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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 UNITS

War Miner
  • Cost: $1400
  • Speed: 4
  • Hitpoints: 1200
  • Armor Class: Harvester
  • Prerequisite: Soviet War Factory + Ore Refinery
  • Purpose: Resource Collection
  • Weapon: KPV 14.5mm
  • Range: 6






Miners have played an essential role in warfare since the Second 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 them being remote controlled, miners are difficult to destroy with lightly equipped conventional forces.

Heavy losses of ore trucks due to hit and run tactics by swift Allied tanks during the Second 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 and Fury 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.
  • Immune to abduction.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Immune to mind control.
  • Immune to confusion rays.
  • Does not attack other harvesters automatically.


Halftrack
  • Cost: $550
  • Speed: 7
  • Hitpoints: 330
  • Armor Class: Light
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Infantry, Anti-Aircraft, Transport
  • Weapons: 12.7mm DsHK / 23mm Flak Cannon (x4)
  • Range: 6 / 10 (Anti-Air)






The Halftrack is the early Soviet anti-aircraft vehicle in the field. Their quad flak cannons can tear 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 the rest.

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 the tracking systems and ammunition storage, the Halftrack can only carry up to two passengers.


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%).


Tigr APC
  • Cost: $600
  • Speed: 6
  • Hitpoints: 385
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Infantry, Anti-Aircraft, Transport
  • Weapons: 12.7mm DsHK / 23mm Flak Cannon (x4)
  • Range: 6 / 10 (Anti-Air)






This unit replaces the Halftrack for Russia.

The Tigr APC is the Russian counterpart to the standard Halftrack. Although the main armament has not changed much in comparison, the Tigr is much better armored, and thus slower, than the Halftrack. This makes the unit an effective support for the Russian Wolfhounds, and a better defense against heavier air threats. Its lower speed, however, doesn't make the Tigr APC less of an effective transport as it can carry an additional passenger compared to the Halftrack.


Russian Tigr APC

Additional Information:
  • Can fire on the move.
  • Has 3 passenger slots.
  • Can enter Tank Bunkers.
  • Level 1 passenger survivability rate (rookie: 50%, veteran: 65%, elite: 80%).


Rhino Heavy Tank
  • Cost: $850
  • Speed: 5
  • Hitpoints: 480
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor
  • Weapon: 120mm D-80T Cannon
  • Range: 6






This unit is unique to Russia.

During the Second Great War, the Soviet twin-barreled heavy tanks were the workhorse of the Soviet 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 and lower production costs make the Rhino a viable threat to any commander when amassed. To compensate for its shortcomings, for each three shells a special tesla-tipped one is used for greater spread and effectiveness against infantry.


Russian Rhino Heavy Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Every four shots uses a tesla-tipped shell.


Jaguar Battle Tank
  • Cost: $750
  • Speed: 6
  • Hitpoints: 435
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor
  • Weapon: 105mm Cannon
  • Range: 6






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 Battle Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Might eject an Ivan Cadet upon destruction.


Qilin Assault Tank
  • Cost: $900
  • Speed: 4
  • Hitpoints: 510
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor
  • Weapon: 115mm U5TS Cannon (x2)
  • Range: 6






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 the remaining units to their Chinese allies. The Chinese fervently began improving the vehicles, 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 as possible, 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 unusually Iron Curtain-compatible material for its coating prove it is an advanced piece of technology, difficult to stop dead in its tracks.


Chinese Qilin Assault Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • EMP weapon duration time on this unit is cut by 50%.
  • Iron Curtain effects last 20% longer on the Qilin.


Terror Drone
  • Cost: $500
  • Speed: 10
  • Hitpoints: 140
  • Armor Class: Drone
  • Prerequisite: Soviet War Factory
  • Purpose: Anti-Armor, Anti-Infantry
  • Weapon: Cutting Devices
  • Range: 2.5 / Close






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 much more susceptible to small arms fire and aerial attacks than the average vehicle. 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.
  • Can detect enemy spies.
  • Driver cannot be killed.
  • Takes 2 passenger slots.
  • Can enter most of transports.
  • Can switch to a 'hold fire' mode with a deploy command.


Soviet Mobile Construction Vehicle
  • Cost: $3000
  • Speed: 4
  • Hitpoints: 2000
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Radar Dish
  • Purpose: Base Construction
  • Weapon: -
  • Range: -






The Mobile Construction Vehicle, or MCV, 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 very 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 base.


