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1[[WMG:[[center: [- ''VideoGame/MentalOmega'' '''[[Characters/MentalOmega Factions Index]]'''\
2[[Characters/MentalOmegaAllies Allied Nations]] | '''Soviet Union''' | [[Characters/MentalOmegaEpsilon Epsilon Army]] | [[Characters/MentalOmegaFoehn Foehn Revolt]] -] ]] ]]
3
4[[foldercontrol]]\
5
6[[quoteright:201:https://static.tvtropes.org/pmwiki/pub/images/logo_soviet.png]]
7
8The Soviet Union is an alliance of communist nations consisting of Russia, the People's Republic of China and the Latin Confederation. Their goal throughout the game is to conquer the world and unite it in communism through a conflict they call the World Revolution.
9
10[[folder:General Tropes]]
11* AdaptedOut: There is no longer any real presence of Libya and Iraq in the Soviets, although the Demo Truck and Desolator from those two nations are now a permanent part of their arsenal.
12* ButWhatAboutTheAstronauts: [[spoiler:At the end of Act 2, the only Soviet forces not under the control of the Mental Omega Device (Not counting those who joined up with the Foehn Revolt) is a garrison left behind on the Moon base.]]
13* DeployableCover: Instant Shelter is a support power which instantly creates a Battle Bunker (with 2 Conscripts inside) anywhere on the battlefield.
14* EnemyMine: As their war against Epsilon becomes more and more hopeless, the Russians decide to give their Chinese enemies another chance at an alliance. [[spoiler:It does not succeed]].
15* FactionCalculus: The Powerhouse faction to the Epsilon's Subversive, Allies' Cannon and Foehn's Balanced.
16* FriendlyFireproof: Both Irradiation Beta[[note]]for Russia and Latin Confederation[[/note]] and Gamma[[note]]for China[[/note]] support powers, which surrounds friendly units with a radiation field that only hurts nearby enemies[[note]]however the hell ''that'' works[[/note]], and the Confederation's smoke bombs, which reduce enemy but not friendly damage, are two of the few [=AoE=] attacks in the game that play this trope straight.
17* MolotovTruck: In addition to their suicidal units, the Soviets can use Rad Attack (for Russia and Latin Confederation) or Pack Attack (an upgraded version used by China) to call in two or four unmanned Wastelot jets that dive bomb at the target, releasing a radioactive payload.
18* RareCandy: Elite Reserves is a support power that will cause tier 1 and suicidal units to be produced as elite for 1:30 minutes.
19* RedIsViolent: They are associated with the colours red and orange, reflecting both the Communist "Red Flag of Revolution" and the fact that they're the most aggressive faction in the setting.
20* ReducedResourceCost: The Soviet economy booster is the Industrial Plant, which reduces the price of all vehicles by 25%.
21* SeaMine: Naval mines can be deployed via support power by the Soviets after they build a Shipyard.
22* SlapOnTheWristNuke: {{Justified|Trope}} with the Tactical Nuke superweapon - as the name implies, it's a weaker nuclear warhead specialized on taking out certain buildings, rather than entire bases or units.[[note]]IRL small yield Nukes have been built, but they still have a blast radius too large to be considered practical. In game the Soviets have figured a way shrink them enough to actually be "practical", though in Soviet terms that usually means "acceptable losses".[[/note]] {{Averted|Trope}} with the MIDAS nukes that destroy ''everything'' in the area, even air units, in one hit; however, these nukes are of extremely limited availability, with their production facilities being destroyed by the Allies in Act 1, [[spoiler:and Yunru using the last remaining MIDAS in Act 2]].
23[[/folder]]
24
25!Subfactions
26[[folder:Russia]]
27After the Second Great War, Russia was occupied by the Allies and a puppet regime friendly to the west was established. However, Russian Premier Romanov proved to be unruly and decided instead to rebuild the Red Army in order to succeed where Stalin himself has failed.
28
29----
30* AntiHero: In spite of their actions in Act One, we end up cheering for the Russians in Act Two because Yuri and the rest of Epsilon are something ''much'' worse. The HumiliationConga they suffer also makes them a bit more sympathetic [[spoiler:particularly since most of the really nasty Soviet characters, like Romanov, get killed off in the process.]]
31* TheBadGuyWins: [[spoiler:They emerge completely triumphant at the end of Act 1, conquering most of the continental USA and Europe and putting China in its place after its insurrection]].
32* BreakTheHaughty: [[NotSoFastBucko And then Act 2 rolls around.]] [[spoiler:Yuri blindsides them in a spectacular series of moves: first by assassinating Romamov, then [[AllYourBaseAreBelongToUs overrunning Moscow and mind-controlling a good chunk of the Russian Military]] (Including the [[PlayerCharacter Soviet General]], briefly).]] To their credit they manage to rally, [[NotSoInvincibleAfterAll but the damage was done]].
33* ColorCodedArmies: [[red: Red]] of course. This is Soviet Russia, after all.
34* FactionCalculus: The Soviets are generally the Powerhouse but Russia in particular is leaning slightly towards Balanced with its versatile Tesla technology and moderately powerful units.
35* FatalFlaw: '''Wrath'''. Though as Yuri describes it, more specifically it's [[RevengeBeforeReason revenge]]: Their vengeful desire to strike back at the Allies after their previous defeat led to the Third Great War, which [[PiggybackingOnHitler Yuri was secretly manipulating and benefited from, enabling him to construct his own army.]] During Act Two, while it's understandable that they would despise Yuri for betraying them, [[spoiler:taking Moscow and killing Romanov, they prioritise killing him so much that they neglect to check about any other plans he might have in play. While the Allies do manage to find out about his base in Antarctica and his plan to mind-control the entire world, the Russians completely miss it in their zealous rush to Moscow, resulting in all of Russia falling back under Epsilon control anyway when the Allies fail to stop the plan by themselves.]] This is TruthInTelevision as Russia practically requires ThePowerOfHate to completely motivate and unite them under one common goal.
36--> ''"That's how our country is — we always have to hate somebody," she said. "If we hate and abuse somebody, we unite."''
37* ItsRainingMen: The Russians have access to paradropping Tank Killers, Hydra Cannons and Terror Drones after building a Palace.
38* LaserGuidedKarma: They're the ones who first pioneered development and use of Yuri's mind-control technology on a wide scale, controlling large portions of the United States in the Third Great War with Psychic Beacons. Thus, it's really only fitting that Yuri turns it on them, enslaving Moscow and large portions of the Soviet military in Act Two [[spoiler:before subordinating ALL of the Soviet Union, along with almost the entire planet, with the Mental Omega Device.]]
39* LightningGun: The Russians are the premier developers of Tesla technology.
40* NiceJobBreakingItHero: PlayedWith and ultimately [[spoiler:Subverted]]. [[spoiler:When they and China agree to combat Epsilon by signing a treaty back at Singapore the two proceeded to go back on their word at the same time. On one hand, Russia decided to invade China under the guise of being mind controlled by Epsilon, but Yunru revealed that China's leadership, rather than honor the treaty to fight Yuri and Epsilon decided to develop cyborgs at a secret facility and use them to invade Russia as payback for their loss. And had Russia not decided to invade them first, China might have gone through with a second Dragonstorm. While the Confederation lost many of their comrades (including Morales) and most of the cyborg tech after the MIDAS detonation, they did managed to recover most of it enough to develop and create Cyborg Vanguards including a ''Centurion Siege Walker''. By observing the later missions after that, it is shown that their mission wasn't hindered that much, and (apart from losing Volkov) managed to retake Moscow and killed Yuri. Implying that had the Mental Omega Device not being activated, the Russians might have celebrated a victory party and rebuild Moscow to its former glory.]]
41--> [[spoiler:''"Despite the loss of many of our troops, thanks to the technology we were able to acquire from the Chinese facilities, little as it may be, we are somehow still able to push forward with our goals of dealing with our main foe: Yuri."'']]
42* PyrrhicVictory: At the end of Act 2, [[spoiler:they manage to liberate Moscow from Epsilon's mind-control... and lose it to mind-control again a mere two days later thanks to the Mental Omega Device.]]
43[[/folder]]
44
45[[folder:China]]
46After the Chinese Civil War between the Nationalist Republic of China and the Communist revolutionaries, the People's Republic of China was born. They are currently combating against the rebels in Tibet (now named Xizang) which persisted even in the present day. Things are further complicated for this powerful nation when the Third Great War begins.
47
48----
49* ADayInTheLimelight: Due to being the game's resident WildCard, China is the only sub-faction that is never playable within the main story. However, a few of the Special Ops and Co-op Missions (notably ''Eclipse'' and ''Trophy Hunter'') are told from their point of view, giving players a glimpse into their activities during Act 1, and setting/tying up a few plot threads in the process.
50* BoobyTrap: The Chinese-exclusive EMP mines, which deal damage and temporarily disable enemy vehicles walking on it.
51* BreakTheHaughty: Subverted. [[spoiler:Russia taught them a lesson in humility back in Act 1's finale, but rather than acknowledge their defeat, they are outright furious at this loss and according to Yunru, they saw Yuri's betrayal as an opportunity to get back at Russia out of wounded pride via by developing cyborgs (long before the Mental Omega War even broke out) instead of making good on their treaty to combat Epsilon.]]
52* ColorCodedArmies: [[cinnamon: Tan]]. [[spoiler:Given their intention to overthrow Russia to become the leader of the Soviet Union (and potentially the world), a darker tone of red gives it a DarkIsEvil vibe]].
53* DoubleEdgedBuff: The Nuclear Path support power gives the targeted units a 25% boost in speed and firepower, but also decreases their armor by the same amount.
54* {{EMP}}: The PRC is the premier user of electromagnetic weaponry in the form of the Dragonfly, EMP Control Station and EMP Mines.
55* EvilerThanThou: They prove to be this as the mission progresses. [[spoiler:Culminating in them betraying Russia in Act 1's finale, and as revealed by Yunru, they plan on doing the same to Russia again in Act 2 had the Russians not found them first.]]
56* EnemyCivilWar: They are remarkably prone to this. [[spoiler:In Act 1, initially, they are against separatists. This is exploited by Yuri to make them fight Russia (and by extension the Latin Confederation as well) and they also fight their Pacific Front allies. In Act 2, their conflict against the rest of the Soviet Union is still not over and they have to deal with the nascent Foehn Revolt which decided to split from China to deal with the Epsilon Army.]]
57* EntitledBastard: And how! [[spoiler:After "Juggernaut", one of the factors that led to the Russia-China treaty to fail is due to them making ridiculous (and, oftentimes, unrealistic) demands. This is ''despite'' returning the Chinese [=POWs=] to them (as requested), which make them come across as {{Ungrateful Bastard}}s still sore from their defeat after "Dragonstorm".]]
58--> '''Battlefield report:''' [[spoiler:I am sorry to ruin your recent victory, Comrade, but despite your best efforts we have failed to reach an agreement with the Chinese due to their ridiculous demands.]]
59* {{Expy}}: Their arsenal makes them similar to China from ''[[VideoGame/CommandAndConquerGenerals Generals]]'' as you'd obviously expect, due to their increased emphasis on the use of nuclear energy as well as using EMP bombs, much like how China as a faction in that game relied on nuclear energy, nukes and [=EMPs=].
60* FactionCalculus: The Powerhouse to the extreme of the Soviet subfactions, with access to heavy war machines like the Qilin Assault Tank (the heaviest MBT in the game), Nuwa Cannon (a huge, slow nuclear siege cannon) and the Centurion Siege Crawler (an enormous robot walker armed with a 400mm artillery cannon).
61* LogicalWeakness: As powerful as the Chinese are, they also have a major weakness: their '''mobility'''. Chinese units are sluggish at best, meaning they're easy to outrun or ambush if they stray too far out of line. But this weakness also extends out to a strategic level. It takes a long time for the Chinese to build up the Critical Mass for a tank charge, and during that they're vulnerable to raids and harassment attacks. They're also hampered by a lack of long range artillery.
