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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 BUILDINGS

Soviet Construction Yard
  • Cost: $2000
  • Power: +60
  • Hitpoints: 2500
  • 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:
  • Automatically repairs itself in mobile form.
  • Can be infiltrated to reveal what the owner is building and how much power he has.


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 with Soviet infantry

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


Soviet Ore Refinery
  • Cost: $2000
  • Power: -40
  • Hitpoints: 1000
  • Prerequisite: Construction Yard
  • Purpose: Resource Gathering
  • Armor Class: Big Heavy 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: -100
  • 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 basic Soviet tanks

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



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





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


Soviet Naval Shipyard
  • Cost: $1500
  • Power: -100
  • 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.



SUPPORT POWER: Naval Mine
  • Cost: $500
  • Recharge Time: 4:00
  • Requires Power: Yes





Places a stationary Naval Mine which will explode and deal a lot of damage to enemy units nearby.


Soviet Field Bureau
  • Cost: $1500
  • Power: -200
  • Hitpoints: 1000
  • Prerequisite: Tesla Reactor + Ore Refinery
  • Purpose: Tech Access, Infantry Imprisonment
  • Armor Class: Light Structure






The Field Bureau is the primary Soviet intelligence building on the battlefield. Construction of this structure marks the first step of a local technology advancement for all weapon branches. But the most important feature of these is the capability to imprison and research the weapons found by the troops of Soviet enemies.

Using the Drakuv Prison Vehicle, which can be deployed from a Field Bureau once any of the Soviet labs is constructed, it is possible to capture enemy soldiers and move them into this building in order to analyze the weapons and equipment they are using. Afterwards, these soldiers can be trained by the owner of the Field Bureau which has taken the prisoner in. Keep in mind, that if an enemy infiltrator enters this building, all data regarding the captured technology will be lost.


Soviet Field Bureau with a Drakuv Prison Vehicle

Additional Information:
  • Can be infiltrated to reset the captured infantry tech.



SUPPORT POWER #1: Instant Shelter
  • Cost: $800
  • Recharge Time: 5:30
  • Requires Power: Yes





Use this to instantly deploy a Battle Bunker anywhere on the battlefield. Battle Bunker deployed through the use of this power will not keep you in the game, if Short Game is enabled.

SUPPORT POWER #2: Drakuv Prison Vehicle
  • Cost: #1800
  • Recharge Time: 5:30
  • Requires Power: Yes
  • Requires Any Soviet Lab.






Deploys a Drakuv Prison Vehicle next to the first Field Bureau you have constructed. If the Field Bureau is completely surrounded with walls, the Drakuv will appear where possible. Read more.


Soviet Airbase
  • Cost: $1000
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: Tesla Reactor + Ore Refinery
  • Purpose: Aircraft Production, Radar, Spy Plane
  • Armor Class: Light Structure






Many long years have passed before the Soviets were able to restore their mighty airforce. Initially, during the Soviet invasion of the United States, the Red Army resorted to using giant blimps to bombard enemy positions from the skies but not many jets were seen. Finally after their attack on the American aeronautics complexes all over the country, neccessary tech was acquired to develop the next-gen of Soviet jet fighters. The Soviet Airbase exists to produce and maintain them.

The Airbase also provides a commander with the radar mini-map and the authority to develop more advanced technology. Additionally, the owner can call in a spy plane in order to provide intel on unknown enemy territory.


Soviet Airbase with Foxtrot fighters

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.


Soviet Nuclear Reactor
  • Cost: $1500
  • Power: +2000
  • Hitpoints: 1600
  • Prerequisite: Field Bureau
  • 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 most of an average Soviet base's needs. 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.


Russian Palace
  • Cost: $5000
  • Power: -300
  • Hitpoints: 1200
  • Prerequisite: Field Bureau
  • Purpose: High Tech Access
  • Armor Class: Light Structure





This structure is unique to Russia.

This majestic construct provides a Russian commander with the most powerful technology their arsenal has to offer. Though the boons are many, the building is very costly and fragile, and should be well protected as the Soviet technology advancement method is simple but expensive.

The Palace doesn't only unlock the most powerful of Russian weapons, it provides access to two paradrop powers such as the Tank Drop and the Terror Drop. It also allows the Soviet commander to use Overcharge on his tesla units to heighten their combat potential.


Russian Palace

Additional Information:



SUPPORT POWER #1: Tank Drop
  • Cost: $2500
  • Recharge Time: 6:30
  • Requires Power: Yes






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

SUPPORT POWER #2: Terror Drop
  • Cost: $1500
  • Recharge Time: 6:00
  • Requires Power: Yes






Drop 3 Terror Drones anywhere on the battlefield. Price not affected by Industrial Plant.

SUPPORT POWER #3: Overcharge
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Team






Use this to boost the firepower of all units equipped with Tesla weaponry by 50% for 24 seconds.


