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* InstantDeathRadius: A pretty massive one. Any units that get in range of a Ganzir will be promptly melted in seconds.
* MightyGlacier: It's very, very slow when moving and turning. That's about its only weakness.
* PurposefullyOverpowered: This thing is able to disintegrate hordes of infantry, vehicles, and air units at an incredibly long range. Even their limited number doesn't offset how ridiculously powerful it is.

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* StormingTheBeaches: [=PsiCorps'=] abundance of amphibious units (Epsilon Elites, Magnetrons, Marauders, Libra and her clones) makes them suitable for amphibious assaults.

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* StormingTheBeaches: [=PsiCorps'=] abundance of amphibious units (Epsilon Elites, Magnetrons, Marauders, Libra and her clones) makes them suitable for amphibious assaults.assaults, as well as giving them surface vessels to complement the fully-submerged Epsilon navy.



* DumbMuscle: The strongest but not the smartest of Yuri's creations.

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* DumbMuscle: The strongest strongest, but not far from the smartest smartest, of Yuri's creations.



* {{Nerf}}: The Magnetron compared to vanilla ''Yuri's Revenge'' lost the ability to levitate vehicles entirely, instead using magnetics to slow (and with enough focus fire, ''stop'') enemy metal units, such as tanks and armored infantry. This makes the Magnetron a lot less infuriating to fight, but also removed its only actual combat capability, as it can no longer smash enemies by dropping vehicles on them. Thankfully, its magnetic cannon deals hefty damage to structures, allowing [=PsiCorps=] to utilize their extensive mind control to defend them.

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* {{Nerf}}: The Magnetron compared to vanilla ''Yuri's Revenge'' lost the ability to levitate vehicles entirely, instead using magnetics to slow (and with enough focus fire, ''stop'') enemy metal units, such as tanks and armored infantry. This makes the Magnetron a lot less infuriating to fight, but also removed its only actual combat capability, as it can no longer smash enemies by dropping vehicles on them. Thankfully, its magnetic cannon deals hefty damage to structures, allowing [=PsiCorps=] to utilize their extensive mind control to defend them.them from units.
* NoExperiencePointsForMedic: Downplayed, as they can still potentially level up by leveling enemy structures. Enemy ''units,'' however, are entirely out of the question. Use your Magnetrons wisely.



* SupportPartyMember: Aside from buildings, the Magnetron cannot damage anything on the field but their coils can be very useful to stop any vehicle, any ship (since the Magnetron is amphibious) and certain infantry (like Tesla Troopers) to approach the [=PsiCorps=] forces and one Magnetron can affect groups of units around the target but only slows them. Unlike {{EMP}} attacks, the immobilized targets can still shoot back if they have targets in range so it is wise to combine Magnetrons with long ranged units like the Marauder (which is also amphibious) to shoot the immobilized targets without any fear of retaliation. A last feature of the Magnetron is that it also prevents the target to turn around, so [[FixedForwardFacingWeapon any vehicle without a rotating turret]] immobilized by a Magnetron cannot retaliate at all if they are flanked.

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* SupportPartyMember: Aside from buildings, the Magnetron cannot damage anything on the field but their coils can be very useful to stop any vehicle, any ship (since the Magnetron is amphibious) and certain infantry (like Tesla Troopers) to approach the [=PsiCorps=] forces and one Magnetron can affect groups of units around the target but only slows them. Unlike {{EMP}} attacks, the immobilized targets can still shoot back if they have targets in range so it is wise to combine Magnetrons with long ranged units like the Marauder (which is also amphibious) to shoot the immobilized targets without any fear of retaliation. A last feature of the Magnetron is that it also prevents the target to turn around, so [[FixedForwardFacingWeapon any vehicle without a rotating turret]] (for example the Chinese Nuwa Cannon) immobilized by a Magnetron cannot retaliate at all if they are flanked.



* MythologyGag: They visually resemble the Red Alert 3 incarnation of the Soviet Tesla Trooper, down to having cables flowing into their arm cannons.




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* TankGoodness: One of the most powerful main battle tanks when crewed, though the cost of the extra infantry makes it effectively the most expensive, depending on what you load it with. That said, there is a high chance the crew will survive the Opus Tank's destruction, leading to some potentially creative plays.
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* SpawnBroodling: Any infantry he kills will transform into loyal Brutes on the spot.

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* AlphaStrike: Lasher Tanks can store up to four shells which can be fired in relatively quick succession, letting them burst down enemy tanks with their temporary fire rate advantage.




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* RidiculouslyAverageGuy: Standing out amongst [=PsiCorps=] arsenal which involve powerful psychics, mind-controlling tanks, and magnetic weaponry; the Lasher Tank is... just a tank, which fires regular explosive shells. To be fair, it is an old Soviet design, but it stands out for how ''normal'' it is among Yuri's army.


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* {{Nerf}}: The Magnetron compared to vanilla ''Yuri's Revenge'' lost the ability to levitate vehicles entirely, instead using magnetics to slow (and with enough focus fire, ''stop'') enemy metal units, such as tanks and armored infantry. This makes the Magnetron a lot less infuriating to fight, but also removed its only actual combat capability, as it can no longer smash enemies by dropping vehicles on them. Thankfully, its magnetic cannon deals hefty damage to structures, allowing [=PsiCorps=] to utilize their extensive mind control to defend them.


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* ShootTheMedicFirst: They ALL are medics, but only to each other. This trope comes into play in an unconventional manner: in order to counter Mantis Tanks' ability to heal each other, the best strategy is to focus them down one at a time so the other Mantis Tanks have no lost health to recover.


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* HitAndRunTactics: Despite being a "monster tank", the Tyrant is very likely to die in a straight-up fight; this means the best way to use them is to use their drilling capabilities to emerge and attack exposed priority targets before quickly fleeing the scene (examples being Soviet nuclear reactors, exposed mining lines, or any superweapon structure).

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* SuperStrength: Archers are genetically modified to have extremely strong arm muscles, allowing them to wield their heavy longbows and launch [=AROs=]
high enough to hit aircraft.



* SeparateButIdentical: Spooks have the exact same stats as Allied and Soviet attack dogs. They just look and sound different.



--->'''Mastermind:''' Brainwave OVERLOAD!

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--->'''Mastermind:''' -->'''Mastermind:''' Brainwave OVERLOAD!
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* BalanceBuff: Done in a way that is objectively a statistical {{Nerf}}, as seen below; the Mastermind is much less likely to destroy itself through unrestrained mind control. It also takes much less damage for each stage of brainwave overload, and Epsilon now has new units to help support Masterminds (Stingers, with their ability to repair vehicles; and the Grinder, which is able to unpack like an MCV and deploy on the frontlines, providing a convenient way for Masterminds to dispose of useless victims).
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* {{Nerf}}: The Mastermind was tooled down compared to Yuri's Revenge, but in a way that makes it less infuriating both to ''fight against'' and to ''use''. Its mind control ability now has a much slower cooldown on par with Epsilon Adepts[[labelnote:*]]assuming the Adept constantly releases control of the unit immediately upon seizing it[[/labelnote]], which in conjunction with it taking less damage from brainwave overload, means that Masterminds are now much less likely to kill themselves upon running into a squad of enemy units. Consequently, this means that sending in a small army of infantry is no longer an effective way of killing a Mastermind, as they seize infantry slow enough for them to simply gun each other down first before overloading the Mastermind.


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* ObviousRulePatch: The grand total of ''five'' extra health points on the Mastermind compared to base serves little to improve its survivability against incoming fire. Its sole purpose is to surpass a damage threshold from brainwave overload, giving the Mastermind just a bit more time to hopefully get repaired by friendly Stingers.
* OhCrap: The reaction of a Mastermind upon seizing control of more than three minds is quite panicked.
--->'''Mastermind:''' Brainwave OVERLOAD!
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---> "I don't know if they anticipated this, or have been prepared for an inside attack from the beginning, but we've been outplayed. They chose to remain reserved over a full retaliation, to let that machine lift off with as many passengers as possible. ''This isn't good.''"

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---> "I don't know if they anticipated this, or have been prepared for an inside attack from the beginning, but we've been outplayed. They chose to remain reserved over a full retaliation, to let that machine lift off with as many passengers as possible. ''This isn't is not good.''"
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* EvilLaugh: The Irkalla pilot has one of these as a selection quote. It's a particularly slow, sinister one.
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* ALighterShadeOfBlack: They're still part of Epsilon, and use its bizarre, unethical technologies, but Scorpion Cell has [[OccupiersOutOfOurCountry different, more down-to-earth ambitions]] than total world domination. [[spoiler:Which leads to Rashidi's defection when he realizes the scale of Yuri's goals.]]
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--> "I don't know if they anticipated this, or have been prepared for an inside attack from the beginning, but we've been outplayed. They chose to remain reserved over a full retaliation, to let that machine lift off with as many passengers as possible. ''This isn't good.''"

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--> ---> "I don't know if they anticipated this, or have been prepared for an inside attack from the beginning, but we've been outplayed. They chose to remain reserved over a full retaliation, to let that machine lift off with as many passengers as possible. ''This isn't good.''"
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* DidntSeeThatComing: Despite being a [[TheChessmaster Kane level Chessmaster]], Yuri's enemies still find ways to surprise him; and while he adapts quickly, these setbacks start to add up.
** The big one is when the Allies [[spoiler: launch the Paradox Engine, a machine capable of warping the flow of Time]]. Worse, previous missions had shown that the Allies had learned from their failures in Act 1, and become ''very'' good at countering Yuri's tricks. The end briefing from ''Godsend'' (Epsilon 17) expresses this quite well.
--> "I don't know if they anticipated this, or have been prepared for an inside attack from the beginning, but we've been outplayed. They chose to remain reserved over a full retaliation, to let that machine lift off with as many passengers as possible. ''This isn't good.''"
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* ThanatosGambit: At the end of Unthinkable (Epsilon 22), [[spoiler:he teleports to Moscow, knowing that the Soviets will go after him. He does this to ensure they don't join the Allies in their quest to destroy the Mental Omega Device, giving his men a better chance of victory and heedless of his own survival. This is exactly what happens: in Death's Hand (Soviet 24), he's killed by the Russian forces, who were blissfully unaware that the Mental Omega Device would activate and mind-control them all. His diversion in Moscow bought just enough time for Libra to successfully activate Mental Omega in his stead (much to his pride) and bring his dreams to fruition even if he himself would never see it (though he does appear to live on as Libra's SpiritAdvisor).]]

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* ThanatosGambit: At the end of Unthinkable ''Unthinkable'' (Epsilon 22), [[spoiler:he teleports to Moscow, knowing that the Soviets will go after him. He does this to ensure they don't join the Allies in their quest to destroy the Mental Omega Device, giving his men a better chance of victory and heedless of his own survival. This is exactly what happens: in Death's Hand ''Death's Hand'' (Soviet 24), he's killed by the Russian forces, who were blissfully unaware that the Mental Omega Device would activate and mind-control them all. His diversion in Moscow bought just enough time for Libra to successfully activate Mental Omega in his stead (much to his pride) and bring his dreams to fruition even if he himself would never see it (though he does appear to live on as Libra's SpiritAdvisor).]]



* BornAsAnAdult: In Huehuecoyotl (Epsilon 14), Rahn is born from a Cloning Vat in an adult human body, and starts killing people less than a minute after his birth.

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* BornAsAnAdult: In Huehuecoyotl ''Huehuecoyotl'' (Epsilon 14), Rahn is born from a Cloning Vat in an adult human body, and starts killing people less than a minute after his birth.



* VideoGameCrueltyPotential: In the 14th Epsilon mission Huehuecoyotl, you can find random civilians standing about ignoring the mayhem going on. Why not put them to use by having Rahn turn them into Brutes, draft them into your brute army and throw them against the enemy? After all it does follow his Social Darwinist views.

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* VideoGameCrueltyPotential: In the 14th Epsilon mission Huehuecoyotl, ''Huehuecoyotl'', you can find random civilians standing about ignoring the mayhem going on. Why not put them to use by having Rahn turn them into Brutes, draft them into your brute army and throw them against the enemy? After all it does follow his Social Darwinist views.



* EarlyBirdCameo: Warranty Void (the 8th Epsilon mission) features what could be the first glimpse at Libra in the campaign before her proper introduction in Dance of Blood: you might find a woman who asks if you are here for the girl, and a nearby Kamaz truck rocks back and forth with the same effect as Libra's gravity repulsion.

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* EarlyBirdCameo: Warranty Void ''Warranty Void'' (the 8th Epsilon mission) features what could be the first glimpse at Libra in the campaign before her proper introduction in Dance of Blood: you might find a woman who asks if you are here for the girl, and a nearby Kamaz truck rocks back and forth with the same effect as Libra's gravity repulsion.



* GameplayAndStorySegregation: [[spoiler:The Libra Clones are stated, in their website description, to be Libra's genetic, albeit inferior, clones, that they are the only ones to tolerate her and that Libra is often seen around them. In the campaign, their only interaction with Libra is her murdering them, and that they are not their actual clones, but rather psychics in her visage for her to get an initial experience of the Hivemind. It's implied that this discrepancy is intentional to avoid {{Late-Arrival Spoiler}}s.]]

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* GameplayAndStorySegregation: [[spoiler:The Libra Clones are stated, in their website description, to be Libra's genetic, albeit inferior, clones, that they are the only ones to tolerate her and that Libra is often seen around them. In the campaign, their only interaction with Libra is her murdering them, and that they are not their actual clones, but rather psychics in her visage for her to get an initial experience of the Hivemind. It's implied that this discrepancy is intentional to avoid {{Late-Arrival Spoiler}}s.[[LateArrivalSpoiler Late-Arrival Spoilers]].]]



* IAmLegion: Reality Check (Epsilon 23) reveals that Libra is connected with all of her clones in mind and soul. It's implied her previous berserking breakdowns were because she was getting overwhelmed with her Clone's feelings [[spoiler:This was done by Yuri in order to make her experience, get used to and ultimately learn to accept the sensation of death and all the emotional turmoil that comes with it in order to facilitate the global "one mind" that she'll create using the Mental Omega Device]]. She ultimately overcomes these pains by killing the Clones herself.

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* IAmLegion: Reality Check ''Reality Check'' (Epsilon 23) reveals that Libra is connected with all of her clones in mind and soul. It's implied her previous berserking breakdowns were because she was getting overwhelmed with her Clone's feelings [[spoiler:This was done by Yuri in order to make her experience, get used to and ultimately learn to accept the sensation of death and all the emotional turmoil that comes with it in order to facilitate the global "one mind" that she'll create using the Mental Omega Device]]. She ultimately overcomes these pains by killing the Clones herself.



* MindHive: According to Yuri's [[spoiler:posthumous]] message in Babel (Epsilon 24), Libra's mind is connected to that of every psychic he could find, so every time a psychic dies, Libra feels it like she too died.

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* MindHive: According to Yuri's [[spoiler:posthumous]] message in Babel ''Babel'' (Epsilon 24), Libra's mind is connected to that of every psychic he could find, so every time a psychic dies, Libra feels it like she too died.



* OneManArmy: In campaign, she's much stronger than her multiplayer counterpart, allowing her to devastate large amounts of people on her own. [[spoiler:In Reality Check (Epsilon 23), she gains massive upgrade to her powers, and becomes ''even more'' lethal, wrecking entire armies all on her own, single-handedly devastating the large Allied base along with its commander, wiping out the Chrono Legion and killing Norio. In Babel (Epsilon 24), Libra has all upgrades regardless of what you picked in the previous mission ''and'' also has access to those abilities even when Rage isn't active, while also showing off how she wiped out the European Alliance base almost entirely with a single Omega Storm, up to all but destroying the seemingly-invincible Paradox Engine itself]].