62* MightyGlacier: China specialises in steamrolling all kinds of opposition with a wall of slow but very strong and heavy vehicles like the Qilin, Nuwa and Centurion - a strategy that is ''affectionately'' known as the 'Great Wall of China'.
63* TheParanoiac: While not outright stated to be the case, the Chinese Communist party shows signs of excessive paranoia due to years of political instability. It would certainly explain a lot of their behavior.
64* ProperlyParanoid: Their paranoia does give them an advantage in Act 2. [[spoiler:Yuri's unable to [[AllYourBaseAreBelongToUs blindside them like he did the Russians]].]]
65* SpannerInTheWorks: And ''how'', Whenever China is involved, something is going to happen to derail the ongoing agenda, intentional or not, and not all of them is to China's benefit either.
66** [[spoiler:By accepting Yuri's assistance to subjugate the Tibetan rebels, they wind up giving [=PsiCorps=] the means to sow discord among the Soviet Union when the Psychic Beacon was turned against China. The ensuring discord enabled the Allies and Epsilon Army to regroup and prepare up their game-changer.]]
67** [[spoiler:By recruiting Yunru and allying with the Pacific Front to build their own war armaments, China have inadvertently enabled Yunru to build up the Foehn Revolt. Likewise, those armaments ends up drawing the Russian's ire after the ceasefire and was nuked by Yunru after the Soviet General found out about it and raided Kashmir's research base, taking out a significant chunk of manpower from both sides.]]
68** [[spoiler:Yuri even acknowledged the Chinese faction as the party that is most likely to ruin their agenda, and responded by assigning the Proselyte to sabotage China twice over to unravel their alliance with the Soviet Union and Pacific Front, and even then, China have adapted stratagems to prevent further sabotage from turncoats or mind-controlled troops from the Epsilon Army. One of their agents in Russia (which is ImmuneToMindControl to boot) had even learnt that the Russians doesn't actually have any MIDAS warheads and would've exposed it to the Chinese had the Proselyte's troops failed to gun him down.]] [[spoiler:A Foehn Spec Op, "Time Capsule" explains this; the Chinese had known about the Epsilon threat long before anyone else. Sometime during the Chinese/Russian showdown, Yunru had been captured by Epsilon. When the Chinese forces busted in to rescue her, they found a whole lot more than they expected: Human experiments that would lead to the creation of Libra, clues on what the ultimate goal of the project was, and that Epsilon was planning to make a move as soon as their army had grown large enough. This was also the mission where Rashidi and Yunru met, how she got ahold of the MIDAS bomb, and why Rashidi had been so suspicious of Yuri (those were ''his'' troops that were being experimented on).]]
69** [[spoiler:By focusing on exacting revenge against the Russians by covertly developing cyborgs to sic on them , they gave Russia the justification to invade China (under the guise of being mind controlled) and steal their tech (which they partly succeeded) to prevent them from carrying out their goal. Making matters worse is that, as Russia's MissionControl points out, they ''never'' bothered deploying said cyborgs to help defend the congress in Singapore (which would've reduced casualties on the Russian side), all because they still hold a grudge towards them.]]
70* TheStarscream: [[spoiler:Has been secretly plotting with the Pacific Front forces to overthrow Russia as the leader of the Soviet Union. Their attempt was thwarted by Soviet General before they could either fully acquire technologies from Kanegawa Industries or march deeper into Russian territory]].
71* StoneWall: Lorewise, the Chinese mainland is practically impossible to break through by force. [[spoiler:To the point that the Epsilon Army makes no meaningful advances towards them until the Mental Omega Device is activated. Ironically, the Russians and the Latin Confederation did succeed in invading their Military HQ at Shanghai but they did not push the conflict any further after the operation at Kashmir as they attained the necessary tech needed to fight Epsilon.]]
72* ThemeNaming: The Qilin and Nuwa Cannons get their names from Chinese Mythology. See their entries in the "Units" section for more details.
73* WeaponOfXSlaying: The Wallbuster missile, fired from the Atomheart, can instantly destroy walls and deal heavy damage to base defences but is ineffective against everything else.
74[[/folder]]
75
76[[folder:Latin Confederation]]
77A union of South American Communist nations, the Latin Confederation is Russia's closest ally in the Third Great War. Lacking in cutting-edge military technology, the Confederation makes up for it with their excellence at guerrilla tactics and sabotage.
78
79----
80* AdaptationExpansion: They're essentially a GREATLY expanded version of the Cuba sub-faction from the vanilla Yuri's Revenge, due to being a coalition of Latin American communists with a fondness for guerrilla warfare. Their Ivan Cadet unit, only available by sometimes spawning from a destroyed Jaguar, is literally the Terrorist unit unique to Cuba under a different name.
81* BreakOutTheMuseumPiece: Most of their hardware is aging to put it mildly, but the Buratino deserves special mention as it is a re-commissioned Soviet artillery, long since replaced with the Scud Launcher.
82* ColorCodedArmies: Orange. Fitting for a faction that uses a lot of Fire and Smoke tactics.
83* FactionCalculus: The Subversive sub-faction of the Soviets, with preference for guerilla tactics and sabotage.
84* KillItWithFire: One of the Confederation's specialisations, fire is used by units like Morales, Arsonists, Buratinos, Vultures, Mosquito Demoboats and Flame Towers.
85* LaserGuidedKarma: It is perhaps fitting that the faction that specializes in fire weapons are themselves [[spoiler:wiped out in a nuclear firestorm]].
86* MythologyGag: They derive their name from the "Confederation", the internal name for the Cuban sub-faction in ''Yuri's Revenge''.
87* SmokeOut: They can use Smoke Turrets and the Smoke Bombs support power to reduce enemy firepower.
88* TheStarscream: In a reminder that they are not merely Russia's lackeys, when [[spoiler:Moscow falls to the Epsilon at the start of Act 2, the Latin Confederation starts mobilizing in Europe, not to help the Russians, but to become the dominating faction in the Comintern. It fails spectacularly, and they are soon back into their position of helping Russia recover their lost territory]].
89[[/folder]]
90
91!Characters
92[[folder:Soviet Characters]]
93!! Premier Romanov
94-> ''"I have a legacy to consider."''
95
96Alexander Romanov was appointed Premier of the Soviet Union after the Allied occupation to supposedly create a regime friendly to the Western Powers. Unfortunately he decided instead to create a legacy for himself as the man who spread communism across the entire world, beginning World War Three with the invasion of the USA.
97
98----
99* AdaptationalVillainy: The original game's Romanov was no saint to begin with but he was affable to his subordinates and a pleasant guy to be around so long as you weren't his enemy. This Romanov is a much more paranoid, purge-happy dictator; though thankfully he is still nowhere near as unstable as Josef Stalin.
100* BadBoss: When the invasion of the Allied Nations starts to have some hiccups, it does not take long before he starts thinking of purges.
101* BigBadEnsemble: With Yuri, as the leaders of the Soviets and the Epsilon Army respectively. [[spoiler:That is until he's killed by the invading Epsilon Army at the start of Act II]].
102* ProperlyParanoid: Despite his treatment of the Soviet General he does agree with him that the Chinese were up to something.
103* ReasonableAuthorityFigure: He's still got shades of this despite the AdaptationalVillainy he was hit with. He's willing to listen to the Soviet General, who he has been suspecting of being behind the theft of prototype Soviet tech, when he brings evidence that Yuri was the one behind it, and that he had been making a few favors for China.
104* ZeroEffortBoss: The only difficulty when it comes to kill him in The Conqueror is to find a way to ambush him and not engage the powerful Black Guard that protects him. Once the Topol-M platforms are secured, a group of Drillers will bypass the Kremlin's strongest defenses. The soldiers inside the Drillers will only have to deal with weak guards before killing Romanov, who won't even put up a fight. As if that wasn't bad enough, you can easily do the deed with Malver, who can simply walk up to him by avoiding the few guards capable of spotting him before cleaving the Premier in two.
105
106!! Soviet General
107
108The PlayerCharacter of the Soviet Campaign.
109
110----
111* TheDragon: To Premier Romanov as the main military leader responsible for the invasion of the US and Europe.
112* DragonWithAnAgenda: [[WrongGenreSavvy He's suspected]] of having a personal agenda after Yuri starts stealing Russian tech, the resulting mistreatment from the Soviet high command results in him [[SelfFulfillingProphecy having a personal agenda for real]] which is to [[spoiler:endear himself to the Americans by crushing the other Allied powers' attempts to steal the Americans' technologies and Mercury Satellite, and [[ScrewThisImOuttaHere defect to them should the worst happen]]]].
113--> '''Mission Briefing''': [[spoiler:Perhaps it's time to consider a future.. one where you may need to run.]]
114* HeroicWillpower: In the Soviet ending, [[spoiler:when the Mental Omega Device's effects reach Moscow, the Soviet General managed to resist its effects for just long enough to order the Russian forces still on the Moon to ''not'' return to Moscow]].
115* ImmuneToMindControl: Notably averted:
116** At the end of the 13th Soviet mission, [[spoiler:you get to experience Yuri's mind control. [[TheFourthWallWillNotProtectYou First hand.]]]]
117** In the Soviet ending, [[spoiler:right during the victory parade, the entirety of Russia gets controlled by the Mental Omega, himself included]].
118* MistreatmentInducedBetrayal: [[spoiler: Almost. Halfway through Act I, when he's suspected of stealing the prototype Stalin's Fist, he starts to plan of defecting to the Americans before he's thrown into a gulag. His plan of defection is put into a halt when he uncovers China's plan to overthrow Russia from the Soviet leadership, which earns him a spot in the Soviet-controlled America, and cancelled altogether when Yuri resurfaces and kills Romanov]].
119* NonActionGuy: You, the General, are unarmed as a controllable unit.
120* NonEntityGeneral: Averted unlike the standard in the Red Alert series, you, the Soviet player character, appear as an actual controllable unit in the 14th Soviet mission, in which your forces must [[spoiler:escort you out of the chaos in Stalington following [=PsiCorps'=] takeover of the city]], [[spoiler:and the Soviet Act 2 ending where he gets mind-controlled alongside his men in Moscow]].
121* VillainProtagonist: In Act 1, being the player character of the BigBad faction of the act. Act 2 puts him closer to an AntiHero protagonist due to the Epsilon Army's surfacing.
122* YouAreInCommandNow: Winds up the highest ranking Soviet officer left in the fight after Epsilon's sneak attack on Moscow and [[spoiler:gets named the new Premier of the Soviet Union after he takes back Moscow]].
123
124!! Boris
125-> ''"There's nothing I cannot do."''
126
127A famed Russian war hero, Boris assists the [[PlayerCharacter Soviet General]] in the invasion of New York City.
128
129----
130* CruelAndUnusualDeath: [[spoiler:He was poisoned by Yuri before the invasion, and his death is identical to an infantry killed by a Virus.]] In hindsight, this would also foreshadow the fate of his nation [[spoiler:destroyed from within by poison and treachery.]]
131* DemotedToExtra: A major hero for the Soviets in the vanilla game, in the mod he only appears in the Revolution Challenge and two Soviet missions (the prequel and the first proper one) and dies during the latter.
132* DyingToBeReplaced: The developers killed him off so he can be replaced by Volkov and Chitzkoi as the Russian hero(es).
133* MauveShirt: He dies during the first mission.
134* NumberTwo: Serves as one to the Soviet General during the opening mission.
135* WeHardlyKnewYe: Boris is controllable in only two missions (a prologue and the opening of the Soviet mission), and is the first named character to die in the story.
136
137!! Volkov & Chitzkoi
138-> ''"Just like the old days."''
139-> ''*bark*''
140
141Volkov and Chitzkoi used to be the cybernetic heroes of the Soviet Union during the Second Great War. When the Third Great War began they were reactivated by Premier Romanov to aid in the Soviet war effort once again. With the former's Tesla cannon and the latter's ability to tear apart vehicles and man alike with ease, Volkov and Chitzkoi can wreak havoc like no one else.