Soviet Mobile Construction Vehicle

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


Borillo
  • Cost: $1000
  • Speed: 6
  • Hitpoints: 700
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Radar Dish
  • 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%).


Armadillo
  • Cost: $1200
  • Speed: 5
  • Hitpoints: 790
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Radar Dish
  • Purpose: Anti-Structure, Anti-Infantry, Transport
  • Weapon: Flamethrower (x2)
  • Range: 5






This unit replaces the Borillo for China.

China's primary strategy is that of a 'Great Moving Wall'. Their access to artillery weapons is very limited as they prefer to rely on ridiculously tough armor and powerful weapons, which would be able to crush any sort of resistance, no matter how well designed.

However, during their recent attempts to take down some of enemy installations in Russia, between narrow mountain paths where the foe could easily strike from above and eliminate Nuwa columns early before they could even attack, the Chinese tacticians have realized the lack of balance between the heavy armor, huge firepower and the low speed that was the result of the designs that pushed for the first two. The losses were costly, and a solution to the issue was urgent.

An upgrade was proposed, similar to the one the Heavy Tank received to become the Qilin, for the Borillo which already proved itself reliable in battle. The Armadillo was created, not as powerful but not as technologically demanding and slow as the Nuwa; an ideal weapon for breaking through enemy gates and taking down of the defenses, until the moving wall of Nuwa is assembled.


Chinese Armadillo

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Immune to omni crush.
  • Has 8 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: $1300
  • Speed: 6
  • Hitpoints: 350
  • Armor Class: Light
  • Prerequisite: Soviet War Factory + Radar Dish
  • Purpose: Anti-Structure, Anti-Armor
  • Weapon: B.O.O.M. 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 smaller versions of 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 rather fragile and could be easily destroyed before reaching their target.


Soviet Demolition Truck

Additional Information:
  • Explodes when killed.
  • Use 'deploy' or 'attack' command to detonate.



Bomb Buggy
  • Cost: $1300
  • Speed: 8
  • Hitpoints: 225
  • Armor Class: Light
  • Prerequisite: Soviet War Factory + Radar Dish
  • Purpose: Anti-Structure, Anti-Armor
  • Weapon: B.O.O.M. 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 lighter and much faster Bomb Buggies. Though retaining almost the same destructive powers as their slower brethren, they are much more fragile, making it imperative for them to avoid enemy fire of any kind in order to be effective.


Latin Confederation Bomb Buggy

Additional Information:
  • Explodes when killed.
  • Use 'deploy' or 'attack' command to detonate.



Drakuv Prison Vehicle
  • Cost: $1800
  • Speed: 7
  • Hitpoints: 1050
  • Armor Class: Heavy
  • Prerequisite: Field Bureau + Radar Dish (Drakuv)
  • Purpose: Support, Imprisonment
  • Weapons: Stun Rifles / Grinder
  • Range: 6 / 1.5






The Drakuv Prison Vehicle is a unique vehicle, as it is deployed from the Field Bureau and not the War Factory as all the other tanks are. It is a heavy multi-functional carrier designed not only for 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 Soviet Union, or possibly dropping them at the Field Bureau if needed. Health packs supplied with the Drakuv allows injured infantry to be made combat-ready again, as well as sustain them actively when nearby the unit.


Soviet Drakuv Prison Vehicle

Additional Information:
  • Can crush infantry.
  • Immune to abduction.
  • Immune to omni crush.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Heals infantry units around it.
  • Frontal grinder can destroy walls instantly.
  • Deployed with a support power by a Field Bureau.
  • Has 8 passenger slots, but only for captured prisoners.


Foxtrot
  • Cost: $1350
  • Speed: 24 (Jet)
  • Hitpoints: 230
  • Armor Class: Light Aircraft
  • Prerequisite: Soviet Airbase
  • Purpose: Precision Strikes
  • Weapon: 'Scorch' Missiles
  • Range: 9






It took some time, even after the Soviet invasion of the US for the Soviet jet fighters to reemerge in the sky. With their defeat in the Second Great War, their aircraft factories were all shut down, jets disassembled and the aerial zones over the defeated countries strictly controlled by the Allied forces.