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* OneManArmy: In campaign, she's much stronger than her multiplayer counterpart, allowing her to devastate large amounts of people on her own. [[spoiler:In Reality Check ''Reality Check'' (Epsilon 23), she gains massive upgrade to her powers, and becomes ''even more'' lethal, wrecking entire armies all on her own, single-handedly devastating the large Allied base along with its commander, wiping out the Chrono Legion and killing Norio. In Babel ''Babel'' (Epsilon 24), Libra has all upgrades regardless of what you picked in the previous mission ''and'' also has access to those abilities even when Rage isn't active, while also showing off how she wiped out the European Alliance base almost entirely with a single Omega Storm, up to all but destroying the seemingly-invincible Paradox Engine itself]].



* PsychopathicWomanchild: She can't be any younger than her very late teens and yet she behaves like an overly excitable and spoiled 8 year-old girl, to the point where her clones are the only people who can stand her. [[spoiler:In Reality Check (Epsilon 23), it gets explained that the reason for her instability is due to her sharing a psychic link to her clones; every time one of them dies, she's living through this as if it happens to herself]].
* RestrainingBolt: A device called the Cerebral Amplifier-Suppressor is permanently attached to her spine to [[SuperpowerMeltdown keep her powers in check]] and [[PowerIncontinence prevent her from losing control over them]] due to her mental instability. Best demonstrated in Machinehead (Epsilon 20), where [[spoiler:Yunru hacks into the Amplifier-Suppressor, resulting in Libra emitting an uncontrolled shockwave of psychic energy that knocks her out and enables Yunru to escape]]. In Reality Check (Epsilon 23), [[spoiler:she gets rid of it, no longer needing it, so she may unleash her full power]].

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* PsychopathicWomanchild: She can't be any younger than her very late teens and yet she behaves like an overly excitable and spoiled 8 year-old girl, to the point where her clones are the only people who can stand her. [[spoiler:In Reality Check ''Reality Check'' (Epsilon 23), it gets explained that the reason for her instability is due to her sharing a psychic link to her clones; every time one of them dies, she's living through this as if it happens to herself]].
* RestrainingBolt: A device called the Cerebral Amplifier-Suppressor is permanently attached to her spine to [[SuperpowerMeltdown keep her powers in check]] and [[PowerIncontinence prevent her from losing control over them]] due to her mental instability. Best demonstrated in Machinehead ''Machinehead'' (Epsilon 20), where [[spoiler:Yunru hacks into the Amplifier-Suppressor, resulting in Libra emitting an uncontrolled shockwave of psychic energy that knocks her out and enables Yunru to escape]]. In Reality Check ''Reality Check'' (Epsilon 23), [[spoiler:she gets rid of it, no longer needing it, so she may unleash her full power]].
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* HeroKiller: [[spoiler:He personally kills Siegfried at the end of Act 2. Made more apparent with the fact that he simply shoots him with a normal gun, not his Terranova beam as Siegfried's corpse can be seen in the Allied's epilogue.]]

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* HeroKiller: [[spoiler:He personally kills Siegfried at the end of Act 2. Made more apparent with the fact that he simply shoots him with a normal gun, not his Terranova beam as Siegfried's corpse can be seen in the Allied's Allies epilogue.]]



* VillainousFriendship: Begins to develop one with Libra over the final two Act 2 Epsilon missions as he shows concern for her well being and gives her words of encouragement and reassurance like a surrogate older brother.

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* VillainousFriendship: Begins to develop one with Libra over the final two Act 2 Epsilon missions as he shows concern for her well being and gives her words of encouragement and reassurance like a surrogate older brother.
brother (despite being much younger than her, or her sisters).
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* DragonAscendant: [[spoiler:After Yuri's death the Proselyte becomes the new leader of the Epsilon Army]].

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* DragonAscendant: [[spoiler:After Yuri's death death, the Proselyte becomes the new leader of the Epsilon Army]].Army, and may become the next BigBad in the upcoming Foehn Campaign (Act III)]].

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concept isn't really applicable to a RTS game where air units don't have to take to the ground; being unable to attack air units is super common


* CloseRangeCombatant: Brutes do not have any guns and can only punch foes at close range.



* AchillesHeel: Despite his OneManArmy capabilities, Chitzkoi can kill him in one bite.



* WeaksauceWeakness: He can't attack air units (although it takes an ridiculously high amount of Cosmonauts to take down his titanic health). Also, despite his OneManArmy capabilities, Chitzkoi can kill him in one bite.



* CloseRangeCombatant: Brutes do not have any guns and can only punch foes at close range.



* BombardierMook: The Dybbuk-E can only drop bombs on enemies that are directly underneath it.

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* BombardierMook: CloseRangeCombatant: The Dybbuk-E can only drop bombs on enemies that are directly underneath it.



* DualModeUnit: When first built, the War Rig functions like an Ore Refinery that can repair friendly vehicles and disable enemy weapons, but does not come with its own Ghost Miner. When packed, it becomes a vehicle capable of moving underground and drilling at enemies.



* CombatTentacles: Giant Squid smash enemy ships with their tentacles.



* ShockAndAwe: They attack by releasing powerful Tesla bolts.

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* ShockAndAwe: LightningGun: They attack by releasing powerful Tesla bolts.

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artillery are not tanks


* CompositeCharacter: They've gained some elements of the Brotherhood of Nod from the mainline Command and Conquer series, mostly in terms of their gameplay, which revolves around a wide and diverse array of specialized units that fit into a specific niche, often making use of unique and distinctive abilities, with the most notable example of Epsilon's unit diversity being the Monster Tanks of each of their sub-factions, as the [=PsiCorps=] Mastermind is highly durable and relies on taking control of other units to do it's dirty work, rather than attacking directly, while the Scorpion Cell's Tyrant is able to do surprise attacks in massive numbers thanks to it's ability to bury underground, and while the Epsilon HQ's Colossus is the most conventional of the three sub-factions, it stands out for being able to switch between an anti-surface and anti-air mode, and some of their units are strikingly similar to some of the units used by Nod, such as the Driller APC, which is quite literally the Nod's Subterranean APC from ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' with a new coat of paint, and the Shadow Tank used by Epsilon HQ is heavily similar to Nod's iconic Stealth Tank. Aside from this, there's also Yuri's goal of trying to take over all the minds in the world for the sake of peace and progressing humanity, similar to how Kane once attempted to spread Tiberium to evolve all of humanity and in general usually has good intentions in his own way. Finally, they also possess a mild scorpion motif, much like Nod themselves have one, as their Stinger resembles a robotic scorpion, their Antares Battery derives it's name from the brightest star in the constellation of Scorpius, and they have an entire sub-faction named the Scorpion Cell. [[spoiler: With the possibility that Yuri actually ''was'' in the Brotherhood of Nod (courtesy of the Time Machine in the underground complex in Antarctica) and thus was familiar with their tech, the plagiarism of their designs is perhaps deliberate.]]

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* CompositeCharacter: They've gained some elements of the Brotherhood of Nod from the mainline Command and Conquer Tiberium series, mostly in terms of their gameplay, which revolves around a wide and diverse array of specialized units that fit into a specific niche, often making use of unique and distinctive abilities, with the most notable example of Epsilon's unit diversity being the Monster Tanks of each of their sub-factions, as the [=PsiCorps=] Mastermind is highly durable and relies on taking control of other units to do it's dirty work, rather than attacking directly, while the Scorpion Cell's Tyrant is able to do surprise attacks in massive numbers thanks to it's ability to bury underground, and while the Epsilon HQ's Colossus is the most conventional of the three sub-factions, it stands out for being able to switch between an anti-surface and anti-air mode, and some of their units are strikingly similar to some of the units used by Nod, such as the Driller APC, which is quite literally the Nod's Subterranean APC from ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' with a new coat of paint, and the Shadow Tank used by Epsilon HQ is heavily similar to Nod's iconic Stealth Tank. Aside from this, there's also Yuri's goal of trying to take over all the minds in the world for the sake of peace and progressing humanity, similar to how Kane once attempted to spread Tiberium to evolve all of humanity and in general usually has good intentions in his own way. Finally, they also possess a mild scorpion motif, much like Nod themselves have one, as their Stinger resembles a robotic scorpion, their Antares Battery derives it's name from the brightest star in the constellation of Scorpius, and they have an entire sub-faction named the Scorpion Cell. [[spoiler: With the possibility that Yuri actually ''was'' in the Brotherhood of Nod (courtesy of the Time Machine in the underground complex in Antarctica) and thus was familiar with their tech, the plagiarism of their designs is perhaps deliberate.]]



* ReligiousAndMythologicalThemeNaming: Underworld references among Epsilon units include Mandjet (the solar barque ridden by [[Myth/EgyptianMythology Ra]]), Gehenna (destination of wicked souls in rabbinic literature), Irkalla (the underworld in Myth/MesopotamianMythology), Ereshkigal (goddess of Irkalla) and Ganzir (Ereshkigal's palace).



* ThemeNaming: Some of the strongest Epsilon HQ's units are named after Mesopotamian mythology: the Hands of Ereshkigal (Ereshkigal is the goddess of the underworld), the Ganzir Defender (the Ganzir being Ereshkigal's palace), and the Aerial Fortress Irkalla (the Irkalla being the underworld) being such examples.



The successor to the Slave Miner from the original game. They are a mobile refinery capable of burying underground, although they do not come with their own Shadow Miner upon production.

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The successor to the Slave Miner from the original game. They are a mobile refinery capable of burying underground, although they do not come with their own Shadow Ghost Miner upon production.



The returning artilery tank used by Yuri in the original game, now, like it's brother the Mastermind, exclusive to the [=PsiCorps=]. They have been completely changed from their original selves, as they now simply paralyze any armor units as well as any infantry that's wearing metallic armor, such as the Soviet's Shock and Tesla Troopers instead of levitating them into the air. To compensate for this drastic change, they're now able to destroy structures in mere seconds using their magnetic beams, and can also now transverse water instead of being landbound.

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The returning artilery tank used by Yuri in the original game, now, like it's brother the Mastermind, exclusive to the [=PsiCorps=]. They have been completely changed from their original selves, as they now simply paralyze any armor units as well as any infantry that's wearing metallic armor, such as the Soviet's Shock and Tesla Troopers instead of levitating them into the air. To compensate for this drastic change, they're now able to destroy structures in mere seconds using their magnetic beams, and can also now transverse water instead of being landbound.



* AmphibiousAutomobile: Unlike the original, Mental Omega's incarnation of the Magnetron can traverse water.



* HoverTank: Unlike the original, the Mental Omega's incarnation of the Magnetron can traverse water.
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* CompositeCharacter: They've gained some elements of the Brotherhood of Nod from the mainline Command and Conquer series, mostly in terms of their gameplay, which revolves around a wide and diverse array of specialized units that fit into a specific niche, often making use of unique and distinctive abilities, with the most notable example of Epsilon's unit diversity being the Monster Tanks of each of their sub-factions, as the [=PsiCorps=] Mastermind is highly durable and relies on taking control of other units to do it's dirty work, preferably extremely strong units, while the Scorpion Cell's Tyrant is able to do surprise attacks in massive numbers thanks to it's ability to bury underground, and while the Epsilon HQ's Colossus is the least specialized, it stands out for being able to switch between an anti-surface and anti-air mode, and some of their units are strikingly similar to some of the units used by Nod, such as the Driller APC, which is quite literally the Nod's Subterranean APC from ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' with a new coat of point, and the Shadow Tank used by Epsilon HQ is heavily similar to Nod's iconic Stealth Tank. Aside from this, there's also Yuri's goal of trying to take over all the minds in the world for the sake of peace and progressing humanity, similar to how Kane once attempted to spread Tiberium to evolve all of humanity and in general usually has good intentions in his own way. Finally, they also possess a mild scorpion motif, much like Nod themselves have one, as their Stinger resembles a robotic scorpion, their Antares Battery derives it's name from the brightest star in the constellation of Scorpius, and theirs an entire sub-faction named the Scorpion Cell. [[spoiler: With the possibility that Yuri actually ''was'' in the Brotherhood of Nod (courtesy of the Time Machine in the underground complex in Antarctica) and thus was familiar with their tech, the plagiarism of their designs is perhaps deliberate.]]

to:

* CompositeCharacter: They've gained some elements of the Brotherhood of Nod from the mainline Command and Conquer series, mostly in terms of their gameplay, which revolves around a wide and diverse array of specialized units that fit into a specific niche, often making use of unique and distinctive abilities, with the most notable example of Epsilon's unit diversity being the Monster Tanks of each of their sub-factions, as the [=PsiCorps=] Mastermind is highly durable and relies on taking control of other units to do it's dirty work, preferably extremely strong units, rather than attacking directly, while the Scorpion Cell's Tyrant is able to do surprise attacks in massive numbers thanks to it's ability to bury underground, and while the Epsilon HQ's Colossus is the least specialized, most conventional of the three sub-factions, it stands out for being able to switch between an anti-surface and anti-air mode, and some of their units are strikingly similar to some of the units used by Nod, such as the Driller APC, which is quite literally the Nod's Subterranean APC from ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' with a new coat of point, paint, and the Shadow Tank used by Epsilon HQ is heavily similar to Nod's iconic Stealth Tank. Aside from this, there's also Yuri's goal of trying to take over all the minds in the world for the sake of peace and progressing humanity, similar to how Kane once attempted to spread Tiberium to evolve all of humanity and in general usually has good intentions in his own way. Finally, they also possess a mild scorpion motif, much like Nod themselves have one, as their Stinger resembles a robotic scorpion, their Antares Battery derives it's name from the brightest star in the constellation of Scorpius, and theirs they have an entire sub-faction named the Scorpion Cell. [[spoiler: With the possibility that Yuri actually ''was'' in the Brotherhood of Nod (courtesy of the Time Machine in the underground complex in Antarctica) and thus was familiar with their tech, the plagiarism of their designs is perhaps deliberate.]]
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* WeHaveReserves: Defied. Despite being the game's Spammer Faction, Scorpion Cell prefers to win their battles with as few casualties as possible.

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* TheArchmage: Libra is the most powerful psychic in the Epsilon ranks, possibly even rivalling Yuri himself.



* MindOverMatter: She uses her telekinesis to lift vehicles high into the air and throw explosive darts at everyone that looks at her funny. [[spoiler:With the aid of the Mental Omega Device, she can also control all the cyborgs in the planet through psychokinesis.]]

to:

* MindOverMatter: She uses her telekinesis to lift vehicles high into the air and throw explosive darts at everyone that looks at her funny. [[spoiler:With the aid of the Mental Omega Device, she can also control all the cyborgs in the planet through psychokinesis.]]






* InvisibilityCloak: Thanks to a portable Chimera Core, Malver is permanently stealthed. [[spoiler:Except in the Epsilon Act Two ending, where Malver is attacked by Initiates and Archers without the aid of stealth detectors implying his Chimera Core has finally gave out due to a lack of maintenance to keep it operational.]]

to:

* InvisibilityCloak: Thanks to a portable Chimera Core, Malver is permanently stealthed. [[spoiler:Except in In the Epsilon Act Two ending, where Malver [[spoiler:Malver is attacked by Initiates and Archers without the aid of stealth detectors implying his Chimera Core has finally gave out failed due to a lack of maintenance to keep it operational.]]



* MilitaryMage: Adepts are individuals with above average psychic abilities who make up the very core of the Soviet [=PsiCorps=] division and later Yuri's Epsilon Army.



* DestructibleProjectiles: The energy balls fired by Reshephs are vulnerable to enemy anti-air on their way to their target.



* ShootTheBullet: The energy balls fired by Reshephs are vulnerable to enemy anti-air when travelling to their target.



* HitAndRunTactics: The ideal way to use the Shadow Tank is to sneaku up on an enemy, deal heavy damage to it, and run away before they retaliate (hopefully recloaking before that can happen).

to:

* HitAndRunTactics: The ideal way to use the Shadow Tank is to sneaku sneak up on an enemy, deal heavy damage to it, and run away before they retaliate (hopefully recloaking before that can happen).