142
143----
144* EleventhHourSuperpower: In the last two Soviet missions, Volkov harnesses the power of the Psionic Converter, becoming one of the strongest units in the game.
145* AdaptationalBadass: Volkov was far from a slouch in his original appearance, but for his resurrection in Mental Omega, he's traded in his AK-47 for a Tesla Cannon that makes him much more powerful against tanks than before, as well as gaining a much more badass appearance. Chitzkoi, meanwhile, has been upgraded from an attack dog on steroids to a ''Terror Drone'' on steroids, and will gladly rip apart entire squadrons piece by piece if left unchecked. (In fact, his aggro range is so high that it's not uncommon for him to [[LeeroyJenkins slaughter his way straight into enemy bases]] if you don't keep him on a leash.)
146* AIIsACrapshoot: Defied. In the previous war, Volkov was destroyed after he went berserk after a failed attempt by the Allies to gain his control codes. The engineers tasked with rebuilding Volkov have assured that the commando is completely tamper-proof and his command codes encrypted and secured in an undisclosed location. [[spoiler: Unfortunately, Yuri devises a different method.]]
147* AndIMustScream: [[spoiler:Volkov might be ImmuneToMindControl, but when Yuri instead [[MindOverMatter controls his body]], he is forced to fight against his comrades against his will.]]
148* ArmorPiercingAttack: Absolutely ''no'' kind of armour can protect an infantry unit from Chitzkoi's bite, even if said units are normally immune to both Attack Dogs and Terror Drones. This includes an enemy Volkov, Cyborg Vanguards, the Cyborg Commando or the Space Commando.
149-->'''Volkov:''' I feel... revitalized!
150* BloodKnight: Volkov becomes disappointed if there's no one around to kill.
151* BolivianArmyEnding: In the Soviet ending, [[spoiler:Chitzkoi can be seen guarding Volkov's corpse from Epsilon forces, though the scene cuts before the outcome is shown.]]
152* CameBackStrong: Volkov and Chitzkoi have been inactive since the end of the Second World War, but after an operation from Boris and Morales recovers them, they are able to be reactivated. They finally make their Third World War debut in the mission "Recharger," and with ''heavy'' upgrades to boot.
153* ChainLightning: The lightning from Volkov's Tesla cannon can arc from a unit to another.
154* TheCracker: [[spoiler:Late into Act Two, Chitzkoi was upgraded with Chinese technology, and was able to take control of an Aerial Fortress Irkalla]].
155* CuttingOffTheBranches: In the original ''Red Alert: Aftermath'', The mission where Volkov was captured by the Allies had 3 outcomes, determined by how long it took the player to reach the objective. In the Mod's timeline the "berserk" ending was made canon.
156* {{Cyborg}}: Both of them are cybernetically enhanced, which aside from giving them enhanced durability, lets them resist mind control (not that Chitzkoi needed it, as animals are immune to mind control in general) as well as brave the vacuum of space with ease.
157* {{EMP}}: Volkov's cannon induces a brief EMP effect to momentarily stun enemies.
158* HistoryRepeats: [[spoiler:[[TurnedAgainstTheirMasters Volkov is forcefully turned against the Soviets by Yuri]] and they are forced to put him down once again (the first time has occurred in ''Red Alert 1 - Aftermath''), a fact lampshaded by the briefing of ''Death's Hand''.]]
159* InASingleBound: Chitzkoi can leap great distances and even up cliffs in order to attack enemy units.
160* InvulnerableAttack: Chitzkoi is invulnerable when leaping at enemies.
161* KilledOffForReal: In the final Soviet mission, [[spoiler:Volkov is captured by Yuri, who manages to take control of him, leaving no other choice than to kill him for good. The fact that Chitzkoi can and ''must'' put Volkov down really sells the point.]]
162* LightningGun: Volkov is armed with a Tesla cannon.
163* MadeOfIron: Volkov can withstand much more punishment than most units. On occasion he would even taunt his attackers by declaring himself invincible.
164* NoSell: Volkov and Chitzkoi are two of the very few infantry units that are immune to the Terror Drone's leaping attack.
165* OneHitKill: Chitzkoi can instantly kill ''any'' infantry unit in one bite, including those normally immune to Terror Drones. This is especially useful when facing the Cyborg Commando in the Heavyobject and Heroslayer challenges, or the Space Commando in the mission Earthrise. [[spoiler:In the final Act 2 Soviet Mission Death's Hand, this can and ''must'' be used against a rogue Volkov, the only reliable way to put him down.]]
166* OneManArmy: Both of them can decimate any ground forces alone by themselves. It's put into good display in their first assignment in the game, the mission "Recharger", where both of them destroy the entire Allied base in Paris without any backup.
167* PreAsskickingOneLiner:
168--> ''"Need a shocking therapy I see."''
169* RobotDog: Chitzkoi, Volkov's eternally loyal canine companion.
170* ShootTheDog: With a very [[RussianReversal Russian Twist]] [[spoiler: After Yuri takes control of Volkov, The Soviet Command is forced to put him down. Since Volkov is still charged up with Psionic Energy, There's only way to do this: by siccing Chitzkoi on him.]] [[GutPunch Damn.]]
171* ThrowDownTheBomblet: Volkov is equipped with Tesla grenades to destroy buildings.
172* TookALevelInBadass:
173** After recovering their bodies in ''Archetype'', the Soviets apply several upgrades on Volkov and Chitzkoi to make them even more threatening than before.
174** Volkov gets a massive firepower upgrade in ''Fatal Impact'' after entering a Psionic Converter, going way beyond OneManArmy levels. [[spoiler:To the point that it's virtually impossible to kill Volkov in ''Death's Hand'' with ground units without Chitzkoi's leap attack.]]
175* UndyingLoyalty: At the end of Act 2, [[spoiler:Chitzkoi is last seen guarding his master Volkov's corpse from Epsilon forces.]]
176* WeCanRebuildHim:
177** After both were destroyed during the Second Great War, they were recovered by Boris and Morales in Archetype and are now back to aid their cause.
178** If Chitzkoi is killed in the campaign, a message will display 'We can rebuild Chitzkoi'. The only exceptions are in Meltdown and (only in Mental difficulty) Death's Hand, where Chitzkoi is critical to the mission as the Soviets don't have enough time to rebuild him.
179
180!! Yunru
181-> ''"Knowledge is power."''
182
183Yunru is a Chinese child prodigy that has been conscripted into service for the People's Republic of China. She is responsible for the creation of numerous Chinese technologies allowing the nation to keep up with the Euro Alliance and Epsilon in terms of military research. In the field she wears a prototype powered exoskeleton which carries a powerful "Earth Breaker" weapon that can utterly demolish buildings in seconds as well as a wrist-mounted hacking device which can disable enemy vehicles.
184
185----
186* AllThereInTheManual: Her SanitySlippage has only been hinted at in her website bio and has yet to show up in-game.
187* AnimeHair: Her hair is not only bright pink for some reason] but looks as if there are couple dozen volts of electricity constantly running through it for other (presumably unrelated) reason.
188* AntiVillain: [[SlidingScaleOfAntiVillains A mix of Types II and IV]]; she doesn't want to fight but she's forced to do so under the threat of her family being killed. [[spoiler:Goes into hero territory, as she becomes one of the major figures in the fight against Epsilon. In fact, the Foehn refer to her as "The Architect"]].
189* BadassBookworm: She is very knowledgeable of physics and computer science and she can singlehandedly destroy and entire base provided she is given ample cover.
190* ChildProdigy: Invented her EMP/Earthquake technologies and the Centurion walker, by extension [[spoiler:most of the Foehn's military warmachines.]]
191* DeadpanSnarker: She has a tenancy to speak like this when ordered.
192--> ''"Oh, look, it's Yunru, the scientist."''
193--> ''"It's not like I'm a potential target."''
194* EarthquakeMachine: Her Earth Breaker device, when driven into the ground, can cause localized shockwaves to destroy buildings.
195* {{EMP}}: Her wrist mounted Immobilizer serves as a very effective EMP weapon which disables enemy vehicles in a large radius.
196* {{Expy}}: Gameplay-wise, she's vaguely similar to Black Lotus from ''[[VideoGame/CommandAndConquerGenerals Generals]]'', due to her being the commando of China that focuses on hacking and sabotaging structures rather than direct combat, although she does have some key differences, as her hacking is limited to vehicles and certain infantry, as well as her method of sabotaging structures being her "Earth Breaker" which is essentially her behaving like an enhanced version of the Hammer Defense, which is also capable of damaging vehicles.
197* {{Hypocrite}}: Despite of being a pacifist who designed her weapons specifically not to kill people, she keeps recommending the player to have her inside a Centurion that is dedicated to do otherwise. Her hypocrisy gets more pronounced [[spoiler:when she helped found the Foehn with possibly the most destructive weapons known to mankind.]] This is a Justified example owing her increasing SanitySlippage.
198* {{Irony}}: Declares Yuri and Epsilon to be a global threat because of their mind control powers, this is despite serving a nation notorious for [[ControlFreak controlling the masses through propaganda]] and the CCP is no stranger to mind control (given that they own a Psychic Beacon in Tibet to mind control the rebels there). [[spoiler:Until she decides to break off of them, taking her like-minded individuals (including the PF Forces loyal to her) with her.]]
199* MoodSwinger: The stresses of combat appear to be getting through to her, as her superiors have began to notice just how erratic her personality has become.
200* NeverFoundTheBody: While the Soviets claim to have killed her in the debriefing of the mission Thread of Dread, the claim is rather sketchy as neither Yunru nor her Centurion is anywhere to be found after the Confederation forces arrive or when [[spoiler:the MIDAS detonates]] - the player character can only guess that Epsilon has captured or killed her and destroyed the Centurion. Turns out [[spoiler:neither are true; she has been long gone with the Centurion by that point]].
201* PersonOfMassDestruction: Her Earth Breaker weapon can demolish buildings in a pretty large radius.
202* PoweredArmor: Yunru wears an exo-suit so she could carry the Earth Breaker with ease. Strangely, it does not protect her from dog attacks.
203* ReallySeventeenYearsOld: She explicitly speaks out she's seventeen, considering her surprisingly youthful voice and [[spoiler:her [[UnreliableNarrator deception towards the Soviets in order to build the Foehn behind their backs]], this may have been of means to avoid the excuses of being a child.]]
204* SanitySlippage: Well, as the MoodSwinger entry above would indicate, there's a reason we keep teenage kids away from open combat. And as the following entry would indicate, she's no longer a pacifist either.
205* SupportPartyMember: Compared to other Soviet heroes and even other faction heroes, she is this. As her main role on the battlefield is to disable enemy vehicles with her EMP Immobilizer. Her Earth Breaker device aside, she cannot damage anything. Lampshaded in one of her attack quotes with said EMP weapon.
206--> (When ordered to attack with her Immobilizer) ''"I'm not killing you - they are."''
207* TakingYouWithMe: [[spoiler:After the Soviet forces destroy the Proto-Foehn army she had assembled in Thread of Dread and captured a vital data archive, she opted to detonate the MIDAS bomb in her disposal and destroy the entirety of the attacking Soviet army (including Morales). Ends up subverted: that's what she wants the Soviets to think, in reality she has left her base]].
208* TechnicalPacifist: She's the only hero that cannot directly damage enemy units.
209* TeenGenius: She has numerous inventions under her belt including a powered exoskeleton, an earthquake machine and a remote hacking device.
210* TokenGoodTeammate: She's fighting for the Soviets under duress and cannot damage enemy units. It becomes especially apparent when you place her side by side with Volkov and Morales. [[spoiler:She later drops the "Token" part and straight into BigGood when she revolts against them and helps found the Foehn Revolt.]]
