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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





War Miner
  • Cost: $1400
  • Speed: 4
  • Hitpoints: 1100
  • Armor Class: Harvester
  • Prerequisite: Soviet War Factory, Ore Refinery
  • Purpose: Resource Collection
  • Weapon: KPV 14.5mm
  • Range: 5.5







Miners have played an essential role in warfare since the First Great War. They collect raw minerals which can be processed at a refinery to generate revenue for the commander to fund his war effort. Heavily armored and immune to mind control due to being remote controlled, miners are difficult to destroy with conventional forces.

Heavy losses of ore trucks due to hit and run tactics by swift Allied tanks during the First Great War convinced the Soviets that their harvester units needed to have retaliation capabilities. The War Miner's machine gun is not only effective against infantry and light vehicles, but is adept at destroying enemy Terror Drones as well. Although War Miners can defend themselves from run-of-the-mill harassment, they are easily overwhelmed by anti-armor forces. The War Miner's ore storage is twice as large as the Allied Chrono Miner to compensate for the lack of mobility.


Soviet War Miner

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Immune to mind control & chaos.
  • Does not attack other harvesters automatically.


Halftrack
  • Cost: $500
  • Speed: 7
  • Hitpoints: 300
  • Armor Class: Light
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Infantry, Anti-Aircraft, Transport
  • Weapons: 12.7mm DsHK / 23mm Flak Cannon (x4)
  • Range: 5 / 10







The Halftrack is the Soviets early anti-aircraft vehicle in the field. Their quad flak cannons can tear any aircraft to shreds and heavily damage adjacent airborne units with its shrapnel. The 12.7mm machine gun that comes equipped with the vehicle is more than adequate at handling infantry, but is poor against anything else.

Even though Halftracks are only lightly armored, their high speed and low cost more than compensates for this. The vehicle also allows for the quick transportation of infantry, but due to the space taken up by tracking systems and ammunition storage, the Halftrack can only carry two extra passengers, one larger infantry unit or a Terror Drone.


Soviet Halftrack

Additional Information:
  • Can fire on the move.
  • Has 2 passenger slots.
  • Can enter Tank Bunkers.
  • Level 1 passenger survivability rate (rookie: 50%, veteran: 65%, elite: 80%).


Tsivil
  • Cost: $600
  • Speed: 6
  • Hitpoints: 340
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Infantry, Anti-Aircraft, Transport
  • Weapons: 12.7mm DsHK / 23mm Flak Cannon (x4)
  • Range: 5 / 10







This unit replaces the Halftrack for Russia.

The Tsivil is the Russian counterpart to the standard Halftrack. Although the main armament has not changed much in comparison, the Tsivil is much better armored, and thus slower, than the Halftrack. This makes the unit an effective support for Russian Wolfhounds, and a better defense against heavier air threats. It’s lower speed, however, does make the Tsivil less of an effective transport.


Russian Tsivil

Additional Information:
  • Can fire on the move.
  • Has 2 passenger slots.
  • Can enter Tank Bunkers.
  • Level 1 passenger survivability rate (rookie: 50%, veteran: 65%, elite: 80%).


Rhino Heavy Tank
  • Cost: $900
  • Speed: 5
  • Hitpoints: 420
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor
  • Weapon: 120mm D-80T Cannon
  • Range: 5.75







This unit is unique to Russia.

During the Second Great War, the Soviet twin-barreled heavy tanks were the workhorse of the Soviet's armor battalions, vastly overpowering the meager light and medium tanks the Allies had. Although they were powerful and heavily armored, they proved too costly to mass produce. This lead to the development of the relatively cheaper and quicker main battle tank, the Rhino Heavy Tank.

Although the Rhino packs less firepower and armor than its predecessor, it is still powerful enough to take on any main battle tank one-on-one. Its relatively higher speed, lower production costs, and ability to be airdropped via the Tank Drop support power, make the Rhino a viable threat to any commander when amassed.


Russian Rhino Heavy Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Starting vehicle for Russia.