* StoneWall: The Ruiner is the third thoughest Epsilon air unit (behind the Irkalla, an epic unit, and the Salamander, only obtained through stolen tech) and can weaken enemy attacks with its Amnesia Ray, but it can't attack.

to:

* StoneWall: The Ruiner is the third thoughest toughest Epsilon air unit (behind the Irkalla, an epic unit, and the Salamander, only obtained through stolen tech) and can weaken enemy attacks enemies with its Amnesia Ray, but it can't attack.deal any damage.



* HypnoTrinket: The Dybbuk-Seizer's Epsilon Adepts allow it to mind control up to three units.

to:

* HypnoTrinket: CharmPerson: The Dybbuk-Seizer's Epsilon Adepts allow it to mind control up to three units.units.
* MilitaryMage: The Dybbuk-Seizer is a plane carrying three Epsilon Adepts.

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* SanityStrengthening: [[spoiler:She becomes noticeably more composed and emotionally mature after murdering all of her clones and receiving Yuri's final psychic message of reassurance]].

to:

* SanityStrengthening: [[spoiler:She becomes noticeably more composed and emotionally mature after murdering all of her clones and receiving Yuri's final psychic message of reassurance]]. However... [[spoiler: at the end of Epsilon's Epilogue the Proselyte hears a female voice whispering to him, implying that actually becoming something far more dangerous. See WhamLine below]]



* WhiteHairBlackHeart: Her hair is white and she's pure evil. 'Nuff said.

to:

* WhamLine: [[spoiler: Libra speaks the final line in the Epsilon Campaign, and it's implications are [[WoobieDestroyerOfWorlds troubling]].]]
--> [[spoiler: "No. I'm sorry, Proselyte. This... this is too much. I must rest. I must finally Rest."]]
* WhiteHairBlackHeart: Her hair is white and she's pure evil.a psychotic weapon of mass-destruction. 'Nuff said.

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the Boomer was split into multiple units and veteran units getting stronger is universal


* AdaptedOut: The Slave Miners and Boomer Submarines are no longer a part of their arsenal due to how overpowered they were in order to balance out the faction due to it's numerous unfair advantages. The Slaves themselves do appear in Time Capsule (now named to Slave Workers), [[spoiler:unfortunately, they cannot be saved as destroying the refinery will force their transformation into Brutes]].

to:

* AdaptedOut: The vanilla Slave Miners and Boomer Submarines are Miner is no longer a part of their arsenal arsenal, due to how overpowered they were in order difficult it is to balance out the faction due to it's numerous unfair advantages. balance. The Slaves themselves do only appear in Time Capsule (now named to Slave Workers), [[spoiler:unfortunately, Capsule, where they cannot be saved as destroying the refinery will force deposit their transformation into Brutes]].cargo at a normal Ore Refinery.



!!Scavenger
The stolen tech unit obtained when a Proselyte infiltrates an Allied Construction Yard and Tech Center. They are a tank capable of stealing the weaponry of vehicles much like the Hammer Tank from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.

to:

!!Scavenger
!!Mandjet
The stolen tech unit obtained when a Proselyte infiltrates an Allied Construction Yard aquatic transport for the Epsilon Army, and Tech Center. the successor to the version of the Amphibious Transport used by Yuri in the vanilla edition of ''Yuri's Revenge''. They have the best speed out of all the aquatic transport units, but are a tank capable of stealing the weaponry of vehicles much like the Hammer Tank from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.completely unarmed to compensate for this.



* AwesomeButImpractical: In addition to being a stolen tech unit, the Scavenger's effectiveness largely depends on what vehicle it destroys before acquiring its weapon. Better hope the weapon is a good one otherwise, that's $2000 funds down the drain.
* TheEnemyWeaponsAreBetter: If an enemy vehicle is destroyed when a Scavenger is targeting it with its beam weapon, the beam will be replaced with a copy of the victim's weapon. However, this new weapon's effectiveness can vary greatly depending on the victim.
* LifeDrain: The Scavenger's beam leeches off parts of enemy vehicles/buildings which will immediately be used to repair the Scavenger.
* LightningBruiser: Don't be fooled by the Scavenger's massive size and thick armour, it has enough engine power to chase down many smaller vehicles.
* MythologyGag: Its initial Leech Beam weapon resembles the Hammer Tank's secondary weapon from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', both in appearance and functionality.

!!Wormqueen
The stolen tech unit obtained when a Proselyte infiltrates a Soviet Construction Yard and their respective Battle Lab. They are essentially an upgraded version of the Scorpion Cell's Tyrant, which use Tesla Weaponry instead of toxins and are also capable of absorbing Tesla weaponry, with the exception of the Tesla shells of the Apocalypse Tank.

to:

* AwesomeButImpractical: In addition AmphibiousAutomobile: Its entire purpose is to being a stolen tech unit, serve as an amphibious transport for land units.
* DefenselessTransports: To compensate for its superior speed compared to its equivalents,
the Scavenger's effectiveness largely depends on what vehicle it destroys before acquiring its weapon. Better hope the weapon is a good one otherwise, that's $2000 funds down the drain.
Mandjet has no weapon.
* TheEnemyWeaponsAreBetter: If an enemy vehicle is destroyed when a Scavenger is targeting it with its beam weapon, the beam will be replaced with a copy of the victim's weapon. However, this new weapon's effectiveness NoExperiencePointsForMedic: Since they are unarmed Mandjets can vary greatly depending on the victim.
* LifeDrain: The Scavenger's beam leeches off parts of enemy vehicles/buildings which will immediately be
never gain veterancy.

!!Piranha Minisub
A minisub
used to repair the Scavenger.
* LightningBruiser: Don't be fooled
by the Scavenger's massive size and thick armour, it has enough engine power to chase down many smaller vehicles.
* MythologyGag: Its initial Leech Beam weapon resembles
Epsilon Army that replaces the Hammer Tank's secondary weapon from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', both Boomer Submarine in appearance and functionality.

!!Wormqueen
The stolen tech unit obtained when a Proselyte infiltrates a Soviet Construction Yard and their respective Battle Lab.
it's role as the basic submarine. They are essentially an upgraded version of the Scorpion Cell's Tyrant, which use Tesla Weaponry instead of toxins have high speed and are also capable of absorbing Tesla weaponry, with the exception of the Tesla shells of the Apocalypse Tank.anti-air capabilities, but have awful durability.



* AmazonBrigade: All of the Wormqueen pilots are female.
* EnergyAbsorption: If you let an enemy Epsilon player infiltrate your Soviet lab, ''never'' send your Tesla Troopers and Cruisers against their Wormqueens: they will be healed instead of damaged when hit by Tesla weapons.
* FastTunnelling: The Wormqueen can travel underground like the Tyrant.
* LongRangeFighter: The Wormqueen has a long range but cannot fire at nearby enemies.
* MythologyGag: Its ability to heal when attacked by Tesla units recalls the Shogun Executioner from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.

!!Dybbuk-Seizer
The stolen tech unit obtained when a Proselyte infiltrates another Epsilon factions Construction Yard and Pandora Lab. They are the fastest aircraft in the game, being faster than even the Allies Hummingbird, and can also mind control up to three units at once, and they also receive a temporary boost in firepower as well.

to:

* AmazonBrigade: All AntiAir: It's main weapons are effective against air units.
* DecompositeCharacter: It takes the Tier 1 submarine role
of the Wormqueen pilots are female.
Boomer Submarine from the vanilla game.
* EnergyAbsorption: If you let an enemy FragileSpeedster: The fastest submarine among the Epsilon player infiltrate your Soviet lab, ''never'' send your Tesla Troopers and Cruisers against arsenal but also is about as durable as a wet napkin.
* InvisibilityFlicker: The Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward
their Wormqueens: they will be healed instead of damaged when hit by Tesla weapons.
destination.
* FastTunnelling: The Wormqueen SeeTheInvisible: Piranhas can travel underground detect cloaked and submerged units.
* ZergRush: Cheap and very lightly armoured, Piranhas rely on group tactics and quickly emerging to surprise their enemies. Much
like the Tyrant.
* LongRangeFighter: The Wormqueen has a long range but cannot fire at nearby enemies.
* MythologyGag: Its ability to heal when attacked by Tesla units recalls the Shogun Executioner from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.

!!Dybbuk-Seizer
The stolen tech
animal it is named after.

!!Giant Squid
A returning
unit obtained when a Proselyte infiltrates another Epsilon factions Construction Yard and Pandora Lab. They are once used by the fastest aircraft Soviets in the vanilla edition of the game, being faster than even now belonging exclusively to the Allies Hummingbird, and can also mind control up to three units at once, and they also receive a temporary boost in firepower as well.Epsilon Army.



* HypnoTrinket: The Dybbuk-Seizer's Epsilon Adepts allow it to mind control up to three units.
* TheMinionMaster: Like the Mastermind, the Dybbuk-S can mind control multiple enemy units at a time.
* SpacePlane: All Dybbuk jets have been designed to work in the vacuum of space as if it was air.
* StatusBuff: Units that get mind-controlled get a fire rate buff for a brief moment.
* YouHaveResearchedBreathing: For what is a Dybbuk plane with three on-board Adepts, the Seizer is surprisingly difficult to unlock, being a stolen tech unit. The current unit description on the mod's site implies it is because the Dybbuk-Seizer project started out making a complex, technologically advanced unit combining multiple unique Epsilon technologies, and got pretty far before someone realised that the actual intended ''purpose'' could be fulfilled just as well by [[MundaneSolution putting three Epsilon Adepts inside a Dybbuk]]. The original unit description lampshaded it:
-->''One would think that it should not be necessary to steal some hidden advanced technology from an army quite similar to yours in design, for an aircraft like a Dybbuk with three Epsilon Adepts inside, which can mind control units from the sky, to exist but such is the concept of stolen technology. Dybbuk-Seizer is a Dybbuk with three Epsilon Adepts inside. Brilliant.''

!!Salamander
The Stolen Tech Unit obtained when a Proselyte infiltrates a Foehn Construction Yard and Cloud Piercer. They're yet another aircraft, and are heavily armed with A.R.O. launchers, capable of confusing enemy units into attacking one another. Aside from this, they deal decent damage to all types of units as well as structures, and possess high durability as well.

to:

* HypnoTrinket: The Dybbuk-Seizer's Epsilon Adepts allow it to mind control up to three units.
* TheMinionMaster: Like the Mastermind, the Dybbuk-S can mind control multiple enemy units at a time.
* SpacePlane: All Dybbuk jets
AttackAnimal: These squids have been designed to work specially trained in the vacuum of space as if it was air.
military maneuvers.
* StatusBuff: Units that get mind-controlled get a fire rate buff for a brief moment.
* YouHaveResearchedBreathing: For what is a Dybbuk plane with three on-board Adepts, the Seizer is surprisingly difficult to unlock, being a stolen tech unit. The current unit description on the mod's site implies it is because the Dybbuk-Seizer project started out making a complex, technologically advanced unit combining multiple unique Epsilon technologies, and got pretty far before someone realised that the actual intended ''purpose'' could be fulfilled just as well by [[MundaneSolution putting three Epsilon Adepts inside a Dybbuk]]. The original unit description lampshaded it:
-->''One would think that it should not be necessary to steal some hidden advanced technology from an army quite similar to yours in design, for an aircraft like a Dybbuk with three Epsilon Adepts inside, which can mind control units from the sky, to exist but such is the concept of stolen technology. Dybbuk-Seizer is a Dybbuk with three Epsilon Adepts inside. Brilliant.''

!!Salamander
The Stolen Tech Unit obtained when a Proselyte infiltrates a Foehn Construction Yard and Cloud Piercer.
BeastOfBattle: They're yet another aircraft, mind controlled and specifically trained squids.
* FragileSpeedster: Pretty quick, but not the most durable sea unit.
* GiantSquid: Duh.
* NoSell: Like all beasts, squids
are heavily armed with A.R.O. launchers, capable of confusing enemy units into attacking one another. Aside immune to mind control.
* SeaMonster: With the twist that it's actually controlled by the bad guys and not just a dangerous beast.
* SeeTheInvisible: Squids can detect cloaked and submerged units.
* SlaveMooks: They were mind controlled by Yuri to serve the Soviets, then the Epsilon when Yuri defects
from this, they deal decent damage to all types them.

!!Nautilus Magnetic Submarine
One
of units as well as structures, and possess high durability as well.the many submarines replacing the overpowered Boomer Submarine from the vanilla edition of the game. They replace the anti-ship functions of the Boomer Submarine.



* LongRangeFighter: Salamanders are slow and vulnerable but can fire at very long ranges.
* MoreDakka: The Salamander is armed with many, many A.R.O. launchers.
* MythologyGag: It reuses the design of the same unit from [[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]], only modified to fit the Epsilon aesthetic.
* UnfriendlyFire: Their confusion ray can make enemies attack each other. The few Salamanders seen near the end of Act 2 (that is [[EasterEgg if the player meets the right conditions]]) don't have this ability since the technology hasn't been invented yet.

!!Mandjet
The aquatic transport for the Epsilon Army, and the successor to the version of the Amphibious Transport used by Yuri in the vanilla edition of ''Yuri's Revenge''. They have the best speed out of all the aquatic transport units, but are completely unarmed to compensate for this.

to:

* LongRangeFighter: Salamanders are slow and vulnerable but can fire at very long ranges.
* MoreDakka: The Salamander is armed with many, many A.R.O. launchers.
* MythologyGag:
DecompositeCharacter: It reuses takes the design heavy anti-ship submarine role of the same Boomer Submarine from the vanilla game.
* MagnetismManipulation: If an enemy
unit from [[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]], only modified comes too close to fit the Epsilon aesthetic.
* UnfriendlyFire: Their confusion ray can make enemies attack each other. The few Salamanders seen
Nautilus, it will activate its magnetic field and trap anything that's near the end sub at said moment.
* SeeTheInvisible: Nautilus Subs can detect cloaked and submerged units.
* StealthyColossus: This is kind
of Act 2 (that is [[EasterEgg if the player meets the right conditions]]) don't have this ability since the technology hasn't been invented yet.

!!Mandjet
point of being a big submarine.

!!Resheph Ballistic Submarine
The aquatic transport Tier 3 Submarine for the Epsilon Army, and the successor to the version of the Amphibious Transport used by Yuri in the vanilla edition of ''Yuri's Revenge''. They have the Army. Although their gigantic energy ball deals massive damage against anything that isn't an aircraft, they are best speed out of all against structures and very slow land units due to how slow the aquatic transport units, but are completely unarmed to compensate for this.projectile travels.



* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
* DefenselessTransports: To compensate for its superior speed compared to its equivalents, the Mandjet has no weapon.
* NoExperiencePointsForMedic: Since they are unarmed Mandjets can never gain veterancy.

!!Piranha Minisub
A minisub used by the Epsilon Army that replaces the Boomer Submarine in it's role as the basic submarine. They have high speed and anti-air capabilities, but have awful durability.

to:

* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
* DefenselessTransports: To compensate for its superior speed compared to its equivalents,
DecompositeCharacter: It takes the Mandjet has no weapon.
* NoExperiencePointsForMedic: Since they are unarmed Mandjets can never gain veterancy.

