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This page is a listing of factions and characters from Mental Omega.

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    Allied Nations 
An international military alliance of democratic nations with the goal of turning back the Soviet war machine and preserving the world's freedom.

  • The Alliance: They are independent sovereign nations allied out of necessity to prevent their conquest by the Soviets.
  • Blue Is Heroic: Their armies are colored in various shades of blue, and are (mostly) portrayed as the most heroic and sympathetic faction in the gamenote .
  • Faction Calculus: The Cannon (formerly Balanced before the introduction of Foehn) faction to Epsilon's Subversive and Soviet's Powerhouse.
  • Freeze Ray: Cryoshot is a support power capable of instantly immobilizing infantry and light vehicles, ground and naval alike for a few second. When upgraded to Cryospear, it can affect all vehicles.
  • Teleportation: The Allies make use of teleporting units like the Chrono Miner, Chrono Legionnaire and Quickshifter, and can teleport their vehicles with the Chronosphere and their buildings with Chronolift.
  • Weather-Control Machine: The Allies' superweapon, the Weather Controller, can manipulate weather patterns in order to form storm clouds.
  • We ARE Struggling Together: Throughout Act 1, the relationship between the Allied Nations is shaky at best. When the United States are on the verge of defeat at the hands of the Soviets, the European Alliance and Pacific Front lend some assistance... while also having the chance to take as much American technology as possible, and it's even worse with the Pacific Front, split into two factions, one allied with China, and the other conquered by them and mostly unable to act. Act 1 ends up with American commanders, European military, and Pacific Front scientists reluctantly holing up together in Great Britain despite their mutual animosity due to the lack of alternatives. By the time Act 2 happens, however, the Allied Nations are all working together against the Epsilon threat, finally averting this trope.


The United States of America was the sole remaining superpower in the aftermath of the Second Great War, however the Soviet's surprise attack on the country has left its military crippled and forcing it to rely on speed, precision and its cutting edge laser technologies to gain an edge over its invaders.

  • Color-Coded Armies: Dark Blue, just like on the ol' Stars n' Stripes.
  • Damage-Increasing Debuff: The US makes use of target painting, which is inflicted by the corresponding support power or Bulldog Tanks, and cause the target to take more damage as long as the debuff remains.
  • Faction Calculus: The Subversive sub-faction of the Allies, with its faster but weaker Fragile Speedster units.
  • Fragile Speedster: Has access to some of the fastest units in the game and most of them are pretty weak.
  • Invaded States of America: Invaded at the start of Act 1, all but completely conquered by the end.
  • It's Raining Men: The American Drop Control gives them access to paradropping GIs, Guardian GIs, Airborne Humvees and Stryker IFVs.
  • Kill Sat: The Mercury Weapon Satellite.
  • Ray Gun: Their specialty, the Warhawk, Abrams Tank, Aeroblaze Mobile AA Gun, the Mercury Satellite and even Agent Tanya have lasers.
  • The Remnant: American remnants are still around fighting the Soviets and Epsilon long after the fall of the USA itself. Recent updates have suggested that they eventually joined up with the Foehn Revolt.

Euro Alliance

The former Allied Nations of the Second Great War, these European nations have once again united to drive back the Russian invasion of Europe. Relying on its technological superiority to give it an advantage over the Soviets, the Euro Alliance wields some of the most versatile war machines in this conflict.

  • Color-Coded Armies: Straight Blue, just like the old days.
  • Cool, but Inefficient: The Comet Fence, predecessor to the Coordnode, existed in 3.0 as a wall consisting of wall posts that generate indestructible prism links between them. In theory, it's supposed to be a wall that is only vulnerable at the posts. In practice, it is a wall that consumes power and doesn't even block projectiles, and if a wall post is destroyed, then the entire prism link section it supported would be destroyed too. Most players considered it even worse than regular walls and its only use was to make bases look prettier until 3.3 got rid of it and replaced it with the Coordnode.
  • Faction Calculus: The Balanced sub-faction of the Allies, with relatively slow units with strong firepower and focus on micromanagement.
  • Field Power Effect: The European Ultra Dome is a European Alliance increases the firepower of nearby friendly units by 25%.
  • Last Stand: The final Allied mission of Act 1 involves the combined remnants of the European forces defending the Gladius Anti-Ballistic Missile System from Soviet attacks as it is the only thing preventing the Russians from firing their MIDAS rocket and destroying London so they can drive the Euro Alliance out of the war and defeat the Allies once and for all.
  • Light 'em Up: The Prism Tank uses focused sunlight to make a devastating beam of energy.
  • Ret-Gone: The Charon Tank's Neutron Cannon, and the handheld version used by Chrono Legionnaires, removes infantry and tanks from this plane of existence. Exactly where the unfortunate victim goes is a matter of speculation in-universe; some believe that it tosses them into another dimension, others have suggested that it actually deletes them from Time. There's actually quite a bit of controversy regarding these weapons, but the Alliance keeps using them because A). No one can actually prove that it's unethical, and B). they scare the shit out of the poor bastards who actually have to face these things.

