soviet Mark 4 cyborg to be given the green light for mass production. Built to withstand severe punishment from incoming enemy fire, as well as possessing the strength to pick up a car and throw it at impending enemies with relative ease, Berserks are meant to push through heavily defended positions while taking the brunt of damage from enemy defenders so as to allow Soviet troops to move in and provide additional firepower to eliminate all resistance. In spite of its unmatched fortitude and physical strength, Berserks are still susceptible to EMP attacks and are said to be less resistant to incoming enemy fire while it is disabled.

Voltmortar
Secret unit; infiltrate a Legion Operations Hub
Role: Stealth light artillery support
Armaments: 81mm tesla mortar
Health: 140
Range: 12.5
Minimum Range: 3.5
Movement Speed: 6
Special Ability: Deploy the 81mm tesla mortar to engage ground targets in range
Other Abilities: Permanently cloaked except when attacking; immune to mind control

"The art of surprise."

Combining stolen Legion stealth technology and incorporating Soviet firepower, the Voltmortar has proven to be a startling success in providing a mobile artillery unit when circumstances prevent the deployment of V3 launchers. The combination of a portable cloaking generator and a long-ranged mortar that launches high-yield tesla shells from a considerable distance makes the Voltmortar a powerful asset for Soviet commanders who would prefer a more unorthodox direct approach to cripple enemy forces and defensive lines. Their lack of armor makes them highly vulnerable to enemy attacks, and thus caution must be advised when employing these elite troops on the field.

War Miner
Role: Ore collector
Armaments: DT 12.7mm machinegun
Health: 1200
Movement Speed: 5
Range: 6.5
Special Ability: Activate Defensive mode, preventing the unit from collecting ore but increasing its armor by 70%
Other Abilities: Immune to radiation & chemical poisoning; immune to hijacking, mind control and chaos; passively self-repairs

"Building Soviet economy!"

War Miners are automated, armored ore collectors that keep the Soviet industry well oiled. Having faced heavy losses of its harvesing operations to Allied lightning raids on Soviet ore fields back in the Second Great War, the Soviets decided to arm their harvesters with a heavy machinegun that can mow down infantry that stray too close and even Terror Drones thanks to the high velocity rounds it fires. Nevertheless, War Miners will only use their machineguns as a means of self-defense should their safety be threatened. While slightly slower than the miners of the Allies or the Legion, it makes up for its bigger ore capacity and its ability to defend itself well from attacks before reinforcements arrive to escort it out of danger.

Rhino Heavy Tank
Role: Heavy battle tank
Armaments: 120mm K-20 cannon
Health: 480
Movement Speed: 5.5
Range: 6
Special Ability: Fire a Phosphorous Round that deals substantial damage to enemy vehicles and armored units

"We will bury them!"

Big, slow and powerful machines of destruction, Rhinos are the successors of the ageing Goliath heavy tank, which was extensively used in the Second Great War. Rhinos have quickly become a favored battle tank of all Soviet tank divisions over the older Goliath thanks to its better powerplant that gives it a significant speed increase, and the upgrade of the Rhino's tank plating without adding any more weight to slow down its advance. Apart from its standard HEAT shells that it fires, Rhinos can also fire off a phosphorous round that upon impact generates enough heat to melt through tank armor and make it more susceptible to damage for a brief duration.

Flak Track
Role: Anti-air support and light transport
Armaments: 27.7mm twin flak guns, DShK 14.5mm heavy machinegun
Health: 325
Movement Speed: 7
Range: 6; VS air units, 8
Special Ability: Transport capacity of 5
Other Abilities: Amphibious; can fire on the move

"Making tracks!"

The original Flak Track was a huge success in the course of the Third Great War thanks to its low production cost and good speed. Improving on the halftrack support vehicle, the Soviets decided to revamp the older BTM-2 amphibious transport and turn it into a tracked amphibious transport while also catering to a dedicated anti-air and anti-personnel role. The new model, though not as speedy as its predecessor, still retains its low cost and now has the added benefit of being amphibious, permitting it to transport infantry or pursue enemy aircraft over watery bodies. Using the BTM-2 also gives the Flak Track better armor compared to the previous Flak Track, though due to the fact that no significant changes were made to the BTM-2's design, the repurposed APC is not as tough as most armored transports used today.

Battle Bike
Role: Light raider
Armaments: Degterayev Model 4 GPMG, molotov cocktails
Health: 210
Movement Speed: 9
Range: 6; molotovs, 7.5
Minimum Range: 3 (molotovs)
Special Ability: Switch between the machinegun to mow down infantry and molotov cocktails to burn down buildings
Other Abilities: Can fire on the move; cannot easily be crushed; 20% evasion when on the move

"Kicking up the dirt!"