Jaguar Assault Tank
  • Cost: $800
  • Speed: 6
  • Hitpoints: 375
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor
  • Weapon: 105mm Cannon
  • Range: 5.75







This unit is unique to Latin Confederation.

The Jaguar, befitting of its name, is a nimble light tank used primarily in jungle warfare. Capable of cutting through the brush at high speeds, the tank can ambush and quickly take down its prey. Its low cost allows it to be produced in mass numbers, though its fairly poor armor means it has to rely on its quick movements to evade destruction.

Even if the Jaguar is destroyed, a surprise awaits the foes of the Latin Confederation. The driver can often escape relatively unharmed thanks to a myriad of fail safes, allowing him to capture any empty vehicles on the battlefield. In dire situations, all Jaguar drivers are equipped with explosive vests for a last ditch attempt to cripple or wound enemies.


Latin Confederation Jaguar Assault Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Starting vehicle for Latin Confederation.
  • Might eject a Desperate Driver upon destruction.


Qilin Heavy Tank
  • Cost: $950
  • Speed: 4
  • Hitpoints: 490
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor
  • Weapon: 115mm U5TS Cannon (x2)
  • Range: 5.75







This unit is unique to China.

After the Russians had created the Rhino Tank, they no longer had any use for the old Heavy Tank from the previous war and sold it to their Chinese allies. The Chinese fervently began improving the unit, though many problems plagued the development, due to the tank being too heavy to transport properly. After several years of tinkering and redesigning, a balance between speed and durability could not be found. Thus the Chinese decided to sacrifice the tank's mobility and pack as much firepower and armor into it, creating the Qilin Tank.

Its slick design is aimed to decrease drag due to the slow speed of the machine. Some might expect the Qilin to follow the stereotype of a cheap knock-off of a tank. The Chinese however, have not skirted any expenses with it, making it a rather pricey purchase. The addition of EMP countermeasure systems and an engine which is capable of using nuclear fuel to boost the tank's speed prove it is an advanced piece of technology.


Chinese Qilin Heavy Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Starting vehicle for China.
  • EMP weapon duration time is cut by 50%.
  • Gets +1 speed boost nearby a Nuclear Reactor.


Terror Drone
  • Cost: $500
  • Speed: 9
  • Hitpoints: 110
  • Armor Class: Drone
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor, Anti-Infantry
  • Weapon: Cutting Devices
  • Range: 2.5







Terror Drones are blindingly fast robots no larger than a normal foot soldier. Ironically, the smallest unit in the Soviet arsenal is also one of the most fear-inducing. Its razor sharp cutting devices allow it to rip through both armor plating and flesh like a hot knife through butter. The drones are excellent anti-armor weapons as only special repair units can remove a drone from an infected vehicle. Due to their robotic nature, they are also immune to mind control and chemical/nuclear hazards, making them a threat to both the Allies and Epsilon. It is not a rare sight to see panicking commanders order their own vehicles to destroy infected friendlies in order to destroy the Terror Drone within.

Although Terror Drones are quick and deadly, they are susceptible to small arms fire and aerial attacks. Luckily, Terror Drones are small enough to enter transports whenever necessary to give enemies of the Soviet cause a nasty surprise.


Soviet Terror Drone

Additional Information:
  • Immune to poison.
  • Cannot be hijacked.
  • Immune to radiation.
  • Immune to mind control.
  • Driver cannot be killed.
  • Takes 2 passenger slots.
  • Can enter most of transports.


Soviet Mobile Construction Vehicle
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 2000
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Radar Tower
  • Purpose: Base Construction
  • Weapon: -
  • Range: -







The Mobile Construction Vehicle is the most vital component in any military operation. The MCV is a massive vehicle with the ability to deploy into the Construction Yard, the heart of any base. With it, a commander can create any military building they see fit. Protecting the MCV is a must if you wish to maintain any presence on the battlefield. Due to the technology and resources used in an MCV, the cost of building one is rather high, but the expanding of your base using another MCV may prove more useful than you think. The Soviet MCV provides all the necessary materials to build a Soviet base.


