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The 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.

    General Tropes 
  • Adapted Out: 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.
  • But What About the Astronauts?: 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.
  • Deployable Cover: Instant Shelter is a support power which instantly creates a Battle Bunker (with 2 Conscripts inside) anywhere on the battlefield.
  • Enemy Mine: As their war against Epsilon becomes more and more hopeless, the Russians decide to give their Chinese enemies another chance at an alliance. It does not succeed.
  • Faction Calculus: The Powerhouse faction to the Epsilon's Subversive, Allies' Cannon and Foehn's Balanced.
  • Friendly Fireproof: Both Irradiation Betanote  and Gammanote  support powers, which surrounds friendly units with a radiation field that only hurts nearby enemiesnote , 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.
  • Molotov Truck: 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.
  • Rare Candy: Elite Reserves is a support power that will cause tier 1 and suicidal units to be produced as elite for 1:30 minutes.
  • Red Is Violent: 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.
  • Reduced Resource Cost: The Soviet economy booster is the Industrial Plant, which reduces the price of all vehicles by 25%.
  • Sea Mine: Naval mines can be deployed via support power by the Soviets after they build a Shipyard.
  • Slap-on-the-Wrist Nuke: Justified 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  Averted 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, and Yunru using the last remaining MIDAS in Act 2.

Subfactions

    Russia 
After 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.


  • Anti-Hero: 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 Humiliation Conga they suffer also makes them a bit more sympathetic particularly since most of the really nasty Soviet characters, like Romanov, get killed off in the process.
  • The Bad Guy Wins: 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.
  • Break the Haughty: And then Act 2 rolls around. Yuri blindsides them in a spectacular series of moves: first by assassinating Romamov, then overrunning Moscow and mind-controlling a good chunk of the Russian Military (Including the Soviet General, briefly). To their credit they manage to rally, but the damage was done.
  • Color-Coded Armies: Red of course. This is Soviet Russia, after all.
  • Faction Calculus: The Soviets are generally the Powerhouse but Russia in particular is leaning slightly towards Balanced with its versatile Tesla technology and moderately powerful units.
  • Fatal Flaw: Wrath. Though as Yuri describes it, more specifically it's revenge: Their vengeful desire to strike back at the Allies after their previous defeat led to the Third Great War, which 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, 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 Truth in Television as Russia practically requires The Power of Hate to completely motivate and unite them under one common goal.
    "That's how our country is — we always have to hate somebody," she said. "If we hate and abuse somebody, we unite."
  • It's Raining Men: The Russians have access to paradropping Tank Killers, Hydra Cannons and Terror Drones after building a Palace.
  • Laser-Guided Karma: 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 before subordinating ALL of the Soviet Union, along with almost the entire planet, with the Mental Omega Device.
  • Lightning Gun: The Russians are the premier developers of Tesla technology.
  • Nice Job Breaking It, Hero: Played With and ultimately Subverted. 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.
    "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."
  • Pyrrhic Victory: At the end of Act 2, 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.

    China 
After 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.


  • A Day in the Limelight: Due to being the game's resident Wild Card, 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.
  • Booby Trap: The Chinese-exclusive EMP mines, which deal damage and temporarily disable enemy vehicles walking on it.
  • Break the Haughty: Subverted. 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.
  • Color-Coded Armies: Tan. 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 Dark Is Evil vibe.
  • Double-Edged Buff: 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.
  • EMP: The PRC is the premier user of electromagnetic weaponry in the form of the Dragonfly, EMP Control Station and EMP Mines.
  • Eviler than Thou: They prove to be this as the mission progresses. 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.
  • Enemy Civil War: They are remarkably prone to this. 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.
  • Entitled Bastard: And how! 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 Bastards still sore from their defeat after "Dragonstorm".
    Battlefield report: 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.
  • Expy: Their arsenal makes them similar to China from 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.
  • Faction Calculus: 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).
  • Logical Weakness: 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.
  • Mighty Glacier: 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'.
  • The Paranoiac: 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.
  • Properly Paranoid: Their paranoia does give them an advantage in Act 2. Yuri's unable to blindside them like he did the Russians.
  • Spanner in the Works: 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.
    • 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.
    • 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.
    • 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 Immune to Mind Control 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. 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).
    • 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 Mission Control 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.
  • The Starscream: 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.
  • Stone Wall: Lorewise, the Chinese mainland is practically impossible to break through by force. 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.
  • Theme Naming: The Qilin and Nuwa Cannons get their names from Chinese Mythology. See their entries in the "Units" section for more details.
  • Weapon of X-Slaying: The Wallbuster missile, fired from the Atomheart, can instantly destroy walls and deal heavy damage to base defences but is ineffective against everything else.

    Latin Confederation 
A 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.