The Battle Bike was the brainchild of Soviet General Vladimir, then in charge of the Experimental Weapons Division, before his inglorious death in the Third Great War; he believed that the use of these fast-moving carriage-attached motorcycles would prove to be a great asset in the war against the Allies. Due to Vladimir's deviation of Soviet war doctrine - which emphasizes on raw brute strength - the idea was rejected. After his death and the Soviets' realization for the need of fast moving units to allow them more battlefield control, Battle Bikes have now been incorporated into Soviet forces. Using a DT 12.7mm machinegun to quickly take care of infantry, as well as a collection of molotov cocktails to be thrown at enemy buildings and fixtures, the Battle Bike has proven itself to be a huge boon to complement Soviet strategy.

Terror Drone
Role: Tank hunter
Armaments: Laser cutter, ripper claws, tesla pulse emitter
Health: 195
Movement Speed: 9
Range: 2; pulse emitter, 7
Special Ability: Switch between the tesla pulse emitter to disable enemy vehicles and tanks or its ripper claws to rend infantry, vehicles and tanks apart
Other Abilities: Immune to hijacking, chemical poisoning, mind control and chaos; takes reduced damage over time from radiation poisoning

The infamous Terror Drone are every tank crew's worst nightmare. The very fact that a single giant arachnoid-like robot can rend soldiers and tanks like paper is something no one can truly accept. The Soviets had strongly favored the development of the Terror Drone for its agility and its capability to turn powerful tanks into scrap metal - something the Soviets could not pass up. After hostilities between the Allies and Soviets ceased in the wake of Yuri's defeat, the Soviets decided to give the Terror Drone a makeover, giving it slightly better armor, improving its AI to better identify and eliminate threats on the battlefield, and now incorporating a tesla pulse emitter to immobilize enemy vehicles and thus allow another Terror Drone to rip the hapless tank apart.

Tesla Drone
Role: Tank hunter
Armaments: Tesla ray, tesla field generator
Health: 200
Movement Speed: 7
Range: 6.5
Special Ability: Activate the tesla field generator to disable enemy tanks around the Tesla Drone, as well as the Drone itself
Other Abilities: Immune to hijacking, chemical poisoning, mind control and chaos; if crushed, emits a tesla burst that damages and temporarily disables the crushing unit; takes reduced damage over time from radiation poisoning

A slightly larger version of the Terror Drone, the Tesla Drone carries with it a more powerful tesla discharger, enabling it to disintegrate enemy infantry or damage vehicles from a good range. It is not as fast as the Terror Drone due to the addition of a tesla field generator inside its exoskeleton; the generator can generate a powerful tesla field that can disable any enemy vehicle or tank that gets too close to the Tesla Drone. The Drone casting this ability is also affected by the field's effects, making it susceptible to destruction by enemy forces that may encounter it - if, of course, they don't stray too close to the Drone.

The introduction of the Tesla Drone was to offset the decision to stop producing Tesla Tanks, which were proving to be too expensive to manufacture and maintain for long periods of engagements. Many Soviet tacticians were very unhappy over the Kremlin's decision to stop Tesla Tank production, and many still find it hard to accept the Tesla Drone as a full-fledged replacement of the powerful shock tank.

V3 Rocket Launcher
Role: Heavy artillery
Armaments: V3 HE warhead
Health: 375
Movement Speed: 4
Range: 14
Minimum Range: 5
Special Ability: Switch warhead payloads between MIRV-loaded warheads to deal scatter damage to ground targets, or HE warheads that can level structures with one or two hits
Other Abilities: Cannot be hijacked

"Sending air mail!"

During the Third Great War, the fearsome V3 unguided ballistic missile was fired from a simple flatbed truck with a launcher platform attached to it. Due to its inadequate protection from enemy units, the Soviets decided to create a dedicated mobile rocket launching platform that would be well armored and had the capability to rebuild V3s on the fly when a supply transport cannot reach it in time. The new V3 launcher unit is now an even greater threat than it ever was. Budget constraints, however, have prevented the Soviets to design a new V4 warhead to replace the old V3-class; one workaround was to enable the V3 launcher to switch its warheads' payload to cater to different needs for artillery support. The launcher platform is also much slower than when it was mounted on the truck-launcher unit, but its vastly improved armor is a fitting tradeoff for its speed.

Mobile Outpost
Role: Detector unit
Armaments: DT 12.7mm machinegun
Equipment: Sputnik sensor system
Health: 240
Movement Speed: 5
Range: 6; sensors, 9
Special Ability: Unpack the Mobile Outpost to enable use of its Sputnik sensor system, which detects and reveals cloaked/disguised units that enter its sensor field
Other Abilities: Amphibious

"Not so close, Comrade General!"

