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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




Soviet Conscript
  • Cost: $60
  • Speed: 6
  • Hitpoints: 115
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks
  • Purpose: Anti-Infantry, Garrison
  • Weapons: PPSh 41
  • Range: 4 / 6 (garrison)







Conscripts are men drafted into service for the Soviet armies. With Soviet forces pressured to churn out an ever increasing amount of troops, Conscripts are often poorly equipped and only have the most basic military training. They are very cost effective however and are often trained en masse for use in human wave tactics. Conscripts can garrison buildings to increase their rather low survivability.


Soviet Conscript

Additional Information:
  • Can garrison civilian structures.
  • Starting infantry unit for the Soviets.


Flak Trooper
  • Cost: $150
  • Speed: 6
  • Hitpoints: 120
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks
  • Purpose: Anti-Armor, Anti-Air, Garrison
  • Weapon: Personal Flak Cannon
  • Range: 5 / 9 (anti-air)/ 6 (garrison)







Flak Troopers are the main anti-armor and anti-aircraft infantry of the Soviet armies. The position of Flak Trooper is one of the lowest in the Soviet army, even compared to the Conscript divisions. Former convicts or the homeless were gathered in massive training camps to get crash courses on how to use their personal flak cannons. Their 'payment' for service in the army is generally either housing and food or freedom after the war. Needless to say, not many men live long enough to see that payment.


Soviet Flak Trooper

Additional Information:
  • Can garrison civilian structures.


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







With a thick fur coat and incredible survival instinct, the Soviet Attack Dog is capable of surviving in even the most bitter of winters. Enemies are wise to keep their infantry away from Attack Dogs to prevent unnecessary mauling. Light on their feet and great swimmers, the dogs serve as excellent reconnaissance units. Like their Allied cousins, they can sniff out enemy spies effectively and are just as vulnerable to vehicle and structures.


Soviet Attack Dog

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


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







Engineers make up an important part of military operations everywhere. Able to instantly repair friendly structures, capturing neutral or enemy buildings, or defuse hostile bombs makes them essential on the battlefield. 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.


Soviet 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.


Pyro
  • Cost: $400
  • Speed: 7
  • Hitpoints: 200
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks, Radar Tower
  • Purpose: Anti-Structure, Anti-Infantry
  • Weapons: Flamethrower
  • Range: 5







Flamethrowers have been used by the Soviets in the First Great War to terrorize local villages; torching man and structure to ashes. Now, known as Pyro, the Flamethrower infantry is making a comeback. The Soviet army has dug into its pockets in order to improve the effectiveness of Pyros by issuing standard flame retardant suits and longer ranged, more powerful flamethrowers. The Pyro is now a definite threat to structures and groups of enemy infantry and is not to be underestimated.


Soviet Pyro



Crazy Ivan
  • Cost: $600
  • Speed: 8
  • Hitpoints: 120
  • Armor Class: Basic
  • Prerequisite: Soviet Barracks, Radar Tower
  • Purpose: LOSING A BOMB
  • Weapon: Timed Incendiary Explosives
  • Range: Close







Crazy Ivan is the umbrella term for the infantry divisions in the Soviet armies that specialize in demolition and wholesale destruction. The explosives Crazy Ivans use are entirely self-made, time-triggered incendiary explosives. Having the Ivans create their own bombs with barely any safety procedures provides an unintended and rather unorthodox method of rooting out incompetence.

Unfortunately, the possibility of having your own weapons spontaneously explode at any time has taken its psychological toll on the Ivans, making them perhaps a bit too anxious to rid themselves of their bombs. Crazy Ivans are trained to swim, carrying their explosives in protective plastic bags.


Soviet Crazy Ivan

Additional Information:
  • Amphibious.
  • Explodes when killed.


Tesla Trooper
  • Cost: $500
  • Speed: 6
  • Hitpoints: 200
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks, Radar Tower
  • Purpose: Anti-Armor
  • Equipment: Miniaturized Tesla Coil
  • Range: 5 / Close (Charger)







The natural evolution of the Shock Trooper, the Tesla Trooper is better armored and armed than his predecessor thanks to advances in tesla technology, thus maintaining his position as one of the Soviets best anti-tank troopers. The thick insulative armor provides protection from tank treads and dog bites as well, making the Tesla Trooper even more durable. A recent development is the coil charger which allows troopers to charge a friendly Tesla Coil, allowing the Coil to remain online without grid power and increasing its lethality.


Soviet Tesla Trooper

Additional Information:
  • Immune to dog attacks.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (sensors range: 7).
  • 1 Tesla Trooper can increase Tesla Coil's firepower.
  • 2 Tesla Trooper can make a Tesla Coil work on low power.
  • 2 Tesla Trooperwill add short EMP effect to Tesla Coil's bolt.
  • Overcharge will increase his firepower by 100% for 20 seconds.