Soviet Mobile Construction Vehicle

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Immune to mind control.
  • Automatically repairs itself.


Borillo
  • Cost: $1000
  • Speed: 6
  • Hitpoints: 800
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Radar Tower
  • Purpose: Anti-Structure, Anti-Infantry, Transport
  • Weapon: Flamethrower
  • Range: 5







The Soviets used to deploy transport helicopters to ferry troops to and from the front lines. However, due to the restrictions on military aircraft imposed by the Allied Nations after the Second Great War, these helicopters have been scrapped and faded into obscurity.

The vehicle designated to fulfill the role of infantry transportation was the Borillo. This massive troop carrier is equipped with excellent armor and a flamethrower which can easily burn through human flesh and level enemy structures. What truly makes this vehicle effective however, is the inflatable rubber skirt and propellers stored in the chassis to allow amphibious movement. The large metal blade attached to the front and a special cushion allows the Borillo to displace large amounts of water, allowing it to travel across lakes and rivers without a noticeable decrease in speed. Borillo is also equipped with sensors to detect cloaked and submerged units.

A revolutionary new troop deployment method was planned to be implemented into the Borillo. A large cannon would be attached, from which infantry could quickly be fired out of onto land, not unlike that of a circus act. However, due to massive complaints from human rights organizations and from their own military, the idea was scrapped. Another proposal from a rather sadistic general to use the same method, but using the soldiers as living munition, was shot down as well.


Soviet Borillo

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Has 6 passenger slots.
  • Does not sink when affected by EMP.
  • Can detect cloaked and submerged units (sensors range: 7).
  • Level 2 passenger survivability rate (rookie: 70%, veteran: 80%, elite: 90%).


Demolition Truck
  • Cost: $1500
  • Speed: 5
  • Hitpoints: 300
  • Armor Class: Light
  • Prerequisite: Soviet War Factory, Radar Tower
  • Purpose: Anti-Structure, Anti-Armor
  • Weapon: M.A.D. Warhead
  • Range: Area-of-effect







Demolition Trucks are a simple but lethal weapon, utilized by the Soviets since the days of the Second World War. In the aftermath of the war, the Soviets were forced to dismantle their entire nuclear arsenal. Nuclear warfare has been strictly moderated by the Allied Nations ever since.

However, the restrictions the Allied Nations had laid down proved to be futile once the Third World War broke out as the communist war machine began producing nuclear weapons on a large scale. Due to the rather exorbitant price tag that came with building, arming, and maintaining of nuclear missile silos, the Soviet countries decided to reproduce and load the warheads used years before in their M.A.D. Tanks onto large trucks as a cheaper alternative.

With the safety off, the trucks are a staple of ambushes, being able to rush past enemy defenses and detonate their payload where it hurts the most. The warhead isn't too effective against enemy infantry so it's something the trucks should avoid. Commanders are to handle the vehicles with great care, as the trucks themselves are fragile and can easily trigger each other in a cataclysmic reaction.


Soviet Demolition Truck
  • Explodes when killed.
  • Use 'deploy' or 'attack' command to detonate.



Bomb Buggy
  • Cost: $1500
  • Speed: 7
  • Hitpoints: 175
  • Armor Class: Light
  • Prerequisite: Soviet War Factory, Radar Tower
  • Purpose: Anti-Structure, Anti-Armor
  • Weapon: M.A.D. Warhead
  • Range: Area-of-effect







This unit replaces the Demolition Truck for Latin Confederation.

The Latin Confederation, preferring speed over durability, have replaced the Demolition Trucks in their arsenal with the cheaper and much faster Bomb Buggies. Though retaining almost the same destructive powers as their slower brethren, they are slightly more fragile, making it imperative for them to avoid defenses in order to be effective.


Latin Confederation Bomb Buggy
  • Explodes when killed.
  • Use 'deploy' or 'attack' command to detonate.



