Latest Release:
3.0 Beta Revision 1 (30 Nov 2013)

Stream is currently Offline
Mental Omega @ FacebookMental Omega @ YouTubeMental Omega @ ModDB



POWERED BY

Ares Expansion DLL for Yuri's Revenge
Mental Omega APYR Mental Omega APYR

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 Construction Yard
  • Cost: $2000
  • Power: +60
  • Hitpoints: 2000
  • Prerequisite: Soviet MCV
  • Purpose: Base Construction
  • Armor Class: Big Heavy Structure






The Soviet Construction Yard is the most important structure in a base. With it, a commander has the capabilities of constructing all Soviet buildings and defenses. This makes the Construction Yard a high priority target for enemies, and must be defended as such in order to maintain any major presence on the battlefield. A Construction Yard provides a small amount of power as well.


Soviet Construction Yard

Additional Information:
  • Stolen tech prerequisite for Stolen Soviet MCV.
  • Partial stolen tech prerequisite for Apocalypse Tank.
  • Automatically repairs itself in mobile form.


Soviet Tesla Reactor
  • Cost: $600
  • Power: +150
  • Hitpoints: 750
  • Prerequisite: Construction Yard
  • Purpose: Power Production
  • Armor Class: Light Structure






Tesla Reactors are generators that produce a regenerative feedback loop of electricity that provides cheap, renewable energy to Soviet bases. An electricity current is created and stored in the large containment orb. When the amount of energy exceeds the containment capacity point, a breakdown occurs with the energy discharging to the base, which generates the vivid display of an energy arc and creates a new energy current. Although this makes the Tesla Reactor cost effective, it produces the least amount of overall power compared to other sources.


Soviet Tesla Reactor

Additional Information:
  • Can be infiltrated to shut down owner's power for 1.5 minute.


Soviet Barracks
  • Cost: $500
  • Power: -10
  • Hitpoints: 900
  • Prerequisite: Construction Yard
  • Purpose: Infantry Training
  • Armor Class: Light Structure






The towering statue of a Conscript that adorns this structure is meant to inspire awe and pride into any soldier serving the Soviet cause. A compact and instantly recognizable building, the Soviet Barracks allows a commander to train basic and advanced Soviet infantry. It also allows construction of basic defenses. The more Barracks are on the field, the faster infantries are trained.


Soviet Barracks wih Soviet infantry

Additional Information:
  • Can be infiltrated to aquire veteran infantry training.


Soviet Ore Refinery
  • Cost: $2000
  • Power: -40
  • Hitpoints: 1000
  • Prerequisite: Construction Yard
  • Purpose: Resource Gathering
  • Armor Class: Big Light Structure






The Ore Refinery is a technologically complex building completely outfitted to receive and process raw ore from miners and instantly receive monetary transactions for the ore while on the battlefield. This makes this structure a vital asset to any base economy.


Soviet Ore Refinery with a War Miner

Additional Information:
  • Can be infiltrated to steal $5000 from its owner.
  • Soviet Industrial Plant will decrease its price.


Soviet War Factory
  • Cost: $2000
  • Power: -75
  • Hitpoints: 1200
  • Prerequisite: Tesla Reactor, Ore Refinery
  • Purpose: Unit Production
  • Armor Class: Big Light Structure






Perhaps one of the most vital buildings for the Soviets. The War Factory allows the construction of a myriad of armored vehicles on the battlefield, which the Soviets use to steamroll their opponents. The more War Factories a commander has on the field, the faster vehicles are built.


Soviet War Factory with a Qilin Tank

Additional Information:
  • Can be infiltrated to aquire veteran unit training.




SUPPORT SUPERWEAPON: Repair Drone
  • Cost: $1000
  • Recharge Time: 4:00
  • Requires Power: Yes





Drop a hover Repair Drone anywhere. Speed: 9, Hitpoints: 250, Armor Class: Light.