Mortar Quad
  • Cost: $600
  • Speed: 8
  • Hitpoints: 125
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks, Radar Tower
  • Purpose: Anti-Armor Siege
  • Equipment: Mortar
  • Range: 10







This infantry is unique to Latin Confederation.

The concept of a fast anti-armor harasser has circulated through the halls of the Soviet army before, but never developed into fruition after the initial blueprints for an attack cycle went suddenly missing. The Latin Confederation however, has continued with a different, more improvised approach. Welding armor piercing mortars to high-powered quad bikes makes for a simple, yet effective way to destroy vehicles from a distance. The quads are now used by the Confederation mechanized infantry battalions in order to quickly destroy enemies from afar.


Latin Confederation Mortar Quad

Additional Information:
  • Minimum Range: 3
  • Cannot be crushed by normal vehicles.


Desolator
  • Cost: $800
  • Speed: 5
  • Hitpoints: 150
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Anti-Infantry, Area Denial
  • Equipment: Rad Cannon
  • Range: 7 / Area-of-effect







The aptly named Desolator is the bane of any organic lifeform. A man in a heavy anti-radiation suit, the Desolator can traverse and resist any rad-based dangers. Coupled with a shoulder-mounted radiation cannon, the Desolator can melt any infantry into a puddle of residue in seconds. The potent rad beam is even powerful enough to damage armored vehicles.

The Desolator can deploy his cannon as well. Planting it into the earth and pumping lethal doses of radiation into the ground, making the surrounding area dangerous for all infantry to traverse, not to mention the ecological damage caused due to the radiation. In short, the Desolator is a walking affront to environmental stability.


Soviet Desolator

Additional Information:
  • Immune to radiation.
  • Immune to dog attacks.
  • Cannot be crushed by normal vehicles when deployed.


Eradicator
  • Cost: $950
  • Speed: 5
  • Hitpoints: 200
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Anti-Infantry, Area Denial
  • Equipment: Rad Cannon
  • Range: 7 / Area-of-effect







This infantry replaces the Desolator for China.

Where the Desolator was already an irresponsible, yet powerful infantry unit, the Chinese take it a step further in the form of the Eradicator. The Eradicator carries an experimental, even more lethal, radiation cannon. So much in fact, that it constantly leaks radiation, thus making the Eradicator dangerous at all times to surrounding units. Like the Desolator, the Eradicator can deploy in order to irradiate the earth, however, his spread of irradiation is bigger.


Chinese Eradicator

Additional Information:
  • Immune to radiation.
  • Immune to dog attacks.
  • Cannot be crushed by normal vehicles when deployed.
  • Constant directed radiation damages all enemy units nearby.


Gyrocopter
  • Cost: $700
  • Speed: 22 (flying)
  • Hitpoints: 215
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Anti-Infantry, Anti-Aircraft
  • Equipment: SPMGun-3
  • Range: 7 / 8







This infantry is unique to China.

Instead of jetpacks for troopers, miniature copters with machine guns integrated were mass-produced which, though being less nimble and more haphazard than the Rocketeer, was better armed and could sustain more damage. When you hear these flying machines in the sky, death is soon to follow.


Chinese Gyrocopter



Hijacker
  • Cost: $650
  • Speed: 8
  • Hitpoints: 130
  • Armor Class: None
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Vehicle Theft
  • Equipment: Crowbar / Makeup Kit
  • Range: Close / Whole Map







This infantry is unique to Latin Confederation.

The Latin Confederation is the Soviet sub-faction that got the short end of the stick when it came to financing. Due to its remote location in comparison to Russia and its satellite states, or China, it is difficult for the Confederation's allies to reinforce or otherwise aid the Latin sub-faction due to Allied ships patrolling the seas and marauding Epsilon naval forces seizing any cargo they come across.

This has lead to some soldiers being trained and specialized in the art of hot wiring empty vehicles and capturing manned enemy vehicles on the field in order to bolster the Confederation's numbers. The Hijacker is capable of capturing almost any manned vehicle. In order to get close enough, he is able to disguise as enemy infantry as well. He is also skilled enough to avoid getting crushed.


Latin Confederation Hijacker

Additional Information:
  • Cannot be crushed by normal vehicles.


Saboteur
  • Cost: $1000
  • Speed: 6
  • Hitpoints: 150
  • Armor Class: Basic
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Infiltration & Sabotage
  • Equipment: Makeup Kit / Bomb Vest
  • Range: Whole Map / Area-of-effect







The Saboteur's main role is espionage; stealing important intelligence from enemy labs and facilities. Able to disguise himself as enemy infantry and slip past defenses, he is similar in that aspect to an Allied Spy. There is one major difference between the Saboteur and your regular espionage agent.