Latin Confederation Battle Lab
  • Cost: $5000
  • Power: -300
  • Hitpoints: 1200
  • Prerequisite: Field Bureau
  • Purpose: High Tech Access
  • Armor Class: Light Structure





This structure is unique to Latin Confederation.

More of a hideout, storage and assembly facility than a research lab, the Battle Lab is where the Latin Confederation's engineers put together their explosive traps, prepare napalm weapons and produce smoke bombs. It is said there are no secrets hidden in a Latin Confederation's Battle Lab as there is no big science behind their weapons. They utilize what is deemed outdated by many, sold to the countries of the Confederation by the Russians after the latter modernized their arsenal. However, in the hands of this unpredictable army, these old weapons might be used in ways not seen before.


Latin Confederation Battle Lab

Additional Information:



SUPPORT POWER #1: Motor Ambush
  • Cost: $2000
  • Recharge Time: 6:30
  • Requires Power: Yes





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

SUPPORT POWER #2: Flame Tower
  • Cost: $800
  • Recharge Time:5:30
  • Requires Power: Yes





A modern Flame Tower will ambush the enemy at the designated position. This turret will not keep you in the game, if Short Game is enabled.

SUPPORT POWER #3: Smoke Bombs
  • Cost: $1000
  • Recharge Time: 6:30
  • Requires Power: Yes
  • Affects Players: Enemies






Drop a long duration series of smoke bombs on the battlefield to decrease firepower of enemy units in the affected area by 50% for a short period of time.


Chinese Atomheart
  • Cost: $5000
  • Power: -50
  • Hitpoints: 1200
  • Prerequisite: Field Bureau
  • Purpose: High Tech Access
  • Armor Class: Light Structure





This structure is unique to China.

The Chinese Atomheart is the key structure that allows a Chinese commander to utilize the advanced EMP and nuclear technologies on the battlefield. These two, supported with Yunru's signature earthquake-generating missile called the Wallbuster, give the Chinese the upper hand over their enemies in the harsh battle conditions. If the Atomheart is built, you can be sure that enemy formations will be disrupted with the use of EMP, while the radiation and all nuclear weapons will finish them off, proving that China exceeds in raw firepower.

The Atomheart has a small nuclear reactor of its own, which drastically reduces its power requirements when compared to other Soviet sides' technology buildings. However, when destroyed, it will explode similarly to the Nuclear Reactor, albeit less violently.


Chinese Atomheart

Additional Information:
  • Explodes when destroyed.
  • Can be infiltrated to unlock Stolen Tech units.




SUPPORT POWER #1: Irradiation
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Cast on Team, damages Enemies






Mechanical units you own affected by this support power will emit a deadly radiation field similar to Eradicator's for 36 seconds. This field will not damage the units that belong to the owner or his allies.

SUPPORT POWER #2: Wallbuster
  • Cost: $1000
  • Recharge Time: 6:30
  • Requires Power: Yes
  • Affects Players: All






The Atomheart will fire a Wallbuster missile designed to destroy enemy fortifications and walls anywhere on the battlefield. This missile is not very effective against anything else.


Soviet Industrial Plant
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1300
  • Prerequisite: Any 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.
  • Can be infiltrated to reveal the owner's total money count.







SUPPORT POWER: Gear Change
  • Cost: -
  • Recharge Time: 7:30
  • Requires Power: Yes
  • Affects Players: Owner






All War Factories and the Industrial Plant you own will be shut down for 60 seconds, giving you $3000 in return while the crew performs maintenance on all the equipment in them.


Soviet Iron Curtain Device
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1000
  • Prerequisite: Any 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 Device

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





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






All units affected by Iron Curtain will be invulnerable for 45 seconds.


Soviet Tactical Nuke Silo
  • Cost: $5000
  • Power: -400
  • Hitpoints: 1250
  • Prerequisite: Any 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:
  • Build Limit: 1
  • Cannot be captured.
  • Can be infiltrated to reset this superweapon's timer.





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






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 ARMORY

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: 550
  • Range: 6
  • Prerequisite: Barracks
  • Purpose: Anti-Infantry Defense
  • Armor Class: Defensive Structure
  • Weapon: 'Vulcan' MG (x2)






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: 800
  • Range: 6
  • Prerequisite: Barracks
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure
  • Weapon: Various






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
  • Range: 12
  • Prerequisite: Barracks
  • Purpose: Anti-Air Defense
  • Armor Class: Defensive Structure
  • Weapon: Flak Cannon






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: 850
  • Range: 7 / 8
  • Prerequisite: Field Bureau
  • Purpose: Advanced Defense
  • Armor Class: Defensive Structure
  • Weapon: Tesla Coil






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 50% for 24 seconds.