211* TokenMiniMoe: Of all the Russian troops and weaponry built for robustness and straight-out serious builds, Yunru is a teenage girl with pink hair.
212* [[IHaveYourWife We Have Your Family]]: [[AllThereInTheManual According to her bio entry on the Mental Omega website]], she is being forced to stay in service to the Chinese army by having the lives of her family threatened. [[spoiler: Sadly, after the events at Kashmir the Chinese apparently made good on their threat.]]
213
214!!José Arcadio Morales
215-> ''"Viva la Confederación!"''
216
217Colonel José Arcadio Morales was a former member of an elite Cuban death squad. Known for his [[ImprobableAimingSkills almost inhuman aim]], he has served the Latin Confederation as one of its most lethal assassins.
218
219----
220* AbnormalAmmo: His sniper rifle fires [[KillItWithFire incendiary bullets]].
221* BloodKnight: He ''really'' seems to enjoy his job.
222--> ''"My blood is boiling, theirs is leaking."''
223* {{Expy}}: Of Natasha from ''Red Alert 3'', as they have very similar traits: being Soviet commandos, having a sniper rifle capable of a OneHitPolyKill, being able to [[SnipingTheCockpit snipe drivers out of vehicles]], and being able to call in an airstrike. The only major difference between both is the cockpit sniping ability: Morales will always snipe the pilot (where Natasha needs to use her special ability), but cannot snipe pilots off Tier 3 vehicles.
224* HotBlooded: ZigZagged. In-game, he is oozing with passion and enthusiasm, that he isn't capable of speaking in a quiet manner as noted below Large Ham. Story briefings on the other hand display the opposite, being much more subdued and only display traits of this when [[spoiler:he wanted to avenge his mentor by fighting Epsilon]].
225* ImprobableAimingSkills: According to [[AllThereInTheManual his bio on the website]].
226* ItsPersonal: It's hinted Act 1, and later confirmed in Act 2, that Morales had a more personal vendetta he'd been pursuing: avenging the death of his mentor, Boris.
227* KilledOffForReal: Normally, if you let Morales die in a mission where he isn't a critical unit, it's assumed that he was only wounded and will be recovered by offscreen medics. Except in [[spoiler:Thread of Dread: he's caught in a [[NukeEm MIDAS]] blast with the rest of the Confederation, Chinese and Epsilon forces, and it's safe to assume that he isn't coming back]].
228* LargeHam: The guy's incapable of speaking quietly. Play "Happy Birthday" and "Singularity" back-to-back and be amazed at your inability to hear what [[SoftSpokenSadist Malver]] is saying.
229* LongRangeFighter: His sniper rifle can shoot from very far, but he risks getting overwhelmed by mass infantry spam because of its slow rate of fire.
230* OneHitPolykill: His bullets can pass though and set multiple targets on fire, including your friendlies.
231* PlotlineDeath: Letting Morales die in a standard mission (where his presence isn't critical)? No big deal, he'll be recovered from the battlefield to rest. But [[spoiler:his death by the MIDAS during the finale of Thread of Dread is very much final]].
232* ProperlyParanoid: [[spoiler:Yuri attempts to poison him at the start of Act 2; the same way he did to Boris. It failed since, as it turns out, Morales had become somewhat paranoid after his mentor's death.]]
233* ShoutOut: His name is a reference to José Arcadio Morales in the second ''Film/{{Kiler}}'' film.
234* SnipingTheCockpit: Morales can empty enemy tier 1-2 non-robotic land vehicles, instantly neutralising them and leaving them free to be taken by Engineers, Jaguar drivers, Hijackers or Huntresses.
235* SuspiciouslySimilarSubstitute: Take Boris, replace his assault rifle with a sniper rifle, and you get Morales--even Morales's model is based on Boris's. {{Justified|Trope}} in that Morales is Boris's protégé.
236* YouNukeEm: He has Boris' ability to call in airstrikes, except that the airstrikes he calls drop tactical nukes.
237
238!! Colonels Reznov and Krukov
239-> ''"Always ready."''
240-> ''"Our enemies tremble."''
241
242Two Soviet colonels assigned to the [[PlayerCharacter Soviet General]] following the [[spoiler:conquest of the USA. They stay behind to organise the Russians after Epsilon takes control of America]].
243
244----
245* BigDamnHeroes: [[spoiler:Their raid on Stalington after Epsilon mind-controls the entire city, allows the player character to escape and begin fighting back against them]].
246* ColonelBadass: They are absolutely no slouches in a fight.
247* {{Expy}}: Reznov is one to the ''VideoGame/CommandAndConquerTiberianDawn'''s Commando, armed with a sniper rifle for anti-personnel duty and [=C4=] charges for destroying buildings, and harmless against vehicles.
248* OneHitKill: Reznov can use [=C4=] charges to blow up buildings in one hit.
249* OrnamentalWeapon: Krukov carries a sabre which he never actually uses in combat.
250* SniperRifle: Reznov uses a sniper rifle to kill enemy infantry from long range.
251* SmokeOut: Krukov can throw a smoke bomb which reduces the firepower of enemy units caught in it.
252* ThoseTwoGuys: They are always seen together and can be considered the same character despite being different people.
253* UncertainDoom: [[spoiler: The Colonels were in Moscow when the effect of the Mental Omega device hit the city. While this seems to indicate that they were mind controlled like the rest of the Soviets, this hasn't been confirmed. Both men had shown a resistance to mind control in the past, so it is possible they managed to escape.]]
254
255!! General Xiurong Wu
256-> ''"Like a swarm of locusts, they descend from the sky to devour all those who stand against China!"''
257
258A Chinese General sent to [[spoiler:invade Russia in the [[CivilWarcraft inter-Soviet conflict]] at the end of the Third Great War]]. [[spoiler:His main opponent is the [[PlayerCharacter Soviet General]]]].
259
260----
261* BigDamnHeroes: [[spoiler:In "Time Capsule" he sends his "Feng Squad" to rescue Yunru inside the Epsilon secret research facility after her convoy was ambushed by Epsilon forces earlier.]]
262* TheBusCameBack: In version 3.3.5, [[spoiler:he is in charge of the defense of the Shanghai Military Headquarters in the mission Power Hunger. He seems to see through the disguise of the Soviet invaders, especially recognizing the Soviet General.]]
263* EvilLaugh: He has a pretty evil laugh.
264* IShallTauntYou: Xiurong Wu has several taunts against the [[spoiler:Soviet General]]. And he doesn't stop. [[note]]His quotes are actually the cut voice files from Infantry General Shin Fai, a Chinese General from ''VideoGame/CommandAndConquerGenerals''.[[/note]]
265--> ''"So this is where you're hiding, [[spoiler:General]]? My men will crush you! Like a swarm of locusts, they descend from the sky to devour all those who stand against China!"'' (taunting at the beginning of the mission [[spoiler:Dragonstorm]])
266--> ''"My men will tear your tanks apart as fast as you can make them!"''
267--> ''"Soon all your men will see our boots marching over them!"''
268--> ''"Here's a tip: Surrender!"''
269--> ''"My men are marching right through your base defenses!"''
270* SmallRoleBigImpact: [[spoiler:In "Time Capsule", the Feng Squad was dispatched to rescue Yunru on his orders. If he didn't do that, Yunru will never have the chance to found the Foehn Revolt as the Espilon Army would certainly have her killed.]]
271* SmugSnake: Very, very arrogant. [[spoiler:Until his capture at the end of "Power Hunger" where his ego cracks and [[AintTooProudToBeg immediately rats out]] the cyborg production facility (where Yunru is in charge there) in Xinjiang to the Soviet Commander.]]
272* SoreLoser: When defeated by the [[spoiler:Soviet General]] and he stays arrogant despite his loss.
273--> ''"I do not accept this defeat, [[spoiler:General]]. My men will cover my escape, and we will fight another day! ([[EvilLaugh laughs]])"''
274* WeHaveReserves: He said it clearly. And he has a second base at his disposal too, [[spoiler:with the Pacific Front arsenal.]]
275--> ''"There are many more in my army ready to sacrifice for China, [[spoiler:General]]. You won't stop us."''
276--> ''"Heh heh, feeling overwhelmed, [[spoiler:General]]? They make good shields, too!"'' (When his second base is revealed)
277* WeWillMeetAgain: Promises the [[spoiler:Soviet General]] that they will fight again after his defeat.
278
279!! Arnie Frankenfurter, Flint Westwood, and Sammy Stallion
280-> ''"Your orders, give them to me."''
281-> ''"I was born ready."''
282-> ''"I'm their worst nightmare"''
283
284A trio of famous Hollywood actors who aid the Latin Confederation during the latter's occupation of Los Angeles, California
285
286----
287* AdaptationalVillainy: They help the Allies retake LA from Yuri's army in the vanilla game. Here, they aid their Soviet occupiers (in this case; the Latin Confederation) from Americans. The reason for this is unknown, and [[MissionControl Mission Control]] lampshades as to why they are helping their invaders instead of fighting them.
288* BadassCrew: They are all famous actors, and are formidable in their own right.
289* GatlingGood: Arnie Frankenfurter wields one loaded with a grenade launcher attachment.
290* MadeOfIron: All of them have the same HP as Uragan, and with their firepower they can mow everything in their path.
291* MoreDakka: Sammy's weapon of choice is an M60 MG with an under-barrel ''[[YouNukeEm Nuclear]]'' Grenade Launcher.
292* NoCelebritiesWereHarmed: Based on Creator/ArnoldSchwarzenegger, Creator/ClintEastwood, and Creator/SylvesterStallone respectively.
293* RevolversAreJustBetter: Flint favors his .44 Magnum
294* StuffBlowingUp: All 3 carry explosives: grenades (Arnie), demo charges (Flint), and a nuclear grenade launcher (Sammy).
295[[/folder]]
296!Units
297'''NOTE:''' The Tesla Trooper and Shock Trooper, Desolator and Eradicator, Halftrack and Tigr APC, Borillo and Armadillo, Demolition Truck and Bomb Buggy, and Kuznetsov Dreadnought and Akula Missile Sub are listed under the same entry in the Soviet Units folder due to overlap.
298[[folder:Soviet Units]]
299!!Conscript
300The Soviet Tier-1 infantry: poorly trained, poorly equipped, and dirt cheap to produce. Individual Conscripts are no match for infantry of other factions, but in large numbers they make an effective anti-infantry screen/Meat-Shield for Soviet vehicles.
301----
302* CannonFodder: They serve as a very useful, expendable meat shield for your tanks. Send them ahead as a bullet magnet: it's better for a few conscripts to fry or become mind-controlled than for your tanks to suffer such a fate.
303* {{Conscription}}: They were mildly patriotic but mostly unwilling basic soldiers.
304* ImperialStormtrooperMarksmanshipAcademy: Conscripts rarely manage to hit what they aimed at, with most of their shots instead ''plick''-ing into the ground around the intended target.
305* StartingUnits: For the Soviets and a very useful bullet shield for important units.
306* WeHaveReserves: It's established early on the Soviets are not philanthropists.
307* ZergRush: With Soviet forces pressured to churn out an ever increasing amount of troops, Conscripts are often poorly equipped and only have the most basic military training. They are very cost effective however and are often trained en-masse for use in human wave tactics.
308
309!!Flak Trooper
310Another starting Tier 1 unit, Flak Troopers serve as the basic anti-armor and anti-air infantry for all Soviet factions. Despite being significantly more expensive than Conscripts, they're still far cheaper than other factions' equivalents (barring Epsilon with their Cloning Vats).
311----
312* AdaptationDeviation: Flak Troopers' damage type in Mental Omega is now geared towards anti-armor, contrasting vanilla Red Alert 2 where they were instead more geared towards anti-infantry.
313* AntiAir: They serve as basic anti-air infantry for the Soviets.
314* ArmyOfThievesAndWhores: Former convicts or the homeless were gathered in massive training camps to get crash courses on how to use their personal flak cannons.
