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THE ALLIED NATIONS

Allied Information
Allied Structures
Allied Infantry
Allied Units
Allied Tech Tree
THE SOVIET UNION

Soviet Information
Soviet Structures
Soviet Infantry
Soviet Units
Soviet Tech Tree
THE EPSILON ARMY

Epsilon Information
Epsilon Structures
Epsilon Infantry
Epsilon Units
Epsilon Tech Tree



G.I.
  • Cost: $120
  • Speed: 6
  • Hitpoints: 125
  • Armor Class: Flak
  • Prerequisite: Allied Barracks
  • Purpose: Anti-Infantry, Garrison
  • Weapons: Machine pistol / DSR-80
  • Range: 4 / 5 (deployed) / 6 (garrison)







The Government Issue unit, or G.I. for short, is the standard infantry for the Allied ground assault troops. They are equipped with a machine pistol and a powerful DSR-80 machine gun in order to mow down enemy soldiers. Unfortunately, the DSR-80 produces far too much recoil to be used on the move. The biggest drawback however was that G.I.s were very vulnerable to enemy fire when using it.

This glaring vulnerability was solved by issuing sandbags to G.I.'s and training in using them for personal protection. The effects were immediate as casualties dropped sharply. This technique was improved and utilized for the Guardian G.I. anti-armor infantry divisions to great effect as well. For even more protection, G.I.s are trained in fortifying civilian structures to protect them from enemy fire.


Allied G.I.

Additional Information:
  • Can garrison civilian structures.
  • Can deploy for damage and range bonus.
  • Starting infantry unit for the Allies.


Guardian G.I.
  • Cost: $400
  • Speed: 6
  • Hitpoints: 150
  • Armor Class: Flak
  • Prerequisite: Allied Barracks
  • Purpose: Anti-Armor, Anti-Air, Garrison
  • Weapon: 'Seeker' Missile Launcher
  • Range: 5 / 6 (deployed) / 6 (garrison)







The Rocket Soldier has been a vital asset in the previous wars with the Soviets as an anti-armor and anti-air infantry. Now they're back, with a twist. Borrowing from the sandbag tactics employed by normal G.I.'s, the new Guardian G.I. carries collapsible steel plates which can be deployed to form a shield around the soldier, protecting him from small arms fire and the crushing treads of tanks.

Once stationary, the Guardian G.I. can utilize his 'Red-eye' laser targeting systems. This allows the soldier to fire missiles at a longer range and with better accuracy. Like their G.I. counterparts, G.G.I.s can also garrison buildings for additional defense.


Allied Guardian G.I.

Additional Information:
  • Can garrison civilian structures.
  • Can deploy for damage, range bonus and laser targeting.
  • Cannot be crushed by normal vehicles when deployed.


Allied Attack Dog
  • Cost: $150
  • Speed: 9
  • Hitpoints: 70
  • Armor Class: Animal
  • Prerequisite: Allied Barracks
  • Purpose: Reconnaissance, Anti-Infantry
  • Weapon: Sharp Teeth
  • Range: Close







A dog is a man's best friend. This age old adage is proven time and time again with the effectiveness of military attack dogs. Trained to attack enemy troops with no remorse, these canines are a threat to any infantry on the battlefield. Their speed, excellent swimming ability, and above-human perceptiveness makes them excellent scouts. It also allows them to sniff out enemy spies effectively. Unfortunately, to make sure the dogs are able to remain agile, they are equipped with only the lightest armor. They are completely helpless against defenses and vehicles.


Allied Attack Dog

Additional Information:
  • Amphibious.
  • Can detect enemy spies.
  • Immune to mind control & chaos.


Allied Engineer
  • Cost: $300
  • Speed: 6
  • Hitpoints: 90
  • Armor Class: Basic
  • Prerequisite: Allied Barracks
  • Purpose: Repair & Capture
  • Equipment: Bomb Defusal Kit
  • Range: Close







Engineers are a vital part of any military operation, whether it's instantly repairing friendly structures or bridges, capturing neutral or enemy buildings, or defusing bombs planted by enemy insurgents. Though an Engineer has many uses, he is unarmed, and so is often a priority target for enemy forces. Additionally, all Engineers can capture empty vehicles and tech structures instantly.


Allied Engineer

Additional Information:
  • Can find and disarm Ivan's bombs (bomb sight: 6).
  • Creates a repair vehicle inside an IFV or Stinger.
  • Can repair destroyed bridges by entering the Bridge Repair Hut.
  • One Engineer can capture any Tech Building, Tech Vehicle or Empty Vehicle.
  • One Engineer can capture an enemy structure when it's at 33% (red) health.
  • 2 Engineers are required to capture an enemy structure with 66% (yellow) health.
  • 3 Engineers are required to capture an enemy structure with 100% (green) health.
  • In singleplayer campaign and cooperative only 1 Engineer is required to capture anything.