Soviet Naval Shipyard
  • Cost: $1000
  • Power: -50
  • Hitpoints: 1500
  • Prerequisite: Tesla Reactor, Ore Refinery
  • Purpose: Naval Unit Production
  • Armor Class: Big Heavy Structure






A must on any battlefield with large bodies of water. The Soviet Naval Shipyard allows for the construction of Soviet ships and submersibles, and easily repairs any damaged vessels. The more Shipyards a commander has on the field, the faster ships are built.


Soviet Naval Shipyard with a Typhoon Sub

Additional Information:
  • Cannot be captured.


Soviet Radar Tower
  • Cost: $1000
  • Power: -100
  • Hitpoints: 1000
  • Prerequisite: Tesla Reactor, Ore Refinery
  • Purpose: Radar, Spy Plane
  • Armor Class: Light Structure






The Soviet Radar Tower is essentially a modernized version of the Radar Dome from the previous war against the Allied. A fragile building equipped with a wide selection of electronics and surveillance devices. The Radar Tower provides a commander with the radar mini-map and the authority to develop more advanced technology. Additionally, a Soviet commander can call in a spy plane in order to provide intel on unknown enemy territory.


Soviet Radar Tower with a Spy Plane

Additional Information:
  • Can be infiltrated to reshroud its owner's map.




SUPPORT POWER: Spy Plane
  • Cost: -
  • Recharge Time: 4:00
  • Requires Power: Yes





Use this to remove shroud from the battlefield with a supersonic Spy Plane in any place you want.


Palace / Battle Lab / Science Lab
  • Cost: $3000
  • Power: -225
  • Hitpoints: 1000
  • Prerequisite: War Factory, Radar Tower
  • Purpose: High Tech Access, Support Weapons
  • Armor Class: Light Structure






This construct provides a Soviet commander with the most powerful technology their arsenal has to offer. All Soviet commanders can then deploy battle bunkers instantly anywhere on the map along with their respective support powers. Though the boons are many, the building is very costly and fragile, and should be well protected.

Each Soviet subfaction has its own high technology research building.


Russian Palace / Latin Battle Lab / Chinese Science Lab

Additional Information:
  • Stolen tech prerequisite for Hoplite, Cyborg Prototype & Reaper.
  • Partial stolen tech prerequisite for Apocalypse Tank.




SUPPORT POWER #1: Instant Shelter
  • Cost: $750
  • Recharge Time: 5:30
  • Requires Power: Yes





Use this to instantly deploy a Battle Bunker anywhere on the battlefield.

SUPPORT POWER #2A: Overcharge

This support power is unique to Soviet Russia.
  • Cost: -
  • Recharge Time: 5:30
  • Requires Power: Yes





Use this to boost the firepower of all units equipped with Tesla weaponry by 100% for 20 seconds.

SUPPORT POWER #3A: Tank Drop

This support power is unique to Soviet Russia.
  • Cost: $2200
  • Recharge Time: 6:00
  • Requires Power: Yes






Drop 3 Rhino Tanks anywhere on the battlefield. Price not affected by Industrial Plant.

SUPPORT POWER #2B: Smoke Bombs

This support power is unique to Latin Confederation.
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes





Drop a series of smoke bombs on the battlefield to decrease firepower of enemy units by 50%.

SUPPORT POWER #3B: Motor Ambush

This support power is unique to Latin Confederation.
  • Cost: $1800
  • Recharge Time: 5:30
  • Requires Power: Yes






3 Mortar Quads will ambush the enemy at the designated position.

SUPPORT POWER #2C: EM Pulse

This support power is unique to China.
  • Cost: $1000
  • Recharge Time: 6:30
  • Requires Power: Yes





Create an electromagnetic pulse to shut down all units prone to it in the area.


Soviet Industrial Plant
  • Cost: $2500
  • Power: -200
  • Hitpoints: 1200
  • Prerequisite: Ore Refinery, Soviet Lab
  • Purpose: Economy Support
  • Armor Class: Big Light Structure






Advancements in robotics allow Soviet commanders to build Industrial Plants; buildings which provide high tech construction drones, allowing for 25% increase in production speed and 25% cost decrease for all vehicles, ships, and aircraft.