315* BoringButPractical: An army of these guys can destroy a squadron of tanks many times their cost.
316* SplashDamage: Their shells can damage multiple air units at once provided they're close together.
317
318!!Pyro
319A flamethrower-wielding maniac who has trouble making his voice heard. Pyros are advanced anti-structure infantry who are also good at fighting other infantry. Their flame-retardant suits are useful with their choice of element.
320----
321* BoringButPractical: Sending Pyros against Epsilon Adepts or Elites may not seem like an ideal way to use them, but their resistance to fire means you can get as many Pyros (or even Borillos/Armadillos - just be careful about them running over your units) mind-controlled as you want - the free ones can still charge towards the Adept or Elite with no extra effort.
322* FireBreathingWeapon: Their flamethrower.
323* KillItWithFire: Pyros are the best Soviet infantry option for destroying structures.
324* HerdHittingAttack: Their flamers cover a wide area, making it easy to eliminate entire infantry squads.
325* {{Pyromaniac}}: if their quotes of "The flames... They speak to me!" when ordered to attack is any indication, they do have an unhealthy fascination for fire.
326* RequiredSecondaryPowers: Pyros are outfitted with flame retardant suits to protect them from their own weapons; this also means that enemy flamethrowers (and by extension Epsilon Adepts and Elites) are much less effective against them.
327* ShoutOut: They are ''very'' obviously based off of the character of the same name from VideoGame/TeamFortress2.
328* SuperiorSuccessor: Of the Flamethrower infantry used by the Soviets in the Second Great War (Red Alert 1), being far more durable, faster and more practical than the old infantry. They also notably avert both FlamethrowerBackfire and VideogameFlamethrowersSuck tropes.
329* TheUnintelligible: The Pyro's voiceovers are difficult to comprehend as they are filtered through their flame-retardant suit's gas masks.
330
331!!Crazy Ivan
332"Crazy Ivan" is the code name given to Soviet demolition experts, trained using an unconventional "trial-by-fire" method that is somehow effective at weeding out unskilled demomen. The harrowing experience has led to them being rather eager to rid themselves of their explosives, which they will gladly strap onto anything to turn it into a ticking time bomb.
333----
334* ActionBomb: Crazy Ivans can facilitate this with nearly any unit, including friendly Soviet units ''[[TakingYouWithMe and themselves.]]''
335* AdaptationalBadass: Compared to the base game, Crazy Ivans are significantly faster and can swim, and their explosions create patches of fire that deal continuous damage and prevent building on top of them until they disappear.
336* CompositeCharacter: They gain the speed (and the model) of the Cuban Terrorist from the vanilla game.
337* DefeatEqualsExplosion: When an Ivan is killed, his payload explodes, potentially taking out an enemy or two.
338* DelayedExplosion: It takes a bomb a few seconds after being planted to explode.
339* DieChairDie: They will plant their bombs on everything they can see.
340* EyepatchOfPower: In their portrait, it's unknown if they all have it in-game.
341* GlassCannon: They are fast, and whatever gets a bomb attached to it will need an Engineer ASAP, lest it will take very heavy damage (or get outright destroyed). However, they are fragile and require getting to melee range to plant bombs, so strong infantry can take them down easily.
342* MadBomber: Emphasis on "Mad"; Ivans are a bit too enthusiastic to rid themselves of bombs.
343* WhyAmITicking: They can cause this to any unit or building they touch with their bombs, whether it's the enemy, neutral or your own.
344
345!!Tesla Trooper and Shock Trooper
346Tesla Troopers are an advanced anti-tank infantry, available for deployment once a Field Bureau is constructed. They shoot bolts of electricity which can break apart a vehicle's armor quite handily, and aren't too shabby against infantry either. Additionally, their protective suits keep them safe from enemy dog attacks, as well as being sturdy enough to resist getting crushed by tanks.
347
348Due to Russia's expertise in Tesla technology, their soldiers are able to be equipped with more advanced Tesla suits. These "Shock Troopers" have a much higher voltage than their normal counterparts, giving their Tesla cannons much greater range as well as the ability to arc to a nearby target.
349----
350* ArmCannon: A miniaturized Tesla Coil.
351* BalanceBuff: Unlike the base game, their PowerArmor does provide immunity against Dog/Spook bites.
352* ChainLightning: The bolts fired by Shock Troopers arc from a primary target to nearby enemies. Tesla Troopers can also do this after reaching elite rank.
353* {{EMP}}: Tesla Troopers and Shock Troopers can charge up a Tesla Coil to apply a short EMP effect on the target.
354* LightningGun: [[DepartmentOfRedundancyDepartment A miniaturized Tesla Coil]].
355* OneWayVisor: They can see your face but you can't see theirs.
356* PowerArmor: Tesla Troopers and Shock Troopers wear a suit of insulative armour that protects from tank treads and dog bites as well.
357* SeeTheInvisible: Tesla Troopers and Shock Troopers can detect cloaked and submerged units.
358* StatusBuff: Tesla Troopers and Shock Troopers can charge up friendly Tesla Coils. One makes the Tesla Coil deal more damage and apply a short EMP effect on the target; two allow the Tesla Coil to operate even without power; three combine both effects.
359* SuperiorSuccessor: Both Tesla Troopers and Shock Troopers are direct upgrades of the old Shock Trooper used in the Second Great War (Red Alert 1). They are faster, even more durable and much cheaper to deploy[[note]]Tesla Troopers and Shock Troopers costs respectively 450 and 500 credits each to deploy while the old Shock Troopers cost 900 credits each[[/note]] than the old infantry.
360
361!!Desolator and Eradicator
362Desolators are among the strongest Soviet infantry units, and also the most terrifying. These psychotic soldiers utilize rad cannons that fire ''concentrated radiation'' which can melt infantry in seconds and cook vehicle operators from the inside out. They can also fire their rad cannons ''into the ground'' to create an instant wasteland, melting ''everything'' that is not protected from radioactive materials.
363
364Due to their research into nuclear technology, China's Eradicators use even deadlier rad cannons which are ambiently hazardous to enemy units nearby, and can create a larger "dead zone" upon deploying.
365----
366* CripplingOverspecialization: Desolators and Eradicators are completely unable to damage robots or buildings.
367* CruelAndUnusualDeath: Infantry attacked by Desolators and Eradicators melt into a puddle of residue in seconds.
368* NamesToRunAwayFromReallyFast: You don't want to be near something called a ''desolator'' or ''eradicator''.
369* NoSell: Desolators and Eradicators are completely immune to radiation, including from other Desolators.
370* PoweredArmor: A heavy hazmat suit which protects them from radiation and dog attacks.
371* RequiredSecondaryPowers: With their Rad Cannons constantly leaking radiation, the Eradicator's immunity to radiation is even more important than the Desolator's.
372* SecondaryFire: When deployed, Desolators and Eradicators can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks.
373* VideoGameCrueltyPotential: Whenever you think that just shooting the enemy with bullets is too good for them, use the Desolator and Eradicator instead to give the enemy radiation poisoning and melt them into a puddle on the ground, you won't be sorry.
374* WalkingWasteland: The experimental rad cannons carried by Eradicators constantly leak radiation, making the Eradicator dangerous at all times to surrounding units.
375* YouShallNotPass: Desolators and Eradicators can create a contamination zone deadlier than a nuclear missiles, and destroy nearly anything that comes through in a matter of moments.
376
377!!Saboteur
378----
379* DressingAsTheEnemy: They can disguise as any enemy human infantry.
380* MasterOfDisguise: [[DepartmentOfRedundancyDepartment They can disguise as any enemy human infantry]].
381* NonCombatEXP: Infiltrating an enemy Barracks or War Factory allows any units produced from your equivalent production structure to start off with one level of veterancy. However, it is quite difficult and it only works once per building.
382* TakingYouWithMe: When a Saboteur dies, the bomb attached to his suit detonates. This results in a localised explosion, either grievously wounding or killing the attacker.
383
384!!War Miner
385The resource-gathering vehicle for the Soviets. It comes equipped with a machine gun that, while it may not do much damage, is still enough to deter some intruders.
386----
387* MadeOfIron: Compared to other Tier 1 vehicles the War Miner is very durable.
388* StoneWall: Standard for miners, the War Miner is very durable, but the damage output of its machine gun is mediocre at best.
389* WorkerUnit: The War Miner's main role is to collect ore and send it back to Refineries for procession into money.
390
391!!Halftrack and Tigr APC
392Equipped with a pair of flak cannons to take on the air and a machine gun to fire upon infantry, Halftracks are a multipurpose vehicle used for transport, anti-air, and anti-infantry. Russian forces utilize the armored Tigr APC instead, which moves slower but can carry more troops and has better armor.
393----
394* AntiAir: Armed with flak cannons, the Halftrack and Tigr serve as the Soviet tier 1 anti-air vehicle.
395* AntiInfantry: Armed with a machine gun to deal with them.
396* ArtEvolution: The Tigr APC was originally called the Tsivil and hastily designed before 3.0 to function as a moderately-armoured tier 1 AA unit to work in unison with the Wolfhound, much like the Euro Alliance has the Archon and Thor Gunship. It was later renamed to Tigr APC, with a few stat tweaks and a visual overhaul.
397* FragileSpeedster: The Halftrack will not last long under anti-armor fire but it is quite fast.
398
399!!Terror Drone
400The Terror Drone was a pre-war Allied project to reverse engineer the cybernetic frame of the Soviet hound, Chitzkoi. During the raid on the Ukrainian lab, Boris and Morales were able to recover its schematics, putting this robotic menace back in the hands of the Soviet Union. Terror Drones may be fragile, but their sharp claws are capable of tearing through flesh and armor alike.
401----
402* ArmorPiercingAttack: While an infantry unit's armour can protect it from the bite of an Attack Dog, most of the time this does not apply to the Terror Drone's bite except very few specific cases.
403* AttackDrone: The robotic Terror Drones can OneHitKill infantry and slowly tear apart vehicles with no effort on its part.
404* DetectEvil: Terror Drones can see units through disguises.
405* GlassCannon: They can potentially take out any ground unit, except for cyborgs, in one hit. However, they are very fragile so they require proper micromanagement or large numbers to actually reach their target.
406* {{Nerf}}: Compared to the vanilla game, the invulnerability provided by an Iron Curtain does not last as long on Terror Drones as on other vehicles.
407* OneHitKill: Any infantry bitten by a Terror Drone is instantly killed.
408* SpiderTank: The Terror Drone is a robot that walks on four legs.
409* WeaksauceWeakness: A Terror Drone is instantly destroyed if the infected vehicle is repaired.
410
411!!Borillo and Armadillo
412Borillos are an amphibious transport equipped with flamethrowers and advanced sensors, useful for assaulting bases and conveying troops in a fraction of the time it would take to walk. China utilizes a heavier Armadillo transport with even ''deadlier'' flamethrowers.
413----
414* AmphibiousAutomobile: The inflatable rubber skirt and propellers stored in the chassis allow the Borillo and Armadillo to move on water as well as on land.
415* AwesomePersonnelCarrier: This massive troop carrier is equipped with excellent armor and a flamethrower which can easily burn through human flesh and level enemy structures.
416* FireBreathingWeapon: The Borillo's main weapon is a flamethrower, and the Armadillo's is a pair of flamethrowers.
417* HumanCannonball: A revolutionary new troop deployment method was planned to be implemented into the Borillo. A large cannon would be attached, from which infantry could quickly be fired out of onto land, not unlike that of a circus act. However, due to massive complaints from human rights organisations and from their own military, the idea was scrapped. Another proposal from a rather sadistic general to use the same method, but using the soldiers as living munition, was shot down as well.
418* MightyGlacier: Not very fast, but it's fairly tough and deals enough damage to outlast most anti-armor infantry and static defenses.
419* MythologyGag: The Borillo's background story about firing troops with a cannon is based on what the Soviet Bullfrog from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'' does.
