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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
THE FOEHN REVOLT

Foehn Information
Foehn Structures
Foehn Infantry
Foehn Units
Foehn Tech Tree
Stolen Tech Units
Neutral Structures




SOVIET INFANTRY

Soviet Conscript
  • Cost: $60
  • Speed: 7
  • Hitpoints: 125
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks
  • Purpose: Anti-Infantry, Garrison
  • Weapons: PPSh-41
  • Range: 5 / 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: 145
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks
  • Purpose: Anti-Armor, Anti-Aircraft, Garrison
  • Weapon: Personal Flak Cannon
  • Range: 5 / 6 (Garrison) / 9 (Anti-Air)






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: $100
  • Speed: 9
  • Hitpoints: 75
  • 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 recon units. Like their Allied cousins, they can sniff out enemy spies effectively and are just as vulnerable to vehicles.


Soviet Attack Dog

Additional Information:
  • Amphibious.
  • Can detect enemy spies.
  • Immune to mind control.
  • Cannot mutate into Brute or turn into a Duplicant.
  • Can find Ivan, Arsonist and Repulsor bombs (Bomb Sight: 7).


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:
  • Creates a repair vehicle inside an IFV or Stinger.
  • Can repair destroyed bridges by entering the Bridge Repair Hut.
  • Can find and disarm Ivan, Arsonist and Repulsor bombs (Bomb Sight: 7).
  • 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: $350
  • Speed: 7
  • Hitpoints: 225
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks + Field Bureau
  • Purpose: Anti-Structure, Anti-Infantry
  • Weapons: Flamethrower
  • Range: 5






Flamethrowers have been used by the Soviets in the Second Great War to terrorize local villages; torching man and structures to ashes. Now, known as Pyro, the flame-throwing 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 a definite threat to structures and groups of enemy infantry and is not to be underestimated.


Soviet Pyro

Additional Information:
  • Resistant to fire weapons.


Tesla Trooper
  • Cost: $450
  • Speed: 6
  • Hitpoints: 270
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks + Field Bureau
  • Purpose: Anti-Armor
  • Weapons: Miniaturized Tesla Coil Mk1
  • Range: 5 / Close (Charging)






The Tesla Trooper is an important part of every Soviet infantry division, making full use of the advances in tesla technology, and 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 Dogs and Spooks.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (Sensors Range: 7).
  • 1 Tesla Trooper can increase a Tesla Coil's firepower.
  • 1 Tesla Trooper will add short a EMP effect to a Tesla Coil's bolt.
  • 2 Tesla Troopers can make a Tesla Coil work even when the base is on low power.
  • Overcharge will increase his firepower by 50% for 20 seconds.


Shock Trooper
  • Cost: $500
  • Speed: 6
  • Hitpoints: 320
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks + Field Bureau
  • Purpose: Anti-Armor
  • Weapons: Miniaturized Tesla Coil Mk2
  • Range: 5.5 / Close (Charging)






This unit replaces the Tesla Trooper for Russia.

In an ununsual call back to the original soldier, the new Russian Shock Trooper is their further improved version of the Tesla Trooper. It has thicker armor, a stronger miniaturized tesla coil, and a rate of fire twice as fast as that of the Tesla Trooper. In addition, his bolt is capable of hitting more than one target.

These characteristics make the Shock Trooper appear more effective in countering larger numbers of enemy armor units in combat. Naturally, the Shock Trooper can also charge a Tesla Coil to enhance its bolt power and provide a short-term EMP effect, as well as benefit from the Overcharge.


Russian Shock Trooper

Additional Information:
  • Immune to Dogs and Spooks.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (Sensors Range: 7).
  • 1 Shock Trooper can increase a Tesla Coil's firepower.
  • 1 Shock Trooper will add short a EMP effect to a Tesla Coil's bolt.
  • 2 Shock Troopers can make a Tesla Coil work even when the base is on low power.
  • Overcharge will increase his firepower by 50% for 20 seconds.


Crazy Ivan
  • Cost: $500
  • Speed: 8
  • Hitpoints: 110
  • Armor Class: Basic
  • Prerequisite: Soviet Barracks + Radar Dish
  • Purpose: Controlled Demolition
  • 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 violently when killed.
  • Can find Ivan, Arsonist and Repulsor bombs (Bomb Sight: 6).


Mortar Quad
  • Cost: $600
  • Speed: 8
  • Hitpoints: 220
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks + Radar Dish
  • Purpose: Anti-Armor Siege
  • Weapons: 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, often utilized from inside of their Catastrophes.


Latin Confederation Mortar Quad

Additional Information:
  • Minimum Range: 3.
  • Immune to Dogs and Spooks.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.


Gyrocopter
  • Cost: $600
  • Speed: 26 (Flying)
  • Hitpoints: 275
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks + Airbase
  • Purpose: Anti-Infantry, Anti-Aircraft
  • Weapons: QJZ-HMG
  • Range: 7.5 / 8.5 (Anti-Air)






This infantry is unique to China.

