Unit codex
Look up the core fighting units of Glory of the Republic: roles, strengths, and what beats them.
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Search by name, faction, type, role, or tech, then narrow the list with tags.
Conscript
Civilians answering the Soviet call to arms. Enlistment is free, so the price is mostly the rifle and the coat. They soak a little more punishment than the GI next door.
Flak Trooper
Convicts looking for a pardon, hauling flak guns that throw hot shrapnel at aircraft and anyone unlucky enough to be nearby.
Tesla Trooper
Heavy insulated armor and a man-portable Tesla arc. Vehicles especially regret meeting one.
Crazy Ivan
A cheerful bomb specialist who can plant charges at a distance, slap explosives on himself, and take the room with him when he goes.
Irradiated Cow
A practical Soviet science project: a cow packed with nuclear waste. It looks harmless right up until it wanders into a sunbathing tank column.
Terrorist
A Soviet AI-driven suicide unit, formerly the classic terrorist. It sprints in, detonates, and is cheap enough to do it again.
Desolator
Iraqi scientists packed a radiation device into a suit. Deploy a Desolator in the right spot and whole formations wither.
Yuri
A Soviet psychic operative. Years of mind control cost him his hair, and bought him the ability to seize one unit.
War Miner
A Soviet AI miner that brings its own light cannon to work.
Rhino Tank
The Soviet main battle tank. Average speed, thick armor, and a gun that earns its keep.
Flak Track
The Soviet anti-air workhorse. Fast, moderately armored, and able to carry a few passengers.
Terror Drone
A nimble Soviet machine that climbs inside vehicles or cuts infantry down in a blink.
Tesla Tank
A tank built around a compact Tesla coil. The current punches through layers of armor and hits what is inside.
Demolition Truck
A truck full of high explosive. Get it close, and the neighborhood stops existing.
Hind
A Soviet heavy attack helicopter with a cannon, missiles, and room for a few infantry.
Apocalypse Tank
The peak of Soviet armor. Two main guns, plus missiles for anything that tries to fly over it.
Kirov Airship
The heaviest Soviet aircraft, loaded with bombs and a permanent place in Allied nightmares.
V3 Rocket Launcher
A launcher for oversized rockets, built to knock out defenses from a safe distance.
Chinese Infantry
China’s basic rifle infantry, and the best individual soldier among the basic troops.
Sea Wolf
Chinese amphibious special forces. They move on land and water, hit ships and light targets, and harass coasts in packs.
Amphibious Miner
A Chinese miner that drives on land and crosses open water.
Light Tank
China’s fast mainstay. Built to be in two places, and to annoy both of them.
Multirole IFV
A universal fighting vehicle whose weapon changes with the infantry it carries.
Heavy Transport Chopper
A huge helicopter that slings vehicles and carries a crowd of infantry.
Light Apocalypse
The Apocalypse idea, rebuilt with a much better pair of treads.
Triple Missile Launcher
Three missiles at once, enough to blanket the spot you pointed at.
J-10 Fighter
China’s advanced multirole fighter, at home in a dogfight and against targets on the ground.
GI
The standard Allied rifle infantry: uniform, rifle, and a slogan about holding the line. The training bill is modest. The worry starts when treads get close and the vest turns out to be optimistic.
Rocketeer
Infantry with a jetpack. Excellent for harassment and for seeing what they would rather you did not.
Tanya
The Allied commando. Infantry disappear, and buildings follow if she is allowed to walk up to them.
Sniper
A long-range answer to infantry. One shot, one soldier.
Chrono Miner
A miner that teleports home. It hauls ore faster and is miserable to corner.
Grizzly Tank
The Allied main battle tank. Speed and a quick turret do the talking. Deploy it into a fixed gun when a position matters more than movement: more health, more range, and no more driving.
Tank Destroyer
A hunter built around special armor-piercing ammunition, and not much else.
Mirage Tank
Sits still and becomes a tree, which is a rude surprise for anything walking the tree line.
Prism Tank
A prism weapon whose beam jumps between targets and unravels a formation.
Nighthawk
A stealth transport that prefers not to appear on radar, with just enough of a gun to complain. Its real job is delivering a problem into the back yard.
Attack Dog
A trained dog that smells a spy and ends an infantryman in one leap.
