Veteran enhancement: life enhancement, damage enhancement, attack interval reduction, vision enhancement and speed improvement.
Elite enhancement: life enhancement, damage enhancement and attack interval reduction.
Main weapon [SquidGrab]
Damage: 15 (parasitic)
Attack interval 99
Range 1.5 (navy)
Damage to crawling infantry is 100%
The damage to armor is 100%, 100%, 100%, 100%, 100%.
Sub-weapon [squib]
Injury: 100
Attack interval 32
Range 1.83 (Dolphin, Thunder, Giant Squid)
Causes 70% damage to crawling infantry.
The damage to armor is 100%, 100%, 100%, 70%, 70%, 35%, 75%, 40%, 20%, 80%, 100%.
Elite Main Weapon [Squid Grab]
Damage: 40 (Parasitic)
Attack interval 99
Range 1.5 (navy)
Damage to crawling infantry is 100%
The damage to armor is 100%, 100%, 100%, 100%, 100%.
Elite sub-weapon [squid punch]
Damage: 200
Attack interval 32
Range 1.83 (Dolphin, Thunder, Giant Squid)
Causes 70% damage to crawling infantry.
The damage to armor is 100%, 100%, 100%, 70%, 70%, 35%, 75%, 40%, 20%, 80%, 100%.
Special ability
1. Submarine detection: detect and calibrate submarines within 8 grids.
2. Underwater sports: keep diving without attacking land and being attacked.
3. Anti-parasitism: Free from parasitic attacks.
4. Automatic repair: it can automatically restore life after injury, and recover 5 times every 75 hours.
5. block the action of the parasitic navy (the attacked ship can only attack in the opposite direction, not turn to attack. The only ways to lift the blockade are dolphins, teleportation and forced pull-out of magnetoelectric tanks.
Sea scorpion
Price: 600;
Life: 400;
Armor: heavy armor;
Vision: 8
Speed: 8;
Construction conditions: Soviet dock+aerial finger/radar/psychic detector;
Veteran-level reinforcement: life reinforcement, damage reinforcement, reduced attack interval, enhanced vision and increased speed;
Elite strengthening: life recovery, life strengthening, damage strengthening, reducing attack interval;
Main weapon [anti-aircraft gun]
Injury: 25;
Attack interval: 25;
Scope: 5 (ground);
Damage to crawling infantry:100%;
Killing radius:1.0;
The farthest injury ratio:1.0;
Armor damage: 150%, 125%, 100%, 60%, 10%, 10%, 30%, 20%,10.
Elite main battle weapon [anti-aircraft gun]
Injury: 25× 2;
Attack interval: 25;
Scope: 5 (ground);
Damage rate to creeping infantry:100%;
Attack range:1.0;
The farthest injury ratio:1.0;
Armor damage: 150%, 125%, 100%, 60%, 10%, 10%, 30%, 20%,10.
Sub-weapon [antiaircraft gun]
Injury: 40;
Attack interval: 20;
Range: 12 (sky);
Damage to crawling infantry:100%;
Killing radius:1.0;
The farthest injury ratio:10%;
Armor damage: 150%, 80%, 50%, 100%, 100%, 20%, 0%,100%;
Elite auxiliary weapon [air defense weapon]
Damage: 35× 2;
Attack interval: 20;
Range: 10 (sky);
Damage rate to creeping infantry:100%;
Attack range:1.0;
The farthest injury ratio:10%;
Armor damage: 150%, 80%, 50%, 100%, 100%, 20%, 0%,100%;
HMS Intrepid
Price: 2000
Life span: 800
Armor: heavy armor
Vision: 7
Speed: 4
Veteran enhancement: life enhancement, damage enhancement, attack interval reduction, vision enhancement and speed improvement.
Elite enhancement: life recovery, life enhancement, damage enhancement, and reduction of attack interval.
Main weapon
Damage: 300×2
Attack interval: 80
Range: 25 (ground)
Minimum range: 8
Damage to crawling infantry: 70%
Killing radius: 1.5
Farthest injury rate: 25%
Armor damage: 100%, 90%, 80%, 100%, 80%, 80%, 85%, 65%, 28%, 80%, 0%.
Elite's main weapon
Damage: 600×2
Attack interval: 80
Range: 25 (ground)
Minimum range: 8
Damage to crawling infantry: 70%
Kill radius: 3
Farthest injury rate: 50%
Armor damage: 100%, 90%, 80%, 100%, 80%, 80%, 85%, 65%, 28%, 80%, 0%.
Missile data
Price: 2000
Life span: 50
Armor: missile
Vision: 1
Speed: 18
After upgrading to the third level, it is extremely powerful. The missile has a small explosion and nuclear radiation, and it occupies two cabins.
Armored personnel carriers/armored transport
Soviet army, Yuri's ship carrying tanks and soldiers. It plays a great role in maps with sea and no bridge.
Number of troops transported: 12
Number of tanks transported: 4 (Apocalypse can only transport 2)
It can't transport ships, buildings and planes. Iron curtain device and space-time launcher are effective for it.
The base car can transport two cars.
Hurricane class submarine
Health: 200
Armor: Real armor
Armor thickness: medium
Vision: 4
Speed: 5
Construction conditions: Soviet wharf
Manufacturing cost:1000;
Action speed: 4;
Vision: 4;
Necessary buildings: Soviet wharf;
Veteran's ability: increase endurance, firepower, attack speed, vision and action speed;
Elite ability: increase endurance, firepower, attack speed and self-healing;
Main weapon
Injury:100;
Attack interval:120;
Range: 7 (in the sea);
Damage to crawling infantry: 50%;
Killing radius: 0.5;
The farthest injury ratio: 80%;
Armor damage: 25%, 25%, 25%, 75%, 100%, 100%, 65%, 65%, 25%,100%;
Elite's main weapon [SubTorpedo]
Damage:100 * 2; Attack interval:120;
Range: 7 (in the sea);
Damage to crawling infantry: 50%;
Killing radius: 0.5;
The farthest injury ratio: 80%;
Armor damage: 25%, 25%, 25%, 75%, 100%, 100%, 65%, 65%, 25%,100%;
Special ability: 1. Submarine detection: detect and calibrate submarines within 7 grids;
2. Underwater sports: keep diving without attacking land or being attacked;
Aegis cruiser
Necessary buildings: Allied Dock+Air Finger Department/Radar/Mind Detector;
Main weapon
Injury:100;
Vision: 8;
Speed: 4;
Attack interval: 15 (passive);
10 (active);
Range: 12 (sky);
Killing radius: 0.3;
The farthest injury ratio:100%;
Armor damage: 100%, 100%, 100%, 100%, 0%, 65438.
Elite main weapon [Medusa] (Medusa E)
Damage:100× 2;
Attack interval: 5 0.5 (active);
Range: 14 (sky);
Attack range: 0.3;
The farthest injury ratio:100%;
Armor damage: 100%, 100%, 100%, 100%, 0%, 65438.
Special abilities:
1, vertical launch: can attack enemy units without turning around;
2. Dynamic aiming: you can aim and attack enemy units while moving;