  • Adaptation Expansion: 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.
  • Break Out the Museum Piece: 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.
  • Color-Coded Armies: Orange. Fitting for a faction that uses a lot of Fire and Smoke tactics.
  • Faction Calculus: The Subversive sub-faction of the Soviets, with preference for guerilla tactics and sabotage.
  • Kill It with Fire: One of the Confederation's specialisations, fire is used by units like Morales, Arsonists, Buratinos, Vultures, Mosquito Demoboats and Flame Towers.
  • Laser-Guided Karma: It is perhaps fitting that the faction that specializes in fire weapons are themselves wiped out in a nuclear firestorm.
  • Mythology Gag: They derive their name from the "Confederation", the internal name for the Cuban sub-faction in Yuri's Revenge.
  • Smoke Out: They can use Smoke Turrets and the Smoke Bombs support power to reduce enemy firepower.
  • The Starscream: In a reminder that they are not merely Russia's lackeys, when 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.

Characters

    Soviet Characters 

Premier Romanov

"I have a legacy to consider."

Alexander 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.


  • Adaptational Villainy: 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.
  • Bad Boss: When the invasion of the Allied Nations starts to have some hiccups, it does not take long before he starts thinking of purges.
  • Big Bad Ensemble: With Yuri, as the leaders of the Soviets and the Epsilon Army respectively. That is until he's killed by the invading Epsilon Army at the start of Act II.
  • Properly Paranoid: Despite his treatment of the Soviet General he does agree with him that the Chinese were up to something.
  • Reasonable Authority Figure: He's still got shades of this despite the Adaptational Villainy 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.
  • Zero-Effort Boss: 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.

Soviet General

The Player Character of the Soviet Campaign.


  • The Dragon: To Premier Romanov as the main military leader responsible for the invasion of the US and Europe.
  • Dragon with an Agenda: 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 having a personal agenda for real which is to endear himself to the Americans by crushing the other Allied powers' attempts to steal the Americans' technologies and Mercury Satellite, and defect to them should the worst happen.
    Mission Briefing: Perhaps it's time to consider a future.. one where you may need to run.
  • Heroic Willpower: In the Soviet ending, 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.
  • Immune to Mind Control: Notably averted:
    • At the end of the 13th Soviet mission, you get to experience Yuri's mind control. First hand.
    • In the Soviet ending, right during the victory parade, the entirety of Russia gets controlled by the Mental Omega, himself included.
  • Mistreatment-Induced Betrayal: 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.
  • Non-Action Guy: You, the General, are unarmed as a controllable unit.
  • Non-Entity General: 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 escort you out of the chaos in Stalington following PsiCorps' takeover of the city, and the Soviet Act 2 ending where he gets mind-controlled alongside his men in Moscow.
  • Villain Protagonist: In Act 1, being the player character of the Big Bad faction of the act. Act 2 puts him closer to an Anti-Hero protagonist due to the Epsilon Army's surfacing.
  • You Are in Command Now: Winds up the highest ranking Soviet officer left in the fight after Epsilon's sneak attack on Moscow and gets named the new Premier of the Soviet Union after he takes back Moscow.

Boris

"There's nothing I cannot do."

A famed Russian war hero, Boris assists the Soviet General in the invasion of New York City.


  • Cruel and Unusual Death: 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 destroyed from within by poison and treachery.
  • Demoted to Extra: 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.
  • Dying to Be Replaced: The developers killed him off so he can be replaced by Volkov and Chitzkoi as the Russian hero(es).
  • Mauve Shirt: He dies during the first mission.
  • Number Two: Serves as one to the Soviet General during the opening mission.
  • We Hardly Knew Ye: 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.

Volkov & Chitzkoi

"Just like the old days."
*bark*

Volkov 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.


  • 11th-Hour Superpower: In the last two Soviet missions, Volkov harnesses the power of the Psionic Converter, becoming one of the strongest units in the game.
  • Adaptational Badass: 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.
  • A.I. Is a Crapshoot: 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. Unfortunately, Yuri devises a different method.
  • And I Must Scream: Volkov might be Immune to Mind Control, but when Yuri instead controls his body, he is forced to fight against his comrades against his will.
  • Armor-Piercing Attack: 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.
    Volkov: I feel... revitalized!
  • Blood Knight: Volkov becomes disappointed if there's no one around to kill.
  • Bolivian Army Ending: In the Soviet ending, Chitzkoi can be seen guarding Volkov's corpse from Epsilon forces, though the scene cuts before the outcome is shown.
  • Came Back Strong: 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.
  • Chain Lightning: The lightning from Volkov's Tesla cannon can arc from a unit to another.
  • The Cracker: Late into Act Two, Chitzkoi was upgraded with Chinese technology, and was able to take control of an Aerial Fortress Irkalla.
  • Cutting Off the Branches: 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.
  • 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.
  • EMP: Volkov's cannon induces a brief EMP effect to momentarily stun enemies.
  • History Repeats: 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.
  • In a Single Bound: Chitzkoi can leap great distances and even up cliffs in order to attack enemy units.
  • Invulnerable Attack: Chitzkoi is invulnerable when leaping at enemies.
  • Killed Off for Real: In the final Soviet mission, 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.
  • Lightning Gun: Volkov is armed with a Tesla cannon.
  • Made of Iron: Volkov can withstand much more punishment than most units. On occasion he would even taunt his attackers by declaring himself invincible.
  • No-Sell: Volkov and Chitzkoi are two of the very few infantry units that are immune to the Terror Drone's leaping attack.
  • One-Hit Kill: 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. 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.
  • One-Man Army: 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.
  • Pre-Asskicking One-Liner:
    "Need a shocking therapy I see."
  • Robot Dog: Chitzkoi, Volkov's eternally loyal canine companion.
  • Shoot the Dog: With a very Russian Twist 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. Damn.
  • Throw Down the Bomblet: Volkov is equipped with Tesla grenades to destroy buildings.
  • Took a Level in Badass:
    • After recovering their bodies in Archetype, the Soviets apply several upgrades on Volkov and Chitzkoi to make them even more threatening than before.
    • Volkov gets a massive firepower upgrade in Fatal Impact after entering a Psionic Converter, going way beyond One-Man Army levels. To the point that it's virtually impossible to kill Volkov in Death's Hand with ground units without Chitzkoi's leap attack.
  • Undying Loyalty: At the end of Act 2, Chitzkoi is last seen guarding his master Volkov's corpse from Epsilon forces.
  • We Can Rebuild Him:
    • 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.
    • 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.