Pacific Front

An alliance of capitalist Pacific nations united under fear of Communist aggression. In reality, they are secretly allied with China with the purpose of assuming control over the Soviet Union.

  • Booby Trap: The Pacific Front-exclusive Cryomines temporarily reduce the speed and strength of units walking on it.
  • Color-Coded Armies: Cyan, fitting since the faction not only uses a lot of cryo weaponry, but are also (by necessity) Air and Sea power.
  • Evil All Along: Somewhat Downplayed. It is secretly an ally of China, although there are elements within the Pacific Front army that still aid the rest of the Allied forces (such as Kanegawa Industries). After PsiCorps' False Flag Operation broke their alliance with China, most of PF are accepted back in the Allies.
  • Faction Calculus: The Powehouse sub-faction of the Allies, with its preference for turtling and steamrolling with an unstoppable blob of Battle Tortoises and Zephyrs.
  • Kill It with Ice: They rely on their advanced cryo weaponry and incorporate it into their Hyperion AA cannon, Blizzard tank's Thermal Inversion Cannon, Hailstorm siege engine's cryonic projectiles, the Black Eagle jet's missiles and Norio's Cryo rifle.
  • Token Evil Teammate: As the Evil All Along entry above would indicate, they don't have the Allies' best interest in mind for the most part, except for Norio and a few others, until their alliance with China is broken.
  • Weather Manipulation: In PF's challenge map Regenbogen, they make use of some kind of 'weather manipulation' technology to call in Future Tanks without the need of infiltration, send a storm of Hunter-Seekers towards the players' bases, reverse all units' firepower, etc...
  • Welcome Back, Traitor: Despite plotting and scheming with China behind the back of the USA and Euro Alliance, they were readily accepted back to the Allied Nations after PsiCorps broke their alliance with them. Granted, The Allies couldn't afford to be picky by that point.

    Soviet Union 
Soviet Union - or just Soviets for short - 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.

  • Deployable Cover: Instant Shelter is a support power for the Soviet, which instantly creates a Battle Bunker (with 2 Conscripts inside) anywhere on the battlefield.
  • Discount Card: The Soviet economy booster is the Industrial Plant, which reduces the price of all vehicles by 25%.
  • Dirty Commies: They are an alliance of communists and are portrayed as the main villains of the first act.
  • 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. And then both parties proceed to break the treaty almost immediately.
  • Friendly Fireproof: China's Irradiation support power, 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.
  • Non-Combat EXP: 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: Their armies use various "Hot" colors, not only reflecting the Communist "Red Flag of Revolution" and the fact that they're the most Bloody-minded, Bullheaded, and aggressive faction in the setting.
  • Sea Mine: Naval mines can be deployed via support power by the Soviets after they build a Shipyard.
  • We Have Reserves: Played straight to Russia and China, although not in gameplay but their basic infantry are much cheaper compare to the other 3 factions.