!!Piranha Minisub
A minisub used by the Epsilon Army that replaces
design and artillery submarine role of the Boomer Submarine in it's role as from the basic submarine. They have high speed vanilla game.
* EnergyBall: The Resheph's Psionic Decimator fires some kind of blue balls made of pure energy.
* OneHitKill: A single energy blast from the Resheph is enough to destroy all but the toughest buildings.
* PainfullySlowProjectile: The Resheph's energy balls travel slowly enough to make everything that is not a building capable of dodging them with ease.
* SeeTheInvisible: Reshephs can detect cloaked
and submerged units.
* ShootTheBullet: The energy balls fired by Reshephs are vulnerable to enemy
anti-air capabilities, but have awful durability.when travelling to their target.
* StealthyColossus: This is kind of the point of being a big submarine.
[[/folder]]

[[folder:[=PsiCorps=] Units]]
!!Repulsor
An anti-armor stealth unit capable of disguising as any human infantry excluding commandos. Their special weapons are an anti-gravity charge capable of instantly destroying any land vehicle by flipping them over.



* AntiAir: It's main weapons are effective against air units.
* DecompositeCharacter: It takes the Tier 1 submarine role of the Boomer Submarine from the vanilla game.
* FragileSpeedster: The fastest submarine among the Epsilon arsenal but also is about as durable as a wet napkin.
* InvisibilityFlicker: The Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward their destination.
* SeeTheInvisible: Piranhas can detect cloaked and submerged units.
* ZergRush: Cheap and very lightly armoured, Piranhas rely on group tactics and quickly emerging to surprise their enemies. Much like the animal it is named after.

!!Giant Squid
A returning unit once used by the Soviets in the vanilla edition of the game, now belonging exclusively to the Epsilon Army.

to:

* AntiAir: It's main weapons are effective against air units.
* DecompositeCharacter: It takes the Tier 1 submarine role of the Boomer Submarine from the vanilla game.
* FragileSpeedster:
DressingAsTheEnemy: [[OverlyLongGag They can disguise as any enemy human infantry]].

!!Lasher Light Tank
The fastest submarine among the Epsilon arsenal but also is about as durable as a wet napkin.
* InvisibilityFlicker: The Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward their destination.
* SeeTheInvisible: Piranhas can detect cloaked and submerged units.
* ZergRush: Cheap and very lightly armoured, Piranhas rely on group tactics and quickly emerging to surprise their enemies. Much like the animal it is named after.

!!Giant Squid
A
returning unit once Main Battle Tank used by the Soviets Yuri in the vanilla edition original version of the game, now belonging exclusively exclusive to the Epsilon Army.[=PsiCorps=]. They now have a unique gimmick of having an autoloader installed in them, which translates into their first four shots being fired in rapid succession, leading them into a "reloading" state where their rate of fire is decreased.



* AttackAnimal: These squids have been specially trained in military maneuvers.
* BeastOfBattle: They're mind controlled and specifically trained squids.
* FragileSpeedster: Pretty quick, but not the most durable sea unit.
* GiantSquid: Duh.
* NoSell: Like all beasts, squids are immune to mind control.
* SeaMonster: With the twist that it's actually controlled by the bad guys and not just a dangerous beast.
* SeeTheInvisible: Squids can detect cloaked and submerged units.
* SlaveMooks: They were mind controlled by Yuri to serve the Soviets, then the Epsilon when Yuri defects from them.

!!Nautilus Magnetic Submarine
One of the many submarines replacing the overpowered Boomer Submarine from the vanilla edition of the game. They replace the anti-ship functions of the Boomer Submarine.

to:

* AttackAnimal: These squids have been specially trained in military maneuvers.
AdaptationalBadass: Lasher tanks are equipped with autoloaders, which allows them to fire their first 4 shells at very quick rate.
* BeastOfBattle: They're mind controlled and specifically trained squids.
* FragileSpeedster: Pretty quick, but not
JackOfAllStats: Outside of its first four attacks being faster thanks to its autoloader, the most durable sea unit.
* GiantSquid: Duh.
* NoSell: Like all beasts, squids are immune to mind control.
* SeaMonster: With
Lasher Tank is remarkably average. Still, it is the twist that it's actually controlled by the bad guys and not just a dangerous beast.
* SeeTheInvisible: Squids can detect cloaked and submerged units.
* SlaveMooks: They were mind controlled by Yuri to serve the Soviets, then the
strongest Epsilon when Yuri defects from them.

!!Nautilus Magnetic Submarine
One of
MBT.

!!Marauder
An Amphibious Anti-Ground tank used exclusively by
the many submarines replacing the overpowered Boomer Submarine from the vanilla edition of the game. [=PsiCorps=]. They replace the anti-ship functions of the Boomer Submarine.are very fast and highly mobile due to being able to travel on water, as well as dealing high damage, but lack durability, making it very easy to destroy them.



* DecompositeCharacter: It takes the heavy anti-ship submarine role of the Boomer Submarine from the vanilla game.
* MagnetismManipulation: If an enemy unit comes too close to the Nautilus, it will activate its magnetic field and trap anything that's near the sub at said moment.
* SeeTheInvisible: Nautilus Subs can detect cloaked and submerged units.
* StealthyColossus: This is kind of the point of being a big submarine.

!!Resheph Ballistic Submarine
The Tier 3 Submarine for the Epsilon Army. Although their gigantic energy ball deals massive damage against anything that isn't an aircraft, they are best against structures and very slow land units due to how slow the projectile travels.

to:

* DecompositeCharacter: It takes the heavy anti-ship submarine role of the Boomer Submarine from the vanilla game.
* MagnetismManipulation: If an enemy unit comes too close
AmphibiousAutomobile: The Marauder's anti-gravity plates allow it to the Nautilus, it will activate its magnetic field travel on both land and trap anything that's near the sub at said moment.
water.
* SeeTheInvisible: Nautilus Subs can detect cloaked and submerged units.
* StealthyColossus: This is kind of the point of being a big submarine.

!!Resheph Ballistic Submarine
The Tier 3 Submarine for the Epsilon Army. Although their gigantic energy ball deals massive
CripplingOverspecialization: Marauders deal solid damage against anything that isn't an aircraft, they are best all ground units, but it's extremely weak against structures and buildings.
* GlassCannon: The Marauder is
very slow land fast, has very good mobility and can take out most ground units due in a few shots, but it's very fragile.
* HitAndRunTactics: It's almost entirely oriented
to how slow using its excellent speed, amphibious capabilities, and high range for a tank to deliver heavy blows to the projectile travels.enemy while simultaneously kiting out of their range.
* InSeriesNickname: Due to its almost completely unarmoured rear to accommodate for the powerful engine, Soviet commanders mockingly call it 'the tank without pants'.
* MythologyGag: They share the same name and similar design to the GLA Marauder from ''Generals''.
* SplashDamage: The Marauder's weapon deals a bit of splash damage.

!!Mastermind
The returning support tank used by Yuri in the original version of ''Yuri's Revenge'', now exclusive to the [=PsiCorps=]. They function as the "Monster Tank" of the faction, being one of the last to be unlocked once a Proselyte upgrades the Pandora Lab with a Psychplug. They are practically unchanged, aside from having an additional 5 points of health compared to their vanilla 500 points of health.



* DecompositeCharacter: It takes the design and artillery submarine role of the Boomer Submarine from the vanilla game.
* EnergyBall: The Resheph's Psionic Decimator fires some kind of blue balls made of pure energy.
* OneHitKill: A single energy blast from the Resheph is enough to destroy all but the toughest buildings.
* PainfullySlowProjectile: The Resheph's energy balls travel slowly enough to make everything that is not a building capable of dodging them with ease.
* SeeTheInvisible: Reshephs can detect cloaked and submerged units.
* ShootTheBullet: The energy balls fired by Reshephs are vulnerable to enemy anti-air when travelling to their target.
* StealthyColossus: This is kind of the point of being a big submarine.
[[/folder]]

[[folder:[=PsiCorps=] Units]]
!!Repulsor
An anti-armor stealth unit capable of disguising as any human infantry excluding commandos. Their special weapons are an anti-gravity charge capable of instantly destroying any land vehicle by flipping them over.

to:

* DecompositeCharacter: It takes AchillesHeel: One notable weakness not shared by any other mind control units is that the design Mastermind's victims will be freed when it is disabled, this makes {{EMP}} weapons a big threat to them.
* BrainInAJar: With the 'jar' being the Mastermind chassis
and artillery submarine role of the Boomer Submarine from 'brain' being a conglomerate of Adept brains.
* BrainMonster: The Mastermind is the result of preserved brains of dead Adepts spliced together into one gigantic cortex through rapid tissue regeneration, then placed into a container filled with preservative fluids and grafted onto a huge tank chassis.
* CharmPerson: Masterminds are capable of mind controlling enemy units.
* DarkerAndEdgier: In
the vanilla game.
game, the brains were artificilly grown and cultivated. In Mental Omega however, they are the brains of fallen Adepts stitched together where only those with the strongest shall be in total control while the others fade away.
* EnergyBall: ExplosiveOverclocking: If the Mastermind controls too many units at once, its health will steadily decrease until the controlled units or the Mastermind itself die.
* HypnoticCreature: A giant conglomerate of brains that can mind control enemies.
* TheMinionMaster: A variation, as they do not create units but can mind control multiple enemy units at a time.
* NoSell: Masterminds are immune to mind-control themselves.
* StoneWall: It's slow and its only 'weapon' is the ability to mind-control attackers, but it's tough to take down.

!!Magnetron
The Resheph's Psionic Decimator fires some kind of blue balls made of pure energy.
* OneHitKill: A single energy blast
returning artilery tank used by Yuri in the original game, now, like it's brother the Mastermind, exclusive to the [=PsiCorps=]. They have been completely changed from their original selves, as they now simply paralyze any armor units as well as any infantry that's wearing metallic armor, such as the Resheph is enough Soviet's Shock and Tesla Troopers instead of levitating them into the air. To compensate for this drastic change, they're now able to destroy all but the toughest buildings.
* PainfullySlowProjectile: The Resheph's energy balls travel slowly enough to make everything that is not a building capable of dodging them with ease.
* SeeTheInvisible: Reshephs can detect cloaked and submerged units.
* ShootTheBullet: The energy balls fired by Reshephs are vulnerable to enemy anti-air when travelling to
structures in mere seconds using their target.
* StealthyColossus: This is kind of the point
magnetic beams, and can also now transverse water instead of being a big submarine.
[[/folder]]

[[folder:[=PsiCorps=] Units]]
!!Repulsor
An anti-armor stealth unit capable of disguising as any human infantry excluding commandos. Their special weapons are an anti-gravity charge capable of instantly destroying any land vehicle by flipping them over.
landbound.



* DressingAsTheEnemy: [[OverlyLongGag They can disguise as any enemy human infantry]].

!!Lasher Light Tank
The returning Main Battle Tank used by Yuri in the original version of the game, now exclusive to the [=PsiCorps=]. They now have a unique gimmick of having an autoloader installed in them, which translates into their first four shots being fired in rapid succession, leading them into a "reloading" state where their rate of fire is decreased.

to:

* DressingAsTheEnemy: [[OverlyLongGag CripplingOverspecialization: The Magnetron is the only artillery unit which is unable to damage anything that is not a structure.
* GlassCannon: Standard for all artillery.
They can disguise destroy buildings in seconds, and can be destroyed in seconds by most units as any well.
* HoverTank: Unlike the original, the Mental Omega's incarnation of the Magnetron can traverse water.
* MagnetismManipulation: Through the use of the Earth's natural magnetic field, the Magnetron can use powerful electromagnets in order to be 'repelled' by the Earth, allowing it to hover above the ground and traverse water. The weapon of the Magnetron works on a similar priniciple: the pull of the magnetic beam emanating from it can rip structures apart piece by piece. When faced with
enemy human infantry]].

!!Lasher Light Tank
armour, the Magnetron can reverse the polarity of its weapon, resulting in the target becoming a magnet of its own.
* MarkedToDie:
The returning Main Battle Tank Magnetron is capable of disabling enemy tanks, ships and some infantry (like the Tesla Trooper or the Desolator) to the point they are unable to attack or move[[note]]However, the weapons of the affected units are not disabled so it is recommanded to outrange them.[[/note]], usually ending with the affected unit being destroyed. This ability is notable because, while the degree of resistance varies, there's not a single mechanized unit that is immune to being immobilized by the Magnetron, unlike other disabling effects like {{EMP}}. Even heroes with PowerArmor or epic units can be stalled with enough Magnetrons.
* SiegeEngines: The Magnetron's cannon outranges most base defences and is strong against buildings.
* SupportPartyMember: Aside from buildings, the Magnetron cannot damage anything on the field but their coils can be very useful to stop any vehicle, any ship (since the Magnetron is amphibious) and certain infantry (like Tesla Troopers) to approach the [=PsiCorps=] forces and one Magnetron can affect groups of units around the target but only slows them. Unlike {{EMP}} attacks, the immobilized targets can still shoot back if they have targets in range so it is wise to combine Magnetrons with long ranged units like the Marauder (which is also amphibious) to shoot the immobilized targets without any fear of retaliation. A last feature of the Magnetron is that it also prevents the target to turn around, so [[FixedForwardFacingWeapon any vehicle without a rotating turret]] immobilized by a Magnetron cannot retaliate at all if they are flanked.

!!Gehenna Platform
An anti-air armor unit
used by Yuri in the original version of the game, now exclusive to the [=PsiCorps=]. They now have are a unique gimmick large vehicle carrying another entry in the Dybbuk series of having an autoloader installed in them, aircraft, the Dybbuk-Interceptor, which translates into their first four shots being fired in rapid succession, leading them into a "reloading" state where their rate will relentlessly pursue it's target until it runs out of fire is decreased.ammo or the Interceptor itself or the Gehenna Platform are destroyed.



* AdaptationalBadass: Lasher tanks are equipped with autoloaders, which allows them to fire their first 4 shells at very quick rate.
* JackOfAllStats: Outside of its first four attacks being faster thanks to its autoloader, the Lasher Tank is remarkably average. Still, it is the strongest Epsilon MBT.

!!Marauder
An Amphibious Anti-Ground tank used exclusively by the [=PsiCorps=]. They are very fast and highly mobile due to being able to travel on water, as well as dealing high damage, but lack durability, making it very easy to destroy them.

to:

* AdaptationalBadass: Lasher tanks are equipped with autoloaders, which allows them to fire their first 4 shells at very quick rate.
AntiAir: The Gehenna is designed as a specialised tier 3 anti-air vehicle.
* JackOfAllStats: Outside CripplingOverspecialization: One of its first four the most powerful anti-air units in the game, the Gehenna is completely useless against ground targets.
* DroneDeployer: The Gehenna
attacks being faster thanks to aircraft by sending a remote-controlled Dybbuk-Interceptor jet after them.
* SuperPersistentPredator: Once a Dybbuk-Interceptor has been launched, it will relentlessly pursue
its autoloader, prey until shot down, running out of ammo or the Lasher Tank is remarkably average. Still, Gehenna that controls it is the strongest Epsilon MBT.

!!Marauder
eliminated.
[[/folder]]

[[folder:Scorpion Cell Units]]
!!Hijacker
An Amphibious Anti-Ground tank exclusive infantry used exclusively by the [=PsiCorps=]. They are very fast and highly mobile due to being able to travel on water, Scorpion Cell. Like their name suggests, they can take over nearly any land armor unit, with the exception of a few, such as any robotic one such as the Allies Robot Tanks or Haihead's Megalodon Mechs, as well as dealing high damage, but lack durability, making it very easy to destroy them.the Mastermind, and any epic armor unit.



* AmphibiousAutomobile: The Marauder's anti-gravity plates allow it to travel on both land and water.
* CripplingOverspecialization: Marauders deal solid damage against all ground units, but it's extremely weak against buildings.
* GlassCannon: The Marauder is very fast, has very good mobility and can take out most ground units in a few shots, but it's very fragile.
* HitAndRunTactics: It's almost entirely oriented to using its excellent speed, amphibious capabilities, and high range for a tank to deliver heavy blows to the enemy while simultaneously kiting out of their range.
* InSeriesNickname: Due to its almost completely unarmoured rear to accommodate for the powerful engine, Soviet commanders mockingly call it 'the tank without pants'.
* MythologyGag: They share the same name and similar design to the GLA Marauder from ''Generals''.
* SplashDamage: The Marauder's weapon deals a bit of splash damage.