Paranoid Soviet commanders had approved the use of the Mobile Outpost, a mobile sensors unit, sometime before the end of the Third Great War after the Allies had introduced the new Mirage Tank that could strike enemy forces unseen. The Mobile Outpost boasts a modern sensor system (believed to have been appropriated from stolen Allied technology) that enables it to detect cloaked and even disguised enemies, allowing Soviet units to deal with them immediately. The downside to using the Sputnik system is that it must deploy itself and its sensor apparatus before it can start detection duty.

Mercury Walker
Role: Assault strider
Armaments: Concussion cannon, KrK-9 flak cannon, 3 DShK 14.5mm machineguns
Health: 690
Movement Speed: 5
Range: 7; VS air units, 8
Minimum Range: 3.5 (concussion)
Special Ability: Trigger Fury! mode that increases the walker's movement speed by 40% and attack speed by 33% for 6 seconds
Other Abilities: Immune to hijacking, omni-crush, radiation and chemical poisoning, chaos and mind control; resistant to EMP

"Soviet fury unleashed!"

Though the Japanese Yamato project was a highly confidential Allied program, Soviet agents within the Far East country succeeded in procuring schematics of the prototype Yamato mech for the Soviet Union. It was later discovered that they somehow obtained the plans for an older variant of the Yamato, leading some parties to believe the Allies knew the Soviets would do such a thing. Nevertheless, Soviet scientists quickly went to work on these schematics and designed the Mercury Walker. While it is bigger and better armed than the Yamato, Mercury walkers are not as tough as their Japanese counterparts due to the fact the Soviets worked on the Mercury with older designs and specifications. In spite of that, the Mercury is still capable of dealing massive damage to enemy targets on the ground and in the air. The later addition of a berserk-type mode to the Mercury enables it to temporarily divert power to increase its mobility and attack speed to allow it to quickly crush enemy resistance.

Apocalypse II
Role: Heavy assault engine
Armaments: 155mm Doomsday cannons, Magnus rocket pods, magnetic hook launcher
Health: 1100
Movement Speed: 4
Range: 7; VS air units, 8; mag-hook, 8
Special Ability: Switch between the vaunted Doomsday cannons to level ground targets or the mag-hook that can drag enemy vehicles towards it, crushing the poor unit under its treads, or even pull the Apocalypse towards structures
Other Abilities: Can omni-crush units; immune to hijacking, omni-crush, EMP, radiation and chemical poisoning

"The end is at hand."

The Apocalypse is the pinnacle of destructive power, a symbol of Soviet armored superiority and the consequences that come when a commander must pit his forces against a tide of Apocalypses. In spite of its exorbitant cost and its poor maneuverability compared to other tanks in existence, Soviet generals still ensure that they have a horde of Apocalypses ready at their beck and call to deliver a terrible message to the enemies of the Soviet Union. A small number of changes were made to the already fearsome tank, including a complete overhaul of its main powerplant to improve its awful speed. The Apocalypse now incorporates a powerful magnetic hook launcher that can allow the atomic tank to pull enemy vehicles and tanks towards it to be crushed under its massive frame; some have reported that the strong magnetism generated by the hook can also allow the Apocalypse to be pulled towards enemy buildings as well if the hook latches onto a building's frame. However, while the Apocalypse's mag-hook is active the tank is incapable of using its other weaponry to eliminate its foes. Thus, Apocalypse crews must know when to properly employ the use of the mag-hooks.

MCV
Role: Base construction
Armaments: None
Health: 2400
Movement Speed: 3
Special Ability: Unpacks into a Construction Yard
Other Abilities: Capable of omni-crush; immune to hijacking, crushing, mind control, chaos, radiation & chemical poisoning; amphibious

"Building the Soviet empire."

The MCV needs no introduction; it is the most important component needed for any commander, able to unpack into the Construction Yard that serves as the central hub of any Soviet base. Massive in size and slow in speed, MCVs need to be protected at all times.

Gecko AA Truck
Cuban special unit
Role: Anti-air support
Armaments: Gecko-3a STA rockets
Health: 285
Movement Speed: 5
Range: 9.5
Special Ability: Wild Fire scatters rockets into the sky indiscriminately, dealing splash damage to air units caught in a rocket's blast zone
Other Abilities: Violently explodes upon death

"Want to see a fireworks show?"

Due to Cuba's growing deficit, it has had to find new ways to supplement its armies with better weapons at a much lower cost. Reusing old, obsolete technology helps, but Cuba is direly needing a new source of arms for its lowly military. Luckily, through some ingenuity on part of the Cuban Army's top brass, the Gecko AA Truck is one of the latest innovations to roll out of the factory line. Essentially a truck with a mounted scatter rocket launcher system, the Gecko AA Truck is employed to protect Soviet airspace from intrusion by enemy planes with a hail of devastating rocket fire to knock aircraft out of the skies. What makes it so hard for aircraft to dodge Gecko rockets is that these projectiles are launched en masse, ensuring that at least one rocket hits its intended target.