420* SeeTheInvisible: The Borillo and Armadillo are equipped with sensors to detect cloaked and submerged units.
421
422!!Demolition Truck and Bomb Buggy
423These trucks have no main armaments, but instead carry a high-explosive payload capable of heavily damaging (if not outright ''destroying'') base defenses. The Latin Confederation instead utilizes Bomb Buggies, which have less armor but can move a lot faster.
424----
425* ActionBomb: Bunker busters on wheels and with very, very little idea of self-preservation.
426* AdaptationalWimp: The Demolition Truck is significantly weaker than in the vanilla game, with a weaker explosion that is only powerful against buildings, and leaving no radiation.
427* FragileSpeedster: The Bomb Buggy in comparison to the Demo Truck trades armor for much more speed. Of course, this makes utilizing [[InvincibilityPowerUp the Iron Curtain]] much more effective for the Latin Confederation.
428* GameplayAndStorySegregation: While its unit profile on the main website says that the Bomb Buggy is cheaper than the Demolition Truck, both of them cost the same in the game.
429* MolotovTruck: The purpose of the Demolition Truck and Bomb Buggy is to detonate its nuclear warhead, taking enemies along with it.
430* NoIndoorVoice: All of the Bomb Buggy's lines are full of shouting.
431--> '''''BOMB BUGGYYYY!!!'''''
432* SuicideAttack: They explode upon contact with the target.
433
434!!Repair Drone
435A Soviet support robot called in via airdrop, Repair Drones can quickly patch up Soviet armor out in the field, without the need to return to a Repair Crane.
436----
437* ItsRainingMen: Repair Drones are not built from War Factories, but are instead called directly to the battlefield via a support power.
438* MechaMooks: Like the Terror Drone, it is completely automated.
439* MookMedic: Its purpose is to repair friendly vehicles.
440* NoSelfBuffs: A Repair Drone can repair friendly vehicles, but not itself.
441* SupportPartyMember: It has no weapons of any kind and can only repair allied vehicles.
442
443!!Drakuv
444Drakuv Prison Vehicles can be summoned from a Field Bureau to provide support to Soviet infantry... and any other enemy infantry it manages to "persuade" to the ways of communism. Infantry captured by a Drakuv can also return to the Field Bureau to allow the Soviets to reverse-engineer their technology, unlocking them for training at the Barracks and granting some extra resources.
445----
446* {{Brainwashed}}: Infantry captured by a Drakuv are brainwashed inside it so that they'd become loyal to the Soviet Union.
447* CarFu: A large grinder adorns the front side of the Drakuv, holding any object it comes across in its place, tearing into it until there is nothing left. Enemy tanks will remain unable to move unless the Drakuv stops its attack or is destroyed.
448* CloseRangeCombatant: The Drakuv's grinders can only attack enemies at close range.
449* EnemyExchangeProgram: The Drakuv can abduct enemy troops which have been wounded and escort them to a Field Bureau to provide the player with the ability to train the imprisoned soldier type. If the Field Bureau is infiltrated, access to that technology will be lost.
450* MookMedic: The Drakuv has a healing aura that affects all allied infantry around it.
451* TheParalyzer: Atop the Drakuv are turrets that fire powerful tranquilizer projectiles.
452* StoneWall: Despite its durability, the Drakuv's offensive capabilities are less than stellar.
453
454!!Kirov Airship
455The iconic Soviet airship, Kirovs are extremely durable flyers who drop devastating bombs below.
456----
457* CloseRangeCombatant: Kirovs can only drop bombs on targets that are directly underneath them, which can be a problem when combined with their slow speed.
458* TheDreaded: A meta example. Veteran players will know full well and will try to set up a decent anti-air defense before the blimps can close in.
459* FlyingBrick: Sufficient to say they can take much, much more punishment than the average aircraft.
460* InstantDeathRadius: Being under a Kirov and being dead are roughly the same thing.
461* LethalJokeWeapon: In-universe. Allied Sanctions after the 2nd World War forbade the Soviets from building long-range, heavier-than-air Bombers, so they built these things instead. The Allies let them get away with it because, well, a Blimp Bomber? You got to be joking. Unfortunately, the joke was on the Allies.
462* MightyGlacier: Kirovs are slow, extremely durable, and hit like a truck.
463* ProperlyParanoid: With the announcement of their construction removed, it makes it all the more nerve wrecking as to when they will start a bombing raid on your base. Especially for non-attentive commanders.
464* TakingYouWithMe: You think you're safe when you shoot down that Kirov? Think again: the wreckage will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage. This is why it's imperative to shoot down Kirovs before they even get close to your base; the damage caused by one crashing is ''even more devastating'' than one of their bombs.
465
466!!Foxtrot
467While sanctions placed on the Soviet Union after the Second Great War prevented them from building up a proper air force (aside from the above-mentioned Kirov), one of their first actions in the Third Great War was to seize American jet technology for their own purposes. After reverse-engineering, they were able to create the Foxtrot, a fast jet bomber that launches incendiary missiles at both the primary target and a random nearby enemy.
468----
469* KillItWithFire: Foxtrots are armed with thermobaric rockets to set enemies on fire.
470* PreAsskickingOneLiner:
471--> "Let's dance."
472--> "Here comes the ballroom blitz."
473
474!!Dustdevil
475----
476* SmokeOut: The Dustdevil is armed with smoke bombs that reduce enemy accuracy.
477* SupportPartyMember: The Dustdevil cannot deal any damage by itself, and instead serves to weaken enemy accuracy.
478
479!!Zubr
480----
481* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
482* StoneWall: The Zubr has a lot of health and utterly unremarkable damage for a unit of its cost. It can defend itself against air units, but will need support if the enemy brings big guns.
483
484!!Typhoon Attack Sub
485----
486* DualModeUnit: Typhoons can switch between normal torpedoes and special long range tesla torpedoes with bigger splash damage and slower reload.
487* SeeTheInvisible: Typhoons can detect cloaked and submerged units.
488
489!!Seawolf Gunboat
490----
491* AntiAir: Their primary role is to protect naval units from aerial enemies--they aren't very effective against other ships.
492* PreAsskickingOneLiner:
493--> "Start the fireworks."
494
495!!Reaper Corvette
496----
497* MythologyGag: The Reaper Corvette's official description states that one of the initial plans was to give it a pair of Tesla coils as weaponry. Combined with its amphibious capabilities and its appearance (sans the fact it uses wheels on land instead of being a SpiderTank), the Reaper Corvette is a very clear reference to the Soviet Stingray from ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.
498* ShipOutOfWater: Can travel on both land and sea.
499
500!!Mosquito Demoboat
501----
502* KillItWithFire: Unlike Demolition Trucks and Bomb Buggies, the Mosquito Demoboat is equipped with a napalm payload.
503* MolotovTruck: The purpose of the Mosquito Demoboat is to detonate its napalm mixture cargo, taking enemies along with it.
504* SuicideAttack: It explodes upon contact with the target.
505
506!!Kuznetsov Dreadnought and Akula Missile Sub
507----
508* AdaptationalBadass: In the vanilla game, the cruise missiles are slow and ineffective unless they are in vast numbers. In Mental Omega however, the missiles are much tougher and travel faster.
509* DestructibleProjectiles: The Dreadnought's and Akula's missiles can be shot down by enemy anti-air before they reach their target.
510* LongRangeFighter: Dreadnoughts and Akulas have the longest range of any Soviet unit, but their missiles travel so slowly that they can't do anything in a direct fight with smaller ships like Destroyers or Typhoons.
511* MightyGlacier: Dreadnoughts and Akulas are among the slowest units in the game, but difficult to bring down and can launch powerful missiles from incredible distances to annihilate targets with barely any chance of retaliation.
512* PainfullySlowProjectile: Their Snowstorm and Gordost missiles can be dodged with ease by smaller ships while they chip off the Dreadnought's or Akula's health.
513* SeeTheInvisible: Dreadnoughts and Akulas can detect cloaked and submerged units.
514[[/folder]]
515
516[[folder:Russia Units]]
517!!Rhino Heavy Tank
518----
519* AdaptationalWimp: No longer the great all-around unit from the base game, the Rhino is now useless against anything that is not a vehicle. {{Lampshade|Hanging}}d in Accelerant (Epsilon 2), where the partner Soviet commander sends massive columns of Rhino Tanks. In the base game, the enemy defenses would not stand a chance, but here, the Rhino Tanks would be annihilated with minor casualties without the help of your own forces.
520* BoringButPractical: The Rhino is pretty basic compared to other Tier 1 tanks, as it's not particularly fast and lacks any sort of special ability. But it will get the job done, since it's still pretty tough and can beat most other Tier 1's in a straight fight[[note]] Only the Qilin Tank and a stationary Bison Tank can beat a Rhino head-on[[/note]], while swarms of them are a serious threat to even Tier 3 Monster Tanks. Which is where the Rhino's biggest advantage lays: it's cheap for a heavy tank (much more so than the Bison after an Industrial Plant is built), and fire Tesla-tipped shells every three shots, making them better against infantry than any other Tier 1 tank (albeit not by much).
521* VanillaUnit: The Rhino is a very simple tier 1 tank without any special ability.
522* ZergRush: The go-to strat for the Rhino Tank, as Russia is very well-equipped to mass-produce them (thanks to the help of the Industrial Plant as well as the Russia-exclusive Stalin's Fist, allowing for Rhinos to be deployed right at the frontline).
523
524!!Tesla Cruiser
525----
526* AdaptationalBadass: From a decent, but not great vehicle in the vanilla game, to becoming the equivalent of the Apocalypse Tank in this game, with noticeably better armor and damage, and the ability to briefly stun enemy vehicles when they are damaged.
527* AdaptationNameChange: From Tesla Tank in the vanilla game to Tesla Cruiser in the mod.
528* ChainLightning: The Tesla Cruiser's bolts arc from their primary target to additional ones.
529* {{EMP}}: The Tesla Cruiser's attacks briefly disable target vehicles. For the enemy, it can range from annoying, as the vehicle has a lower chance to fight back or escape, to very threatening, if the vehicle's special abilities are disabled by EMP (e.g. Hovering vehicles will sink if stunned while on water; Masterminds will release all mind-controlled units, etc.).
530* LightningGun: Its dual Tesla Coils.
531* PreAsskickingOneLiner: Quite a few in fact.
532--> '''Tesla Cruiser:''' Free hookup.
533--> '''Tesla Cruiser:''' Prepare for rolling blackout.
534* PungeonMaster: It just can't resist the electricity puns.
535--> '''Tesla Cruiser:''' That ''sparks'' my curiosity.
536
537!!Scud Launcher
538----
539* AdaptationalBadass: In the vanilla game, [=V3=] missiles are slow and ineffective unless they are in vast numbers. In Mental Omega however, the missiles are much tougher and travel much faster.
540* BoringButPractical: Their missiles might be slow and useless against anything that's even slightly faster than them, but they have THE longest range out of all the artillery units in the game, to the point where they even outrange long-ranged base defenses like the Grand Cannon, Hammer Defense, Antares Battery, and Neutralizers, with the only thing that can match it's range is the Last Bastion's Plasmerizer.
541* CompositeCharacter: The name is taken from Generals' Scud Launcher but the overall design is inspired by Red Alert 3's V4.
542* DestructibleProjectiles: Scud missiles can be shot down by enemy anti-air before they reach their target.
543* GlassCannon: Their missiles can be fired from afar and can quickly destroy buildings, but don't expect them to survive in a fight against tanks.
544* LongRangeFighter: Even moreso than most artillery. Can fire from a long distance, useless in direct fights.
545* PainfullySlowProjectile: While significantly faster than the vanilla [=V3=] Rockets, Scud missiles travel slowly and can hardly hit anything that can move.
546* SiegeEngines: Can launch Scud missiles at the enemy from quite a big distance.
547
548!!Wolfhound
549----
550* AntiAir: The Wolfhound can use both of its weapons against air targets.