!!Mastermind
The returning support tank used by Yuri in the original version of ''Yuri's Revenge'', now exclusive to the [=PsiCorps=]. They function as the "Monster Tank" of the faction, being one of the last to be unlocked once a Proselyte upgrades the Pandora Lab with a Psychplug. They are practically unchanged, aside from having an additional 5 points of health compared to their vanilla 500 points of health.

to:

* AmphibiousAutomobile: DressingAsTheEnemy: [[OverlyLongGag They can disguise as any enemy human infantry]].
* EnemyExchangeProgram:
The Marauder's anti-gravity plates allow it Hijacker's entire purpose is to travel on both land steal enemy vehicles.
* ItsRainingMen: Hijackers are called directly to the battlefield via a cargo plane.
* MasterOfDisguise: [[OverlyLongGag They can disguise as any enemy human infantry]].

!!Scourge
The Scorpion Cell's equivalent of the Repulsor
and water.
* CripplingOverspecialization: Marauders deal solid damage against all ground
Stalkers. Like the latter, they specialize in destroying armor units, but it's extremely weak against buildings.
* GlassCannon: The Marauder is very fast, has very good mobility
and can take out most ground wield an EMP rod capable of temporarily stunning any armor unit, as well as certain infantry units in a few shots, but it's very fragile.
* HitAndRunTactics: It's almost entirely oriented to using its excellent speed, amphibious capabilities, and high range for a tank to deliver heavy blows to the enemy while simultaneously kiting out of their range.
* InSeriesNickname: Due to its almost completely unarmoured rear to accommodate for the powerful engine, Soviet commanders mockingly call it 'the tank without pants'.
* MythologyGag: They share the same name and similar design to the GLA Marauder from ''Generals''.
* SplashDamage: The Marauder's weapon deals a bit of splash damage.

!!Mastermind
The returning support tank used by Yuri in the original version of ''Yuri's Revenge'', now exclusive to the [=PsiCorps=]. They function
such as the "Monster Tank" of the faction, being one of the last to be unlocked once a Proselyte upgrades the Pandora Lab with a Psychplug. They are practically unchanged, aside from having an additional 5 points of health compared to their vanilla 500 points of health.Knightframes.



* AchillesHeel: One notable weakness not shared by any other mind control units is that the Mastermind's victims will be freed when it is disabled, this makes {{EMP}} weapons a big threat to them.
* BrainInAJar: With the 'jar' being the Mastermind chassis and the 'brain' being a conglomerate of Adept brains.
* BrainMonster: The Mastermind is the result of preserved brains of dead Adepts spliced together into one gigantic cortex through rapid tissue regeneration, then placed into a container filled with preservative fluids and grafted onto a huge tank chassis.
* CharmPerson: Masterminds are capable of mind controlling enemy units.
* DarkerAndEdgier: In the vanilla game, the brains were artificilly grown and cultivated. In Mental Omega however, they are the brains of fallen Adepts stitched together where only those with the strongest shall be in total control while the others fade away.
* ExplosiveOverclocking: If the Mastermind controls too many units at once, its health will steadily decrease until the controlled units or the Mastermind itself die.
* HypnoticCreature: A giant conglomerate of brains that can mind control enemies.
* TheMinionMaster: A variation, as they do not create units but can mind control multiple enemy units at a time.
* NoSell: Masterminds are immune to mind-control themselves.
* StoneWall: It's slow and its only 'weapon' is the ability to mind-control attackers, but it's tough to take down.

!!Magnetron
The returning artilery tank used by Yuri in the original game, now, like it's brother the Mastermind, exclusive to the [=PsiCorps=]. They have been completely changed from their original selves, as they now simply paralyze any armor units as well as any infantry that's wearing metallic armor, such as the Soviet's Shock and Tesla Troopers instead of levitating them into the air. To compensate for this drastic change, they're now able to destroy structures in mere seconds using their magnetic beams, and can also now transverse water instead of being landbound.

to:

* AchillesHeel: One notable weakness not shared by any other mind control units CripplingOverspecialization: Scourges are dedicated anti-armor infantry, anything else is that the Mastermind's victims will be freed when it is disabled, this makes {{EMP}} weapons basically a big threat to death sentence for them.
* BrainInAJar: With the 'jar' being the Mastermind chassis and the 'brain' being a conglomerate of Adept brains.
* BrainMonster:
{{EMP}}: The Mastermind is the result of preserved brains of dead Adepts spliced together into one gigantic cortex through rapid tissue regeneration, then placed into a container filled with preservative fluids and grafted onto a huge tank chassis.
* CharmPerson: Masterminds are capable of mind controlling
Scourge uses an inaccurate weapon to immobilise enemy units.
vehicles with EMP.
* DarkerAndEdgier: In the vanilla game, the brains were artificilly grown and cultivated. In Mental Omega however, GlassCannon: Despite wearing plate armor, they are the brains of fallen Adepts stitched together where only those with the strongest shall be in total control while the others fade away.
* ExplosiveOverclocking: If the Mastermind controls too many units at once, its health will steadily decrease until the controlled units or the Mastermind itself die.
* HypnoticCreature: A giant conglomerate of brains that can mind control enemies.
* TheMinionMaster: A variation, as they do not create units
very fragile but can mind control multiple enemy units at their EMP rods pack quite a time.
punch against vehicles.
* NoSell: Masterminds are immune to mind-control themselves.
* StoneWall: It's slow and its only 'weapon' is the ability to mind-control attackers, but it's tough to take down.

!!Magnetron
The returning artilery tank used by Yuri in the original game, now, like it's brother the Mastermind, exclusive to the [=PsiCorps=].
They wear plate armor which protects them from being crushed by vehicles and dog bites.

!!Mantis Light Tank
The Main Battle Tank of the Scorpion Cell. They are fast, cheap, and
have been completely changed from poor armor, but this is made up by their original selves, entire being encouraging the player to spam them in numbers, as they now simply paralyze any armor units as well as any infantry that's wearing metallic armor, such as will absorb the Soviet's Shock and Tesla Troopers instead parts of levitating them into the air. To compensate for this drastic change, they're now able to destroy structures in mere seconds using their magnetic beams, and can also now transverse water instead of being landbound.fallen bretheren to repair themselves.



* CripplingOverspecialization: The Magnetron is the only artillery unit which is unable to damage anything that is not a structure.
* GlassCannon: Standard for all artillery. They can destroy buildings in seconds, and can be destroyed in seconds by most units as well.
* HoverTank: Unlike the original, the Mental Omega's incarnation of the Magnetron can traverse water.
* MagnetismManipulation: Through the use of the Earth's natural magnetic field, the Magnetron can use powerful electromagnets in order to be 'repelled' by the Earth, allowing it to hover above the ground and traverse water. The weapon of the Magnetron works on a similar priniciple: the pull of the magnetic beam emanating from it can rip structures apart piece by piece. When faced with enemy armour, the Magnetron can reverse the polarity of its weapon, resulting in the target becoming a magnet of its own.
* MarkedToDie: The Magnetron is capable of disabling enemy tanks, ships and some infantry (like the Tesla Trooper or the Desolator) to the point they are unable to attack or move[[note]]However, the weapons of the affected units are not disabled so it is recommanded to outrange them.[[/note]], usually ending with the affected unit being destroyed. This ability is notable because, while the degree of resistance varies, there's not a single mechanized unit that is immune to being immobilized by the Magnetron, unlike other disabling effects like {{EMP}}. Even heroes with PowerArmor or epic units can be stalled with enough Magnetrons.
* SiegeEngines: The Magnetron's cannon outranges most base defences and is strong against buildings.
* SupportPartyMember: Aside from buildings, the Magnetron cannot damage anything on the field but their coils can be very useful to stop any vehicle, any ship (since the Magnetron is amphibious) and certain infantry (like Tesla Troopers) to approach the [=PsiCorps=] forces and one Magnetron can affect groups of units around the target but only slows them. Unlike {{EMP}} attacks, the immobilized targets can still shoot back if they have targets in range so it is wise to combine Magnetrons with long ranged units like the Marauder (which is also amphibious) to shoot the immobilized targets without any fear of retaliation. A last feature of the Magnetron is that it also prevents the target to turn around, so [[FixedForwardFacingWeapon any vehicle without a rotating turret]] immobilized by a Magnetron cannot retaliate at all if they are flanked.

!!Gehenna Platform
An anti-air armor unit used by the [=PsiCorps=]. They are a large vehicle carrying another entry in the Dybbuk series of aircraft, the Dybbuk-Interceptor, which will relentlessly pursue it's target until it runs out of ammo or the Interceptor itself or the Gehenna Platform are destroyed.

to:

* CripplingOverspecialization: DeadMansSwitch: Destroying a Mantis causes its debris to attach to other nearby Mantises, replenishing their armour.
* FragileSpeedster:
The Magnetron Mantis is fast and cheap, but its armor cannot stand in a direct fight against almost everything else. It is the only artillery unit which is unable to damage anything that is not a structure.
* GlassCannon: Standard for
lightest of all artillery. They can destroy buildings Main Battle Tanks.
* HitAndRunTactics: Scorpion Cell's biggest advantage is the ability to roll
in seconds, behind your opponent's base with a few Mantises before he/she has any serious forces or defences out. Mantises are also fast enough to pull out when the going gets tough and can be losing a straggler won't cost you much anyway.
* ImprovisedArmour: Mantis tanks are able to scavenge parts of their
destroyed in seconds by most brethren to quickly replenish their armour.
* ZergRush: An ideal tank for such a strategy thanks to its high speed, low cost, mediocre attack and poor armor. Its special ability to heal nearby Mantis Tanks when destroyed greatly encourages swarming the enemy with these tanks. As such, overwhelming enemy
units as well.
* HoverTank: Unlike
with Mantises en masse is a common tactic used by Scorpion Cell players.

!!Speeder Trike
A special hit-and-run anti-armor unit exclusive to
the original, the Mental Omega's incarnation of the Magnetron can traverse water.
* MagnetismManipulation: Through the use of the Earth's natural magnetic field, the Magnetron
Scorpion Cell. They are highly mobile motorbikes that can use powerful electromagnets in order their superior speed and range to be 'repelled' by harass armor units. They have two modes of fire as well, the Earth, allowing it to hover above the ground first, and traverse water. The weapon of the Magnetron works on a similar priniciple: the pull of the magnetic beam emanating from it can rip structures apart piece by piece. When faced with enemy armour, the Magnetron can reverse the polarity of its weapon, resulting in the target becoming a magnet of its own.
* MarkedToDie: The Magnetron is capable of disabling enemy tanks, ships and some infantry (like the Tesla Trooper or the Desolator) to the point they are unable to attack or move[[note]]However, the weapons of the affected units are not disabled so it is recommanded to outrange them.[[/note]], usually ending with the affected unit
standard one, being destroyed. This ability is notable because, to fire off a volley of rockets, while the degree of resistance varies, there's not a single mechanized unit that is immune to being immobilized by secondary has them use the Magnetron, unlike other disabling effects like {{EMP}}. Even heroes with PowerArmor or epic units can be stalled with enough Magnetrons.
* SiegeEngines: The Magnetron's cannon outranges most base defences and is strong against buildings.
* SupportPartyMember: Aside from buildings, the Magnetron cannot damage anything
mortars on the field but their coils can be very useful to stop any vehicle, any ship (since the Magnetron is amphibious) and certain infantry (like Tesla Troopers) to approach the [=PsiCorps=] forces and one Magnetron can affect groups of units around the target but only slows them. Unlike {{EMP}} attacks, the immobilized targets can still shoot back if they have targets in range so it is wise to combine Magnetrons with long ranged units like the Marauder (which is also amphibious) to shoot the immobilized targets without any fear fire clusters of retaliation. A last feature of the Magnetron is that it also prevents the target to turn around, so [[FixedForwardFacingWeapon any vehicle without a rotating turret]] immobilized by a Magnetron cannot retaliate at all if they are flanked.

!!Gehenna Platform
An anti-air armor unit used by the [=PsiCorps=]. They are a large vehicle carrying another entry in the Dybbuk series of aircraft, the Dybbuk-Interceptor, which will relentlessly pursue it's target until it runs out of ammo or the Interceptor itself or the Gehenna Platform are destroyed.
grenades.



* AntiAir: The Gehenna is designed as a specialised tier 3 anti-air vehicle.
* CripplingOverspecialization: One of the most powerful anti-air units in the game, the Gehenna is completely useless against ground targets.
* DroneDeployer: The Gehenna attacks aircraft by sending a remote-controlled Dybbuk-Interceptor jet after them.
* SuperPersistentPredator: Once a Dybbuk-Interceptor has been launched, it will relentlessly pursue its prey until shot down, running out of ammo or the Gehenna that controls it is eliminated.
[[/folder]]

[[folder:Scorpion Cell Units]]
!!Hijacker
An exclusive infantry used by the Scorpion Cell. Like their name suggests, they can take over nearly any land armor unit, with the exception of a few, such as any robotic one such as the Allies Robot Tanks or Haihead's Megalodon Mechs, as well as the Mastermind, and any epic armor unit.

to:

* AntiAir: CoolBike: With mounted rocket launchers and high speed to boot.
--> ''"Now this is a bike."''
* FragileSpeedster:
The Gehenna Speeder is designed as a specialised tier 3 anti-air vehicle.
* CripplingOverspecialization: One of the
quick enough to outmanoeuvre most powerful anti-air units in the game, the Gehenna vehicles, but its armour is completely useless against ground less than stellar, so it should avoid direct hits from anti-tank weaponry.
* HitAndRunTactics: Their overall design is based on this tactic, they rely on their speed and long ranged weapons to deal with
targets.
* DroneDeployer: SelfDeprecation: Flat out suggests the commanding Proselyte to send them to the Grinder instead. Whether said Proselyte do this is up to the player.

!!Tyrant
The Gehenna attacks aircraft by sending a remote-controlled Dybbuk-Interceptor jet after them.
* SuperPersistentPredator: Once a Dybbuk-Interceptor has been launched, it will relentlessly pursue its prey until shot down, running out
Monster Tank of ammo or the Gehenna that controls it is eliminated.
[[/folder]]

[[folder:Scorpion Cell Units]]
!!Hijacker
An exclusive infantry used by
the Scorpion Cell. Like They're one of the most unique Monster Tanks in the game, due to their name suggests, they can take over nearly any land armor unit, with ablity to bury underground like the exception Driller APC and wield toxic pills that deal high damage to infantry, and essentially function like a faster-acting, yet watered down version of a few, such as any robotic one such as the Allies Robot Tanks or Haihead's Megalodon Mechs, as well as the Mastermind, and any epic armor unit.Viruses disease-coated darts.



* DressingAsTheEnemy: [[OverlyLongGag They can disguise as any enemy human infantry]].
* EnemyExchangeProgram: The Hijacker's entire purpose is to steal enemy vehicles.
* ItsRainingMen: Hijackers are called directly to the battlefield via a cargo plane.
* MasterOfDisguise: [[OverlyLongGag They can disguise as any enemy human infantry]].

!!Scourge
The Scorpion Cell's equivalent of the Repulsor and Stalkers. Like the latter, they specialize in destroying armor units, and wield an EMP rod capable of temporarily stunning any armor unit, as well as certain infantry units such as the Knightframes.

to:

* DressingAsTheEnemy: [[OverlyLongGag They can disguise as any enemy human infantry]].
* EnemyExchangeProgram:
DungeonBypass: The Hijacker's entire purpose Tyrant's tunnelling ability is to steal enemy vehicles.
* ItsRainingMen: Hijackers are called directly to
the battlefield via a cargo plane.
* MasterOfDisguise: [[OverlyLongGag They can disguise as any enemy human infantry]].