Yunru

"Knowledge is power."

Yunru 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.


  • All There in the Manual: Her Sanity Slippage has only been hinted at in her website bio and has yet to show up in-game.
  • Anime Hair: 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.
  • Anti-Villain: 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. 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".
  • Badass Bookworm: She is very knowledgeable of physics and computer science and she can singlehandedly destroy and entire base provided she is given ample cover.
  • Child Prodigy: Invented her EMP/Earthquake technologies and the Centurion walker, by extension most of the Foehn's military warmachines.
  • Deadpan Snarker: She has a tenancy to speak like this when ordered.
    "Oh, look, it's Yunru, the scientist."
    "It's not like I'm a potential target."
  • Earthquake Machine: Her Earth Breaker device, when driven into the ground, can cause localized shockwaves to destroy buildings.
  • EMP: Her wrist mounted Immobilizer serves as a very effective EMP weapon which disables enemy vehicles in a large radius.
  • Expy: Gameplay-wise, she's vaguely similar to Black Lotus from 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.
  • 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 when she helped found the Foehn with possibly the most destructive weapons known to mankind. This is a Justified example owing her increasing Sanity Slippage.
  • Irony: Declares Yuri and Epsilon to be a global threat because of their mind control powers, this is despite serving a nation notorious for 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). Until she decides to break off of them, taking her like-minded individuals (including the PF Forces loyal to her) with her.
  • Mood-Swinger: 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.
  • Never Found the Body: 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 the MIDAS detonates - the player character can only guess that Epsilon has captured or killed her and destroyed the Centurion. Turns out neither are true; she has been long gone with the Centurion by that point.
  • Person of Mass Destruction: Her Earth Breaker weapon can demolish buildings in a pretty large radius.
  • Powered Armor: Yunru wears an exo-suit so she could carry the Earth Breaker with ease. Strangely, it does not protect her from dog attacks.
  • Really 17 Years Old: She explicitly speaks out she's seventeen, considering her surprisingly youthful voice and her 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.
  • Sanity Slippage: Well, as the Mood-Swinger 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.
  • Support Party Member: 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.
    (When ordered to attack with her Immobilizer) "I'm not killing you - they are."
  • Taking You with Me: 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.
  • Technical Pacifist: She's the only hero that cannot directly damage enemy units.
  • Teen Genius: She has numerous inventions under her belt including a powered exoskeleton, an earthquake machine and a remote hacking device.
  • Token Good Teammate: 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. She later drops the "Token" part and straight into Big Good when she revolts against them and helps found the Foehn Revolt.
  • Token Mini-Moe: Of all the Russian troops and weaponry built for robustness and straight-out serious builds, Yunru is a teenage girl with pink hair.
  • We Have Your Family: 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. Sadly, after the events at Kashmir the Chinese apparently made good on their threat.

José Arcadio Morales

"Viva la Confederación!"

Colonel José Arcadio Morales was a former member of an elite Cuban death squad. Known for his almost inhuman aim, he has served the Latin Confederation as one of its most lethal assassins.


  • Abnormal Ammo: His sniper rifle fires incendiary bullets.
  • Blood Knight: He really seems to enjoy his job.
    "My blood is boiling, theirs is leaking."
  • Expy: Of Natasha from Red Alert 3, as they have very similar traits: being Soviet commandos, having a sniper rifle capable of a One Hit Poly Kill, being able to 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.
  • Hot-Blooded: Zig-Zagged. 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 he wanted to avenge his mentor by fighting Epsilon.
  • Improbable Aiming Skills: According to his bio on the website.
  • It's Personal: 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.
  • Killed Off for Real: 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 Thread of Dread: he's caught in a MIDAS blast with the rest of the Confederation, Chinese and Epsilon forces, and it's safe to assume that he isn't coming back.
  • Large Ham: The guy's incapable of speaking quietly. Play "Happy Birthday" and "Singularity" back-to-back and be amazed at your inability to hear what Malver is saying.
  • Long-Range Fighter: His sniper rifle can shoot from very far, but he risks getting overwhelmed by mass infantry spam because of its slow rate of fire.
  • One-Hit Polykill: His bullets can pass though and set multiple targets on fire, including your friendlies.
  • Plotline Death: 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 his death by the MIDAS during the finale of Thread of Dread is very much final.
  • Properly Paranoid: 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.
  • Shout-Out: His name is a reference to José Arcadio Morales in the second Kiler film.
  • Sniping the Cockpit: 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.
  • Suspiciously Similar Substitute: Take Boris, replace his assault rifle with a sniper rifle, and you get Morales—even Morales's model is based on Boris's. Justified in that Morales is Boris's protégé.
  • You Nuke 'Em: He has Boris' ability to call in airstrikes, except that the airstrikes he calls drop tactical nukes.