Field Medic
  • Cost: $400
  • Speed: 7
  • Hitpoints: 100
  • Armor Class: Flak
  • Prerequisite: Allied Barracks, Air Force Command HQ
  • Purpose: Infantry Support
  • Equipment: Medic Kit
  • Range: Close







Even with all their armor and training, an Allied soldier doesn't last very long in the field without support. On the battlefield, where every man counts, the Medic is there to keep the troops alive as long as possible. Though the Medic is unarmed, do not underestimate his potential when surrounded by a group of soldiers.


Allied Field Medic

Additional Information:
  • Immune to poison.
  • Automatically heals himself.
  • Creates a repair vehicle inside an IFV or Stinger.


Rocketeer
  • Cost: $550
  • Speed: 32 (flying)
  • Hitpoints: 125
  • Armor Class: Flak
  • Prerequisite: Allied Barracks, Air Force Command HQ
  • Purpose: Anti-Infantry, Anti-Aircraft
  • Weapons: Type-42K HMG(x2)
  • Range: 6







Since many centuries, man has wanted to fly. Though the invention of aircraft alleviated this desire to some degree, the concept of soldiers being able to fly around the battlefield almost indefinitely was a dream for the Allies that has finally been realized through a joint project by Allied scientists.

Rocketeers are brave individuals who hover far above the battlefield, engaging ground and air targets with relative impunity. Though their high speed and maneuverability makes them excellent scouts, they are very vulnerable to anti-air emplacements, and should be kept well away from them.


Allied Rocketeer



Siege Cadre
  • Cost: $550
  • Speed: 7
  • Hitpoints: 115
  • Armor Class: Plate
  • Prerequisite: Allied Barracks, Air Force Command HQ
  • Purpose: Anti-Structure
  • Weapon: Comet Prism Rifle 00
  • Range: 8







Following the Prism Tank's success as a siege engine, efforts to create a miniaturized prism weapon quickly sprung up. The most successful attempt was the Comet Prism Rifle 00, which was quickly put into mass production. The Siege Cadres are men trained to use the rifle with pinpoint precision, allowing for devastating results on hardened targets and structures, as well as human flesh.

Armored vehicles however, have proven to be a problem due to the lack of charging coils in the prism rifle to increase portability. Siege Cadres wear extra thick suits to protect them from any possible discharges from their weapon. This has the beneficial side effect of protecting them from Attack Dogs.


Allied Siege Cadre

Additional Information:
  • Immune to dog attacks.


Navy SEAL
  • Cost: $700
  • Speed: 7
  • Hitpoints: 110
  • Armor Class: Flak
  • Prerequisite: Allied Barracks, Air Force Command HQ
  • Purpose: Anti-Infantry, Anti-Structure, Anti-Naval
  • Equipment: HK5 UMP Submachine Gun, C4 Charges
  • Range: 6.5 / Close (C4)







Navy SEALs are the elite soldiers of the Allied forces. Extensively trained in various weaponry, covert ops, and amphibious assaults, they are more than capable of handling most ground threats. They can use their C4 charges to quickly demolish enemy structures as well. SEALs are excellent for marine warfare as well, capable of detecting submerged enemy units and destroying ships with their C4.


Allied Navy SEAL

Additional Information:
  • Amphibious.
  • Can detect cloaked and submerged units (sensors range: 7).


Spy
  • Cost: $900
  • Speed: 6
  • Hitpoints: 140
  • Armor Class: Basic
  • Prerequisite: Allied Barracks, Tech Center
  • Purpose: Infiltration & Sabotage
  • Equipment: Makeup Kit
  • Range: Whole Map







Espionage has been an essential part of warfare for millennia. Spies exceed in blending in and disguising themselves, allowing them to slip past enemy lines. Spies can provide a commander with invaluable assets when he infiltrates an enemy facility, but be wary of units that can detect them, as a Spy is unarmed.

When your Spy enters..
  • Enemy Barracks: All your infantry will be trained as veteran.
  • Enemy Factory: All your War Factory units will be produced as veteran.
  • Enemy Radar: Battlefield will be reshrouded for the radar's owner.
  • Enemy Power Plant: Owner's power will be shut down for 1:30.
  • Enemy Refinery: You will steal $5000 from the refinery's owner.
  • Enemy ConYard: Stolen MCV will be unlocked.
  • Enemy Laboratory: Additional infantry technology will be unlocked.
  • Enemy Lab & ConYard: Additional unit technology will be unlocked.
  • Enemy Superweapon: Counter for the infiltrated superweapon will be reset.