!!Scourge
The
reason that building detectors and defences within the base is compulsory when playing against Scorpion Cell's equivalent Cell. A Tyrant blob suddenly popping out of the Repulsor ground to blow up the Construction Yard may result in a GG very easily.
* FastTunnelling: A mechanised grinder
and Stalkers. Like powerful engine allow the latter, they specialize in destroying armor units, and wield an EMP rod capable of temporarily stunning any armor Tyrant to travel underground just like the Driller APC.
* GlassCannon: It's the toughest Scorpion Cell
unit, as well as certain but by monster tank standards the Tyrant is quite fragile for its cost, damage and mobility.
* HeroWithBadPublicity: Well, the Tyrant driver ''claims'' to be one.
--> "Don't believe in what they say, I'm the good guy."
* LaughablyEvil: They have some of the funniest lines in the game.
--> ''"Build me a palace! No, five!"''
--> ''"I claim this place in the name of me."''
--> ''"Just don't touch my pills."''
* PoisonedWeapons: The Tyrant's cannon fires large capsules containing toxins and acids over a small area.
* TakingYouWithMe: When destroyed, a Tyrant violently explodes in a shower of toxins. Infantry that stayed very close are very prone to die in the process.
* ZergRush: Tyrants are the cheapest and squishiest of all monster tanks and rely on numbers more than anything to get the job done.

!!Plague Splatter
The Artilery Armor unit for the Scorpion Cell. They use a catapult that fires barrels loaded with toxins and viruses that are best against
infantry units such as the Knightframes.and structures.



* CripplingOverspecialization: Scourges are dedicated anti-armor infantry, anything else is basically a death sentence for them.
* {{EMP}}: The Scourge uses an inaccurate weapon to immobilise enemy vehicles with EMP.
* GlassCannon: Despite wearing plate armor, they are very fragile but their EMP rods pack quite a punch against vehicles.
* NoSell: They wear plate armor which protects them from being crushed by vehicles and dog bites.

!!Mantis Light Tank
The Main Battle Tank of the Scorpion Cell. They are fast, cheap, and have poor armor, but this is made up by their entire being encouraging the player to spam them in numbers, as they will absorb the parts of their fallen bretheren to repair themselves.

to:

* CripplingOverspecialization: Scourges are dedicated anti-armor infantry, anything else is basically DamageIncreasingDebuff: Units damaged by a death sentence Plague Splatter have their armor slightly reduced for them.
a period of time.
* {{EMP}}: DeadlyGas: Plague Splatters throw containers of highly corrosive agents and explosives across the battlefield, blasting open structures and eating away at the foundations. The Scourge uses projectiles leave poisonous vapours behind, causing respiratory distress and damage to internal and external organs.
* EnhancedArchaicWeapon: The Plague Splatter is a catapult, which is rather archaic for the 20th century, albeit one mounted on
an inaccurate weapon to immobilise enemy vehicles armoured chassis and firing projectiles that cannot be synthesised with EMP.
pre-modern technology.
* GlassCannon: {{Expy}}: Of the Harkonnen Inkvine Catapult from ''VideoGame/EmperorBattleForDune''.
* ImperialStormtrooperMarksmanshipAcademy: Plague Splatters are known for being extremely inaccurate.
Despite wearing plate armor, serving as artillery, they are very fragile but their EMP rods pack actually quite a punch ineffective against vehicles.
1x1 base defences, as they are too small for Plague Splatters to hit reliably.
* NoSell: LeadTheTarget: Because of the Plague Splatter's relatively slow projectile speed, it's sometimes a good idea to have them force fire on the ground where you predict your intended targets to be when the projectile hits so they'd walk right into it.
* MundaneUtility: A good way to use them is to simply place them into Tank Bunkers, turning them into an impromptu base defense.
* SiegeEngines: Plague Splatters outrange most base defences and are effective against structures.
They wear plate armor which protects them from being crushed by vehicles and dog bites.

!!Mantis Light Tank
The Main Battle Tank
even look the part, strongly resembling the highly effective siege engines of ancient Greece.

!!Oxidizer
An anti-air support vehicle unit exclusive to
the Scorpion Cell. They are fast, cheap, and have poor armor, but this is made up by may not be able to do damage on their entire being encouraging own, but are the player to spam them in numbers, best friends of any anti-air unit, as they will absorb the parts of their fallen bretheren to repair themselves.weapon is a pair of cannons that fire a specialized mixture of chemicals that errode away at the defenses of any aircraft which also stacks, meaning that even an Archer can kill a Kirov with a large enough group of Oxidizers on their side.



* DeadMansSwitch: Destroying a Mantis causes its debris to attach to other nearby Mantises, replenishing their armour.
* FragileSpeedster: The Mantis is fast and cheap, but its armor cannot stand in a direct fight against almost everything else. It is the lightest of all Main Battle Tanks.
* HitAndRunTactics: Scorpion Cell's biggest advantage is the ability to roll in behind your opponent's base with a few Mantises before he/she has any serious forces or defences out. Mantises are also fast enough to pull out when the going gets tough and losing a straggler won't cost you much anyway.
* ImprovisedArmour: Mantis tanks are able to scavenge parts of their destroyed brethren to quickly replenish their armour.
* ZergRush: An ideal tank for such a strategy thanks to its high speed, low cost, mediocre attack and poor armor. Its special ability to heal nearby Mantis Tanks when destroyed greatly encourages swarming the enemy with these tanks. As such, overwhelming enemy units with Mantises en masse is a common tactic used by Scorpion Cell players.

!!Speeder Trike
A special hit-and-run anti-armor unit exclusive to the Scorpion Cell. They are highly mobile motorbikes that can use their superior speed and range to harass armor units. They have two modes of fire as well, the first, and standard one, being to fire off a volley of rockets, while the secondary has them use the mortars on their back to fire clusters of grenades.

to:

* DeadMansSwitch: Destroying AcidAttack: The Oxidizer fires capsules containing a Mantis causes highly potent cocktail of hydrogen peroxide, hydrochloric acid, and nitric acid, which literally eats away at aircraft.
* TheAllegedCar: This thing is a haphazardly bolted, unstable vehicle which eats itself from inside out since
its debris weapons are made to attach to eat metal. To drive that junk into the battlefield is a worse fate than being mind controlled.
--> ''"We're out of fuel.... no, wait. The gauge is just broken."''
* AmphibiousAutomobile: The Oxidizer is capable of moving on water with the help of simple suspension materials.
* AntiAir: It fires armor eroding capsules at aircraft allowing
other nearby Mantises, replenishing anti-aircraft units to bring them down much easier.
* CripplingOverspecialization: The Oxidizer is designed purely for anti-aircraft warfare and so is very vulnerable to ground units.
* DamageIncreasingDebuff: The Oxidizer's attack reduces the armour of the target by 25%. The effect stacks, meaning that, with sufficient numbers, a group of Oxidizers can turn even the incredibly tough Harbinger into a paper-thin aircraft.
* DeadpanSnarker: They never change from the bored, apathetic tone they have, and most of
their armour.
* FragileSpeedster: The Mantis is fast
lines have them either complain about how crappy their vehicles are and cheap, but its armor illustrating just how crappy they are.
* GameplayAndStorySegregation:
** Despite being a poor excuse of a vehicle, the Oxidizer is available at tier 3, meaning that Morales
cannot stand in a direct fight against almost everything else. It kill their drivers. Yes, drivers are better protected inside the wreck that is the lightest Oxidizer than inside main battle tanks.
** Even though the Oxidizer's weapons are made to damage metal, the Oxidizer itself cannot deal any damage (it can only apply a DamageIncreasingDebuff to aircraft).
* LaughablyEvil: Their DeadpanSnarker tendencies give them some
of all Main Battle Tanks.
the funniest lines in the game.
--> ''"We're out of fuel... No, wait, the gauge is just broken."''
--> [[SincerityMode (In a completely sincere and genuine tone)]] ''"Why did you give me this?"''
* HitAndRunTactics: SupportPartyMember: It cannot deal damage directly but it can erode the armor of its target making it easier for other AA units to take them down.
[[/folder]]

[[folder:HQ Units]]
!!Stalker
The Epsilon Headquarters version of the [=PsiCorps=] Repulsors and the
Scorpion Cell's biggest advantage is the ability to roll in behind your opponent's base with a few Mantises before he/she has any serious forces or defences out. Mantises are also fast enough to pull out when the going gets tough and losing a straggler won't cost you much anyway.
* ImprovisedArmour: Mantis tanks are able to scavenge parts of their destroyed brethren to quickly replenish their armour.
* ZergRush: An ideal tank for such a strategy thanks to its high speed, low cost, mediocre attack and poor armor. Its special ability to heal nearby Mantis Tanks when destroyed greatly encourages swarming the enemy with these tanks. As such, overwhelming enemy units with Mantises en masse is a common tactic used by Scorpion Cell players.

!!Speeder Trike
A special hit-and-run anti-armor unit exclusive to the Scorpion Cell. They are highly mobile motorbikes that can use their superior speed and range to harass armor units.
Scourges. They have two modes of fire as well, different weapons each, one for use against infantry, and the first, other for use against armor units and standard one, being to fire off a volley of rockets, while structures. Their anti-infantry weapon is known as the secondary has them use "Drain Cannon" which absorbs the mortars on their back life-force of any infantry they target, letting out a healing aura that recovers the health of any friendly infantry in close proximity to fire clusters of grenades.the Stalker, and the anti-armor-&-structure weapon is called the Meteor Cannon, which



* CoolBike: With mounted rocket launchers and high speed to boot.
--> ''"Now this is a bike."''
* FragileSpeedster: The Speeder is quick enough to outmanoeuvre most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
* HitAndRunTactics: Their overall design is based on this tactic, they rely on their speed and long ranged weapons to deal with targets.
* SelfDeprecation: Flat out suggests the commanding Proselyte to send them to the Grinder instead. Whether said Proselyte do this is up to the player.

!!Tyrant
The Monster Tank of the Scorpion Cell. They're one of the most unique Monster Tanks in the game, due to their ablity to bury underground like the Driller APC and wield toxic pills that deal high damage to infantry, and essentially function like a faster-acting, yet watered down version of the Viruses disease-coated darts.

to:

* CoolBike: With mounted rocket launchers and high speed to boot.
--> ''"Now this is a bike."''
ArmCannon: Two different ones for each arm.
* FragileSpeedster: CombatMedic: The Speeder is quick enough to outmanoeuvre most vehicles, Stalker has a special weapon that, upon firing at enemy infantry, will heal your troops around that specific soldier. They make a particularly good combination with Brutes for that reason.
* MightyGlacier: They are slow
but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
* HitAndRunTactics: Their overall design is based on this tactic, they rely on
their speed and long ranged weapons pack a punch to deal with targets.
anything that isn't aircraft.
* SelfDeprecation: Flat out suggests {{Mutants}}: Stalkers are the commanding Proselyte to send more successful creations of the genetic experiments by Epsilon scientists.
* SiegeEngines: Serving as mobile artillery platforms, Stalkers can withstand the recoil of their implosion cannon, allowing
them to the Grinder instead. Whether said Proselyte do this is up to the player.

!!Tyrant
easily bring down structures as they collapse upon themselves.

!!Opus Custom Tank
The Monster Main Battle Tank of the Scorpion Cell. They're Epsilon Headquarters. They are notable for having two different cannons, the second one of the most unique Monster Tanks in the game, due to their ablity to bury underground like the Driller APC and wield toxic pills that deal high damage to infantry, and essentially function like a faster-acting, yet watered down version of the Viruses disease-coated darts.only functionable when an infantry unit garrisons it.



* DungeonBypass: The Tyrant's tunnelling ability is the reason that building detectors and defences within the base is compulsory when playing against Scorpion Cell. A Tyrant blob suddenly popping out of the ground to blow up the Construction Yard may result in a GG very easily.
* FastTunnelling: A mechanised grinder and powerful engine allow the Tyrant to travel underground just like the Driller APC.
* GlassCannon: It's the toughest Scorpion Cell unit, but by monster tank standards the Tyrant is quite fragile for its cost, damage and mobility.
* HeroWithBadPublicity: Well, the Tyrant driver ''claims'' to be one.
--> "Don't believe in what they say, I'm the good guy."
* LaughablyEvil: They have some of the funniest lines in the game.
--> ''"Build me a palace! No, five!"''
--> ''"I claim this place in the name of me."''
--> ''"Just don't touch my pills."''
* PoisonedWeapons: The Tyrant's cannon fires large capsules containing toxins and acids over a small area.
* TakingYouWithMe: When destroyed, a Tyrant violently explodes in a shower of toxins. Infantry that stayed very close are very prone to die in the process.
* ZergRush: Tyrants are the cheapest and squishiest of all monster tanks and rely on numbers more than anything to get the job done.

!!Plague Splatter
The Artilery Armor unit for the Scorpion Cell. They use a catapult that fires barrels loaded with toxins and viruses that are best against infantry and structures.

to:

* DungeonBypass: AwesomePersonnelCarrier: The Tyrant's tunnelling ability is the reason that building detectors and defences within the base is compulsory when playing against Scorpion Cell. A Tyrant blob suddenly popping out of the ground to blow up the Construction Yard may result in a GG very easily.
* FastTunnelling: A mechanised grinder and powerful engine allow the Tyrant to travel underground just like the Driller APC.
* GlassCannon: It's the toughest Scorpion Cell
Opus tank can carry one infantry unit, but by monster capable of operating its secondary barrel.

!!Shadow Tank
A special stealth
tank standards exclusive to the Tyrant is quite fragile for its cost, Epsilon Headquarters. It has high speed and wields two "Dissolver Beam" cannons which dealing equally high damage and mobility.
* HeroWithBadPublicity: Well, the Tyrant driver ''claims'' to be one.
--> "Don't believe in what they say, I'm the good guy."
* LaughablyEvil: They have some of the funniest lines in the game.
--> ''"Build me a palace! No, five!"''
--> ''"I claim this place in the name of me."''
--> ''"Just don't touch my pills."''
* PoisonedWeapons: The Tyrant's cannon fires large capsules containing toxins and acids over a small area.
* TakingYouWithMe: When destroyed, a Tyrant violently explodes in a shower of toxins. Infantry that stayed very close are very prone to die in the process.
* ZergRush: Tyrants are the cheapest and squishiest of all monster tanks and rely on numbers more than anything to get the job done.

!!Plague Splatter
The Artilery Armor unit for the Scorpion Cell. They use a catapult that fires barrels loaded with toxins and viruses that are best
against infantry and structures.armor unit a-like and is also constantly stealthed until it attacks, and is also capable of holding it's fire with the purpose of surprise attacks.



* ArchaicWeaponForAnAdvancedAge: The Plague Splatter is a catapult, which is rather archaic for the 20th century.
* DamageIncreasingDebuff: Units damaged by a Plague Splatter have their armor slightly reduced for a period of time.
* DeadlyGas: Plague Splatters throw containers of highly corrosive agents and explosives across the battlefield, blasting open structures and eating away at the foundations. The projectiles leave poisonous vapours behind, causing respiratory distress and damage to internal and external organs.
* {{Expy}}: Of the Harkonnen Inkvine Catapult from [[VideoGame/EmperorBattleForDune Emperor: Battle for Dune]].
* ImperialStormtrooperMarksmanshipAcademy: Plague Splatters are known for being extremely inaccurate. Despite serving as artillery, they are actually quite ineffective against 1x1 base defences, as they are too small for Plague Splatters to hit reliably.
* LeadTheTarget: Because of the Plague Splatter's relatively slow projectile speed, it's sometimes a good idea to have them force fire on the ground where you predict your intended targets to be when the projectile hits so they'd walk right into it.
* MundaneUtility: A good way to use them is to simply place them into Tank Bunkers, turning them into an impromptu base defense.
* SiegeEngines: Plague Splatters outrange most base defences and are effective against structures. They even look the part, strongly resembling the highly effective siege engines of ancient Greece.