Instead of preparing jetpacks for their troopers, the Chinese decided to proceed with the production of miniature copters with machine guns integrated into their structure. Though less nimble and more haphazard than the Rocketeer, the Chinese Gyrocopter is better armed and can sustain more damage.

The Chinese were the first to notice the potential of the inconspicuous rapid-firing guns previously utilized in some of their military boats, and decided to combine it with the unusal concept that is the Gyrocopter. What this heavily customized heavy machine gun lacks in accuracy, it makes up for with its impressive firing rate and additional splash effect, unseen in the older Soviet firearms. It might only be a matter of time before the Chinese equip even more of their forces with their improved deadly machineguns. One thing is certain - when you hear the rotors of these flying machines in the sky, death is soon to follow.


Chinese Gyrocopter



Desolator
  • Cost: $950
  • Speed: 5
  • Hitpoints: 210
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks + Palace / Battle Lab
  • Purpose: Anti-Infantry, Area Denial
  • Weapons: Rad Cannon
  • Range: 7.5 / 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 radioactive hazards. 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, regardless of how heavily armored they are.

If the situation requires it, the Desolator can deploy his cannon as well to defend an area. Planting it into the earth and pumping lethal doses of radiation into the ground, he can make the surrounding area dangerous for any 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 Dogs and Spooks.
  • Automatically heals himself.
  • Vulnerable to magnetic weapons.
  • Can damage units inside Tank Bunkers.
  • Cannot be crushed by normal vehicles when deployed.


Eradicator
  • Cost: $1100
  • Speed: 5
  • Hitpoints: 260
  • Armor Class: Plate
  • Prerequisite: Soviet Barracks + Atomheart
  • Purpose: Anti-Infantry, Area Denial
  • Weapons: Rad Cannon
  • Range: 8 / Area-of-effect






This infantry replaces the Desolator for China.

Where the Desolator was already an irresponsible effort to create a 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 much bigger.


Chinese Eradicator

Additional Information:
  • Immune to radiation.
  • Immune to Dogs and Spooks.
  • Automatically heals himself.
  • Vulnerable to magnetic weapons.
  • Can damage units inside Tank Bunkers.
  • Cannot be crushed by normal vehicles when deployed.
  • Constant directed radiation damages all enemy units nearby.


Saboteur
  • Cost: $1000
  • Speed: 6
  • Hitpoints: 140
  • Armor Class: Basic
  • Prerequisite: Soviet Barracks + Any 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 directly connected to a small heart rate monitor, which detonates the bomb when the Saboteur's heart stops. This contraption results in a localized explosion in the event 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 factory units will be produced as veteran.
  • Enemy Radar: Battlefield will be reshrouded for the radar's owner.
  • Enemy Power Plant: The owner's power will be shut down for 1:30.
  • Enemy Nuclear Reactor: The owner's power will be shut down for 2:00.
  • Enemy Ore Refinery: You will steal $5000 from the refinery's owner.
  • Enemy Ecobooster: You will see the owner's current money amount.
  • Enemy Field Bureau: The owner's acquired infantry tech will be reset.
  • Enemy Lab & ConYard: A new stolen technology unit will be unlocked.
  • Enemy Superweapon: Timer for the infiltrated superweapon will be reset.


Soviet Saboteur

Additional Information:
  • Explodes when killed.


Arsonist
  • Cost: $1000
  • Speed: 6
  • Hitpoints: 140
  • Armor Class: Basic
  • Prerequisite: Soviet Barracks + Battle Lab
  • Purpose: Firestarter
  • Equipment: Makeup Kit / Arson Kit
  • Range: Whole Map / Close






This infantry is unique to Latin Confederation.

Somewhere between the wicked Crazy Ivans and the careful Saboteurs are the Arsonists, the Latin Confederation's masters of silent and unexpected building demolition. Capable of wearing a disguise just like the Saboteur or the Allied Spy, the Arsonists can get past enemy defenses and forces which are unable to see through the trickery and set enemy units or buildings on fire. This fire is especially useful for causing havoc in bases which are not protected well enough as it is guaranteed to take down at least a building or two if planted successfully. The Arsonist will not lose his disguise while setting things on fire, however an Engineer might be able to get rid of the napalm charge before it is set off.


Latin Confederation Arsonist

Additional Information:
  • Resistant to fire weapons.
  • Not affected by firepower debuffers.
  • Cannot be crushed by normal vehicles.
  • Can find Ivan, Arsonist and Repulsor bombs (Bomb Sight: 8).
  • If the building with napalm charge is sold, the charge will not go off.