551* CoolPlane: The Russian Wolfhound is a heavy attack helicopter armed with a rapid-fire 12.7mm Minigun for dealing with infantry (including flying ones like Rocketeers) and powerful "Tschmel" missiles for vehicles, air targets and structures and it is quite armored giving it a decent chances of survival against anti-air units.
552* JackOfAllStats: The Wolfhound's weapons are effective against most units, and can wreak havoc against almost everything if massed, with its only weakness being its poor performance against base defenses.
553* MacrossMissileMassacre: It appears to have a bottomless supply of missiles to shoot at tanks and buildings in huge salvos.
554* MightyGlacier: Wolfhounds are fairly durable and pack a lot of punch against ground and air targets, but they are somewhat slow.
555* MoreDakka: A nose-mounted rapid-fire machine gun, complete with BottomlessMagazines.
556
557!!Tank Killer
558----
559* AntiVehicle: The Tank Killer is a dedicated anti-vehicle unit, and its AP cannon can easily pierce the protection of most vehicles.
560* FixedForwardFacingWeapon: The Tank Killer has no turret, so the whole vehicle must turn in order to engage a target. This can be a problem when facing [=PsiCorps=]' Magnetrons.
561
562!!Hydra Cannon
563----
564* AntiInfantry: The Hydra Cannon focuses on suppressing infantry groups with its machine gun and rockets.
565* FixedForwardFacingWeapon: The Hydra Cannon has no turret, so the whole vehicle must turn in order to engage a target.
566
567!!Stalin's Fist
568----
569* MobileFactory: The Stalin's Fist is a massive vehicle based on mobile construction, the same technology used by MCV, that could deploy into an assembly line in order to produce vehicles from.
570[[/folder]]
571
572[[folder:Latin Confederation Units]]
573!!Mortar Quad
574----
575* CoolBike: A fast Quad Bike.
576* FragileSpeedster: They are very much designed to be a fast anti-armour harasser, not so much at receiving damage.
577* SiegeEngines: They outrange Tier 1 and Tier 2 defenses.
578
579!!Arsonist
580----
581* CompositeCharacter: Pair the incendiary building-busting dynamite of a Crazy Ivan with the disguise kit of a Saboteur, and you have the Arsonist.
582* DressingAsTheEnemy: They can disguise as any enemy human infantry.
583* KillItWithFire: Arsonists can set enemy units or buildings on fire.
584* MasterOfDisguise: [[DepartmentOfRedundancyDepartment They can disguise as any enemy human infantry]].
585* ReferenceOverdosed: Most of its quotes are references to the War Boys from ''Film/MadMaxFuryRoad''
586* WhyAmITicking: Averted. Arsonist firebombs are so subtle that they don't even "explode."
587
588!!Jaguar Assault Tank
589----
590* FragileSpeedster: Capable of cutting through the brush at high speeds, the Jaguar can ambush and quickly take down its prey, though its fairly poor armour means it has to rely on its quick movements to evade destruction.
591* SuicideAttack: If a Jaguar driver survives the vehicle's destruction, he's armed with a bomb vest to take out one or two last enemies.
592* UniversalDriversLicense: If Morales is nearby, then the lucky Jaguar pilot can skip the suicide attack and hop in to whichever enemy vehicle just lost it's driver. That is, assuming he lives long enough.
593
594!!Catastrophe Tank
595----
596* AwesomePersonnelCarrier: To make up for being a 2nd grade Apocalypse Tank, the Catastrophe Tank can house a single soldier who in turn can fire from inside the vehicle.
597* BoringButPractical: Compared to its Russian and Chinese counterparts[[note]] the Tesla Cruiser and the Nuwa Cannon respectively[[/note]], the Catastrophe Tank is the least technologically advanced of the three, being essentially a bigger MBT equipped with a bigger cannon, a missile launcher and a gunport[[note]] Justified as the Confederation did not have the high budget of the other two Soviet factions[[/note]]. However, this did not stop it to be devastating on the field due its ability to deal with all air and ground targets, especially with a Desolator on board.
598* EffectiveKnockoff: The Catastrophe Tank (as the name implies) is a weaker version of the Apocalypse Tank, with only one gun barrel and only one rocket launcher, but making up for it by being cheaper and able to carry one soldier who can fire from inside. While not as powerful as the Apocalypse Tank, the Catastrophe Tank is still a very effective unit on the field.
599* JackOfAllStats: The Catastrophe's main strength is its customisability by virtue of having a slot for an infantryman to shoot out from, most often Desolators for anti-ground, Pyros for splash damage against infantry, Flak Troopers for heav(ier) anti-air, and Mortar Quads for long range harassment and siege.
600* MightyGlacier: It is fairly slow but quite tough and powerful. While this is expected for a Soviet unit, it stands out in the Latin Confederation which are better known for their guerilla and hit-and-run tactics.
601
602!!Buratino
603----
604* BreakOutTheMuseumPiece: The Buratino is a decommissioned Soviet artillery, long since replaced with the Scud Launcher.
605* DualModeUnit: Can switch between two firing modes for its thermobaric rockets: precise and spread.
606* GlassCannon: Buratinos have high firepower against structures and infantry but they are not very durable.
607* FireBreathingWeapon: The warheads that the Buratino fires contain a combustible liquid which produce a high temperature cloud of flame followed by a crushing shock wave.
608* SiegeEngines: Can shoot napalm missiles at the enemy from a distance.
609
610!!Vulture
611----
612* AntiAir: The Vulture's dual machine gun serves as en effective anti-air weapon.
613* CoolPlane: The Latin Confederation's Vulture is a fast helicopter armed with a pair of 12.7mm [=DShK=] machine gun and napalm bombs which will torch anything below it, especially structures. It is an ideal unit to set ablaze an enemy base.
614* FragileSpeedster: It is the fastest Soviet unit, but has paper-thin armor.
615* KillItWithFire: The Vulture is capable of setting the ground below on fire with its napalm bombs.
616* MoreDakka: Like the Russian Wolfhound, the Confederation's Vulture is equipped with a rapid-fire machine gun, complete with BottomlessMagazines too.
617
618!!Fury Drone
619----
620* ActionBomb: When an enemy approaches, the Fury Drone will launch itself at it and explode violently, dealing plenty of damage to the target and anything nearby.
621* AttackDrone: If the word 'drone' in its name didn't make it clear.
622* DetectEvil: Fury Drones can see units through disguises.
623* SuicideAttack: Fury Drones explode upon contact with the target.
624[[/folder]]
625
626[[folder:China Units]]
627!!Gyrocopter
628----
629* ImperialStormtrooperMarksmanshipAcademy: While Gyrocopters deal SplashDamage, their weapon has poor accuracy. Dealing damage to small targets can be surprisingly difficult, and they can even damage nearby friendly units with their attacks.
630* WhatAPieceOfJunk: Though they look really haphazard, they're actually rather well-armed and durable.
631
632!!Qilin Assault Tank
633----
634* MightyGlacier: The Chinese decided to sacrifice the tank's mobility and pack as much firepower and armor as possible into it.
635* MinMaxing: In-Universe example. The Chinese spent years trying to iron out the problems inherent in the Heavy Tank design without much success. Eventually they gave up and decided to Munchkin it- maximizing it's durability and firepower at the cost mobility, then building their entire strategy around it as per Soviet Doctrine.
636* StoneWall: The Qilin Tank's main draw, in an unconventional manner. Its durability is the highest among all main battle tanks, and its mobility is slower than most as a result. However, Chinese technology allows Qilins to recover from EMP effects faster (useful when fighting Russian Tesla weaponry), as well as retain the effects of an Iron Curtain for longer than other units.
637* SuperiorSuccessor: Of the old Soviet Heavy Tank used in the Second Great War (Red Alert 1). The Qilin Tank is a direct upgrade of the Heavy Tank, by packing more armor and firepower than the old tank, an EMP countermeasure which halves the EMP duration on it and built with an Iron Curtain-compatible material which increases the duration of it on the tank.
638* VanillaUnit: The Qilin is distinguishable more for its slow speed and heavy armour and firepower than for any special ability (which it completely lacks).
639
640!!Nuwa Cannon
641----
642* {{BFG}}: The Nuwa's eponymous Cannon is essentially half of the vehicle.
643* FixedForwardFacingWeapon: The Nuwa Cannon is essentially an atomic cannon on wheels with no rotating turret, so the whole vehicle must turn in order to engage a target. This can be a problem if the unit is immobilized by a [=PsiCorps=] Magnetron as it cannot turn to fire.
644* GentleGiant: Invoked by their pilots having pacifistic beliefs, as well as Nuwa Cannons being absolutely gigantic.
645* MartialPacifist: Despite the Nuwa Cannon's destructive nature, quotes suggest that drivers of those vechicles are pacifists:
646--> '''Nuwa Cannon:''' I hate violence, but...
647--> '''Nuwa Cannon:''' If this is the only way...
648--> '''Nuwa Cannon:''' [[ApologeticAttacker Please forgive me.]]
649* MightyGlacier: The Nuwa is outfitted with unfathomable amounts of armour and an atomic cannon with the purpose of annihilating everything, but is extremely slow, cannot fire on the move and requires a nuclear engine just to keep itself mobile.
650* SiegeEngines: {{Downplayed|trope}}. It has a higher range than most vehicles, but not enough to outrange static defenses. It instead relies on its amazing armor to outlast them. Since the Centurion Siege Crawler cannot be mass-produced, the Nuwa Cannon is the closest unit the Chinese have for an artillery vehicle.
651* SplashDamage: Their atomic shells deal area damage.
652* ThemeNaming: [[https://en.wikipedia.org/wiki/N%C3%BCwa Nuwa]] is the name of the Mother Goddess in Chinese Mythology, credited with creating mankind and repairing the Pillar of Heaven. Might explain the whole pacifist angle.
653--> "A creator, not destroyer."
654* YouNukeEm: Nowhere near as destructive as actual Tactical Nukes, of course, but the reason the Nuwa is so devastating for a vehicle of its size is because it launches low-yield ''nuclear shells.''
655
656!!Sentinel
657----
658* AntiAir: Armed with heavy flak guns, the Sentinel serves as a dedicated tier 3 anti-air vehicle for the Chinese.
659* CripplingOverspecialization: Being a specialized anti-aircraft weapon, the Sentinel can only fire upon aircraft in order to ensure maximum effectiveness.
660* SplashDamage: The Sentinel deals damage in an rather large area around its target.
661
662!!Dragonfly
663----
664* AttackDrone: Those drones are AI controlled.
665* {{EMP}}: Dragonflies use EMP weaponry to immobilise enemy vehicles.
666* LethalHarmlessPowers: While the Dragonfly's EMP is unable to damage any vehicle, shutting off enemy hovercrafts that have the misfortune to be above water will instantly sink them.
667* TheParalyzer: A single Dragonfly is enough to instantly render almost any enemy unit incapable of firing or moving.
668* SupportPartyMember: While dealing no damage, Dragonflies can disable enemy units.
669
670!!Centurion Siege Crawler
671This monstrous war machine represents the pinnacle of Chinese might. Armed with the biggest artillery cannon China can get to move, missile launchers for anti-air, as well as having room for up to three passengers; it is an incredibly versatile weapon that can shrug off almost anything the enemy can throw at it, before obliterating them in return.
672----
673* AttackDrone: The Centurion is controlled by a powerful AI which regulates locomotion and targeting, as well as loading, and firing the weapon. It also makes the Centurion immune to mind control.
674* AwesomePersonnelCarrier: To further increase its already immense firepower and versatility, the Centurion can transport three infantry (with [[TheParalyzer Yunru]] as a popular choice).
675* LogicalWeakness: A walker this big cannot fit on any kind of transport at all. On island-based maps, this means Chinese players need to make an expansion on another island if they want to use the Centurion offensively.