!!Oxidizer
An anti-air support vehicle unit exclusive to the Scorpion Cell. They may not be able to do damage on their own, but are the best friends of any anti-air unit, as their weapon is a pair of cannons that fire a specialized mixture of chemicals that errode away at the defenses of any aircraft which also stacks, meaning that even an Archer can kill a Kirov with a large enough group of Oxidizers on their side.

to:

* ArchaicWeaponForAnAdvancedAge: The Plague Splatter is a catapult, which is rather archaic for the 20th century.
* DamageIncreasingDebuff: Units damaged by a Plague Splatter have their armor slightly reduced for a period of time.
* DeadlyGas: Plague Splatters throw containers of highly corrosive agents and explosives across the battlefield, blasting open structures and eating away at the foundations. The projectiles leave poisonous vapours behind, causing respiratory distress and damage to internal and external organs.
* {{Expy}}: Of the Harkonnen Inkvine Catapult from [[VideoGame/EmperorBattleForDune Emperor: Battle for Dune]].
* ImperialStormtrooperMarksmanshipAcademy: Plague Splatters are known for being extremely inaccurate. Despite serving as artillery, they are actually quite ineffective
GlassCannon: Powerful against 1x1 base defences, as they are too small for Plague Splatters both infantry and tanks. Don't expect it to hit reliably.
* LeadTheTarget: Because of the Plague Splatter's relatively slow projectile speed,
take many hits if it's sometimes a good idea to have them force fire on the ground where you predict your intended targets to be when the projectile hits so they'd walk right into it.
revealed, though.
* MundaneUtility: A good HitAndRunTactics: The ideal way to use them the Shadow Tank is to simply place them into Tank Bunkers, turning them into sneaku up on an impromptu base defense.
* SiegeEngines: Plague Splatters outrange most base defences and are effective against structures. They even look the part, strongly resembling the highly effective siege engines of ancient Greece.

!!Oxidizer
An anti-air support vehicle unit exclusive to the Scorpion Cell. They may not be able to do
enemy, deal heavy damage on to it, and run away before they retaliate (hopefully recloaking before that can happen).
* InvisibilityFlicker: Only revealing themselves when diverting power to
their own, but are weapons, the Shadow can otherwise remain unseen indefinitely.
* RayGun: Equipped with twin dissolver beam weapons, the Shadow is one of the most dreaded of Epsilon inventions.
* SeeTheInvisible: Shadow Tanks can detect enemy invisible units in a large radius around them. The Shadow Tank happens to be one of
the best friends of any anti-air unit, as their weapon is a pair of cannons that stealth detectors in the game due to the fact they are stealthed themselves, and can hold fire a specialized mixture of chemicals that errode away at the defenses of any aircraft which also stacks, meaning that even an Archer can kill a Kirov to avoid unnecessarily revealing themselves.
* TanksButNoTanks: The Shadow 'Tank' comes
with a large enough group weak armour, suited for ambushes but definitely not made for the front line.

!!Colossus
The Monster Tank
of Oxidizers on their side.Epsilon Headquarters. They are massive, heavily armed tanks with two different modes specializing in dealing with armor units and air units.



* AcidAttack: The Oxidizer fires capsules containing a highly potent cocktail of hydrogen peroxide, hydrochloric acid, and nitric acid, which literally eats away at aircraft.
* TheAllegedCar: This thing is a haphazardly bolted, unstable vehicle which eats itself from inside out since its weapons are made to eat metal. To drive that junk into the battlefield is a worse fate than being mind controlled.
-> ''"We're out of fuel.... no, wait. The gauge is just broken."''
* AmphibiousAutomobile: The Oxidizer is capable of moving on water with the help of simple suspension materials.
* AntiAir: It fires armor eroding capsules at aircraft allowing other anti-aircraft units to bring them down much easier.
* CripplingOverspecialization: The Oxidizer is designed purely for anti-aircraft warfare and so is very vulnerable to ground units.
* DamageIncreasingDebuff: The Oxidizer's attack reduces the armour of the target by 25%. The effect stacks, meaning that, with sufficient numbers, a group of Oxidizers can turn even the incredibly tough Harbinger into a paper-thin aircraft.
* DeadpanSnarker: They never change from the bored, apathetic tone they have, and most of their lines have them either complain about how crappy their vehicles are and illustrating just how crappy they are.
* GameplayAndStorySegregation:
** Despite being a poor excuse of a vehicle, the Oxidizer is available at tier 3, meaning that Morales cannot kill their drivers. Yes, drivers are better protected inside the wreck that is the Oxidizer than inside main battle tanks.
** Even though the Oxidizer's weapons are made to damage metal, the Oxidizer itself cannot deal any damage (it can only apply a DamageIncreasingDebuff to aircraft).
* LaughablyEvil: Their DeadpanSnarker tendencies give them some of the funniest lines in the game.
--> ''"We're out of fuel... No, wait, the gauge is just broken."''
--> [[SincerityMode (In a completely sincere and genuine tone)]] ''"Why did you give me this?"''
* SupportPartyMember: It cannot deal damage directly but it can erode the armor of its target making it easier for other AA units to take them down.
[[/folder]]

[[folder:HQ Units]]
!!Stalker
The Epsilon Headquarters version of the [=PsiCorps=] Repulsors and the Scorpion Cell's Scourges. They have two different weapons each, one for use against infantry, and the other for use against armor units and structures. Their anti-infantry weapon is known as the "Drain Cannon" which absorbs the life-force of any infantry they target, letting out a healing aura that recovers the health of any friendly infantry in close proximity to the Stalker, and the anti-armor-&-structure weapon is called the Meteor Cannon, which

to:

* AcidAttack: The Oxidizer fires capsules containing a highly potent cocktail BaritoneOfStrength: Some of hydrogen peroxide, hydrochloric acid, and nitric acid, which literally eats away at aircraft.
* TheAllegedCar: This thing
the Colossus' quotes show this is a haphazardly bolted, unstable vehicle which eats itself from inside out since its weapons are made to eat metal. To drive one tank that junk into the battlefield is a worse fate than being mind controlled.
-> ''"We're out of fuel.... no, wait. The gauge is just broken.
shouldn't be trifled with.
--> ''"Summoned by their fears.
"''
* AmphibiousAutomobile: The Oxidizer is capable of moving on water with the help of simple suspension materials.
* AntiAir: It fires armor eroding capsules at aircraft allowing other anti-aircraft units to bring them down much easier.
* CripplingOverspecialization: The Oxidizer is designed purely for anti-aircraft warfare and so is very vulnerable to ground units.
* DamageIncreasingDebuff: The Oxidizer's attack reduces the armour of the target by 25%. The effect stacks, meaning that, with sufficient numbers, a group of Oxidizers can turn even the incredibly tough Harbinger into a paper-thin aircraft.
* DeadpanSnarker: They never change from the bored, apathetic tone they have, and most of their lines have them either complain about how crappy their vehicles are and illustrating just how crappy they are.
* GameplayAndStorySegregation:
** Despite being a poor excuse of a vehicle, the Oxidizer is available at tier 3, meaning that Morales cannot kill their drivers. Yes, drivers are better protected inside the wreck that is the Oxidizer than inside main battle tanks.
** Even though the Oxidizer's weapons are made to damage metal, the Oxidizer itself cannot deal any damage (it can only apply a DamageIncreasingDebuff to aircraft).
* LaughablyEvil: Their DeadpanSnarker tendencies give them some of the funniest lines in the game.
--> ''"We're out of fuel... No, wait, the gauge is just broken.''"Their lives are signed and sealed."''
* DualModeUnit: The Colossus can switch between anti-ground psionic blasters or an AntiAir gun.
* JackOfAllStats: The Colossus is versatile and not only functions well as a heavy assault vehicle, but as an excellent anti-air defense as well. It can take on ground foes with its psionic blasters, or aircraft with its anti-air gun. It's not as good as any specialized anti-ground or anti-air unit in either regard, but it makes that up with versatility.
* MightyGlacier: Quite armored but also quite slow.
* ShoutOut: Most of its quotes are references to ''Music/{{Meshuggah}}'''s song "I Am Colossus".
--> [[SincerityMode (In ''"I am a completely sincere and genuine tone)]] ''"Why did you give me this?"''
mammoth king evoked."''
--> ''"My rules apply to ALL!"''
* SupportPartyMember: It cannot SplashDamage: Their psionic blasters deal damage directly but it can erode the armor of its target making it easier for other AA units to take them down.
[[/folder]]

[[folder:HQ Units]]
!!Stalker
The Epsilon Headquarters
area damage.

!!Hazequad
A small drone that functions as a mobile
version of the [=PsiCorps=] Repulsors and the Scorpion Cell's Scourges. They have two different weapons each, one for use against infantry, and the other for use against armor units and structures. Their anti-infantry weapon is known as the "Drain Cannon" which absorbs the life-force of any infantry they target, letting out a healing aura that recovers the health of any friendly infantry in close proximity Chimera Core, exclusive to the Stalker, and the anti-armor-&-structure weapon is called the Meteor Cannon, which Epsilon Headquarters.



* ArmCannon: Two different ones for each arm.
* CombatMedic: The Stalker has a special weapon that, upon firing at enemy infantry, will heal your troops around that specific soldier. They make a particularly good combination with Brutes for that reason.
* MightyGlacier: They are slow but their weapons pack a punch to anything that isn't aircraft.
* {{Mutants}}: Stalkers are the more successful creations of the genetic experiments by Epsilon scientists.
* SiegeEngines: Serving as mobile artillery platforms, Stalkers can withstand the recoil of their implosion cannon, allowing them to easily bring down structures as they collapse upon themselves.

!!Opus Custom Tank
The Main Battle Tank of the Epsilon Headquarters. They are notable for having two different cannons, the second one only functionable when an infantry unit garrisons it.

to:

* ArmCannon: Two different ones for each arm.
* CombatMedic:
DualModeUnit: The Stalker has a special weapon that, upon firing at enemy infantry, will heal your troops around that specific soldier. They make a particularly good combination with Brutes for that reason.
* MightyGlacier: They are slow but their weapons pack a punch
Hazequad must deploy and become immobile to anything that isn't aircraft.
generate its invisibility field.
* {{Mutants}}: Stalkers are InvisibilityCloak: Hazequads can generate a psychic illusion field of a decent size, enough to turn other units (not itself) invisible and prepare an ambush.
* NoSelfBuffs: A deployed Hazequad, despite providing invisibility to nearby friendly units, can never be cloaked by a friendly Chimera Core or another Hazequad.

!!Ruiner
A specialized anti-weapon aircraft exclusively summoned by
the more successful creations support power of the genetic experiments same name used by Epsilon scientists.
* SiegeEngines: Serving as mobile artillery platforms, Stalkers can withstand the recoil of their implosion cannon, allowing them to easily bring down structures as they collapse upon themselves.

!!Opus Custom Tank
The Main Battle Tank of
the Epsilon Headquarters. They are notable for having two different cannons, the second one only functionable when an infantry unit garrisons it.Headquarters.



* AwesomePersonnelCarrier: The Opus tank can carry one infantry unit, capable of operating its secondary barrel.
* ElitesAreMoreGlamorous: Invoked; the higher the Garrisoned Unit's Veterancy the better the second cannon becomes.

!!Shadow Tank
A special stealth tank exclusive to the Epsilon Headquarters. It has high speed and wields two "Dissolver Beam" cannons which dealing equally high damage against infantry and armor unit a-like and is also constantly stealthed until it attacks, and is also capable of holding it's fire with the purpose of surprise attacks.

to:

* AwesomePersonnelCarrier: CripplingOverspecialization: The Opus tank Ruiner can carry one only disable the weapons of infantry units.
* FlyingSaucer: Like the Invader and the Irkalla, the Ruiner strongly resembles a classic UFO from the late 40's.
* PowerNullifier: Its amnesia ray disables enemy infantry weapons and makes them disable nearby soldiers' as well. To prevent his own Brutes from falling victim to this effect in combat, Yuri has altered them to make them immune to the Amnesia Ray completely.
* StoneWall: The Ruiner is the third thoughest Epsilon air unit (behind the Irkalla, an epic
unit, capable of operating and the Salamander, only obtained through stolen tech) and can weaken enemy attacks with its secondary barrel.
Amnesia Ray, but it can't attack.
* ElitesAreMoreGlamorous: Invoked; SupportPartyMember: Ruiners can't attack, but instead provide support by disabling enemy infantry weapons.
* TheVirus: Units affected by
the higher Ruiner's Amnesia Ray can spread the Garrisoned Unit's Veterancy the better the second cannon becomes.

!!Shadow Tank
A special stealth tank
effect to nearby units.

!!Aerial Fortress Irkalla
An Epic Unit
exclusive to the Epsilon Headquarters. It has high speed They are heavily armed, yet sluggish, absolutely titanic versions of the many flying saucers used by Epsilon. They have an unimagianble amount of firepower and wields two "Dissolver Beam" cannons which dealing equally high damage are affective against infantry and all targets, be it an enemy aircraft, an armor unit a-like unit, or a horde of infantry, and is also constantly stealthed until it attacks, and is they're also capable of holding it's fire dealing with multiple units at the purpose of surprise attacks.same time thanks to being able to attack multiple targets.



* GlassCannon: Powerful against both infantry and tanks. Don't expect it to take many hits if it's revealed, though.
* HitAndRunTactics: The ideal way to use the Shadow Tank is to sneaku up on an enemy, deal heavy damage to it, and run away before they retaliate (hopefully recloaking before that can happen).
* InvisibilityFlicker: Only revealing themselves when diverting power to their weapons, the Shadow can otherwise remain unseen indefinitely.
* RayGun: Equipped with twin dissolver beam weapons, the Shadow is one of the most dreaded of Epsilon inventions.
* SeeTheInvisible: Shadow Tanks can detect enemy invisible units in a large radius around them. The Shadow Tank happens to be one of the best stealth detectors in the game due to the fact they are stealthed themselves, and can hold fire to avoid unnecessarily revealing themselves.
* TanksButNoTanks: The Shadow 'Tank' comes with weak armour, suited for ambushes but definitely not made for the front line.

!!Colossus
The Monster Tank of Epsilon Headquarters. They are massive, heavily armed tanks with two different modes specializing in dealing with armor units and air units.

to:

* GlassCannon: Powerful AuthoritySoundsDeep: It speaks in a deep, robotic, female voice.
* FlyingSaucer: Between the Invader, the Ruiner, and Irkalla's designs, Yuri must love his sci-fi B-movies if he takes design cues from the flying saucers in them.
* GameplayAndStorySegregation: It's portrayed as being capable of carrying, and deploying infantry in a cutscene in the mission ''Godsend''. It isn't actually capable of doing this in the game to prevent it from being even more frustrating to deal with.
* MightyGlacier: The Irkalla is the slowest aircraft in the entire game and it deals a lot of damage to pretty much every possible target while also being fairly tough for a TacticalSuperweaponUnit (only somewhat less sturdy than a Kirov). Its terrible speed makes the Irkalla a very suitable unit to defend Epsilon HQ bases, as it can stay still and decimate anything that gets into its range, while being protected from swarms of AntiAir units.
* RayGun: It is armed with six Dissolver Beams, which are better suited
against both infantry and tanks. Don't expect it to take many hits if it's revealed, though.
aircraft than its Imploders.
* HitAndRunTactics: TacticalSuperweaponUnit: The ideal way Irkalla, which is limited to use the Shadow Tank one per player at any time, is to sneaku up on an enemy, deal heavy damage to it, and run away before they retaliate (hopefully recloaking before that can happen).
* InvisibilityFlicker: Only revealing themselves when diverting power to their weapons, the Shadow can otherwise remain unseen indefinitely.
* RayGun: Equipped
a slow but extremely tough aircraft, armed with twin six dissolver beam weapons, beams and three Supernova cannons, making it excel at territorial control.
* TheWorfEffect:
** At
the Shadow is one end of the most dreaded of 17th Epsilon inventions.
* SeeTheInvisible: Shadow Tanks can detect enemy invisible units
mission, the Irkalla is seen destroyed in a large radius around them. one shot by the [[spoiler:Paradox Engine]] to show the power of this new Allied TacticalSuperweaponUnit.
**
The Shadow Tank happens to be one might of the best stealth detectors in the game due to the fact they are stealthed themselves, Allied and can hold fire to avoid unnecessarily revealing themselves.
* TanksButNoTanks: The Shadow 'Tank' comes
Soviet forces in late Act Two is showcased with weak armour, suited for ambushes but definitely not made for how the front line.