SOVIET HEROES

Chitzkoi
  • Cost: $1000
  • Speed: 10
  • Hitpoints: 500
  • Armor Class: Cyborg
  • Prerequisite: Soviet Barracks + Palace
  • Purpose: Quick Assault
  • Weapon: Razorblade Teeth
  • Range: 4






This commando works for Russia.
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. However, at some point the Allies designed a combat drone based on the Chitzkoi mechanicals - something the Soviets stole from them shortly after the Second Great War.


Chitzkoi

Additional Information:
  • Build Limit: 1
  • Immune to poison.
  • Immune to abduction.
  • Immune to radiation.
  • Can detect enemy spies.
  • Automatically heals itself.
  • Immune to confusion rays.
  • Immune to mind control.
  • Vulnerable to EMP.
  • Vulnerable to magnetic weapons.
  • Can damage units inside Tank Bunkers.
  • Can clear out garrisons by entering them.
  • Cannot be crushed by any vehicles.


Volkov
  • Cost: $1500
  • Speed: 6
  • Hitpoints: 600
  • Armor Class: Cyborg
  • Prerequisite: Soviet Barracks + Palace
  • Purpose: Anti-Armor, Anti-Infantry, Anti-Structure
  • Weapon: Chain Lightning Tesla Cannon, Tesla Grenade
  • Range: 8 (+3x4) / 8






This commando works for Russia.
Volkov is the all too familiar Soviet cybernetic commando, resurrected to serve once again as Russia's greatest hero. He has been 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 and magnetic weapons. While already powerful, the use of the Overcharge support weapon will increase the effectiveness of his weapon even further.

Before his 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 else. Volkov's reactivation has not been without controversy and disapproval of the certain Soviet higher-ups, since during the Second Great War Volkov was destroyed after he went berserk after a failed attempt by the Allies to gain his control codes, proving he can be turned against his creators. However, the engineers tasked with restoring Volkov's recovered body have assured that he will be made completely tamper-proof and his control codes will be encrypted with improved technology and secured in an undisclosed location.


Volkov

Additional Information:
  • Build Limit: 1
  • Immune to poison.
  • Immune to abduction.
  • Immune to radiation.
  • Automatically heals himself.
  • Immune to confusion rays.
  • Immune to mind control.
  • Vulnerable to EMP.
  • Vulnerable to magnetic weapons.
  • Can damage units inside Tank Bunkers.
  • Cannot be crushed by any vehicles.
  • Can detect cloaked and submerged units (Sensors Range: 7).
  • Overcharge will increase his firepower by 50% for 20 seconds.
  • Volkov's unique EMP effect affects everything and everyone on the ground.


Morales
  • Cost: $1500
  • Speed: 7
  • Hitpoints: 240
  • Armor Class: Flak
  • Prerequisite: Soviet Barracks + Battle 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 the Confederation troops to capture. In situations where the vehicle has no operator, he will simply damage and eventually destroy the vehicle. An Engineer, Ivan Cadet, Hijacker or Huntress will then be able to recapture the vehicle.

On top of his incredible skills and a powerful weapon, Morales has the authority to call in a tactical nuclear airstrike upon enemy structures as well, causing massive damage and localized radiation.


Morales

Additional Information:
  • Build Limit: 1
  • Immune to abduction.
  • Automatically heals himself.
  • Immune to confusion rays.
  • Immune to mind control.
  • Cannot fire from a transport.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (Sensors Range: 9).
  • Weapon will kill the drivers of Tier 1 and Tier 2 units, leaving them empty.


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






This commando works for China.
It is an odd sight to see: a young scientist amidst the chaos of battle instead of within the isolation of labs. What many don't expect is that she has proven to be a very real threat to any armor battalion or military encampment. This woman, named Yunru, highly intelligent from an early age, has developed several high-tech weapons under the military's influence, allowing China's army to go toe-to-toe with the Allied forces and even match Epsilon's insidious research later on.

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 has built herself 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 the Chinese forces as their movement and firing systems are overwhelmed from the sheer overflow of data.

Though serving in her country's military since her youth, Yunru is its scientist, not soldier. Rumours have it she has initially heavily opposed using her technologies for war, but the military has been threatening her family in order to keep her working. Living under the extreme pressure from the army, and with little external contact, created a stressful and often traumatizing environment, not beneficial for a young scientist's psyche. Eventually, in order to step into the outside world, she has insisted to conduct field tests of one of her newest weapons personally. Since the unexpectedly devastating first field test of the Earth Breaker in a remote village, her superiors have been reporting she would occasionally display abrupt mood swings, or erratic, even self-harming behaviors. While she no longer shows opposition to working on new weapons, it has become difficult to tell what really drives her forward.


Yunru

Additional Information:
  • Build Limit: 1
  • Minimum Range: 3
  • Immune to abduction.
  • Immune to radiation.
  • Immune to confusion rays.
  • Immune to mind control.
  • Can destroy walls instantly.
  • Automatically heals herself.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (Sensors Range: 9).

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