Colonels Reznov and Krukov

"Always ready."
"Our enemies tremble."

Two Soviet colonels assigned to the Soviet General following the conquest of the USA. They stay behind to organise the Russians after Epsilon takes control of America.


  • Big Damn Heroes: Their raid on Stalington after Epsilon mind-controls the entire city, allows the player character to escape and begin fighting back against them.
  • Colonel Badass: They are absolutely no slouches in a fight.
  • Expy: Reznov is one to the Command & Conquer: Tiberian Dawn's Commando, armed with a sniper rifle for anti-personnel duty and C4 charges for destroying buildings, and harmless against vehicles.
  • One-Hit Kill: Reznov can use C4 charges to blow up buildings in one hit.
  • Ornamental Weapon: Krukov carries a sabre which he never actually uses in combat.
  • Sniper Rifle: Reznov uses a sniper rifle to kill enemy infantry from long range.
  • Smoke Out: Krukov can throw a smoke bomb which reduces the firepower of enemy units caught in it.
  • Those Two Guys: They are always seen together and can be considered the same character despite being different people.
  • Uncertain Doom: 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.

General Xiurong Wu

"Like a swarm of locusts, they descend from the sky to devour all those who stand against China!"

A Chinese General sent to invade Russia in the inter-Soviet conflict at the end of the Third Great War. His main opponent is the Soviet General.


  • Big Damn Heroes: 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.
  • The Bus Came Back: In version 3.3.5, 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.
  • Evil Laugh: He has a pretty evil laugh.
  • I Shall Taunt You: Xiurong Wu has several taunts against the Soviet General. And he doesn't stop. note 
    "So this is where you're hiding, 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 Dragonstorm)
    "My men will tear your tanks apart as fast as you can make them!"
    "Soon all your men will see our boots marching over them!"
    "Here's a tip: Surrender!"
    "My men are marching right through your base defenses!"
  • Small Role, Big Impact: 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.
  • Smug Snake: Very, very arrogant. Until his capture at the end of "Power Hunger" where his ego cracks and immediately rats out the cyborg production facility (where Yunru is in charge there) in Xinjiang to the Soviet Commander.
  • Sore Loser: When defeated by the Soviet General and he stays arrogant despite his loss.
    "I do not accept this defeat, General. My men will cover my escape, and we will fight another day! (laughs)"
  • We Have Reserves: He said it clearly. And he has a second base at his disposal too, with the Pacific Front arsenal.
    "There are many more in my army ready to sacrifice for China, General. You won't stop us."
    "Heh heh, feeling overwhelmed, General? They make good shields, too!" (When his second base is revealed)
  • We Will Meet Again: Promises the Soviet General that they will fight again after his defeat.

Arnie Frankenfurter, Flint Westwood, and Sammy Stallion

"Your orders, give them to me."
"I was born ready."
"I'm their worst nightmare"

A trio of famous Hollywood actors who aid the Latin Confederation during the latter's occupation of Los Angeles, California


Units

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.
    Soviet Units 

Conscript

The 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.
  • Cannon Fodder: 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.
  • Conscription: They were mildly patriotic but mostly unwilling basic soldiers.
  • Imperial Stormtrooper Marksmanship Academy: Conscripts rarely manage to hit what they aimed at, with most of their shots instead plick-ing into the ground around the intended target.
  • Starting Units: For the Soviets and a very useful bullet shield for important units.
  • We Have Reserves: It's established early on the Soviets are not philanthropists.
  • Zerg Rush: 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.

Flak Trooper

Another 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).
  • Adaptation Deviation: 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.
  • Anti-Air: They serve as basic anti-air infantry for the Soviets.
  • Army of Thieves and Whores: Former convicts or the homeless were gathered in massive training camps to get crash courses on how to use their personal flak cannons.
  • Boring, but Practical: An army of these guys can destroy a squadron of tanks many times their cost.
  • Splash Damage: Their shells can damage multiple air units at once provided they're close together.

Pyro

A 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.
  • Boring, but Practical: 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.
  • Fire-Breathing Weapon: Their flamethrower.
  • Kill It with Fire: Pyros are the best Soviet infantry option for destroying structures.
  • Herd-Hitting Attack: Their flamers cover a wide area, making it easy to eliminate entire infantry squads.
  • 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.
  • Required Secondary Powers: 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.
  • Shout-Out: They are very obviously based off of the character of the same name from Team Fortress 2.
  • Superior Successor: 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 Flamethrower Backfire and Videogame Flamethrowers Suck tropes.
  • The Unintelligible: The Pyro's voiceovers are difficult to comprehend as they are filtered through their flame-retardant suit's gas masks.