Spy
An agent in someone else’s uniform. Walk into a building and the building starts working for you, or stops working at all.
Engineer
A field technician who can capture an enemy building outright or put a damaged friendly structure back to work.
Chrono Legionnaire
Elite infantry who blink across the field and erase a target from the timeline entirely.
Typhoon Attack Sub
The Soviet attack submarine. It hides underwater and puts torpedoes into ships.
Sea Scorpion
A fast light boat with anti-air guns, built to swat aircraft before they reach the fleet.
Dreadnought
A Soviet heavy missile ship that throws a pair of long-range missiles inland.
Giant Squid
A deep-sea animal under psychic orders. It wraps a ship and shuts it down.
Patrol Boat
A fast Chinese boat with a gun and an anti-air helicopter on call.
Storm Attack Sub
A Chinese attack submarine with a very heavy torpedo salvo.
Missile Command Ship
A Chinese capital ship that combines a missile battery with a command deck.
Drone Nest
A carrier that releases swarms of drones against land and sea targets.
Destroyer
The Allied fleet’s everyday warship, with a naval gun and an anti-submarine helicopter.
Aegis Cruiser
The Allied anti-air ship. Its interceptor missiles are a closed door for most aircraft.
Aircraft Carrier
The Allied naval endgame. Its Hornet aircraft level buildings inside a very long reach.
Dolphin
A trained animal that finds submarines and squid with sonar, then deals with them.
Yuri Prime
A stronger psychic. The control radius is wider, and a psychic shock reminds nearby units who is chairing the meeting.
Psi Commando
Mind-control infantry the Allies acquired through a special program. The faction in the suits finally found a faster way to change someone’s mind.
Chrono Ivan
A demolition expert with a chronoshift rig, so the bomb and the exit can share one itinerary.
Chrono Commando
An expensive Allied commando with a long gun and a chronoshift. The invoice is just as visible as the muzzle flash.
Allied MCV
The Allied mobile base. Deploy it and it becomes a construction yard. It is not fast, and it is carrying every logistics department’s overtime.
Soviet MCV
The Soviet mobile base. Unfold it and the heavy-industry wish list becomes buildings.
Chinese MCV
China’s mobile base. Deploy it and the plan on paper becomes a base that needs guarding.
IFV
A light Allied multirole vehicle. It carries one infantry soldier, and the passenger decides the weapon. Putting the job description in the vehicle computer is very Allied.
Landing Craft
A roomy Allied amphibious transport, built to deliver a boatload of plans and infantry to a shore that did not invite them.
Armored Transport
A Soviet heavy amphibious transport. The extra plate makes the landing plan look more certain than it is.
Chinese Transport
China’s heavy amphibious transport. Capacity and armor are both enough. The landing force still has to prove the rest.
Intruder
A fast Allied ground-attack jet with one heavy missile, then a trip back to the airfield for the next invoice.
Sky Guardian
A fast Chinese air-superiority fighter with a deep magazine, assigned to work through whatever is cluttering the sky or the sea.
Black Eagle
Korea’s fast ground-attack jet. Quicker and tougher than a standard intruder, and very good at ruining an anti-air duty roster.
Chinese Prism Tower
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Chinese Power Plant
The node that keeps a base powered. Quiet as an accountant until the lights go out and every advanced building lies down.
Chinese Construction Yard
The construction yard left behind when a base deploys. It cannot sprint, and the whole army’s logistics sit on its foundation.
Chinese Ore Refinery
The building that takes ore, books the income, and keeps the war affordable. Every clever plan still has to clear its ledger.
Chinese Airforce HQ
The command node for aircraft and base information. Every shadow on the map becomes a report that needs a signature.
Chinese Naval Yard
The yard that builds and fits out a surface fleet, filling blank water with your own hulls.
Chinese Battle Lab
The lab that unlocks advanced units and special abilities. Researchers write the risk down. The front line turns the report into reality.
Chinese Barracks
The camp that trains basic infantry and specialists. Uniforms, slogans, and the new-recruit queue all start here.
Chinese War Factory
The plant that turns plate, parts, and budget into treads or tires.
Chinese Service Depot
The depot that puts damaged vehicles back to work. It does not create heroes. It stops them breaking down halfway.