Though the initial investment in constructing a Plant is costly, the long term benefits of churning out much cheaper vehicles at an increased rate should be attractive to any Soviet commander.


Soviet Industrial Plant

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • All prices of vehicles, ships and aircraft are cut by 25%.
  • Provides additional income like a single Tech Oil Derrick.


Soviet Nuclear Reactor
  • Cost: $1200
  • Power: +2000
  • Hitpoints: 1300
  • Prerequisite: Soviet Lab
  • Purpose: Advanced Power Production
  • Armor Class: Big Heavy Structure






Though the Allies may have banned the use of nuclear fission for energy due to the high environmental risks it carries, the Soviets no longer have such qualms. A single Nuclear Reactor generates enough power to satisfy an entire Soviet base. However, they are large structures and vulnerable to attack. Destruction of a Reactor will result in a cataclysmic meltdown and the resulting explosion can cripple a base.


Soviet Nuclear Reactor

Additional Information:
  • Explodes violently when destroyed.
  • Can be infiltrated to shut down owner's power for 1.5 minute.
  • Increases speed of Qilin Tanks and Nuwa Cannons in its area by 1.


Soviet Iron Curtain
  • Cost: $2500
  • Power: -200
  • Hitpoints: 1000
  • Prerequisite: Soviet Lab
  • Purpose: Unit Protection
  • Armor Class: Big Heavy Structure






The previous iteration of the Iron Curtain was a huge success for the Soviets and warranted an upgrade. Now capable of making up to nine vehicles impervious to damage, an increased shield duration and immunity to mind control, the Iron Curtain is a bigger threat than ever.


Soviet Iron Curtain

Additional Information:
  • Can be infiltrated to reset this superweapon's timer.
  • Cannot be captured.
  • Build Limit: 1





SUPPORT SUPERWEAPON: Invulnerability
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes





All units affected by Iron Curtain will be invulnerable for 45 seconds. Does not affect buildings.


Soviet Tactical Nuke Silo
  • Cost: $5000
  • Power: -400
  • Hitpoints: 1250
  • Prerequisite: Soviet Lab
  • Purpose: Tactical Nuke Strike
  • Armor Class: Big Heavy Structure






For a long time, resolutions and treaties were created to limit the deployment of nuclear weaponry. Sadly, these agreements were cast out by the Soviets when they attacked the United States. The Tactical Nuke Silo builds, arms, and launches nuclear missiles. Infamous for its sheer destructive capabilities, the nuclear missile is an imposing weapon used only in the most dire of situations.


Soviet Tactical Nuke Silo

Additional Information:
  • Can be infiltrated to reset this superweapon's timer.
  • Cannot be captured.
  • Build Limit: 1





OFFENSIVE SUPERWEAPON: Tactical Nuke
  • Cost: -
  • Recharge Time: 10:00
  • Requires Power: Yes





The small sister of MIDAS bomb. Tactical nuclear missile strike will turn everything in its range to ashes and leave a field of strong radiation to slowly elminate unlikely survivors.


Soviet Fortress Walls
  • Cost: $100
  • Power: 0
  • Hitpoints: 300
  • Prerequisite: Barracks
  • Purpose: Passive Defense
  • Armor Class: Heavy Structure






Fortress Walls are the last line of defense for a Soviet commander. Cheap and quickly built, they serve as an early deterrence to infantry and light vehicles. Essential for protecting vulnerable structures against infiltration or capture.


Soviet Fortress Walls



Soviet Gates
  • Cost: $250
  • Power: 0
  • Hitpoints: 400
  • Prerequisite: Barracks
  • Purpose: Passive Defense
  • Armor Class: Heavy Structure






Automatic gates are used to keep enemies out while still allowing friendly units to pass by defenses. Great for prying spies from getting into your base too easily, but don't rely on them too much.


Soviet Gates



Soviet Sentry Gun
  • Cost: $400
  • Power: 0
  • Hitpoints: 450
  • Prerequisite: Barracks
  • Purpose: Anti-Infantry Defense
  • Armor Class: Defensive Structure






Sentry Guns are automated turrets outfitted with dual chain guns in order to combat enemy infantry and light vehicles. Though not equipped to deal with more heavily armored units, the Sentry Gun works well as a preliminary frontline defense.