The Saboteur wears a vest with a low-yield nuclear bomb embedded within. The bomb's trigger is connected to a small heart rate monitor, which detonates the bomb when the Saboteur's heart stops. This results in a localized explosion with minor fallout when the Saboteur is discovered and killed, either grievously wounding or killing the attacker.

When your Saboteur 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.












Soviet Saboteur



Chitzkoi
  • Cost: $1000
  • Speed: 10
  • Hitpoints: 450
  • Armor Class: Cyborg
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Quick Assault
  • Weapon: Razorblade Teeth
  • Range: Close







This commando works for Union of Soviet Super Robots.
Chitzkoi is Volkov's eternally faithful canine and a menace to any infantry and vehicles, quickly tearing both to bits in a matter of seconds. Immunity to radiation and toxins makes Chitzkoi a hardy opponent, though its cybernetic properties does put it at a disadvantage against EMP-weaponry. Chitzkoi's design doesn't make it possible for it to swim. So far.

What many people don't know is that Chitzkoi is the world's first fully functioning cybernetic being. The technology used to augment Chitzkoi is an earlier version of that used in Volkov. Plans were considered by the Kremlin to mass-produce Chitzkoi copies in order to replace all ground forces, but the massive protests from the Soviet Army and the prodigal costs of manufacturing and maintenance have driven this idea into the ground.

Watch Hero Spotlight about Volkov & Chitzkoi!


Chitzkoi

Additional Information:
  • Build Limit: 1
  • Immune to poison.
  • Immune to abduction.
  • Immune to radiation.
  • Automatically heals itself.
  • Immune to mind control & chaos.
  • Cyborg body is immune to all debuffs.
  • Cannot be crushed by any vehicles.


Volkov
  • Cost: $1500
  • Speed: 7
  • Hitpoints: 700
  • Armor Class: Cyborg
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: Anti-Armor, Anti-Infantry, Anti-Structure
  • Weapon: Chain Lightning Tesla Cannon
  • Range: 8 (+3x4)







This commando works for Union of Soviet Super Robots.
Volkov is the all too familiar cybernetic commando from Red Alert, resurrected to serve as Russia's greatest hero. He is equipped with an experimental tesla rifle that can arc between multiple foes; a weapon so dangerous, no mortal human has been able to use it without incinerating himself. However, Volkov is not a mere human. As a cyborg, he is immune to radiation and toxins, but is susceptible to EMP blasts. The use of the Overcharge support weapon will vastly increase the power of his weapon, but he will suffer damage for it in return.

Before full conversion into a cyborg, Volkov was one of the greatest soldiers of the Soviet Union, frequently called upon to carry out top secret assignments that could not be entrusted to anyone.

The reactivation of Volkov has not been without controversy however, as Volkov was destroyed after he went berserk after a failed attempt by the Allies to gain his control codes. However, the engineers tasked with rebuilding Volkov have assured that the commando is completely tamper-proof and his command codes encrypted and secured in an undisclosed location.

A series of rumors have spread among Allied and Epsilon troops as well; that Volkov is literally immortal and that even if he is destroyed, he will reappear on the battlefield within a few days. The Russians most likely have a cyborg manufacturing plant somewhere, hidden in the Ural.

Watch Hero Spotlight about Volkov & Chitzkoi!


Volkov

Additional Information:
  • Build Limit: 1
  • Immune to poison.
  • Immune to abduction.
  • Immune to radiation.
  • Automatically heals himself.
  • Immune to mind control & chaos.
  • Cannot be crushed by any vehicles.
  • Cyborg body is immune to all debuffs.
  • Can detect cloaked and submerged units (sensors range: 7).
  • Overcharge will increase his firepower by 100% for 20 seconds.


Morales
  • Cost: $1500
  • Speed: 7
  • Hitpoints: 220
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: All-Purpose Sniper, Siege
  • Weapon: Dragunov Incendiary Rifle
  • Range: 15 / 15







This commando works for Latin Confederation.
José Arcadio Morales, or just Morales for short, used to be part of an elite Cuban death squad, trained to silence political dissidents in the communist state. Due to his infallible aim and his unwavering loyalty to the Confederation, he quickly became one of the top assassins in South- and Middle-America.

José's track record for completing seemingly impossible missions is the stuff of legends in the Americas. With a flair for the dramatic from his time as an executioner and his provocative attitude, he has forged a cult of personality around himself. Important American politicians and military figureheads have been shot in broad daylight with full military escort in the states bordering Mexico, instilling fear in all for the man whose crosshair no one escapes.

Morales is equipped with an incendiary, armor piercing, sniper rifle; allowing him to eliminate all infantry in his line of fire with a single shot. When ordered to fire on a vehicle, Morales will kill the operator of the target, leaving the vehicle a sitting duck for Confederate troops to capture. In situations where the vehicle has no operator, he will simply damage the vehicle. An Engineer, Desperate Driver or Hijacker will be able to recapture the vehicle.