Crazy Ivan


  • Action Bomb: Crazy Ivans can facilitate this with nearly any unit, including friendly Soviet units and themselves.
  • Adaptational Badass: 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.
  • Composite Character: They gain the speed (and the model) of the Cuban Terrorist from the vanilla game.
  • Defeat Equals Explosion: When an Ivan is killed, his payload explodes, potentially taking out an enemy or two.
  • Delayed Explosion: It takes a bomb a few seconds after being planted to explode.
  • Die, Chair, Die!: They will plant their bombs on everything they can see.
  • Eyepatch of Power: In their portrait, it's unknown if they all have it in-game.
  • Glass Cannon: 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.
  • Mad Bomber: Emphasis on "Mad"; Ivans are a bit too enthusiastic to rid themselves of bombs.
  • Why Am I Ticking?: They can cause this to any unit or building they touch with their bombs, whether it's the enemy, neutral or your own.

Tesla Trooper and Shock Trooper


  • Arm Cannon: A miniaturized Tesla Coil.
  • Balance Buff: Unlike the base game, their Power Armor does provide immunity against Dog/Spook bites.
  • Chain Lightning: The bolts fired by Shock Troopers arc from a primary target to nearby enemies. Tesla Troopers can also do this after reaching elite rank.
  • EMP: Tesla Troopers and Shock Troopers can charge up a Tesla Coil to apply a short EMP effect on the target.
  • Lightning Gun: A miniaturized Tesla Coil.
  • One-Way Visor: They can see your face but you can't see theirs.
  • Power Armor: Tesla Troopers and Shock Troopers wear a suit of insulative armour that protects from tank treads and dog bites as well.
  • See the Invisible: Tesla Troopers and Shock Troopers can detect cloaked and submerged units.
  • Status Buff: 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.
  • Superior Successor: 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 deploynote  than the old infantry.

Desolator and Eradicator


  • Crippling Overspecialization: Desolators and Eradicators are completely unable to damage robots or buildings.
  • Cruel and Unusual Death: Infantry attacked by Desolators and Eradicators melt into a puddle of residue in seconds.
  • Names to Run Away from Really Fast: You don't want to be near something called a desolator or eradicator.
  • No-Sell: Desolators and Eradicators are completely immune to radiation, including from other Desolators.
  • Powered Armor: A heavy hazmat suit which protects them from radiation and dog attacks.
  • Required Secondary Powers: With their Rad Cannons constantly leaking radiation, the Eradicator's immunity to radiation is even more important than the Desolator's.
  • Secondary Fire: When deployed, Desolators and Eradicators can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks.
  • Video Game Cruelty Potential: 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.
  • Walking Wasteland: The experimental rad cannons carried by Eradicators constantly leak radiation, making the Eradicator dangerous at all times to surrounding units.
  • You Shall Not Pass!: 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.

Saboteur


War Miner


  • Made of Iron: Compared to other Tier 1 vehicles the War Miner is very durable.
  • Stone Wall: Standard for miners, the War Miner is very durable, but the damage output of its machine gun is mediocre at best.
  • Worker Unit: The War Miner's main role is to collect ore and send it back to Refineries for procession into money.

Halftrack and Tigr APC


  • Anti-Air: Armed with flak cannons, the Halftrack and Tigr serve as the Soviet tier 1 anti-air vehicle.
  • Anti-Infantry: Armed with a machine gun to deal with them.
  • Art Evolution: 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.
  • Fragile Speedster: The Halftrack will not last long under anti-armor fire but it is quite fast.

Terror Drone


  • Armor-Piercing Attack: 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.
  • Attack Drone: The robotic Terror Drones can One-Hit Kill infantry and slowly tear apart vehicles with no effort on its part.
  • Detect Evil: Terror Drones can see units through disguises.
  • Glass Cannon: 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.
  • 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.
  • One-Hit Kill: Any infantry bitten by a Terror Drone is instantly killed.
  • Spider Tank: The Terror Drone is a robot that walks on four legs.
  • Weaksauce Weakness: A Terror Drone is instantly destroyed if the infected vehicle is repaired.

Borillo and Armadillo


  • Amphibious Automobile: The inflatable rubber skirt and propellers stored in the chassis allow the Borillo and Armadillo to move on water as well as on land.
  • Awesome Personnel Carrier: This massive troop carrier is equipped with excellent armor and a flamethrower which can easily burn through human flesh and level enemy structures.
  • Fire-Breathing Weapon: The Borillo's main weapon is a flamethrower, and the Armadillo's is a pair of flamethrowers.
  • Human Cannonball: 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.
  • Mighty Glacier: Not very fast, but it's fairly tough and deals enough damage to outlast most anti-armor infantry and static defenses.
  • Mythology Gag: The Borillo's background story about firing troops with a cannon is based on what the Soviet Bullfrog from Red Alert 3 does.
  • See the Invisible: The Borillo and Armadillo are equipped with sensors to detect cloaked and submerged units.