Prism Tower
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Fortified Pillbox
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Beidou Terminal
A strategic building. It quietly supports technology, intelligence, or a special ability.
Sentry Gun
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Restoration Banner
A strategic building. It quietly supports technology, intelligence, or a special ability.
Weather Controller
A strategic building. It quietly supports technology, intelligence, or a special ability.
Weather Controller
A strategic building. It quietly supports technology, intelligence, or a special ability.
Grand Cannon
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Psychic Sensor
A strategic building. It quietly supports technology, intelligence, or a special ability.
Patriot Missile
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Nuclear Reactor
The node that keeps a base powered. Quiet as an accountant until the lights go out and every advanced building lies down.
Nuclear Missile Silo
A strategic building. It quietly supports technology, intelligence, or a special ability.
Pillbox
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Rocket Bunker
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Power Plant
The node that keeps a base powered. Quiet as an accountant until the lights go out and every advanced building lies down.
Allied Battle Lab
The lab that unlocks advanced units and special abilities. Researchers write the risk down. The front line turns the report into reality.
Allied Barracks
The camp that trains basic infantry and specialists. Uniforms, slogans, and the new-recruit queue all start here.
Allied Wall
A cheap, direct boundary. It slows a raid and makes the attacker take a few extra steps.
Allied Construction Yard
The construction yard left behind when a base deploys. It cannot sprint, and the whole army’s logistics sit on its foundation.
Allied War Factory
The plant that turns plate, parts, and budget into treads or tires.
Allied Ore Refinery
The building that takes ore, books the income, and keeps the war affordable. Every clever plan still has to clear its ledger.
Allied Service Depot
The depot that puts damaged vehicles back to work. It does not create heroes. It stops them breaking down halfway.
Allied Naval Shipyard
The yard that builds and fits out a surface fleet, filling blank water with your own hulls.
Tesla Coil
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Tesla Reactor
The node that keeps a base powered. Quiet as an accountant until the lights go out and every advanced building lies down.
Ore Refinery
The building that takes ore, books the income, and keeps the war affordable. Every clever plan still has to clear its ledger.
Airforce HQ
The command node for aircraft and base information. Every shadow on the map becomes a report that needs a signature.
Airforce HQ
The command node for aircraft and base information. Every shadow on the map becomes a report that needs a signature.
Fusion Reactor
The node that keeps a base powered. Quiet as an accountant until the lights go out and every advanced building lies down.
Soviet Battle Lab
The lab that unlocks advanced units and special abilities. Researchers write the risk down. The front line turns the report into reality.
Soviet Barracks
The camp that trains basic infantry and specialists. Uniforms, slogans, and the new-recruit queue all start here.
Soviet Wall
A cheap, direct boundary. It slows a raid and makes the attacker take a few extra steps.
Soviet Wall
A cheap, direct boundary. It slows a raid and makes the attacker take a few extra steps.
Soviet Construction Yard
The construction yard left behind when a base deploys. It cannot sprint, and the whole army’s logistics sit on its foundation.
Soviet War Factory
The plant that turns plate, parts, and budget into treads or tires.
Soviet Ore Refinery
The building that takes ore, books the income, and keeps the war affordable. Every clever plan still has to clear its ledger.
Soviet Service Depot
The depot that puts damaged vehicles back to work. It does not create heroes. It stops them breaking down halfway.
Soviet Naval Yard
The yard that builds and fits out a surface fleet, filling blank water with your own hulls.
Gap Generator
A strategic building. It quietly supports technology, intelligence, or a special ability.
Cloning Vat
A strategic building. It quietly supports technology, intelligence, or a special ability.
Chronosphere
A strategic building. It quietly supports technology, intelligence, or a special ability.
Iron Curtain
A strategic building. It quietly supports technology, intelligence, or a special ability.
Spy Satellite
A strategic building. It quietly supports technology, intelligence, or a special ability.
Flak Cannon
A fixed defense. It holds a key entrance with power and range. It will not chase anyone, but it will make them reconsider the route.
Radar
A strategic building. It quietly supports technology, intelligence, or a special ability.
Guardian GI
Heavy Allied infantry. The missile and the chest plate are both hard to miss. Speed was not in the budget.