Digger APC
Egyptian special unit	
Role: Subterranean infiltration transport
Equipment: Tunneling drill
Health: 300
Movement Speed: 5; underground, 7
Special Ability: Travels long distances by digging subterranean tunnels
Other Abilities: Transport capacity of 3; unhindered movement; high passenger survivability rate; immune to hijacking

"I love an ambush..."

Egypt provided a unique mode of transportation for Soviet forces in the form of the Digger APC. Equipped with a huge tunneling drill that can effortlessly bore through the ground and even through concrete surfaces, the Digger can easily tunnel deep into the earth and move through enemy territory without fear of being destroyed by hostile ground forces. While this makes it easier to deploy Spetsnaz units deep behind enemy lines without being caught, the APC can only carry three infantry units due to a large amount of space needed to accomodate the drilling machinery. Also, the APC's armor is meant only to protect it from the dangers of subterranean travel, thus making it susceptible to enemy fire.

TH-80 Tank Hunter
Iraqi special unit
Role: Anti-tank support
Armaments: L-15 122mm HV-AT cannon
Health: 340
Movement Speed: 7
Range: 7
Special Ability: Enter Sneak Mode, camouflaging itself and holding fire until ordered; can attack while camouflaged, but at a slower rate than when in normal Combat Mode; after 2-3 shots, the tank's camouflage breaks
Other Abilities: Immune to EMP

"They won't escape."

The Iraqi army saw a need for a fast moving yet powerful dedidcated tank killer unit after suffering a terrible defeat at the hands of the Allies in the Third Great War. They looked to the obsolete T-80 battle tank used previously in the early stages of the Second Great War, whose extensive numbers in the Iraqi armored battalions make it an obvious candidate to develop their new tank destroyer. The result is the TH-80 tank hunter, a fast attack tank with a formidable high-velocity anti-tank cannon that can explosively punch holes through enemy armor. The TH-80 can quickly move to opportune spots for an ambush, its crew working quickly to camouflage the tank from sight. Once an enemy target appears in the sights of the TH-80, the tank can let off a few shots before it gives its position away to the enemy. With good speed and potent firepower, the TH-80 makes an excellent addition to an armored division's lines; however, to give it its top speed requires a good portion of the T-80's armor to be taken off, reducing the overall weight of the tank and thus making it an easy target to destroy.

Demolition Truck
Libyan special unit
Role: Heavy duty demolitions
Armaments: Tsar-class low-yield tactical nuclear warhead
Health: 260
Movement Speed: 5
Range: Close
Special Ability: Immediately detonate the unit's payload
Other Abilities: Explodes upon death

"Why don't you drive?"

Libya is infamous for its heinous suicide attacks it has attempted on Allied forces worldwide, including arranging the bombing of the Pentagon that saw General Carville's death in a not-too-distant timeline. Libyan Demolition Trucks employed in the Soviet Union's armies are a more ominous foe for any Allied commander to deal with. Previously during the Third Great War, these trucks carried a lethal high-explosive bomb packed with chemical contaminants that had maximum damage potential to any and all units and structures caught in the blast zone. Even now these Demolition Trucks continue to be a mobile explosive hazard to the enemies of the Soviet Union, especially since these trucks now carry a low-yield nuclear warhead that is far more devastating to enemy bases.

Attack Buggy
Mexican special unit
Role: Fast attack flamethrower unit
Armaments: Chupacabra heavy flamethrowers
Health: 235
Movement Speed: 10
Range: 3
Special Ability: Bathes a target area in continually burning flames
Other Abilities: Can fire on the move; immune to hijacking

"Roads are boring."

Mexican Attack Buggies have been used by some of the more powerful drug cartels in the country. Their high speed and decent durability against small arms fire makes them a powerful asset if employed to great effect. Originally armed with a mounted machinegun, the newer Soviet-upgraded buggies boast light armored skirts and a deadly dual flamethrower that make it a far more lethal weapon on the battlefield. Not only can it wash enemy troops in searing flames, but the properties of the flamethrowers' fuel mix - a home-brewed recipe that is known only to the Soviet-allied cartels - also makes it effective at razing enemy structures, turning them into smoking piles of rubble in no time. Much like the Battle Bike, however, Attack Buggies are not meant to take on enemy vehicles due to their poor armor.

Demolisher
Polish special unit
Role: Assault engine
Armaments: 216mm pummel mortar, dozer blades
Health: 775
Movement Speed: 4
Range: 7.5
Minimum Range: 4
Special Ability: Raise or lower the dozer blades
Other Abilities: Immune to omni-crush and hijacking; highly resistant to radiation and chemical poisoning; amphibious

"Plow through everything!"