676* MasterOfAll: With the ability to transport three infantry units, which are capable of firing from inside the Centurion, it eclipses even the Battle Tortoise in versatility. To complement of the Centurion's very pronounced MightyGlacier capabilities, Chinese players often choose Yunru and two Eradicators to deal with most ground targets with extreme ease. Modes such as Unholy Alliance and Ultimate Alliance allows the Centurion to use potential devastating combinations with other faction {{Hero Unit}}s, such as Tanya (being better than two Eradicators), Volkov (with his {{EMP}} attack to deal with vehicles better, which players can make great use of in "Earthrise") or Rahn (to turn nearby enemy infantry into Brutes, and the Centurion into a literal OneManArmy), among other possibilities, such as Chrono Legionnaires.
677* MightyGlacier: In spite of its immense firepower and durability, the Centurion is one of the slowest units in the game.
678* MythologyGag: The Centurion Siege Crawler is a DummiedOut unit from both ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' and ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]''.
679* SiegeEngines: On its own, the Centurion is a very powerful artillery walker, dealing incredibly high damage to buildings while outranging static defenses.
680* TacticalSuperweaponUnit: Limited to one per player, the Centurion is a massive walker armed with a large-calibre cannon that chews apart defenses and buildings for breakfast and outranges all defensive structures except the Plasmarizer, as well as missile batteries to shoot down enemy aircraft. It can also carry up to three passengers who can shoot at enemies from inside the Centurion.
681* WalkingTank: As the word 'crawler' would indicate, Centurions walk on three legs.
682[[/folder]]
683
684[[folder:Stolen Tech Units]]
685!!Grumble
686In order to counter the Allies' air superiority, Soviet Saboteurs are able to steal their jet technology in order to develop the engines necessary to propel heavy anti-air missiles. These missiles are carried into battle via Soviet missile platforms known as Grumbles, which once stationed, create an effective no-fly zone. One hit from a missile is enough to shoot down any jet.
687----
688* AntiAir: The Grumble is an advanced anti-air vehicle.
689* CripplingOverspecialization: By far one of the most specialised stolen tech units (along with the Archelon), the Grumble is a dedicated anti-air unit, capable of decimating any aircraft in its attack range, and cannot fire on ground units.
690* DualModeUnit: The Grumble cannot fire in its mobile form--it must be deployed and become stationary in order to attack.
691* MightyGlacier: Slow as a slug but once deployed, any aircraft passing by will get reduced to nothing but debris.
692* YouShallNotPass: The Grumble cannot fire on the move, however when deployed it will essentially create an impassable barricade for most light aircraft and will have no difficulties taking down the heavier ones as well.
693
694!!Apocalypse Tank
695The Apocalypse Tank is truly war in a can. Anything you could possibly want (anti-infantry, anti-armor, infantry support, anti-air) will be answered by the Apocalypse, and then some. The only reason they are not fielded in every conflict is that they are simply ''way'' too expensive for practical logistics to support; even then, you will find many Soviet commanders have an Apocalypse or two hidden in their base...
696----
697* AdaptationalBadass: Even more powerful than its vanilla incarnation, its Tesla cannons solve its underwhelming performance against infantry and it has support abilities as well. Also, its missiles pods are far more effective: dealing more damage and having a far greater rate of fire than the vanilla Apocalypse (eight times faster), they can take down a Kirov in seconds.
698* AwesomeButImpractical: The unit description in the Mental Omega website explains this is the reason the Apocalypse Tank is a Stolen Tech unit. Despite its tremendous battle capabilities, it's too expensive to field frequently, so cheaper Monster Tanks are used.
699* CompositeCharacter: The ''Mental Omega'' incarnation of the Apocalypse Tank possess many characteristics of others super-heavy tanks in ''[[Creator/WestwoodStudios Westwood's]]'' RTS games. Its anti-ground weapons are effective against all units, and can use its Tusk Missiles against ground units, just like the Mammoth Tank in ''[[VideoGame/CommandAndConquerRedAlert Red Alert 1]]'' and ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]''; it attacks with blue energy weapons, just like the Harkonnen Devastator from ''[[VideoGame/DuneII Dune 2000]]'' and ''VideoGame/EmperorBattleForDune''; finally, its ability to heal nearby infantry units resembles the Overlord Tank's ability to include a Propaganda Tower in ''[[VideoGame/CommandAndConquerGenerals Generals]]'', the only difference being that the Overlord Tank can heal vehicles as well. In a way, the ''Mental Omega'' Apocalypse Tank is a sort of a "RevisitingTheRoots" of the dual-barreled tanks of [[Creator/WestwoodStudios Westwood's]] RTS games, combined into one unit.
700* MacrossMissileMassacre: As noted above, it can quickly unleash a lot of missiles against air units. Against ground targets, after firing 3 salvos of cannons, the Apocalypse tank will unleash 6 salvos of missiles.
701* MasterOfAll: The Apocalypse is one of the few units in the game (along with open-topped transports garrisoned with infantry) that can deal with every type of enemy: its Tesla cannons can make short work of infantry, vehicles and buildings alike, and it is also armed with missile pods capable of firing on aircraft. It also has the passive ability of healing all infantry around it, with the only thing it doesn't excel at is scouting.
702* MightyGlacier: Very slow but super tough and packs a lot of punch in its guns.
703* MookMedic: The Apocalypse passively heals all infantry around it.
704* ScissorsCutsRock: Think twice before sending Wormqueens against Apocalypse Tanks, thinking their Tesla shells will heal them. Tesla-''enhanced'' shells completely ignore the Wormqueen's [[EnergyAbsorption immunity and healing from Tesla weapons]].
705* TankGoodness: The only vehicle that can rival the Apocalypse in size is the Last Bastion's Mastodon tank. Even then, the Apocalypse tank has it beat in sheer versatility, being useful for supporting a variety of strategies that a Soviet commander could employ.
706* TheWorfEffect: In the second unit showcase for version 3.3 (which features the Allied Lionheart bomber), an Apocalypse is only present to be destroyed by two Lionheart bombs, to show how powerful the Lionheart is.
707
708!!Syckle
709Notably, the Syckle doesn't strictly employ Epsilon technology, but rather adapts their tactics (specifically that of Scorpion Cell) to Soviet military equipment. Armed with twin rad cannons and a state-of-the-art portable Iron Curtain, they are the embodiment of hit-and-run. Just don't get caught with your pants down, because it cannot take a straight-up fight.
710----
711* FragileSpeedster: Basically a reverse-engineered Speeder Trike, the Syckle holds the distinction of being ''the'' fastest ground unit but still has the paper-thin armour of its base template.
712* GlassCannon: Its rad cannons can melt most enemies in seconds, but for a unit that costs 2000 credits, the Syckle is extremely squishy if it can't activate its Iron Curtain device.
713* HitAndRunTactics: The Syckle is designed for this role, due to its combination of extreme speed, powerful rad cannons, and portable Iron Curtain device that temporarily makes it invulnerable.
714* NoSell: Syckles are immune to EMP.
715
716!!Iron Dragon
717Iron Dragons are the product of Yunru's experiments with Iron Curtain technology, utilizing the mechanics behind the normally defensive ability to create an artillery gun with unparalleled offensive power. The unstable kinetic fields created by an Iron Dragon's attack is capable of tearing any unit, be they infantry or vehicle, to shreds.
718----
719* DeadMansSwitch: An Iron Dragon's destruction causes nearby units to temporarily turn invulnerable.
720* EnergyWeapon: The Iron Dragon's weapon fires an unstable particle field that heavily damages all units which cross it while it lasts.
721* LongRangeFighter: Iron Dragons can fire from long ranges but not at enemies near them.
722* NoPlansNoPrototypeNoBackup: An unfortunately justified case. [[spoiler:Plans for the Iron Dragon are lost in the destruction of the Kashmir Base, and the few working models are gradually destroyed in the Revolt's flight to Alaska. By the time of Vanishing Point (Foehn 5), there are only two left in existence (and if the player isn't careful, they'll be lost for good.)]]
723* SiegeEngines: Of an unusual variation within the game. The Iron Dragon is an artillery vehicle that barely dents buildings, but deals excellent damage towards units. This makes them useful to take down enemy artillery units or defend your own.
724[[/folder]]
725
726[[folder:Campaign Units]]
727!!Cyborg Vanguard
728----
729* AllAsiansWearConicalStrawHats: As if their lorewise affiliation with China wasn't enough. It reaches the point that Reznov and Krukov, when encountering them for the first time, say that their conical hats are the only major difference look-wise to Volkov.
730* {{Cyborg}}: In case the name didn't make it clear, they are results of the Chinese cybernetics program.
731* DemotedToExtra: Cyborg Vanguards used to be the Soviet-to-Soviet stolen unit in version 3.0, before the Stolen Tech mechanic was changed to give access to vehicles instead.
732* EvilKnockoff: They are the results of [[TheStarscream China]] copying Volkov after they captured him from the Russians.
733* ImmuneToMindControl: Being cyborgs, they are immune to mind control. [[spoiler:That doesn't mean they are immune to psychokinesis, however, which makes them as helpless as a mind-controlled individual, as Libra shows in the Act 2 Epilogue.]]
734* MightyGlacier: They are relatively slow, but the Vanguards are still a powerful threat, mowing down infantry and razing structures with little to no effort, their mechanical bodies taking more punishment than any normal soldier ever could.
735* NoSell: They are immune to dog attacks, radiation, abduction, poison, mind control and confusion.
736
737!!Heavy Tank
738----
739* BreakOutTheMuseumPiece: The Heavy Tank has long been phased out since the Second Great War (and is the basis for the Chinese Qilin Tank), and is only seldom encountered in the campaign by rebel forces or in weakly-defended areas.
740* CantCatchUp: The Heavy Tank was the strongest Main Battle Tank in the Second Great War, but by the time of the Third Great War, it can barely stand its ground against the ''lightest'' of them, such as the Lasher Tank. Everything heavier than that can wreck them with ease.
741* MasterOfNone: The Heavy Tank was already quite slow when it was first introduced, and due to its age, its durability and firepower are now comparable only to light tanks like the Lasher.
742
743!!Mammoth Tank
744----
745* BreakOutTheMuseumPiece: The Mammoth Tank has long been phased out since the Second Great War and is seldom encountered during the campaign. A near literal case happens in Road to Nowhere, where the player can destroy an Old Soviet War Factory, upon which a controllable Elite Mammoth Tank comes out.
746* CantCatchUp: The Mammoth Tank was, by far, the strongest tank in the Second Great War. But by the time of the Third Great War, its quality has degraded greatly to only being a below average monster tank.
747
748!!Topol-M
749----
750* DestructibleProjectiles: The combat-capable Topol-M, which only appears in Obsidian Sands (Epsilon 21) and the Revolution Challenge, fires mini-nukes that can be shot down by anti-air.
751* MacGuffin: The Topol-M launchers are an often sought unit in the campaign by all factions involved, especially if there are MIDAS bombs involved. The Allies try to destroy them, the Soviets try to defend them, and Epsilon tries to capture them. Granted, the Topol-M launchers, by themselves, cannot do anything--it's their payload that is valuable.
752
753!!Perun Flagship
754----
755* CoolPlane: A massive helicopter armed with a massive Tesla cannon to fry any ground targets, it is heavily armored and can boost friendly Tesla armed units around it. [[spoiler:Epsilon will activate it in ''Death's Hand'' to defend the Kremlin but it is possible for the player to hijack it.]]
756* LightningGun: It is armed with a big Tesla cannon.
757* MeaningfulName: ''Perun'' is the name of the god of thunder and lightning in the Slavic mythology, quite fitting for a massive air unit which can shoot lightning.
758* MightyGlacier: The Perun is quite slow but it is well armed and very tough. It requires a lot of firepower to take it down.
759* StatusBuff: The Perun equipped with Tesla overchargers which provide a massive 50% firepower boost to any Tesla armed unit around it, similarly to the Russian Overcharge support power. Unlike the support power, the effect is permanent if the affected units stay near the Perun.
760[[/folder]]

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