Tesla Cruiser
  • Cost: $1500
  • Speed: 6
  • Hitpoints: 550
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Anti-Armor, Anti-Infantry
  • Weapon: Tesla Coil (x2)
  • Range: 6.5







This unit is unique to Russia.

The Tesla Cruiser is a fully tracked vehicle mounted with two small, turret-mounted tesla coils. Although they have shorter range and less lethality than their stationary counterpart, the Tesla Cruiser can easily make short work of enemy vehicles and infantry. The Tesla Cruiser's coils can short-circuit tanks as well, temporarily disabling them. This makes the vehicle an ideal tank destroyer, but defenses and buildings will prove too tough for lone Tesla Cruisers to assault directly.


Russian Tesla Cruiser

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Driver cannot be killed.
  • Can enter Tank Bunkers.
  • Automatically repairs itself.
  • Overcharge will increase his firepower by 100% for 20 seconds.


Scud Launcher
  • Cost: $1400
  • Speed: 4
  • Hitpoints: 360
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Siege
  • Weapon: Scud Rocket
  • Range: 20







This unit is unique to Russia.

The Scud Launcher is a loading and launching platform for tactical ballistic missiles. As is customary of the Soviet philosophy, firepower and armor are emphasized with this powerful siege engine, making it one of the most powerful long range threats on the battlefield. A direct hit from a Scud Launcher will cause even the sturdiest of buildings to collapse into a pile of rubble.

Unfortunately, due to the relatively slow speed of the projectile the missile can be shot down by anti-aircraft defenses. Another drawback is that even though the Scud Launcher is one of the heaviest armored artilleries, it is still vulnerable to enemy fire and shouldn't be left undefended.


Russian Scud Launcher

Additional Information:
  • Minimum Range: 6
  • Can crush infantry.
  • Driver cannot be killed.
  • Projectile can be shot down with AA weapons.


Wolfhound
  • Cost: $1700
  • Speed: 22 (Flying)
  • Hitpoints: 420
  • Armor Class: Medium Air
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Anti-Aircraft
  • Weapons: 4x12.7mm Minigun / 'Tschmel' Missiles
  • Range: 8 / 8







This unit is unique to Russia.

The Wolfhound is a powerful airborne weapons platform capable of tackling the toughest of adversaries, whether on the ground or in the air. Once the Wolfhound has locked onto its quarry, the flurry of HE missiles or its high powered machine gun will be sure to rip its target apart. Though powerful, Wolfhounds are sluggish and will fall victim to anti-aircraft fire if caught up in it.


Russian Wolfhound



Stalin's Fist
  • Cost: $2400
  • Speed: 4
  • Hitpoints: 1600
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Field Production
  • Weapon: -
  • Range: -







This unit is unique to Russia.

Heavy armor has always been a focus point for Soviet military vehicles. This does bring several problems with logistics, as heavily armored units are slower and take longer to reach their destination, which can very much mean victory or defeat on the battlefield. The Russians came with a surprisingly complicated solution.

A massive vehicle based on mobile construction, the same technology used by MCV's, that could deploy into an assembly line in order to produce vehicles from. This moving War Factory, named Stalin's Fist, allows a commander to churn out tanks right on the doorstep of their enemies. Although the machines are expensive, they provide a unique strategic advantage to the Russians. In worst case scenario, they can crush enemy infantry and units alike.


Russian Stalin's Fist, mobile and deployed

Additional Information:
  • Build Limit: 1
  • Immune to omni crush.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Can crush infantry and units.


Catastrophe Tank
  • Cost: $1600
  • Speed: 5
  • Hitpoints: 520
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Assault, Anti-Aircraft
  • Weapons: 135mm Ramjet Cannon / 'Schturm' Missiles
  • Range: 6.5 / 8.5







This unit is unique to Latin Confederation.