The Polish Demolisher was originally conceived during the height of the Third Great War, but its release was stalled for years after funding to the project was later diverted to finance the Soviet military. When the Legion invaded Leningrad in full force, the Polish quickly called on the Kremlin to allow them to put the Demolisher into testing phase. Though still in its prototype phase, the Demolisher has proved to be immensely powerful in demolishing structures with its fearsome 216mm pummel mortar that fired shells densely packed with highly reactive chemicals that, when mixed, created a gigantic explosion with the force to shatter structural foundations like twigs. It also has large dozer blades on the front of its massive hull that allows it to clear out obstacles in its way, clearing a path for other units to use. For its sheer size and destructive capabilities, Demolishers are extremely vulnerable to aerial attacks and thus they must be accompanied by anti-air units at all times.

Tundra Troop Crawler
Siberian special unit
Role: Attack transport
Armaments: DShK 14.5mm machinegun
Health: 455
Movement Speed: 5
Range: 6
Special Ability: Transport capacity of 10 units
Other Abilities: Immune to omni-crush, hijacking, radiation and chemical poisoning; amphibious

"Everyone OK back there?"

Siberia's harsh weather conditions are not kind to those forced to spend their times in the numerous gulags that dot its frozen surface. To curb the rising number of deaths among prisoners due to the terrible chill of Siberia's tundra, the spacious Tundra-class troop crawlers are specially built to carry soldiers and prisoners to wherever they are needed even in the worst of weather. Surprisingly, for a transport unit the Tundra boasts a very sturdy armored chassis not just to keep the cold away from its occupants, but also to give it higher survivability against enemy tank fire. While based on the designs of the older heavy APC, the Tundra's designers thought it best to add an inflatable rubber skirt and propellers that enabled it to cross watery bodies, making it a versatile heavy transport to ferry droves of troops to the frontlines.

Iron Fist
Secret unit; infiltrate all key Soviet structures
Role: Armored assault tank
Armaments: Tesla executioner, twin Dobriev 30mm flak guns
Health: 1250
Movement Speed: 3
Range: 7.5; VS air units, 9
Minimum Range: 3 (executioner)
Special Ability: Activates its Portable Iron Curtain, granting it temporary invulnerability
Other Abilities: Immune to EMP, hijacking, chaos, radiation, chemicals and mind control; passively self-repairs; damages nearby infantry over time; can omni-crush units

"I have the final say."

While the Soviets were immensely proud with their Apocalypse atomic tanks, they felt that there was more that could be done to make it even more dangerous to the enemies of the Soviet Union. Thus, the Soviets undertook a bold project to develop a ground ironclad that could dish out obscene amounts of damage and absorb unrelenting punishment from enemy fire. This super tank would be the magnum opus of Soviet engineering, an unstoppable armored force that could level anything it encountered. Unfortunately, due to the rising costs of sustaining the conflict against Yuri throughout the Psychic Dominator Disaster, the project - codenamed Iron Fist - had to be postponed indefinitely. As the final stages of the conflict were fought, many members of the Soviet brass slowly forgot about the Iron Fist as they desperately pushed against the tide of Yuri's forces.

Until recently, though, when the Legion made its presence known, Premier Romanov quickly called on his advisors to hasten the forgotten Iron Fist project. The first prototype was soon unveiled after Yuri's defeat, boasting a massive Tesla cannon that could obliterate tanks with a single focused blast at an incredible distance. Without a doubt, the Iron Fist's firepower had overshadowed the vaunted Apocalypse's own. However, it became evident that the mighty juggernaut was a fool's idea: it had an exorbitant price tag, five times the cost of an Apocalypse; and despite its firepower, it was the slowest of all Soviet vehicles currently in service. Reluctantly, Romanov authorized the project's cancellation. Secretly, however, General Shevchenko has ordered that the existing prototypes are to be sent to hidden laboratories in the Ural mountains, possibly looking for ways to perfect the Iron Fist and make it a worthy successor to the Apocalypse.

Sukhoi Stratojet
Role: Air superiority fighter
Armaments: Saruk guided rockets
Health: 285
Movement Speed: 18.5
Range: 6.5
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: 20% chance to avoid incoming fire

"Ready to rule the skies!"

Sukhoi jet fighters are well known for their well-armored frames and their ability to load a surprising number of rockets to be used against enemy air targets. The Sukhoi was built in response to the Allies' own development of the Apollo fighter and Yuri's extensive use of Floating Discs against Soviet forces that had inadequate anti-air support. Where the Apollo emphasized fast, rapid-fire tactics, the Sukhoi was akin to a flying light tank that brought to bear potent firepower with which to easily tackle even the most armored of hostile air units. Sukhois are armed with a large quantity of Saruk guided rockets, each of which held depleted uranium warheads that enhances the damage these rockets dealt to their targets. The most surprising fact is that the Saruks are rather small in size - slightly larger than the cluster rockets that the Cuban Gecko AA Truck fires - and thus allows the Sukhoi to carry a significant amount to deal with multiple enemy air targets.