Soviet Sensor Tower
  • Cost: $800
  • Power: -150
  • Hitpoints: 650
  • Range: 10
  • Prerequisite: Field Bureau
  • Purpose: Disguise & Stealth Detection
  • Armor Class: Defensive Structure
  • Weapon: Spotlight






The Soviet Sensor Towers became a widespread structure in Soviet bases after Yuri's PsiCorps has defected and a number of unexplained attacks has taken place. According to the collected battlefield intel it was assumed that Yuri is not only capable of creating false images in people's minds but also collectively affect their perception of reality and has designed an entire technology around it.

The Sensor Tower is capable of detecting objects which a human eye cannot see due to the interference with their minds. They can also detect placed charges like Crazy Ivan's bombs and spies who have disguised as your own troops. Additionally, a spotlight on top of the tower will mark enemy objects in its vicinity, making them more exposed to damage.


Soviet Sensor Tower

Additional Information:
  • Can detect planted Crazy Ivan & Arsonist bombs.
  • Can detect disguised, cloaked and submerged units (sensors range: 9).
  • Units marked by the Sensor Tower's spotlight will take by 10% more damage.
  • Scout powers like Spy Sat, Spy Plane, Raven or Recon Sortie can't be used around Sensor Towers.


Latin Confederation Smoke Turret
  • Cost: $800
  • Power: -50
  • Hitpoints: 600
  • Range: 12
  • Prerequisite: Latin Battle Lab
  • Purpose: Support Defense
  • Armor Class: Defensive Structure
  • Weapon: Smoke Cannon (x2)






This structure is unique to Latin Confederation.

Among the additional weapons, unique to the Latin Confederation, which rely on creating smoke screen, comes the Smoke Turret. This simple but useful contraption launches volleys of smoke projectiles which blind their enemies if they do not posses adequate nagivation equipment. The Smoke Turret is cheap, effective and has great range. With enough spread of the weapon it fires, it can easily decrease the combat potential of incoming enemies, including some of the artillery units.


Latin Confederation Smoke Turret

Additional Information:
  • Smoke weapon halves the firepower of targeted units for 8 seconds.


Soviet Hammer Defense
  • Cost: $1800
  • Power: -150
  • Hitpoints: 1650
  • Range: 14
  • Prerequisite: Any Soviet Lab
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure
  • Weapon: Quake Generator






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
  • Range: Close
  • Prerequisite: Chinese Atomheart
  • Purpose: Advanced Hidden Defense
  • Armor Class: Land Mine
  • Weapon: EMP Charge






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. Placing an EMP Mine on a single cell will result in 4 more appearing nearby, wherever a free space is available.


Chinese EMP Mines

Additional Information:
  • Cloaked.
  • Will be placed as a 1x1 object to fill nearby free 5 cells with the mines.


Chinese EMP Control Station
  • Cost: $1000
  • Power: -200
  • Hitpoints: 1000
  • Prerequisite: Chinese Atomheart
  • Purpose: EM Pulse
  • Armor Class: Light Structure





This structure is unique to China.

Due to their chosen technological path and strategy, the Chinese put large emphasis on their EMP technology. The EMP Control Station has been designed with one purpose in mind: to stop the faster enemy tanks which are trying to outmaneuver the slow Chinese machines in one spot. By directing enough energy into this building, the Chinese are capable of creating an effective EM Pulse anywhere on the battlefield whenever the weapon has fully charged. The pulse created with this device has the largest area effect of all EMP weapons that the Chinese have developed so far.


Chinese EMP Control Station

Additional Information:
  • Can be infiltrated to reset this support power's timer.



SUPPORT POWER: EM Pulse
  • Cost: -
  • Recharge Time: 6:30
  • Requires Power: Yes
  • Affects Players: All






When fired, EM Pulse will shut all vehicles in the designated area down for 24 seconds.


Soviet Repair Crane
  • Cost: $1200
  • Power: -100
  • Hitpoints: 750
  • Prerequisite: Any 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. The effects of Cranes don't overlap so don't place them too close to each other.


Soviet Repair Crane



Soviet Iron Guard
  • Cost: $1500
  • Power: -300
  • Hitpoints: 900
  • Prerequisite: Iron Curtain Device
  • Purpose: Active Invulnerability
  • Armor Class: Defensive Structure






The Soviets have long needed an answer to the Allied Gap Generator technology. In the end, what the Soviets could not hide on radars or beneath the shroud, they've decided to cover with impenetrable armor created on the same principlies the Iron Curtain Device does. Thus came the Iron Guard, a structure that immediately gives an impression of a miniature Iron Curtain, more akin to the version built during the Second Great War.

The Iron Guard will render all vehicles nearby indestructible for as long as the device is powered. Unfortunately, due to high energy requirement and general instability of this experimental Iron Curtain model, a very limited amount of these devices can be maintained at once.


Soviet Iron Guard

Additional Information:
  • Build Limit: 2
  • Cannot be captured.

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