The Catastrophe Tank, living up to its name, leaves destruction everywhere in its wake. Though the Latin Confederation does not possess the budget Russia or China has to develop technologically advanced super tanks, they were still able to cobble together a very potent weapon. Built around a powerful ramjet cannon that fires high velocity projectiles, this monster tank sports a high-end missile launcher to protect itself from aircraft as well. The Catastrophe Tank has room and a special gunport for a single passenger to boost its hefty firepower even further.


Latin Confederation Catastrophe Tank

Additional Information:
  • Has 1 passenger slot.
  • Can fire on the move.
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Immune to omni crush.
  • Driver cannot be killed.
  • Infantry can fire from the Catastrophe Tank.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).


Buratino
  • Cost: $1200
  • Speed: 5
  • Hitpoints: 320
  • Armor Class: Light
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Siege
  • Weapon: Thermobaric Rockets
  • Range: 13







This unit is unique to Latin Confederation.

The TOS-1 Heavy Flamethrower System, known better for its nickname Buratino, was one of the Soviet Union's finest artillery pieces in between the wars. However, when the new Scud Launcher was introduced with its superior range and damage to enemy structures, the Buratino was phased out and retired from active duty.

But as the Third Great War progressed, the Latin Confederation, who did not develop an artillery of their own, was in need of vehicles capable of long range destruction in order to directly assault American fortifications. Due to Scud Launchers being in short supply at the time because of high demand, the Buratino is now produced in Turbo, Columbia and is a vital asset for the Latins' arsenal.

The warheads that the Buratino fires contain a combustible liquid which produce a high temperature cloud of flame followed by a crushing shock wave. This makes the TOS-1 a great weapon for destroying enemy structures and killing infantry.


Latin Confederation Buratino

Additional Information:
  • Minimum Range: 5
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.


Vulture
  • Cost: $1200
  • Speed: 34 (Flying)
  • Hitpoints: 340
  • Armor Class: Medium Air
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Anti-Infantry, Anti-Aircraft, Support
  • Weapons: 2x12.7mm DShK / Smoke Cannon
  • Range: 7 / 13







This unit is unique to Latin Confederation.

The Vulture is a uniquely versatile helicopter, combining a fast attack chopper to chase and mow down infantry and light aircraft with a support unit when landed and deployed. With the special smoke cannon, the chopper is capable of disrupting vision of enemy units, causing their accuracy to fall. Vulture is most vulnerable when transitioning between support and air mode. Due to its thin armor, it should be protected from even the feeblest of forces.


Latin Confederation Vulture
Additional Information:
  • Minimum Range: 2 (smoke cannon)
  • Deploy to ground to switch from machine guns to smoke cannon.
  • Smoke cannon decreases targeted unit's firepower by 50%.



Drakuv
  • Cost: $1600
  • Speed: 7
  • Hitpoints: 1100
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Transport, Support, Imprisonment
  • Weapons: Stun Rifles / Grinder
  • Range: 5 / 1.5







This unit is unique to Latin Confederation.

The Drakuv troop crawler is a heavy multi-functional transport designed not only for infantry support, but for specialised tactics as well. A large grinder adorns the front side of this beast of a vehicle, holding any object it comes across in its place, tearing into it until there is nothing left. Enemy tanks will remain unable to move unless the Drakuv stops its attack or is destroyed.

Atop the troop crawler are turrets that fire powerful tranquilizer projectiles. With them, the crawler can capture weakened enemy infantry and brainwash them into service of the Latin Confederation. Health packs supplied with the Drakuv allows injured lower tier infantry to be made combat ready again, as well as sustain them when nearby the unit.


Latin Confederation Drakuv

Additional Information:
  • Can crush infantry.
  • Immune to omni crush.
  • Has 8 passenger slots.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Heals T1 infantry units around.
  • Frontal grinder can destroy walls.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).


Nuwa Cannon
  • Cost: $1900
  • Speed: 3
  • Hitpoints: 1300
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Annihilation
  • Weapon: Atomic Cannon
  • Range: 8.5







This unit is unique to China.