Allied Spy



Chrono Legionnaire
  • Cost: $1500
  • Speed: (teleport)
  • Hitpoints: 100
  • Armor Class: Plate
  • Prerequisite: Allied Barracks, Tech Center
  • Purpose: Immobilization & Erasure
  • Weapon: Temporal Displacement Device
  • Range: 6







The Chrono Legionnaire can erase enemies from time using his special weapon, freezing them in time as he methodically erases every trace of the unit from the time continuum. While being erased, targeted units are not present in any time stream, and are therefore invulnerable to all weapons. Chrono Legionnaires can chronoshift across entire cities and "erase" buildings and soldiers.

Due to the need to make the chronoshift device compact enough to be man-portable, the generators in the suit are not powerful enough for instant timeshifting. Although the Legionnaire can instantly reappear in the desired location, it takes time for the Legionnaire to reform completely. The longer the jump, the longer it takes for a Legionnaire to fully re-enter the time stream, leaving him vulnerable.


Allied Chrono Legionnaire

Additional Information:
  • Cannot move into shroud.


Tanya
  • Cost: $1500
  • Speed: 9
  • Hitpoints: 200
  • Armor Class: Flak
  • Prerequisite: Allied Barracks, Tech Center
  • Purpose: Anti-Infantry, Anti-Armor, Anti-Structure
  • Weapon: Prototype Laser Rifle / C4 Charges
  • Range: 8 / Close (C4)







This commando works for United States of America.
The true origin of Tanya Adams is completely unknown to all except a select amount of high-ranking officials in the United States. Speculation runs wild about this almost legendary special agent, who played a pivotal role in the First Great War as well. The most accepted theory is that Tanya Adams isn't her real name, but a code name for the last person from a selection of the most elite field agents to remain standing after a gruesome training mission known only under the term 'bellum regalem', a gauntlet comprising of anything and everything that could possibly be thrown at an agent.

Tanya is equipped with one of the first working attempts of a miniaturized laser weapon, capable of cutting through tank armor and human flesh with great ease. C4 charges allow her to take down both ships and buildings in the blink of an eye, making Tanya both lethal on and off-shore.

Watch Hero Spotlight about Tanya!
Watch ANOTHER Hero Spotlight about Tanya!


Tanya

Additional Information:
  • Amphibious.
  • Build Limit: 1
  • Immune to abduction.
  • Automatically heals herself.
  • Immune to mind control & chaos.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (sensors range: 9).


Siegfried
  • Cost: $1500
  • Speed: 6
  • Hitpoints: 450
  • Armor Class: Plate
  • Prerequisite: Allied Barracks, Tech Center
  • Purpose: Siege, Unit Support
  • Weapon: 'Zeitgeist' Cannon / Chrono Freeze
  • Range: 12 / Area-of-effect







This commando works for European Alliance.
Siegfried is known as a close associate of the late Albert Einstein. Though Einstein believed his technology should primarily be used for peaceful purposes, Siegfried has set out into the field to show that it is essential to weaponize Einstein's technology in order to protect the free world.

On the battlefield, Siegfried is the man that pilots the Zeitgeist, a massive craft that wields some of the Alliance's most advanced chrono-technology. He can bombard enemies from a great distance with a cutting edge weapon that creates a small, unstable chrono vortex, inflicting a huge amount of damage to anyone caught up in it.

When ordered to deploy, Siegfried creates a large, stable chrono-field, that temporarily phases himself and all friendly units in the area, out of this plane of existence, becoming completely impervious to most outside influence. However, phasing out makes any movement impossible. Due to the bulkiness and weight of his craft, Siegfried can't fit into most smaller transports and cannot cross water. However, he can still make use of Allied air transports.

Watch Hero Spotlight about Siegfried!


Siegfried

Additional Information:
  • Build Limit: 1
  • Minimum Range: 3
  • Immune to abduction.
  • Automatically heals himself.
  • Takes 2 slots in a transport.
  • Immune to mind control & chaos.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (sensors range: 9).