!!Colossus
The Monster Tank of
Epsilon Headquarters. enemies send multiple Irkallas, sometimes at the same time, without making much of a difference.
[[/folder]]

[[folder:Stolen Tech Units]]
!!Scavenger
The stolen tech unit obtained when a Proselyte infiltrates an Allied Construction Yard and Tech Center.
They are massive, heavily armed tanks with two different modes specializing in dealing with armor units and air units.a tank capable of stealing the weaponry of vehicles much like the Hammer Tank from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.



* BaritoneOfStrength: Some of the Colossus' quotes show this is one tank that shouldn't be trifled with.
--> ''"Summoned by their fears."''
--> ''"Their lives are signed and sealed."''
* DualModeUnit: The Colossus can switch between anti-ground psionic blasters or an AntiAir gun.
* JackOfAllStats: The Colossus is versatile and not only functions well as a heavy assault vehicle, but as an excellent anti-air defense as well. It can take on ground foes with its psionic blasters, or aircraft with its anti-air gun. It's not as good as any specialized anti-ground or anti-air unit in either regard, but it makes that up with versatility.
* MightyGlacier: Quite armored but also quite slow.
* ShoutOut: Most of its quotes are references to ''Music/{{Meshuggah}}'''s song "I Am Colossus".
--> ''"I am a mammoth king evoked."''
--> ''"My rules apply to ALL!"''
* SplashDamage: Their psionic blasters deal area damage.

!!Hazequad
A small drone that functions as a mobile version of the Chimera Core, exclusive to the Epsilon Headquarters.

to:

* BaritoneOfStrength: Some of the Colossus' quotes show this TheEnemyWeaponsAreBetter: If an enemy vehicle is one tank that shouldn't be trifled with.
--> ''"Summoned by their fears."''
--> ''"Their lives are signed and sealed."''
* DualModeUnit: The Colossus can switch between anti-ground psionic blasters or an AntiAir gun.
* JackOfAllStats: The Colossus
destroyed when a Scavenger is versatile and not only functions well as a heavy assault vehicle, but as an excellent anti-air defense as well. It can take on ground foes targeting it with its psionic blasters, or aircraft beam weapon, the beam will be replaced with its anti-air gun. It's not as good as any specialized anti-ground or anti-air a copy of the victim's weapon. This new weapon's effectiveness can vary greatly depending on the victim.
* LifeDrain: The Scavenger's beam leeches off parts of enemy vehicles/buildings which will immediately be used to repair the Scavenger.
* LightningBruiser: Don't be fooled by the Scavenger's massive size and thick armour, it has enough engine power to chase down many smaller vehicles.
* MythologyGag: Its initial Leech Beam weapon resembles the Hammer Tank's secondary weapon from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'', both in appearance and functionality.

!!Wormqueen
The stolen tech
unit in either regard, but it makes that up with versatility.
* MightyGlacier: Quite armored but also quite slow.
* ShoutOut: Most of its quotes
obtained when a Proselyte infiltrates a Soviet Construction Yard and their respective Battle Lab. They are references to ''Music/{{Meshuggah}}'''s song "I Am Colossus".
--> ''"I am a mammoth king evoked."''
--> ''"My rules apply to ALL!"''
* SplashDamage: Their psionic blasters deal area damage.

!!Hazequad
A small drone that functions as a mobile
essentially an upgraded version of the Chimera Core, exclusive to Scorpion Cell's Tyrant, which use Tesla Weaponry instead of toxins and are also capable of absorbing Tesla weaponry, with the Epsilon Headquarters.exception of the Tesla shells of the Apocalypse Tank.



* DualModeUnit: The Hazequad must deploy and become immobile to generate its invisibility field.
* InvisibilityCloak: Hazequads can generate a psychic illusion field of a decent size, enough to turn other units (not itself) invisible and prepare an ambush.
* NoSelfBuffs: A deployed Hazequad, despite providing invisibility to nearby friendly units, can never be cloaked by a friendly Chimera Core or another Hazequad.

!!Ruiner
A specialized anti-weapon aircraft exclusively summoned by the support power of the same name used by the Epsilon Headquarters.

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* DualModeUnit: AmazonBrigade: All of the Wormqueen pilots are female.
* EnergyAbsorption: If you let an enemy Epsilon player infiltrate your Soviet lab, ''never'' send your Tesla Troopers and Cruisers against their Wormqueens: they will be healed instead of damaged when hit by Tesla weapons.
* FastTunnelling:
The Hazequad must deploy and become immobile to generate its invisibility field.
* InvisibilityCloak: Hazequads
Wormqueen can generate travel underground like the Tyrant.
* LongRangeFighter: The Wormqueen has
a psychic illusion field of a decent size, enough to turn other units (not itself) invisible and prepare an ambush.
* NoSelfBuffs: A deployed Hazequad, despite providing invisibility to
long range but cannot fire at nearby friendly units, can never be cloaked enemies.
* MythologyGag: Its ability to heal when attacked
by Tesla units recalls the Shogun Executioner from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.

!!Dybbuk-Seizer
The stolen tech unit obtained when
a friendly Chimera Core or Proselyte infiltrates another Hazequad.

!!Ruiner
A specialized anti-weapon
Epsilon factions Construction Yard and Pandora Lab. They are the fastest aircraft exclusively summoned by in the support power of game, being faster than even the same name used by the Epsilon Headquarters.Allies Hummingbird, and can also mind control up to three units at once, and they also receive a temporary boost in firepower as well.



* CripplingOverspecialization: The Ruiner can only disable the weapons of infantry units.
* FlyingSaucer: Like the Invader and the Irkalla, the Ruiner strongly resembles a classic UFO from the late 40's.
* PowerNullifier: Its amnesia ray disables enemy infantry weapons and makes them disable nearby soldiers' as well. To prevent his own Brutes from falling victim to this effect in combat, Yuri has altered them to make them immune to the Amnesia Ray completely.
* StoneWall: The Ruiner is the third thoughest Epsilon air unit (behind the Irkalla, an epic unit, and the Salamander, only obtained through stolen tech) and can weaken enemy attacks with its Amnesia Ray, but it can't attack.
* SupportPartyMember: Ruiners can't attack, but instead provide support by disabling enemy infantry weapons.
* TheVirus: Units affected by the Ruiner's Amnesia Ray can spread the effect to nearby units.

!!Aerial Fortress Irkalla
An Epic Unit exclusive to the Epsilon Headquarters. They are heavily armed, yet sluggish, absolutely titanic versions of the many flying saucers used by Epsilon. They have an unimagianble amount of firepower and are affective against all targets, be it an enemy aircraft, an armor unit, or a horde of infantry, and they're also capable of dealing with multiple units at the same time thanks to being able to attack multiple targets.

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* CripplingOverspecialization: HypnoTrinket: The Ruiner can only disable the weapons of infantry Dybbuk-Seizer's Epsilon Adepts allow it to mind control up to three units.
* FlyingSaucer: TheMinionMaster: Like the Invader Mastermind, the Dybbuk-S can mind control multiple enemy units at a time.
* SpacePlane: All Dybbuk jets have been designed to work in the vacuum of space as if it was air.
* StatusBuff: Units that get mind-controlled get a fire rate buff for a brief moment.
* YouHaveResearchedBreathing: For what is a Dybbuk plane with three on-board Adepts, the Seizer is surprisingly difficult to unlock, being a stolen tech unit. The current unit description on the mod's site implies it is because the Dybbuk-Seizer project started out making a complex, technologically advanced unit combining multiple unique Epsilon technologies,
and got pretty far before someone realised that the Irkalla, the Ruiner strongly resembles actual intended ''purpose'' could be fulfilled just as well by [[MundaneSolution putting three Epsilon Adepts inside a classic UFO Dybbuk]]. The original unit description lampshaded it:
-->''One would think that it should not be necessary to steal some hidden advanced technology from an army quite similar to yours in design, for an aircraft like a Dybbuk with three Epsilon Adepts inside, which can mind control units
from the late 40's.
* PowerNullifier: Its amnesia ray disables enemy infantry weapons and makes them disable nearby soldiers' as well. To prevent his own Brutes from falling victim
sky, to this effect in combat, Yuri has altered them to make them immune to the Amnesia Ray completely.
* StoneWall: The Ruiner
exist but such is the third thoughest concept of stolen technology. Dybbuk-Seizer is a Dybbuk with three Epsilon air unit (behind the Irkalla, an epic unit, and the Salamander, only Adepts inside. Brilliant.''

!!Salamander
The Stolen Tech Unit
obtained through stolen tech) when a Proselyte infiltrates a Foehn Construction Yard and can weaken enemy attacks with its Amnesia Ray, but it can't attack.
* SupportPartyMember: Ruiners can't attack, but instead provide support by disabling enemy infantry weapons.
* TheVirus: Units affected by the Ruiner's Amnesia Ray can spread the effect to nearby units.

!!Aerial Fortress Irkalla
An Epic Unit exclusive to the Epsilon Headquarters. They
Cloud Piercer. They're yet another aircraft, and are heavily armed, yet sluggish, absolutely titanic versions of the many flying saucers used by Epsilon. They have an unimagianble amount of firepower and are affective against all targets, be it an enemy aircraft, an armor unit, or a horde of infantry, and they're also armed with A.R.O. launchers, capable of dealing with multiple confusing enemy units at the same time thanks into attacking one another. Aside from this, they deal decent damage to being able to attack multiple targets.all types of units as well as structures, and possess high durability as well.



* AuthoritySoundsDeep: It speaks in a deep, robotic, female voice.
* FlyingSaucer: Between the Invader, the Ruiner, and Irkalla's designs, Yuri must love his sci-fi B-movies if he takes design cues from the flying saucers in them.
* GameplayAndStorySegregation: It's portrayed as being capable of carrying, and deploying infantry in a cutscene in the mission ''Godsend''. It isn't actually capable of doing this in the game to prevent it from being even more frustrating to deal with.
* MightyGlacier: The Irkalla is the slowest aircraft in the entire game and it deals a lot of damage to pretty much every possible target while also being fairly tough for a TacticalSuperweaponUnit (only somewhat less sturdy than a Kirov). Its terrible speed makes the Irkalla a very suitable unit to defend Epsilon HQ bases, as it can stay still and decimate anything that gets into its range, while being protected from swarms of AntiAir units.
* RayGun: It is armed with six Dissolver Beams, which are better suited against infantry and aircraft than its Imploders.
* TacticalSuperweaponUnit: The Irkalla, which is limited to one per player at any time, is a slow but extremely tough aircraft, armed with six dissolver beams and three Supernova cannons, making it excel at territorial control.
* TheWorfEffect:
** At the end of the 17th Epsilon mission, the Irkalla is seen destroyed in one shot by the [[spoiler:Paradox Engine]] to show the power of this new Allied TacticalSuperweaponUnit.
** The might of the Allied and Soviet forces in late Act Two is showcased with how the Epsilon enemies send multiple Irkallas, sometimes at the same time, without making much of a difference.

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* AuthoritySoundsDeep: It speaks in a deep, robotic, female voice.
* FlyingSaucer: Between
HatePlague: Their confusion ray can make enemies attack each other. The few Salamanders seen near the Invader, end of Act 2 (that is [[EasterEgg if the Ruiner, and Irkalla's designs, Yuri must love his sci-fi B-movies if he takes design cues from player meets the flying saucers in them.
* GameplayAndStorySegregation: It's portrayed as being capable of carrying, and deploying infantry in a cutscene in the mission ''Godsend''. It isn't actually capable of doing
right conditions]]) don't have this in ability since the game to prevent it from being even more frustrating to deal with.
technology hasn't been invented yet.
* MightyGlacier: The Irkalla is the slowest aircraft in the entire game LongRangeFighter: Salamanders are slow and it deals a lot of damage to pretty much every possible target while also being fairly tough for a TacticalSuperweaponUnit (only somewhat less sturdy than a Kirov). Its terrible speed makes the Irkalla a vulnerable but can fire at very suitable unit to defend Epsilon HQ bases, as it can stay still and decimate anything that gets into its range, while being protected from swarms of AntiAir units.
long ranges.
* RayGun: It MoreDakka: The Salamander is armed with six Dissolver Beams, which are better suited against infantry and aircraft than its Imploders.
many, many A.R.O. launchers.
* TacticalSuperweaponUnit: The Irkalla, which is limited to one per player at any time, is a slow but extremely tough aircraft, armed with six dissolver beams and three Supernova cannons, making it excel at territorial control.
* TheWorfEffect:
** At
MythologyGag: It reuses the end design of the 17th Epsilon mission, the Irkalla is seen destroyed in one shot by the [[spoiler:Paradox Engine]] same unit from [[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]], only modified to show the power of this new Allied TacticalSuperweaponUnit.
** The might of the Allied and Soviet forces in late Act Two is showcased with how
fit the Epsilon enemies send multiple Irkallas, sometimes at the same time, without making much of a difference.aesthetic.



* FlyingSaucer: Like the Invader, Irkalla and the Ruiner, the Gravitron strongly resembles a classic UFO from the late 40's. By the point it is encountered, Soviet intel is convinced Yuri must be obsessed with [=UFOs=] with so many units based on them.

to:

* FlyingSaucer: Like the Invader, Irkalla and the Ruiner, the Gravitron strongly resembles a classic UFO from the late 40's. By the point it is encountered, Soviet intel is convinced Yuri must be obsessed with [=UFOs=] with so many units based on them.them.
* MightyGlacier: It's fairly sturdy, practically eats Cosmonaut swarms for breakfast, and can OneHitKill almost any vehicle that tries to cross its gravity field. The Gravitron can't move, however, making them easy prey for anti-air units.



* MightyGlacier: It's fairly sturdy, practically eats Cosmonaut swarms for breakfast, and can OneHitKill almost any vehicle that tries to cross its gravity field. The Gravitron can't move, however, making them easy prey for anti-air units.
* UnusableEnemyEquipment: They only appears in Earthrise as an enemy unit. You'll neither get to use them in other respective campaign nor buildable via capturing the enemy structures.

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* MightyGlacier: It's fairly sturdy, practically eats Cosmonaut swarms for breakfast, and can OneHitKill almost any vehicle that tries to cross its gravity field. The Gravitron can't move, however, making them easy prey for anti-air units.
* UnusableEnemyEquipment: They only appears in Earthrise as an enemy unit. You'll neither get to use them in other respective campaign nor buildable via capturing unit and are never controllable by the enemy structures.
player.
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* AdaptedOut: The Slave Miners and Boomer Submarines are no longer a part of their arsenal due to how overpowered they were in order to balance out the faction due to it's numerous unfair advantages.

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* AdaptedOut: The Slave Miners and Boomer Submarines are no longer a part of their arsenal due to how overpowered they were in order to balance out the faction due to it's numerous unfair advantages. The Slaves themselves do appear in Time Capsule (now named to Slave Workers), [[spoiler:unfortunately, they cannot be saved as destroying the refinery will force their transformation into Brutes]].

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