It wasn't until the Russians were able to strike good deals with the Chinese and until the forces of Latin Confederation took control of some aeronautics faciltiies in the United States, when the suggestion was made to resume work on the next generation of Soviet fighters. The Foxtrot is one of the first results of this revival. Equipped with a strong 'Scorch' missile with napalm warhead which is capable of splitting at hitting multiple targets at once, the Foxtrot allows the Soviets to quickly react to an approaching enemy threat and deal significant damage to bases.


Soviet Foxtrot
Additional Information:
  • Automatically repairs itself.
  • Can damage units inside Tank Bunkers.
  • Missile will randomly pick up to 2 additional targets.



Dustdevil
  • Cost: $1400
  • Speed: 26 (Jet)
  • Hitpoints: 400
  • Armor Class: Light Aircraft
  • Prerequisite: Soviet Airbase + Field Bureau
  • Purpose: Support
  • Weapon: Smoke Bombs
  • Range: 9






With the reintroduction of the Soviet jet fighters, an interesting twist was made to the airforce they have strived so long to rebuild. While it is widely known that the Latin Confederation has bought most of its weapons from Russia, the Dustdevil is one of the very few weapon concepts originating from their Battle Labs that the Russians and even the Chinese had an interest in.

Proving how effective the smoke screens deployed from their Sandstorms are, the Latin Confederation designed another plane, around one of the unused MiG fuselage prototype, that is also able to quickly deliver large loads of smoke screen at the designated area. This smoke will decrease the combat effectiveness of any unit that is not equipped with advanced targeting control system, which by current standards is most of the infantry and human-piloted vehicles. Compared to the Sandstorm, however, the Dustdevil's cheaper construction turned to be much more vulnerable to enemy fire.


Soviet Dustdevil
Additional Information:
  • Automatically repairs itself.
  • Smoke bomb run halves the firepower of targeted units by 50% for 10 seconds.



Tesla Cruiser
  • Cost: $1500
  • Speed: 6
  • Hitpoints: 540
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Palace
  • Purpose: Anti-Armor, Anti-Infantry
  • Weapon: Tesla Coil (x2)
  • Range: 7






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. The tank's maximum potential is reached through the increase of power by Overcharge activated from their Palaces.


Russian Tesla Cruiser

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Driver cannot be killed.
  • Can enter Tank Bunkers.
  • Automatically repairs itself.
  • The weapon has a short EMP effect on vehicles.
  • Overcharge will increase its firepower by 50% for 20 seconds.


Scud Launcher
  • Cost: $1600
  • Speed: 4
  • Hitpoints: 360
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory + Palace
  • 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 few direct hits 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: 7
  • Can crush infantry.
  • Driver cannot be killed.
  • Projectile can be shot down with anti-air weapons.


Wolfhound
  • Cost: $1800
  • Speed: 20 (Flying)
  • Hitpoints: 450
  • Armor Class: Medium Air
  • Prerequisite: Soviet War Factory + Palace
  • Purpose: Assault, Anti-Aircraft
  • Weapons: 4x12.7mm Minigun / 'Tschmel' Missiles
  • Range: 8 / 8 / 9 (Anti-Air)






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 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 enemy anti-aircraft fire if caught up in it.


Russian Wolfhound

Additional Information:
  • Can fire on the move.
  • Automatically repairs itself.



Stalin's Fist
  • Cost: $2500
  • Speed: 5
  • Hitpoints: 2000
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Palace
  • Purpose: On-site 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 heavier units are slow 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 the 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 these machines are expensive and very limited in numbers, they provide a unique strategic advantage to the Russians. In worst case scenario, they can simply crush enemy infantry and ground units alike. Additionally, the Stalin's Fist does not need to shut down for the Gear Change operations.


Russian Stalin's Fist, mobile and deployed

Additional Information:
  • Build Limit: 1
  • Immune to omni crush.
  • Immune to abduction.
  • Immune to confusion rays.
  • Immune to mind control.
  • Driver cannot be killed.
  • Cannot be chronoshifted.
  • Automatically repairs itself.
  • Can crush infantry and units.


Catastrophe Tank
  • Cost: $1600
  • Speed: 4
  • Hitpoints: 620
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Battle Lab
  • Purpose: Assault, Anti-Aircraft
  • Weapons: 135mm Ramjet Cannon / 'Mammoth Tusk'
  • Range: 7.5 / 9.5 (Anti-Air)






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 tanks like the Apocalypse or the Tesla Cruiser, 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. What's more, 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:
  • Minimum Range: 1.5
  • Has 1 passenger slot.
  • Can fire on the move.
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Immune to omni crush.
  • Driver cannot be killed.
  • Passengers can fire from the Catastrophe Tank.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).