Having barely any long range siege capabilities, the Chinese needed to compensate. The Nuwa Cannon they developed as their super tank is the alpha and omega of destruction. The unfathomable amounts of armor and atomic cannon firing depleted uranium shells has caused some Allied strategists to reclassify it as a defense cannon instead of a vehicle. Outfitted with a nuclear engine just to keep the tank mobile, the Nuwa is equipped with several safety procedures to prevent the engine from rupturing when the tank is destroyed.

This behemoth of a war machine can temporarily rout power from a nearby Nuclear Reactor to the engine, resulting in an increase in speed. The Nuwa, though slow and not able to fire on the move, has been a massive success in the Chinese army, often used to take the brunt of the force in a nigh impenetrable wall of moving armor.


Chinese Nuwa Cannon

Additional Information:
  • Minimum Range: 1
  • Immune to poison.
  • Can crush infantry.
  • Immune to radiation.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Automatically repairs itself.
  • Gets +1 speed boost nearby a Nuclear Reactor


Dragonfly
  • Cost: $900
  • Speed: 35 (flying)
  • Hitpoints: 280
  • Armor Class: Light Air
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: EMP
  • Weapon: Immobilizer
  • Range: 7







This unit is unique to China.

One of the Chinese army's most glaring weaknesses is their lack of mobility. In order to solve this oversight, a radical approach was taken. Instead of developing new engines for all the Chinese vehicles, a flying drone was created with the sole purpose of slowing enemy tanks to a halt.

The Dragonfly proves once again that Chinese EMP weaponry and slow but extremely powerful tanks make a devastating combination. A single Dragonfly is enough to instantly render almost any enemy unit incapable of firing or moving. Additionally, when placed nearby a radar structure, this unit will render the connection obsolete. The Dragonfly, much like its namesake, is easily swatted out of the air by anti-aircraft units due to its paper thin armor and lack of any other weapons.


Chinese Dragonfly

Additional Information:
  • Disables radar in structures nearby.


Sentinel
  • Cost: $1600
  • Speed: 4
  • Hitpoints: 500
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Anti-Aircraft
  • Weapon: 2x57mm + MRFS
  • Range: 11







This unit is unique to China.

Aside from Halftracks, China lacked a dedicated advanced anti-aircraft system to protect their 'crawling wall' of tanks. Filling this gap is the Sentinel, the guardian of the Chinese forces. Sentinels are sluggish vehicles loaded with modified white phosphor flak shells, which react violently with the air when impacting with a target, burning through metal in seconds. Being a specialized anti-aircraft weapon, the Sentinel can only fire upon aircraft in order to ensure maximum effectiveness.


Chinese Sentinel

Additional Information:
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.


Centurion Siege Crawler
  • Cost: 3000$
  • Speed: 3
  • Hitpoints: 2000
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Siege
  • Weapon: 420mm Cannon
  • Range: 18







This unit is unique to China.

Costing untold amounts of money and with a development period spanning several decades, the Centurion Siege Crawler is without a doubt the ultimate siege engine. This unit has been built as an artillery with almost none of the flaws of one, sporting some of the heaviest armor of any Soviet unit. Controlled by a powerful AI which regulates locomotion and targeting, as well as loading, and firing the weapon, the walker is utterly loyal to its Soviet generals.

The entire chassis is built around a massive 420mm cannon, firing huge shells at obscene ranges which can decimate buildings with only a few rounds. To further increase its already immense firepower and versatility, the Centurion can seat three infantry with Yunru as a popular choice.

Although it is a nigh impregnable moving fortress, the Centurion on its own has no anti-air capabilities and can be swarmed by quick, light units. Coupled with it's absolutely prodigal building costs, the standard war factories on the battlefield are incapable of producing more than one copy at a time on the battlefield, making the Centurion an invaluable asset that should not be wasted.

Watch the Centurion Siege Crawler in action!