Demolition Truck and Bomb Buggy


  • Action Bomb: Bunker busters on wheels and with very, very little idea of self-preservation.
  • Adaptational Wimp: 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.
  • Fragile Speedster: The Bomb Buggy in comparison to the Demo Truck trades armor for much more speed. Of course, this makes utilizing the Iron Curtain much more effective for the Latin Confederation.
  • Gameplay and Story Segregation: 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.
  • Molotov Truck: The purpose of the Demolition Truck and Bomb Buggy is to detonate its nuclear warhead, taking enemies along with it.
  • No Indoor Voice: All of the Bomb Buggy's lines are full of shouting.
    BOMB BUGGYYYY!!!
  • Suicide Attack: They explode upon contact with the target.

Repair Drone


  • It's Raining Men: Repair Drones are not built from War Factories, but are instead called directly to the battlefield via a support power.
  • Mecha-Mooks: Like the Terror Drone, it is completely automated.
  • Mook Medic: Its purpose is to repair friendly vehicles.
  • No Self-Buffs: A Repair Drone can repair friendly vehicles, but not itself.
  • Support Party Member: It has no weapons of any kind and can only repair allied vehicles.

Drakuv


  • Brainwashed: Infantry captured by a Drakuv are brainwashed inside it so that they'd become loyal to the Soviet Union.
  • Car Fu: 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.
  • Close-Range Combatant: The Drakuv's grinders can only attack enemies at close range.
  • Enemy Exchange Program: 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.
  • Mook Medic: The Drakuv has a healing aura that affects all allied infantry around it.
  • The Paralyzer: Atop the Drakuv are turrets that fire powerful tranquilizer projectiles.
  • Stone Wall: Despite its durability, the Drakuv's offensive capabilities are less than stellar.

Kirov Airship

The iconic Soviet airship, Kirovs are extremely durable flyers who drop devastating bombs below.
  • Close-Range Combatant: Kirovs can only drop bombs on targets that are directly underneath them, which can be a problem when combined with their slow speed.
  • The Dreaded: 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.
  • Flying Brick: Sufficient to say they can take much, much more punishment than the average aircraft.
  • "Instant Death" Radius: Being under a Kirov and being dead are roughly the same thing.
  • Lethal Joke Weapon: 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.
  • Mighty Glacier: Kirovs are slow, extremely durable, and hit like a truck.
  • Properly Paranoid: 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.
  • Taking You with Me: 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.

Foxtrot


Dustdevil


  • Smoke Out: The Dustdevil is armed with smoke bombs that reduce enemy accuracy.
  • Support Party Member: The Dustdevil cannot deal any damage by itself, and instead serves to weaken enemy accuracy.

Zubr


  • Amphibious Automobile: Its entire purpose is to serve as an amphibious transport for land units.
  • Stone Wall: 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.

Typhoon Attack Sub


  • Dual Mode Unit: Typhoons can switch between normal torpedoes and special long range tesla torpedoes with bigger splash damage and slower reload.
  • See the Invisible: Typhoons can detect cloaked and submerged units.

Seawolf Gunboat


  • Anti-Air: Their primary role is to protect naval units from aerial enemies—they aren't very effective against other ships.
  • Pre-Asskicking One-Liner:
    "Start the fireworks."

Reaper Corvette


  • Mythology Gag: 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 Spider Tank), the Reaper Corvette is a very clear reference to the Soviet Stingray from Red Alert 3.
  • Ship Out of Water: Can travel on both land and sea.

Mosquito Demoboat


  • Kill It with Fire: Unlike Demolition Trucks and Bomb Buggies, the Mosquito Demoboat is equipped with a napalm payload.
  • Molotov Truck: The purpose of the Mosquito Demoboat is to detonate its napalm mixture cargo, taking enemies along with it.
  • Suicide Attack: It explodes upon contact with the target.

Kuznetsov Dreadnought and Akula Missile Sub


  • Adaptational Badass: 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.
  • Destructible Projectiles: The Dreadnought's and Akula's missiles can be shot down by enemy anti-air before they reach their target.
  • Long-Range Fighter: 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.
  • Mighty Glacier: 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.
  • Painfully Slow Projectile: Their Snowstorm and Gordost missiles can be dodged with ease by smaller ships while they chip off the Dreadnought's or Akula's health.
  • See the Invisible: Dreadnoughts and Akulas can detect cloaked and submerged units.

    Russia Units 

Rhino Heavy Tank


  • Adaptational Wimp: No longer the great all-around unit from the base game, the Rhino is now useless against anything that is not a vehicle. Lampshaded 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.
  • Boring, but Practical: 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 fightnote , 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).
  • Vanilla Unit: The Rhino is a very simple tier 1 tank without any special ability.
  • Zerg Rush: 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).

Tesla Cruiser


  • Adaptational Badass: 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.
  • Adaptation Name Change: From Tesla Tank in the vanilla game to Tesla Cruiser in the mod.
  • Chain Lightning: The Tesla Cruiser's bolts arc from their primary target to additional ones.
  • 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.).
  • Lightning Gun: Its dual Tesla Coils.
  • Pre-Asskicking One-Liner: Quite a few in fact.
    Tesla Cruiser: Free hookup.
    Tesla Cruiser: Prepare for rolling blackout.
  • Pungeon Master: It just can't resist the electricity puns.
    Tesla Cruiser: That sparks my curiosity.