Norio
  • Cost: $1500
  • Speed: 36 (flying)
  • Hitpoints: 240
  • Armor Class: Flak
  • Prerequisite: Allied Barracks, Tech Center
  • Purpose: Hit'n'Run Assault, Anti-Aircraft
  • Weapon: Cryo Rifle / Missiles (x6)
  • Range: 8 / 8







This commando works for Pacific Front.
After graduating from Waseda University, Tomokawa initially found employment as a police officer assigned to the Tokyo Metropolitan Police Department's Anti-Riot Squad division before joining the Japanese Rocketeer division. Due to outstanding acts of courage in the field, Norio quickly rose through the ranks, eventually being selected as the prime candidate for the Pacific Front's latest developments in armored flight suits.

Norio uses the 'Garuda' power armor of which only a few were made. Capable of flying at incredible speeds, Norio is well-equipped to deal with air and ground threats, freezing enemy infantry with a built-in cryo rifle and destroying enemy armor and aircraft with a burst of guided missiles. The suit also allows Norio to resist an amazing amount of anti-aircraft fire, though concentrated fire will eventually overwhelm him.

Watch Hero Spotlight about Norio!


Norio

Additional Information:
  • Build Limit: 1
  • Automatically heals himself.


Cryo Commando
  • Cost: $1500
  • Speed: (teleport)
  • Hitpoints: 150
  • Armor Class: Plate
  • Prerequisite: Allied Barracks, Any Lab
  • Purpose: Anti-Infantry, Support
  • Weapon: Personal TIC
  • Range: 7







This infantry becomes available after infiltration of Allied Tech Center.
When a rogue Allied commander’s Tech Center has been infiltrated, the stolen research can be utilized in order to train Cryo Commando’s. These elite soldiers are outfitted with some of the best technology the Allied forces have to offer. Cryo Commando’s are equipped with chrono-backpacks much like those donned by Chrono Legionnaires and a weapon that can dramatically reduce the speed of anything it targets and shatter infantry with a blast of sub-zero temperatures.

These frostbitten warriors are often deployed for more clandestine missions such as the elimination of high priority targets. With the commando’s being able to appear anywhere, reduce a target to icy remains, and disappear in the blink of an eye has left many enemy military figureheads in paranoia. Even in the comfort of their own homes.


Allied Cryo Commando

Additional Information:
  • Cannot move into shroud.


Hoplite
  • Cost: $1500
  • Speed: 5
  • Hitpoints: 275
  • Armor Class: Cyborg
  • Prerequisite: Allied Barracks, Any Lab
  • Purpose: Anti-Armor, Anti-Structure
  • Weapon: Zone Blaster(x2) / C4 Charges
  • Range: 6 / Close (C4)







This infantry becomes available after infiltration of Soviet Lab.
The Hoplite is the Allied appropriation of Soviet cyborg and EMP technology. After numerous psychological and physical evaluations, a soldier will partake in the invasive surgery procedures which will integrate armor and weapons systems into their body, bringing man and machine together in unison. With EMP weaponry in order to disable and annihilate vehicles and C4 charges to destroy enemy structures, the Hoplite boasts superhuman durability in the face of enemy armor. Though they are a devastating force, Hoplites are ill-equipped to deal with infantry forces and must avoid prolonged small arms fire.


Allied Hoplite

Additional Information:
  • Immune to poison.
  • Vulnerable to EMP.
  • Immune to abduction.
  • Immune to radiation.
  • Immune to dog attacks.
  • Immune to mind control & chaos.
  • Cannot be crushed by any vehicles.


Suppressor
  • Cost: $1250
  • Speed: 10
  • Hitpoints: 300
  • Armor Class: Plate
  • Prerequisite: Allied Barracks, Any Lab
  • Purpose: Support
  • Weapon: Negation Atomizer
  • Range: 9







This infantry becomes available after infiltration of Epsilon Pandora Hub.
Suppressors are the small crafts that are the result of Allied scientists reverse engineering stolen Epsilon technology. Though the developers of the Suppressor remain suspiciously mute about the inner workings of the craft, its ability to turn the tides on the battlefield is readily apparent. Crewed by specially trained technicians, the Suppressor fires projectiles that mimic Epsilon’s psychic manipulation, leaving victims severely weakened and vulnerable to Allied firepower.

In order to pilot a Suppressor, applicants must first take mandatory training in order to provide resistance to the effects of the weapon they operate. This also ensures that the pilots cannot be mind controlled and forced to reveal the many secrets of the Suppressor.


Allied Suppressor

Additional Information:
  • Amphibious.
  • Vulnerable to EMP.
  • Immune to dog attacks.
  • Takes 2 slots in a transport.
  • Immune to mind control & chaos.
  • Cannot be crushed by normal vehicles.
  • Weapon decreases firepower, armor and speed by 40%.
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