Morales has the authority to call in a tactical nuclear airstrike upon enemy structures as well, causing massive damage and localized radiation.

Watch Hero Spotlight about Morales!


Morales

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


Yunru
  • Cost: $1500
  • Speed: 6
  • Hitpoints: 200
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks, Soviet Lab
  • Purpose: EMP, Anti-Structure
  • Weapon: Immobilizer / Earth Breaker
  • Range: 12 / Area-of-effect (Earth Breaker)







This commando works for China.
It is an odd sight to see; a young girl in her teens amidst the chaos of battle. But what many don't expect is that she proves to be a very real threat to any armor battalion or military encampment.

This girl, named Yunru, proved to be highly intelligent from an early age.Under the military's influence, Yunru had developed several high-tech weapons, allowing China's army to match Epsilon's insidious research and even go toe-to-toe with the Allied forces.

Yunru's most well-known invention is the 'Earth Breaker'. A one-of-a-kind, massive drill which, when driven into the ground, can reduce surrounding structures to rubble within seconds. Due to the sheer weight of the weapon, Yunru created a mobile exo-suit so that she could wield the drill with ease.

The exo-suit is equipped with a rather curious wrist device as well; when a vehicle is targeted with the device, the vehicle's onboard computers would become flooded with useless, cluttered data, much like a DDOS attack. Victims of the device then become a vulnerable target to Chinese forces as their movement and firing systems are overwhelmed from the sheer overflow of data.

Though proud to serve her country, Yunru is a scientist, not a soldier and claims to be a pacifist. This has led to stories of the Chinese army threatening Yunru's family in order to keep her enlisted. Being only a child, Yunru has little contact with other soldiers. Such a stressful and often traumatizing environment can not be beneficial for Yunru's psyche, as her superiors report that Yunru will occasionally display abrupt mood swings or erratic, even self-harming, behavior. What unnerves most though, is the increasing frequency of these occurrences and it's not showing any stopping. Who knows how long it will take until Yunru cracks under the pressure.

Watch Hero Spotlight about Yunru!


Yunru

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


Chrono Ivan
  • Cost: $1250
  • Speed: (teleport)
  • Hitpoints: 120
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks, Any Lab
  • Purpose: Teleporting a bomb.
  • Equipment: Timed Incendiary Explosives
  • Range: Close







This infantry becomes available after infiltration of Allied Tech Center.
With access to stolen Allied technology, the Soviets will equip a select number of their Crazy Ivans with chrono backpacks, giving the trigger happy Ivans more destructive potential than ever.

The power to place explosives anywhere they like and teleport to safety in mere seconds brings such maniacal joy to the Chrono Ivan that even friendly troops avoid them out of fear of receiving an unwanted gift. This means Chrono Ivans often operate alone or in small teams together, leveling anything they come across with the ground.


Soviet Chrono Ivan

Additional Information:
  • Cannot move into shroud.


Cyborg Prototype
  • Cost: $1500
  • Speed: 5
  • Hitpoints: 400
  • Armor Class: Cyborg
  • Prerequisite: Soviet Barracks, Any Lab
  • Purpose: Assault
  • Equipment: Chaingun / Nuclear Grenades
  • Range: 6.5 / 6.5







This infantry becomes available after infiltration of Soviet Lab.
Cyborg Prototypes are the secret attempts by the Chinese at creating their own cybernetic weapons, using information gained from reverse engineering Russia’s mighty commando, Volkov. After infiltrating a rogue Soviet general’s Battle Lab, the stolen research can be utilized for the mass production of these machine men.

Though by far not as powerful as their progenitor, the Prototypes are still a powerful threat, mowing down infantry and razing structures with little to no effort, their mechanical bodies taking more punishment than any normal soldier ever could.


Soviet Cyborg Prototype

Additional Information:
  • Minimum Range: 1
  • 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.


Voltmortar
  • Cost: $1500
  • Speed: 7
  • Hitpoints: 160
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks, Any Lab
  • Purpose: Siege
  • Equipment: Tesla Mortar
  • Range: 15







This infantry becomes available after infiltration of Epsilon Pandora Hub.
Combining stolen Epsilon stealth technology and Soviet firepower, the Voltmortar is a dangerously deceptive infantry. Armed with a long range weapon that can fire unstable, high-yield tesla shells, the Voltmortar remains unseen until it has deployed and fires upon its target.

Though highly effective in siege combat, the Voltmortar is very specialized and must use his stealth to his advantage when confronted with enemy forces.


Soviet Voltmortar

Additional Information:
  • Cloaked.
  • Minimum Range: 3
  • Needs to deploy to fire.
  • Automatically heals himself.
  • Cannot fire from a transport.
  • Cannot be crushed by normal vehicles when deployed.
  • Can detect cloaked and submerged units (sensors range: 7).
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