Scud Launcher


  • Adaptational Badass: 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.
  • Boring, but Practical: 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.
  • Composite Character: The name is taken from Generals' Scud Launcher but the overall design is inspired by Red Alert 3's V4.
  • Destructible Projectiles: Scud missiles can be shot down by enemy anti-air before they reach their target.
  • Glass Cannon: Their missiles can be fired from afar and can quickly destroy buildings, but don't expect them to survive in a fight against tanks.
  • Long-Range Fighter: Even moreso than most artillery. Can fire from a long distance, useless in direct fights.
  • Painfully Slow Projectile: While significantly faster than the vanilla V3 Rockets, Scud missiles travel slowly and can hardly hit anything that can move.
  • Siege Engines: Can launch Scud missiles at the enemy from quite a big distance.

Wolfhound


  • Anti-Air: The Wolfhound can use both of its weapons against air targets.
  • Cool Plane: 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.
  • Jack of All Stats: 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.
  • Macross Missile Massacre: It appears to have a bottomless supply of missiles to shoot at tanks and buildings in huge salvos.
  • Mighty Glacier: Wolfhounds are fairly durable and pack a lot of punch against ground and air targets, but they are somewhat slow.
  • More Dakka: A nose-mounted rapid-fire machine gun, complete with Bottomless Magazines.

Tank Killer


  • Anti-Vehicle: The Tank Killer is a dedicated anti-vehicle unit, and its AP cannon can easily pierce the protection of most vehicles.
  • Fixed Forward-Facing Weapon: 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.

Hydra Cannon


  • Anti-Infantry: The Hydra Cannon focuses on suppressing infantry groups with its machine gun and rockets.
  • Fixed Forward-Facing Weapon: The Hydra Cannon has no turret, so the whole vehicle must turn in order to engage a target.

Stalin's Fist


  • Mobile Factory: 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.

    Latin Confederation Units 

Mortar Quad


  • Cool Bike: A fast Quad Bike.
  • Fragile Speedster: They are very much designed to be a fast anti-armour harasser, not so much at receiving damage.
  • Siege Engines: They outrange Tier 1 and Tier 2 defenses.

Arsonist


Jaguar Assault Tank


  • Fragile Speedster: 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.
  • Suicide Attack: If a Jaguar driver survives the vehicle's destruction, he's armed with a bomb vest to take out one or two last enemies.
  • Universal Driver's License: 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.

Catastrophe Tank


  • Awesome Personnel Carrier: 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.
  • Boring, but Practical: Compared to its Russian and Chinese counterpartsnote , 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 gunportnote . 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.
  • Effective Knockoff: 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.
  • Jack of All Stats: 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.
  • Mighty Glacier: 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.

Buratino


  • Break Out the Museum Piece: The Buratino is a decommissioned Soviet artillery, long since replaced with the Scud Launcher.
  • Dual Mode Unit: Can switch between two firing modes for its thermobaric rockets: precise and spread.
  • Glass Cannon: Buratinos have high firepower against structures and infantry but they are not very durable.
  • Fire-Breathing Weapon: The warheads that the Buratino fires contain a combustible liquid which produce a high temperature cloud of flame followed by a crushing shock wave.
  • Siege Engines: Can shoot napalm missiles at the enemy from a distance.

Vulture


  • Anti-Air: The Vulture's dual machine gun serves as en effective anti-air weapon.
  • Cool Plane: 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.
  • Fragile Speedster: It is the fastest Soviet unit, but has paper-thin armor.
  • Kill It with Fire: The Vulture is capable of setting the ground below on fire with its napalm bombs.
  • More Dakka: Like the Russian Wolfhound, the Confederation's Vulture is equipped with a rapid-fire machine gun, complete with Bottomless Magazines too.

Fury Drone


  • Action Bomb: 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.
  • Attack Drone: If the word 'drone' in its name didn't make it clear.
  • Detect Evil: Fury Drones can see units through disguises.
  • Suicide Attack: Fury Drones explode upon contact with the target.

    China Units 

Gyrocopter


Qilin Assault Tank


  • Mighty Glacier: The Chinese decided to sacrifice the tank's mobility and pack as much firepower and armor as possible into it.
  • Min-Maxing: 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.
  • Stone Wall: 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.
  • Superior Successor: 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.
  • Vanilla Unit: The Qilin is distinguishable more for its slow speed and heavy armour and firepower than for any special ability (which it completely lacks).

Nuwa Cannon


  • BFG: The Nuwa's eponymous Cannon is essentially half of the vehicle.
  • Fixed Forward-Facing Weapon: 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.
  • Gentle Giant: Invoked by their pilots having pacifistic beliefs, as well as Nuwa Cannons being absolutely gigantic.
  • Martial Pacifist: Despite the Nuwa Cannon's destructive nature, quotes suggest that drivers of those vechicles are pacifists:
    Nuwa Cannon: I hate violence, but...
    Nuwa Cannon: If this is the only way...
    Nuwa Cannon: Please forgive me.
  • Mighty Glacier: 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.
  • Siege Engines: Downplayed. 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.
  • Splash Damage: Their atomic shells deal area damage.
  • Theme Naming: 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.
    "A creator, not destroyer."
  • You Nuke 'Em: 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.