Siege Chopper
Role: Fast attack and ground-based light artillery support
Armaments: Twin DShK 14.5mm machineguns, 122mm siege gun
Health: 310
Movement Speed: 13
Range: 5; 120mm gun, 10
Minimum Range: 3.5 (120mm)
Special Ability: Lands the chopper to deploy its 122mm siege gun and bombard ground targets
Other Abilities: Immune to hijacking; passively self-repairs when landed and not attacking

"Give 'em some pepper!"

Siege Choppers were a recent innovation that merged the old Hind attack copter with a 122mm siege gun that could be deployed when landed, turning the helicopter into a multirole attack unit that could bring heavy firepower to bear anywhere it is needed. With its successful run during the entirety of the Psychic Dominator Disaster, the Siege Chopper continues to play an important part in keeping the Soviet frontlines moving. They are not as armored as the Apache, though, so they should avoid direct anti-air fire at all costs. Crew members can dedicate their time to repair their chopper when landed in the absence of enemy units.

Tesla Wasp
Role: Aerial shock unit
Armaments: Tesla stinger array
Health: 200
Movement Speed: 16
Range: 2
Special Ability: Quickly return to base to recharge
Other Abilities: Immune to hijacking

The Tesla Drone's success led Soviet scientists to develop a flying version that could rain electric death upon hapless foes. The Tesla Wasp brings to bear a prototype tesla stinger array that literally rain tesla bolts onto ground targets, frying infantry and temporarily disabling enemy tanks with each blast.  Despite its small and fragile frame, the Wasp makes use of good speed to avoid enemy fire while delivering death to its targeted enemies. Some say that the Tesla Wasp is perhaps the spiritual successor of the vaunted Tesla Tank, but many Soviet commanders would still prefer to employ real Tesla Tanks instead of these 'cheap flying knockoffs'.

Kirov Airship
Role: Siege bomber
Armaments: Moria super heavy ordnance
Health: 2000
Movement Speed: 4
Range: 1.5
Special Ability: Activate a Speed Boost that increases movement speed by 50%, but lose health over time while the ability is active
Other Abilities: Passively self-repairs

"Have I missed anyone?"

Easily the largest weapon in the Soviet arsenal, the sight of an impending fleet of Kirovs is all it takes to break the spirit of any Allied commander during the Third Great War. Dropping huge bombs that could turn the sturdiest of buildings into a heap of rubble, the Kirov is the most prominent symbol of Soviet might against its enemies. To offset their slow movement, Kirovs have now been outfitted with a small rocket engine on its tail to help propel itself at a slightly better velocity. The engine can use a volatile fuel mix to add a greater boost of speed for the Kirov, but due to the relatively unstable properties of the mixture, the mixture will seep out from the combustion chambers of the engine and slowly eat away at the airship's hull. Use of the mixture is therefore strictly limited to dire situations only.

Hokum Gunship
Russian special unit
Role: Multirole attack chopper
Armaments: Valin RK-4 twin chainguns, Havok ATS missiles
Health: 430
Movement Speed: 11
Range: 7.5
Special Ability: Switch between combat parameters: Assault grants increased damage and damage resistance; Support grants increased movement speed and attack speed
Other Abilities: 20% chance to dodge incoming fire; can fire its chainguns on the move

"Looking for prey."

Claimed to be a variant of the Apache gunship, Hokums are widely used by the Black Guard for a multitude of aerial operations. Though not as tough as the Apache, Hokums are slightly larger than their Apache counterparts, allowing it to load up far more missiles than the Apache can. They are also surprisingly agile and well-armored for their size. With twin chainguns and a host of Havok missiles with which to crush enemy ground forces, Hokums still can go toe-to-toe with hostile ground units and other helicopters. Where needed, Hokums can switch between two different combat parameters that govern the Hokum's systems in order to effectively deal with particular types of threats. This makes the Hokum far more adaptable to combat situations than the Apache.

Sphinx Bomber
Egyptian special unit
Role: Heavy bomber
Armaments: Thalor thunder bombs
Health: 565
Movement Speed: 7 (with payload)
Range: 5
Special Ability: Engage a Nitro Boost to increase movement speed by 200% temporarily
Other Abilities: Gains +50% movement speed after dropping its payload

"Riddle me this! Oh, too late."

The Sphinx is the direct opposite of the Allied Aurora bomber: it emphasizes a bomber aircraft with multiple bombs in its hold, boasting reinforced plating to protect it from enemy fire, and can easily leave a base in flame with a few well-planned bombing runs. Sphinx Bombers have become a staple for Soviet air forces, with some calling it the 'mini Kirov' for its propensity to drop a number of high-yield bombs on its targets. When necessary, pilots may engage a speed boost to allow the Sphinx to reach much higher speeds than it normally can reach, either to quickly reach and bomb an enemy installation to submission, or to make a hasty getaway from enemy fire.