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, while they may be brutes, 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.
  • It's Raining Men: The Russians have access to paradropping Tank Killers, Hydra Cannons and Terror Drones after building a Palace.
  • Lightning Gun: The Russians are the premier developers of Tesla technology.
  • Nice Job Breaking It, Hero!: The negotiations are done, the alliance between Russia and China is signed, and the World Socialist Alliance re-established? No. Once they discover signs of China conducting secret cyborg research, they decide to dedicate a huge amount of resources into a full-fledged invasion (under the guise of being mind-controlled by Epsilon) of mainland China to steal the cyborg tech... which ends up with countless Confederation personnel (including Morales) and the cyborg tech obliterated by a MIDAS, and Russia being exposed as the culprit of the Chinese invasion. At the same time, Epsilon greatly benefits from the conflict, as their enemies spend massive effort to kill each other, and the cyborgs, who would have helped massively in the war against Epsilon by virtue of being Immune to Mind Control, are nearly wiped out by paranoid Russians.note 
    This "Chinese campaign" is a fiasco.
  • Sadistic Choice: Just as Russia finishes signing the peace treaty with China, their agents discover that their new allies are already violating the treaty by continuing their cyborg development based on stolen Russian schematics. They have the choice to either turn a blind eye and risk growing dependent on China in the fight against Epsilon, or spend a lot of resources to subjugate China and force them to stop. They choose the latter, and it doesn't end well.


After the Chinese Civil War between the Nationalist Republic of China and the Communist revolutionaries, the People's Republic of China was born. Unfortunately the ROC nationalists aren't completely defeated, with the civil war having continued well in to the game's present times with the two ideologies' roles reversed. Things are further complicated for this powerful nation when the Third Great War begins.

  • Booby Trap: The Chinese-exclusive EMP mines, which deal damage and temporarily disable enemy vehicles walking on it.
  • EMP: The PRC is the premier user of electromagnetic weaponry in the form of the Dragonfly, EMP Control Station and EMP Mines.
  • Color-Coded Armies: Tan. Given their intention to overthrow Russia to become the sole ruler of the Soviet Union (and potentially the world), a darker tone of red gives it a Dark Is Evil vibe.
  • Enemy Civil War: From the perspective of the Allies and Epsilon, China was in the middle of one when the game's events began, between the Communist government and the Nationalist rebels.
  • Eviler Than Thou: They prove to be this as the mission progresses. Culminating in them betraying Russia in Act 1's finale, and it is implied that they plan on doing the same to Russia again in Act 2 had the Russians not found them first.
  • Faction Calculus: The Powerhouse to the extreme of the Soviet subfactions, with access to heavy war machines like the Qilin Heavy 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).
  • I Love Nuclear Power: They have access to some of the most advanced nuclear weaponry in the game. Their version of the Soviet Desolators — the Eradicators — are far more powerful; the Nuwa Cannon fires radioactive projectiles and they can irradiate their units to damage nearby enemies.
    • In earlier versions of 3.0, Qilin Tanks used to gain an "overcharge" effect (speed boost) whenever they were near a Nuclear Power Plant, complete with steam venting from the tanks. However, this was removed in later versions.
  • 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 - dubbed 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.
  • 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 ROC 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.
  • 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.
  • Theme Naming: The Qilin and Nuwa Tanks 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.

  • 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.
  • Evil Knockoff: More of an Eviler Knockoff, the Catastrophe Tank has been described by the dev team as "the poor man's Apocalypse Tank".
  • 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. Their challenge, Moltencore, extends this capability to Mortar Quads, which can now set fire and burn down buildings.
  • Laser-Guided Karma: It is perhaps fitting that the faction that specializes in fire weapons are themselves wiped out in a nuclear firestorm.
  • Smoke Out: They can use Smoke Turrets and the Smoke Bombs support power to reduce enemy firepower.
  • The Starscream: The least likely of the Soviet factions to try to claim power within the Union, but it's still present. The Latin Confederation tries to take over Russia-controlled Europe in Act 2 after Epsilon conquers Moscow and kills Premier Romanov. One successful strike from Epsilon later, however, the Latin Confederation goes back to aiding Russia.

    Epsilon Army 
A paramilitary organization dedicated to conquering the world in the name of global peace and technological progress at the expense of individual will and expression. Possessing advanced psychic and genetic manipulation technology, the Epsilon Army has the means and the drive to assume control of the world.