Buratino
  • Cost: $1350
  • Speed: 5
  • Hitpoints: 360
  • Armor Class: Light
  • Prerequisite: Soviet War Factory + Battle Lab
  • Purpose: Siege
  • Weapon: Thermobaric Rockets
  • Range: 15






This unit is unique to Latin Confederation.

The Heavy Flamethrower System, known better for its nickname 'Buratino', was one of the Soviet Union's finest artillery pieces in between the Great Wars. However, when the successor to V2 in the form of 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, Colombia 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. Additionally, the unit can switch between two firing modes for its thermobaric rockets: precise and spread. This makes the Buratino a great weapon for destroying enemy structures and killing groups of infantry both.


Latin Confederation Buratino

Additional Information:
  • Minimum Range: 5
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.
  • Can switch between precise/spread firing mode with a deploy command.


Vulture
  • Cost: $1450
  • Speed: 34 (Flying)
  • Hitpoints: 380
  • Armor Class: Medium Aircraft
  • Prerequisite: Soviet War Factory + Battle Lab
  • Purpose: Anti-Infantry, Anti-Aircraft, Support
  • Weapons: 2x12.7mm DShK / Napalm Drop
  • Range: 8 / 9 (Anti-Air) / Close






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 a light Kirov-like bomber unit when ordered to deploy. With the special napalm bomb, the chopper is capable of setting the ground below on fire, making it an effective barrier for enemy infantry and light vehicles. While its set of machine guns is quite a powerful weapon on its own, due to its thin armor, Vulture should be protected from even the feeblest of anti-aircraft forces.


Latin Confederation Vulture
Additional Information:
  • Can fire on the move.
  • Automatically repairs itself.
  • Deploy to release a napalm payload below.



Fury Drone
  • Cost: $500
  • Speed: 10
  • Hitpoints: 180
  • Armor Class: Drone
  • Prerequisite: Soviet War Factory + Battle Lab
  • Purpose: Ambush
  • Weapon: Explosive Jump
  • Range: 10






This unit is unique to Latin Confederation.

Latin Confederation's Fury Drones keep hiding where they're least expected, buried deep in the ground and completely invisible to their enemies. When the right moment comes, they ambush them by jumping out of the hole they dug and exploding at the moment of impact.

Fury Drones are perfect infantry and vehicle killers, however they do not become active until they are deployed. Their position can be changed even after the drone has already hidden itself, but if found out it'll be destroyed as easily as the Terror Drones are, if proper weapons are used against them. Once a Fury Drone makes a jump, its explosion cannot be stopped.


Latin Confederation Fury Drone

Additional Information:
  • Cloaked when deployed.
  • Cannot be hijacked.
  • Takes 2 passenger slots.
  • Can enter most of transports.
  • Driver cannot be killed.
  • Needs to deploy to fire.
  • Can detect enemy spies.
  • Immune to mind control.
  • Immune to radiation.
  • Immune to poison.
  • Immune to omni crush when deployed.



Nuwa Cannon
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 1180
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Atomheart
  • Purpose: Heavy Assault
  • Weapon: Atomic Fission Cannon
  • Range: 8.5






This unit is unique to China.

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

The fact it has no turret does not make them any less effective against the most advanced of enemy tanks. 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
  • Can crush infantry.
  • Immune to radiation.
  • Explodes when killed.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Automatically repairs itself.
  • EMP weapon duration time on this unit is cut by 50%.


Dragonfly
  • Cost: $750
  • Speed: 45 (Flying)
  • Hitpoints: 230
  • Armor Class: Light Aircraft
  • Prerequisite: Soviet War Factory + Atomheart
  • Purpose: EMP
  • Weapon: Immobilizer
  • Range: 8






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 faster 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 for a devastating combination. A single Dragonfly is enough to instantly render almost any enemy unit incapable of firing or moving. Much like its namesake, the Dragonfly 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:
  • Can fire on the move.
  • Automatically repairs itself.