Quetzalcoatl
Mexican special unit
Role: Light interceptor
Armaments: 4 wing-mounted Gorzki 30mm cannons
Health: 280
Movement Speed: 20
Range: 6.5
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: 30% chance to avoid incoming fire; invisible on radar

"Eat hot lead!"

Without the budget that its other, wealthier Soviet ally states possesses, Mexico has had to rely on older tech to supplement its armies. Mexican ingenuity borne out of this desperation for newer weapons of war have helped in the development of the Quetzalcoatl, named after an old Aztec god. Though little more than an upgraded MiG ground ttack fighter used throughout the Second Great War, the Quetzalcoatl exchanged the MiG's capability to launch its Scorch missiles in favor of four wing-mounted autocannons to quickly deal with enemy aircraft. The Quetzalcoatl's good top speed and its lethal weapons make it a highly effective interceptor unit, allowing it to hunt enemy bombers with extreme prejudice. However, it is extremely vulnerable to anti-air fire and cannot engage ground targets due to the permanent fixture of the wing cannons.

Bear Divebomber
Siberian special unit
Role: Medium attack bomber
Armaments: Vertigo bombs, nose-mounted quad 20mm guns, tail-mounted 25mm grenade launcher
Health: 625
Movement Speed: 7
Range: 2
Special Ability: Crash-lands into enemy units and/or structures, destroying itself but dealing massive damage to affected units; if the Bear has not dropped its bombs, damage increases per bomb left in the hold
Other Abilities: Explodes violently when it crashes

"Pull up, Mikhail! Pull up!"

Bear Divebomber crews are individuals serving the death sentence in the harsh gulags of Siberia. For these unlucky individuals, death is the only way for them to regain their lost honor for their crimes. These armored divebombers carry a huge loadout of bombs (though not as many as the Kirov) and a good deal of supporting weapons, all of which were meant to neutralize ground targets with over-excessive firepower. Once these bombers have their enemies in sight, they will dive as low as possible while dropping their explosive payload and letting loose withering bullet and grenade fire from its supporting weapons, before it pulls up sharply and prepares for another pass. Should the Bear take extensive damage that would prevent it from safely returning to base, its crew will gladly sacrifice themselves, attempting to crash their plane into any ground unit or building in their sights.

Amphibi-Trans
Role: Amphinious transport
Health: 600
Movement Speed: 6
Special Ability: Transport capacity of 25: maximum is 25 infantry, 8 Terror Drones, 6 small vehicles, 5 vehicles or tanks, 3-4 large tanks, 1 MCV
Other Abilities: Amphibious; immune to EMP and chaos

"Need a ride, anybody?"

The unarmed Amphibi-Trans is the larger cousin of the Allied Voyager transport. While it may be unarmed, it is slightly more armored than the Voyager, and due to its bigger size it has a slightly larger cargo hold to transport more Soviet forces to the battlefield. The only drawback is that it is the slowest of amphibious transports

Akula SSN
Role: Attack submarine
Armaments: Skira torpedoes, Borhun 88mm deck gun
Health: 865
Movement Speed: 7
Range: 7.5
Special Ability: Instantly launch two anti-ship ultratorpedoes that deal massive damage to naval units and structures
Other Abilities: Submerged; immune to chaos; does not sink when affected by EMP

"Hush... they make near."

Akula SSNs have replaced the Typhoon subs as the Soviet's main attack submarine. With strengthened armor plating and a loadout of new Skira torpedoes, the Akula is much better equipped to deal with Allied Destroyers and Legion Boomers. To complement its offensive capabilities, Akulas have two additional torpedo tubes that are loaded with powerful unguided ultratorpedoes that can be immediately launched even while it is firing its standard torpedoes; these ultratorpedoes pack a hefty punch to enemy warships and can easily sink ships if they hit the right spot on the vessel's hull. Ultratorpedoes will only travel in a straight line and impacts any vessel that gets in its way, so it is important for Akulas to ensure there is a clear path for it to hit its intended target. The Akula also comes with an 88mm deck gun to strike visible ground targets if the need arises.

Giant Squid
Role: Ship hunter
Armaments: Giant tentacles, headbutt
Health: 620
Movement Speed: 6
Range: Melee
Special Ability: Release an Ink Blot that reduces an enemy submerged unit's vision and also temporarily slows them by 35%
Other Abilities: Submerged; immune to mind control and chaos

Once the stuff of legends, these fearsome predators of the deep are used by the Soviets to strike at ships without warning, the giant tentacles of these monstrous creatures wrapping around the entire ship and pulling it down to a watery grave. A product of Yuri's initial work with genetic and psychic manipulation, Giant Squids are perhaps the only remnant left of Yuri's initial experiments with mind control, controlled mutation and cloning, and even until today the Soviet's understanding of Yuri's technology is rudimentary at best. This has hindered the Soviets' attempts to perfect the use of Giant Squids in other aspects of naval warfare. Nevertheless, the might of these sea behemoths is not to be trifled with.