Soviet Sentry Gun

Additional Information:
  • Can gain experience.


Soviet Battle Bunker
  • Cost: $600
  • Power: 0
  • Hitpoints: 750
  • Prerequisite: Barracks
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure






In order to increase the survivability of Soviet troops, specialized bunkers were developed to protect infantries, allowing them to fire upon more imposing threats without being instantly incapacitated or killed. The Instant Shelter support power allows a Soviet commander to deploy a Battle Bunker anywhere on the battlefield.


Soviet Battle Bunker

Additional Information:
  • Can be garrisoned by 6 infantry units.


Soviet Flak Cannon
  • Cost: $700
  • Power: -50
  • Hitpoints: 800
  • Prerequisite: Barracks
  • Purpose: Anti-Air Defense
  • Armor Class: Defensive Structure






The Flak Cannon is the premier Soviet anti-aircraft defense. The cannon lobs large flak shells at incredible speeds towards incoming aerial targets. Once the shell hits a target, it explodes into smaller pellets, shredding other nearby aircraft.


Soviet Flak Cannon

Additional Information:
  • Can gain experience.


Soviet Tesla Coil
  • Cost: $1200
  • Power: -75
  • Hitpoints: 700
  • Prerequisite: Radar Tower
  • Purpose: Advanced Defense
  • Armor Class: Defensive Structure






Soviet Tesla Coils have always brought hesitation and sometimes even fear to even the most hardened of Allied soldiers. Men reduced to ash in the blink of an eye and tanks ripped apart by powerful discharges of pure electricity makes commanders of all factions wary of this potent base defense. The Tesla Coil has been redesigned to allow Tesla Troopers to lend additional charge to the coil, making its arcs even more powerful, and even allowing it to function without base power.


Soviet Tesla Coil

Additional Information:
  • Can gain experience.
  • 1 Tesla Trooper can increase its firepower.
  • 2 Tesla Trooper can make it work on low power.
  • 2 Tesla Trooper will add short EMP effect to Tesla Coil's bolt.
  • Overcharge will increase Tesla Coil's firepower by 100% for 20 seconds.


Soviet Hammer Defense
  • Cost: $1800
  • Power: -100
  • Hitpoints: 1500
  • Prerequisite: Soviet Lab
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure






Hammer Defenses are massive structures developed to disrupt and destroy large amounts of enemies from a distance. A large column of steel pounds the ground, generating a wave of seismic activity. Through underground steering mechanisms, the wave is channeled and directed towards incoming enemies. To protect the building from its own weapon, the Hammer has a minimum range.


Soviet Hammer Defense

Additional Information:
  • Minimum Range: 3
  • Can gain experience.


Chinese EMP Mines
  • Cost: $500
  • Power: 0
  • Hitpoints: 40
  • Prerequisite: Soviet Lab
  • Purpose: Advanced Hidden Defense
  • Armor Class: Land Mine






This structure is unique to China.

EMP Mines are simple defenses used at choke points or other important locations. Though the blast of a Mine can kill or heavily injure infantries, the most prominent feature is that it can disable enemy vehicles for a large amount of time. Either giving a Soviet commander more time to set up defenses, or as a trap to destroy helpless enemies. EMP Mines can be placed in line, connecting a set of new mines to an existing one.


Chinese EMP Mines



Soviet Crane
  • Cost: $1100
  • Power: -50
  • Hitpoints: 700
  • Prerequisite: Soviet Lab
  • Purpose: Active Unit Repair
  • Armor Class: Defensive Structure






Cranes are complex buildings placed to automatically repair nearby friendly vehicles at regular intervals. Note that Cranes cannot remove Terror Drones, as a Repair Drone is needed for such an operation.


Soviet Crane

Additional Information:
  • Build Limit: 3
  • Cannot be captured.
Back to top

Other pages: About Us - Contact - Privacy Policy - Sitemap - MentalOmega.com 中文 - MentalOmega.com Polska