Sentinel
  • Cost: $1500
  • Speed: 4
  • Hitpoints: 540
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory + Atomheart
  • Purpose: Anti-Aircraft
  • Weapon: 2x57mm with MRFS
  • Range: 12.5 (Anti-Air)






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: 2250
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Atomheart
  • Purpose: Siege
  • Weapon: 420mm Cannon / 'Yin-Yang' Missiles
  • Range: 18 / 10 (Anti-Air)






This unit is unique to China.

Costing untold amounts of money and with a development period spanning several decades and multiple secret research facilities, 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 ever created. Controlled by a simple, but efficient AI, which controls locomotion and targeting, as well as loading and firing the weapons, the walker is utterly loyal to its Chinese 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 shots and quick-firing missile launchers, which take all sorts of aircraft down with ease. To further increase its already immense firepower and versatility, the Centurion can seat three infantry, with Yunru being one that spends time inside of it the most.

Although it is a nigh impregnable moving fortress, the Centurion on its own can still be swarmed by quick, light units. Coupled with it's absolutely prodigal building costs, the standard 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. Additionally, none of the largest transports is capable of moving a Centurion over water, so the location of its construction requires some thought as well.


Chinese Centurion Siege Crawler

Additional Information:
  • Build Limit: 1
  • Minimum Range: 3 (Cannon)
  • Can crush infantry and units.
  • Automatically repairs itself.
  • Has 3 passenger slots.
  • Passengers can fire from the Centurion.
  • Immune to radiation.
  • Immune to poison.
  • Immune to confusion rays.
  • Immune to Blasticade.
  • Immune to abduction.
  • Immune to mind control.
  • Immune to omni crush.
  • Immune to chrono weapons.
  • Driver cannot be killed.
  • Cannot be hijacked.
  • Cannot be chronoshifted.
  • Cannot enter transports.
  • Cannot be cloaked with a Shadow Ring.
  • Cannot be immobilized completely with EMP.
  • EMP weapon duration time on this unit is cut by 75%.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).


Kirov Airship
  • Cost: $2400
  • Speed: 9 (Flying)
  • Hitpoints: 2000
  • Armor Class: Medium Air
  • Prerequisite: Soviet War Factory + Any 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. Slow, powerful and incredibly durable, these blimps represent the overwhelming firepower and intimidating presence of the Soviet Union. A fleet of Kirovs is often a sign of impending doom for any commander. Only mass amounts of heavy 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 Transport
  • Cost: $1000
  • Speed: 7 (Hover)
  • Hitpoints: 1050
  • Armor Class: Medium
  • Prerequisite: Soviet Naval Shipyard
  • Purpose: Transport
  • Weapon: 23mm Flak Cannon (x2)
  • Range: 10 (Anti-Air)






The Zubr is the Soviet amphibious transport, capable of ferrying large amounts of forces over water. These massive hovercrafts can transport both infantry and armor to any location and keep it out of harm's way. Though Zubr Transports are armed and can swat away light or half-hearted attacks from the sky, 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 Transport

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to omni crush.
  • Immune to EMP weapons.
  • Has 12 passenger slots.
  • Driver cannot be killed.
  • Cannot be chronoshifted.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).
  • 3 slots: Tier 1 & Tier 2 units, 6 slots: MCVs, Driller, Tigr APC, Demo Truck, Bomb Buggy, Tier 3 units, 9 slots: Borillo, 12 slots: Battle Tortoise, Armadillo, Drakuv, Stalin's Fist, Mastodon, Gharial, Boidmachine, Chrono Prison, War Rig, Orcinus, too big for transport: Centurion, M.A.D.M.A.N.


Typhoon Attack Sub
  • Cost: $1100
  • Speed: 5
  • Hitpoints: 720
  • Armor Class: Heavy
  • Prerequisite: Soviet Naval Shipyard
  • Purpose: Naval Engagement, Ambush
  • Weapons: 'Type-O' / 'Type-T' Torpedoes
  • Range: 7.5 / 10






The main warship of the Soviet naval forces, Typhoon-class 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.

Two different sets of torpedoes are loaded onto Typhoons: Type-O, a standard precise and effective type of torpedo, and Type-T, which has a tesla-tipped highly explosive warhead, capable of travelling at larger distances and greater speeds at the cost of its accuracy and reload time.


Soviet Typhoon Attack Sub

Additional Information:
  • Cloaked.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can detect cloaked and submerged units (Sensors Range: 9).
  • Can switch between Type-O/Type-T torpedoes with a deploy command.