Chinese Centurion Siege Crawler

Additional Information:
  • Build limit: 1
  • Minimum Range: 3
  • Can crush infantry and units.
  • Automatically repairs itself.
  • Has 3 passenger slots.
  • Infantry can fire from the Centurion.
  • Immune to radiation.
  • Immune to poison.
  • Immune to mind control.
  • Immune to omni crush.
  • Driver cannot be killed.
  • Cannot be hijacked.
  • Heals units around.
  • Cannot enter transports.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).


Kirov Airship
  • Cost: $2000
  • Speed: 6 (Flying)
  • Hitpoints: 2000
  • Armor Class: Medium Air
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Bombardment
  • Weapon: FAB-1500
  • Range: 1







Kirovs, named after the great general of the Second Great War Sergei Kirov, are an iconic image recognized by all; representing the overwhelming firepower and intimidating presence of the Soviet Union. Slow, powerful and incredibly durable. A fleet of Kirovs is often a sign of doom for any commander. Only mass amounts of anti-aircraft fire is capable of downing these blimps. Their role in the invasion of the United States brought a quick success in favor of the Soviets.


Soviet Kirov Airship

Additional Information:
  • Automatically repairs itself.


Zubr
  • Cost: $1000
  • Speed: 7
  • Hitpoints: 1000
  • Armor Class: Medium
  • Prerequisite: Soviet Naval Shipyard
  • Purpose: Transport
  • Weapon: 23mm Flak Cannon (x2)
  • Range: 5 / 10 (AA)







The Zubr is the Soviet amphibious transport, capable of ferrying large amounts of forces over water. They can transport both infantry and armor to any location and keep it out of harm's way. Though these transports are armed and can swat away light or half-hearted attacks from both ground and air, they should not be put in harm's way to prevent severe and unnecessary losses as they are not as hardy as the animal they are named after.


Soviet Zubr

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Has 12 passenger slots.
  • Cannot be chronoshifted.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).
  • T1 & T2 units take 3 slots, MCVs take 6, T3 units take 6, Driller takes 6, Borillo takes 9, Drakuv takes 12, Stalin's Fist takes 12, Molebomb & Terror Drone take 2, Centurion can't be transported.


Typhoon Attack Sub
  • Cost: $1000
  • Speed: 5
  • Hitpoints: 650
  • Armor Class: Heavy
  • Prerequisite: Soviet Naval Shipyard
  • Purpose: Naval Engagement, Ambush
  • Weapons: Typhoon Torpedoes
  • Range: 7.5







The main warship of the Soviet naval forces, Typhoons are submarines capable of moving quickly through the sea, ambushing any enemies with a salvo of torpedoes, quickly sinking them, and returning to the depths within seconds. Though they are one of the worlds most dangerous ship killers, they cannot attack land targets and have difficulty maneuvering due to their length.


Soviet Typhoon Attack Sub

Additional Information:
  • Cloaked.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can detect cloaked and submerged units (sensors range: 9).


Seawolf
  • Cost: $800
  • Speed: 6
  • Hitpoints: 400
  • Armor Class: Medium
  • Prerequisite: Soviet Naval Shipyard, Radar Tower
  • Purpose: Assault, Anti-Aircraft
  • Weapon: 57mm Cannon / 4x23mm Flak Cannons
  • Range: 6.5 / 10







Lacking an anti-aircraft ship in the previous war, the Soviets developed a fast sea raider known as the Seawolf, capable of quickly destroying aircraft and harassing other ships. This multi-purpose attack craft has proven to be one of the Soviets more versatile naval vessels. Its turreted quad flak cannons and high caliber shore assault gun allow the Seawolf to engage both land and air targets.


Soviet Seawolf

Additional Information:
  • Cannot be hijacked.
  • Driver cannot be killed.


Dreadnought
  • Cost: $2200
  • Speed: 4
  • Hitpoints: 1100
  • Armor Class: Heavy
  • Prerequisite: Soviet Naval Shipyard, Soviet Lab
  • Purpose: Siege
  • Weapon: 'Snowstorm' Ballistic Missiles (x2)
  • Range: 23







Dreadnoughts are the main command ships of the Soviet Navy. Easily able to lay waste to shore targets with their high-yield ballistic missiles, Dreadnoughts played an integral role in the initial assault on the United States. Outfitted with advanced sensors and communication arrays, the Dreadnought is capable of detecting stealthed or submerged enemies. Though its missiles are powerful, they can be shot down with sufficient anti-aircraft defenses. Dreadnoughts are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.