  • Adaptation Name Change: The name "Epsilon" is an addition of Mental Omega. In the original Red Alert 2 this faction was simply called "Yuri".
  • Big Bad: Of Act 2. All the other factions, albeit independently, are trying to stop Epsilon from taking over the world.
  • Clone Army: Their Cloning Vats can create near-perfect clones of already trained soldiers.
  • Deployable Cover: Quick Fort is a support power for the Epsilon Army, which instantly creates a Tank Bunker anywhere on the battlefield.
  • Eviler Than Thou: Their first feat in Act 2 is to pretty much turn Russia, who had been dominating the world for two years, upside-down, allowing Epsilon to become the Big Bad of the second act.
  • Evilutionary Biologist: Epsilon has no qualms about unrestricted genetic engineering and human experimentation.
  • Faction Calculus: The Subversive faction to the Balanced Allies, and the Powerhouse Soviets.
  • Field Power Effect: A Synthesis Vault modifies the internal structure of all Tank Bunkers nearby, making them 40% more resistant to damage.
  • N.G.O. Superpower: Act 1 depicts how they go from a tiny division in the Soviet army to an army powerful enough to conquer Moscow and challenge both the Allies and the Soviet forces.
  • Psychic Powers: Epsilon has mastered psychic powers including mind control, telekinesis and pyrokinesis.
  • Purple Is Powerful: They use both Allied and Soviet tech in Act 1 and were already powerful in a formidable force to deal with. By the time they break off from the Soviet Union and become independent they essentially are the world's most powerful army consisting of psychic abilities, dangerous chemicals and genetic tampering.
  • Status Buff: Psychic Flash is a support power that boosts the damage and range of Inferno Towers and Antares Batteries for 1:30 minutes.
  • Super Serum: The Epsilon support superweapon is the Rage Inductor, which infuses friendly units with the Terminus drug, causing them to gain 60% bonus damage in 1 minutes.
  • Uncanny Valley: In-Universe, clones are known to unsettle Epsilon infantry as the doppelgänger possess an inherent 'wrongness' about them, like soulless versions of the original.

Epsilon HQ

The defense force guarding Epsilon's top secret headquarters in Antarctica as well as Yuri's endgame project. It has access to the most powerful weapons in Epsilon's arsenal including bio-augmented infantry and the Aerial Fortress Irkalla.

  • Booby Trap: The Epsilon HQ-exclusive Genomines release a mutagenic gas that will turn enemy infantry exposed to it into Brutes.
  • Faction Calculus: The Powerhouse sub-faction of Epsilon, with preference for turtling and access to heavy weapons like the Stalker, the Colossus and the Aerial Fortress Irkalla.
  • Color-Coded Armies: Magenta or a light purple.
  • Genetic Engineering Is the New Nuke: It has access to highly genetically augmented infantry such as the Stalkers and and Rahn.
  • You Shall Not Pass!: The Aerial Fortress Irkalla has been single-handedly repelling any Allied and Soviet attempts to establish a beachhead on Antarctica even since being deployed.


The nucleus of the Epsilon Army, PsiCorps has access to the most advanced psychic technology on the planet.

  • Color-Coded Armies: Purple
  • Elite Mooks: Epsilon Elites are just like the regular ones, except that they can use telekinesis to hove above ground making them amphibious.
  • Faction Calculus: The Balanced sub-faction of Epsilon, with its reliance on versatile psychic technology.
  • Mind over Matter: Their Epsilon Elites can use telekinesis to hover and their hero unit Libra has unrivaled telekinetic powers.
  • Mind Rape: They specialise in mind control technology, with units like Epsilon Elites, Masterminds and Psychic Towers only available for them.
  • Storming the Beaches: PsiCorps' abundance of amphibious units (Epsilon Elites, Magnetrons, Marauders, Libra and her clones) makes them suitable for amphibious assaults.

Scorpion Cell

A North African terrorist group lead by a man named Rashidi, it forges an alliance with Yuri's PsiCorps due to them having common enemies, providing Yuri with its resources and engineering expertise in exchange for support in destroying the Allied and Soviet stranglehold over Africa.

  • African Terrorists: This Africa-based group is designated as a terrorist organisation by the USA.
  • Color-Coded Armies: Lime-Green. reflecting their preferance sneaky, underhanded tactics and chemical weapons. It is also the only one of the Epsilon sub-factions to not use a shade of purple as their standard color, hinting that their loyalties to the rest of Epsilon are questionable.
  • Enemy Civil War: Scorpion Cell rebels against Yuri after Rashidi saw both the Paradox Engine and Libra in action and decided that it was a mistake to trust Yuri. They fail as a result.
  • Faction Calculus: The Subversive to the max sub-faction of Epsilon, with preference for potent bioweapons, Zerg Rush tactics and trolling.
  • Occupiers Out of Our Country: Their biggest schtick.
  • Poisoned Weapons: Chemical weapons are one of Scorpion Cell's foremost specialities.
  • Undying Loyalty: To Rashidi and only Rashidi. The moment he decides to defect from Epsilon, all of Scorpion Cell follows suit as well.
  • Your Terrorists Are Our Freedom Fighters: Scorpion Cell sees themselves as the liberators of Africa from the Allied invaders who have no right to occupy their homeland, even as they are a designated terrorist group that uses chemical and biological weapons and have a callous attitude toward human lives.
  • Zerg Rush: Scorpion Cell units tend to be the cheapest and weakest among all subfactions - they rely on spamming and dirty tricks more than anyone else to get the job done.