Seawolf Gunboat
  • Cost: $900
  • Speed: 7
  • Hitpoints: 450
  • Armor Class: Medium
  • Prerequisite: Soviet Naval Shipyard + Radar Dish
  • Purpose: Assault, Anti-Aircraft
  • Weapon: 57mm Cannon / 4x23mm Flak Cannons
  • Range: 7 / 10 (Anti-Air)






Lacking an anti-aircraft ship in the previous war, the Soviets developed a fast sea raider known as the Seawolf-class Gunboat, capable of quickly destroying aircraft and harassing other light ships or swimming infantry. 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 all targets.


Soviet Seawolf Gunboat

Additional Information:
  • Cannot be hijacked.
  • Can fire on the move.
  • Driver cannot be killed.


Mosquito Demoboat
  • Cost: $1350
  • Speed: 8
  • Hitpoints: 540
  • Armor Class: Medium
  • Prerequisite: Soviet Naval Shipyard + Any Soviet Lab
  • Purpose: Naval Demolition
  • Weapon: Napalm Mix Cargo
  • Range: Area-of-effect






Being another product proposed by the Latin Confederation, the Mosquito Demoboat was crafted in the shipyards on the shore of Lake Maracaibo. With their experience with Bomb Buggies, and a large number of necessary resources, they brought this 'fast and lethal' tactical idea to the sea, and spread it through the entire Comintern. Mosquito, like its name implies, has a strong ability to harass enemy navy thanks to it unique payload composition. The ship's captain, with the resolve for sacrifice, will rush straight into a hostile fleet array to detonate the napalm mix supplies loaded on the boat, setting both the sea and ships on fire for a significant period of time.

Unlike the ground demolition vehicles of the Soviet army, the Mosquito is effective against all sorts of targets. Unfortunately, the captain needs to explicitly prepare the napalm mix payload for detonation for it to reach its full explosive effect. This has resulted in some of the Mosquitos getting sunk unceremoniously, before their captains had their moment of glory.


Soviet Mosquito Demoboat

Additional Information:
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Cannot be covered with Invulnerability.
  • Use 'deploy' or 'attack' command to detonate.


Reaper Corvette
  • Cost: $1300
  • Speed: 8
  • Hitpoints: 360
  • Armor Class: Medium
  • Prerequisite: Soviet Naval Shipyard + Nuclear Converter
  • Purpose: Amphibious Assault
  • Weapon: 'Reaper' Rad Cannon (x2)
  • Range: 7.5






Competing Soviet weapons manufacturers have long pushed for the deployment of tesla tech in their navy. In the end it was one's tesla Typhoon torpedo design that has seen use on a large scale, while another's prototype amphibious boat, with coils just like those of the Tesla Cruiser, has been put back in the warehouses after failing to replicate the former's durability.

It wasn't until the construction of the new Nuclear Converter facilities begun, and the realization the Soviet navy lacks an effective way to strike targets at the shores hit, that this project could be presented in a new light. Armed with inventive cannons, spewing highly corrosive nuclear waste at its targets, the Reaper Corvette lays waste to unsuspecting coastal defense forces.


Soviet Reaper Corvette

Additional Information:
  • Minimum Range: 2.5
  • Cannot be hijacked.
  • Immune to radiation.
  • Can fire on the move.
  • Driver cannot be killed.


Kuznetsov Dreadnought
  • Cost: $2800
  • Speed: 4
  • Hitpoints: 1200
  • Armor Class: Heavy
  • Prerequisite: Soviet Naval Shipyard + Any Soviet Lab
  • Purpose: Siege
  • Weapon: 'Snowstorm' Ballistic Missiles (x2)
  • Range: 23






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


Soviet Kuznetsov Dreadnought

Additional Information:
  • Minimum Range: 7
  • 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: $2800
  • Speed: 3
  • Hitpoints: 1300
  • Armor Class: Heavy
  • Prerequisite: Soviet Naval Shipyard + Any Soviet Lab
  • Purpose: Siege
  • Weapon: 'Gordost' Ballistic Missiles
  • Range: 23






This unit replaces the Dreadnought for Russia.

In the the Second 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 them from developing the Akula-class, the spiritual successor of these 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 anti-air weapons.


Russian Akula Missile Sub

Additional Information:
  • Cloaked.
  • Minimum Range: 7
  • 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).

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