Soviet Dreadnought

Additional Information:
  • Minimum Range: 6
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Projectile can be shot down with AA weapons.
  • Can detect cloaked and submerged units (sensors range: 7).


Akula Missile Sub
  • Cost: $2200
  • Speed: 3
  • Hitpoints: 1250
  • Armor Class: Heavy
  • Prerequisite: Soviet Naval Shipyard, Soviet Lab
  • Purpose: Siege
  • Weapon: 'Gordost' Ballistic Missiles
  • Range: 23







This unit replaces the Dreadnought for Russia.

In the the First Great War, the Russians developed several experimental ballistic missile submarines. Ships capable of launching powerful missiles from incredible distances to annihilate targets with barely any chance of retaliation. Unfortunately for the Russians, these prototypes were destroyed by the Allies. This did not however discourage the Soviets from developing the Akula, the spiritual successor of these missile subs.

Though this massive submersible is very slow, it can emerge from the depths to strike at targets anywhere, making them one of the most feared units in the Russian arsenal. They do not carry any defensive measures however, and are thus vulnerable when they rise above the waves or are detected. Just like Dreadnought's missiles, Akula's projectiles can be shot down with AA weapons.


Russian Akula Missile Sub

Additional Information:
  • Cloaked.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Explodes when killed.
  • Automatically repairs itself.
  • Projectile can be shot down with AA weapons.
  • Can detect cloaked and submerged units (sensors range: 7).


Apocalypse Tank
  • Cost: #2200
  • Speed: 4
  • Hitpoints: 950
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory, Soviet Lab
  • Purpose: Assault, Anti-Aircraft
  • Weapon: 125mm TEC (x2) / 'Mammoth Tusk' (x4)
  • Range: 7 / 7







This unit becomes available for the Soviets after infiltration of Soviet Construction Yard and Soviet Lab.

During the late stages of the First Great War, the Allies were beginning to gain the upper hand over the Soviets. Conventional heavy tanks proved useless in countering the aircraft and nimble tanks of the Allies. Soviet engineers set out to design a truly unstoppable tank, one that could take on any enemy and still remain standing even after the mightiest blow. Unfortunately, the Soviets lost the war before the 'super tank' could be produced. The blue prints for the vehicle were quickly hidden and all prototypes were destroyed to prevent the Allies from gaining any more technological advantages. Once the Soviets were free from Allied occupation though, the idea of a 'super tank' had not been forgotten. Research into the project progressed steadily until the tank was complete and ready to be unleashed from war factories all over the Soviet Union.

However, in the end it turned out that the tank, now called the Apocalypse, was not very cost-efficient. Even with its amazing firepower and reasonable mobility, the modern Tesla Tank proved to be much more effective in battle. Thus the Apocalypse was reluctantly retired. While the Apocalypse can still be found in larger Soviet bases, the tank isn't actively produced. Some Soviet generals still keep a few models around for the nostalgia factor and the symbolic importance of the vehicle.

The Apocalypse Tank is equipped with twin 125mm Tesla-enhanced cannons, which are lethal to all armor and structures that might cross its path and the tank's many 'Mammoth Tusk' missile pods make this monstrous war machine a viable threat to aircraft and infantry. The idea of 'throwing everything you have at your opponent' is heavily incorporated in the Apocalypse as it will use all of its weapons at once against the enemy. Due to the incredibly sturdy turret fixated on the hull, the Apocalypse Atomic Tank can fire while on the move without losing too much accuracy.


Soviet Apocalypse Tank

Additional Information:
  • Can crush infantry.
  • Automatically repairs itself.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Can fire on the move.
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