Sea Scorpion
Role: Anti-air naval support
Armaments: 75mm dual flak cannons, torpedo tubes
Health: 430
Movement Speed: 8
Range: 6.5; VS air units, 8.5
Special Ability: Switch between its flak cannons to deal with air units and torpedo tubes to take on enemy ships
Other Abilities: Can fire its flak cannons while on the move

"Need a little speed?"

The Sea Scorpion has not changed much since its inception in the early days of the Third Great War, except that it now comes with torpedo tubes to deal with enemy ships as it previously lacked the offensive firepower to defend itself from Allied or Legion warships. Though they may be weak individually, the Sea Scorpion's advantage lies in numbers and speed, thanks to its low production costs and the energy-efficient tesla drive that powers its propulsion.

Tesla Cruiser
Role: Anti-ship naval support
Armaments: Dual tesla cannons
Health: 690
Movement Speed: 6
Range: 7.5
Special Ability: Charges the tesla cannons to emit a Tesla Shockwave, electrocuting the water around the ship and dealing damage to all ships caught in the blast
Other Abilities: Can fire on the move

"Coils standing by."

The Soviets realized that it still needed warships to support its fleet of submarines, and here is where the Tesla Cruiser. Giving the old Stormsoul-class frigate a new lease in life, the Tesla Cruiser replaced the Stormsoul's 150mm gun batteries with dual supercharged tesla cannons that can discharge immense electrical energy that stuns and damages even the largest of warships. The temporary EMP effect that disrupts the enemy warship's systems gives the Soviets a small window of opportunity to sink the target with little fear of retaliation from the enemy. If needed, the Tesla Cruiser can overload its main weapon to emit a powerful tesla shockwave that ripples around the waters that surround the ship, severely damaging any warship or submarine that may be caught in its blast radius.

Dreadnaught
Role: Naval strategic bombardment
Armaments: 2 Hellfire-class destructor warheads, 8 Kolsva intermediate-range warheads
Health: 1000
Movement Speed: 4
Range: 17
Minimum Range: 4
Special Ability: Sacrifice Launchers to boost attack speed by 50% but at the cost of health over time while the ability is active
Other Abilities: Passively self-repairs; immune to chaos; replenishes used warheads

"This is our day, comrades!"

The Kingmaker-class dreadnaughts replaced the older Kuznetsov-class that has served the Soviets well since the Third Great War. The Kuznetsov was a first for Soviet naval engineering, designing a large vessel that was capable of launching ballistic missiles from a considerable distance and rebuild new ones even when they are far from a Shipyard. The Kingmaker continues that legacy, but now comes with additional intermediate-range warheads to complement the farther reaching Hellfire warheads. The addition of extra rockets makes the Dreadnaught far more deadly than its predecessor; it also comes with better armor plating and an improved propulsion system powered by an advanced tesla reactor core.

The Dreadnaught now comes with a revolutionary firing system that dramatically pushes the firing and reloading speed of the Dreadnaught's warhead launchers, but while this makes it a virtually unstoppable bombardment vessel, the major downside of 'sacrificing' its launchers will cause near-irreparable damage to not just the warhead launching mechanisms but to the entire ship as well. Initial testing of the Dreadnaught's sacrificial attack speed boost showed that it can only sustain this mode for less than 5 minutes before the firing and reloading systems jam and thus cause catastrophic system malfunctions in every working machinery on board the ship, before eventually sinking to the bottom of the sea.

"Ground Zero" Warship
Vietnamese special unit
Role: Medium fire support vessel
Armaments: Charybdis 133mm barrage guns
Health: 605
Movement Speed: 5
Range: 14
Special Ability: Switch between lethal napalm ordnance effective against infantry and structures, or cluster munitions to strike multiple targets with explosive ordnance
Other Abilities: Immune to chaos

"Burn, baby, burn!"

No one thought Vietnam would be capable of building its own warships. When the "Ground Zero" Warships were unveiled in the middle of the Third Great War, the Soviets were thoroughly impressed. These destroyer-sized vessels are equipped with 133mm barrage guns that could bombard ground targets from a good distance, making them smaller versions of the vaunted Dreadnaught, minus the warheads. The Vietnamese ships use napalm and cluster munition rounds to soften up targets with immense damage from either its highly reactive napalm bursts or a salvo of cluster munitions raining explosive death upon enemies. "Ground Zero" Warships are still vulnerable to hostile naval units, as its main weapons are not designed for self-defense.