Sentinel


  • Anti-Air: Armed with heavy flak guns, the Sentinel serves as a dedicated tier 3 anti-air vehicle for the Chinese.
  • Crippling Overspecialization: Being a specialized anti-aircraft weapon, the Sentinel can only fire upon aircraft in order to ensure maximum effectiveness.
  • Splash Damage: The Sentinel deals damage in an rather large area around its target.

Dragonfly


  • Attack Drone: Those drones are AI controlled.
  • EMP: Dragonflies use EMP weaponry to immobilise enemy vehicles.
  • Lethal Harmless Powers: 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.
  • The Paralyzer: A single Dragonfly is enough to instantly render almost any enemy unit incapable of firing or moving.
  • Support Party Member: While dealing no damage, Dragonflies can disable enemy units.

Centurion Siege Crawler


  • Attack Drone: 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.
  • Awesome Personnel Carrier: To further increase its already immense firepower and versatility, the Centurion can transport three infantry (with Yunru as a popular choice).
  • Logical Weakness: 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.
  • Master of All: 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 Mighty Glacier 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 Units, 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 One-Man Army), among other possibilities, such as Chrono Legionnaires.
  • Mighty Glacier: In spite of its immense firepower and durability, the Centurion is one of the slowest units in the game.
  • Mythology Gag: The Centurion Siege Crawler is a Dummied Out unit from both Red Alert 2 and Red Alert 3.
  • Siege Engines: On its own, the Centurion is a very powerful artillery walker, dealing incredibly high damage to buildings while outranging static defenses.
  • Tactical Superweapon Unit: 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.
  • Walking Tank: As the word 'crawler' would indicate, Centurions walk on three legs.

    Stolen Tech Units 

Grumble


  • Anti-Air: The Grumble is an advanced anti-air vehicle.
  • Crippling Overspecialization: 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.
  • Dual Mode Unit: The Grumble cannot fire in its mobile form—it must be deployed and become stationary in order to attack.
  • Mighty Glacier: Slow as a slug but once deployed, any aircraft passing by will get reduced to nothing but debris.
  • You Shall Not Pass!: 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.

Apocalypse Tank


  • Adaptational Badass: 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.
  • Awesome, but Impractical: 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.
  • Composite Character: The Mental Omega incarnation of the Apocalypse Tank possess many characteristics of others super-heavy tanks in 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 Red Alert 1 and Tiberian Dawn; it attacks with blue energy weapons, just like the Harkonnen Devastator from Dune 2000 and Emperor: Battle for Dune; finally, its ability to heal nearby infantry units resembles the Overlord Tank's ability to include a Propaganda Tower in 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 "Revisiting the Roots" of the dual-barreled tanks of Westwood's RTS games, combined into one unit.
  • Macross Missile Massacre: 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.
  • Master of All: 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.
  • Mighty Glacier: Very slow but super tough and packs a lot of punch in its guns.
  • Mook Medic: The Apocalypse passively heals all infantry around it.
  • Scissors Cuts Rock: Think twice before sending Wormqueens against Apocalypse Tanks, thinking their Tesla shells will heal them. Tesla-enhanced shells completely ignore the Wormqueen's immunity and healing from Tesla weapons.
  • The Worf Effect: 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.

Syckle


  • Fragile Speedster: 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.
  • Glass Cannon: 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.
  • Hit-and-Run Tactics: 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.
  • No-Sell: Syckles are immune to EMP.

Iron Dragon


  • Dead Man's Switch: An Iron Dragon's destruction causes nearby units to temporarily turn invulnerable.
  • Energy Weapon: The Iron Dragon's weapon fires an unstable particle field that heavily damages all units which cross it while it lasts.
  • Long-Range Fighter: Iron Dragons can fire from long ranges but not at enemies near them.
  • No Plans, No Prototype, No Backup: An unfortunately justified case. 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.)
  • Siege Engines: 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.

    Campaign Units 

Cyborg Vanguard


  • All Asians Wear Conical Straw Hats: 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.
  • Cyborg: In case the name didn't make it clear, they are results of the Chinese cybernetics program.
  • Demoted to Extra: 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.
  • Evil Knockoff: They are the results of China copying Volkov after they captured him from the Russians.
  • Immune to Mind Control: Being cyborgs, they are immune to mind control. 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.
  • Mighty Glacier: 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.
  • No-Sell: They are immune to dog attacks, radiation, abduction, poison, mind control and confusion.

Heavy Tank


  • Break Out the Museum Piece: 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.
  • Can't Catch Up: 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.
  • Master of None: 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.

Mammoth Tank


  • Break Out the Museum Piece: 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.
  • Can't Catch Up: 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.

Topol-M


  • Destructible Projectiles: 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.
  • 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.

Perun Flagship


  • Cool Plane: 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. Epsilon will activate it in Death's Hand to defend the Kremlin but it is possible for the player to hijack it.
  • Lightning Gun: It is armed with a big Tesla cannon.
  • Meaningful Name: 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.
  • Mighty Glacier: The Perun is quite slow but it is well armed and very tough. It requires a lot of firepower to take it down.
  • Status Buff: 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.

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