    Foehn Revolt 
A technologically advanced paramilitary organization that appears out of nowhere in the aftermath of Epsilon's emergence. From the snippets of lore currently released, it is implied that the Foehn Revolt consists of the last remnants of free humanity after Epsilon's triumph over the Allies and Soviets.

  • Blow You Away: Wind manipulation is one of the Foehn Revolt's premier technologies.
  • Body Horror: Some units use Nanomachines to kill infantry, then absorb their matter in order to heal their own.
  • Booby Trap: Instead of gates, Foehn uses Stun Grids and Turmoil Grids, which trap enemy units that walk over them, to keep out hostiles while still allowing access to friendly units. The Last Bastion additionally has access to M.A.D. Mines, which violently explode if an enemy steps on it.
  • Discard and Draw: Nanofiber Sync grants Foehn infantry additional abilities that change their combat role in most cases, at the expense of some of their existing ones:
    • Kingsframes lose their ability to garrison and attack air units.
    • Railgunners lose speed, become less effective against structures and can no longer garrison.
    • Duplicants can no longer infiltrate, move on water or benefit from Spinblades, as well as becoming somewhat squishier.
    • Deviatresses are repurposed entirely from an anti-infantry medic and hijacker to a support unit armed with a confusion ray.
    • Syncronauts turn from a long-range to a close-range unit.
    • Zorbfloaters cannot create vacuum bubbles.
    • Godsbanes lose some armour and the ability to fire on aircraft.
  • Elite Army: The Foehn Revolt is limited in numbers. Their units are expensive and is noticeable from the very start of a battle. There will be no large armies - only specialised strike forces and important decisions to make on how to manage them.
  • Emerald Power: Their forces shoot green projectiles and have a green tint to them.
  • Faction Calculus: Foehn is the Balanced faction, whose units combine the Soviets' raw power and Epsilon's wacky special abilities but pay for it in very expensive costs.
  • Hate Plague: Foehn's confusion ray throws enemies into a state of disarray, causing them to become uncontrollable and attack anything nearby, friend or foe.
  • Human Resources: Their nanite weapons and Reprocessor: the former eats enemy infantry to heal Foehn's, while the latter uses destroyed enemy units to generate credits for Foehn.
  • Loud of War: Foehn has sonic-based weaponry in the form of the Lancer's Pressurizer Lance, the Jackal Racer and Shadray Sonic Tank's Sonic Wave cannons and the Sonic Emitter turret's Crystal Wave.
  • Money Spider: The Reprocessor turns enemies into this, generating money for you when your units kill enemies.
  • Multinational Team: Their members come from (among other nations) the USA (SODAR Array), the UK (Knightframe, Pteranodon), China (Draco Tank), Japan (Syncronin), Australia (Jackal Racer) and New Zealand (Irritator).
  • Nanomachines: They have access to nano-technology, which they use to construct buildings, heal their units, devour enemy infantry, devour enemy infantry to heal their units and transform their infantry into more advanced and battle-capable variants.
  • Nitro Boost: The Spinblade allows nearby units with windspin engines to move at faster speeds.
  • One-Hit Kill: Almost nothing is able to cross an activated Foehn Blast Trench.
  • Powered Armor: Nearly all Foehn infantry are equipped with power suits that enhance performance and survivability, and helps them carry their BFGs.
  • Ray Gun: Plasma cutters used by Neutralizers and Ramwagons fire a continuous laser-like beam at the target.
  • The Resistance: As their name and the Multinational Team suggest, they are composed of organized resistance fighters fighting against the fully grown opposition of Yuri's forces and what remains of the other two rogue factions.
  • Seldom-Seen Species: Some of the prehistoric animals after which many Foehn units are named. When was the last time you saw a Seitaad, Alanqa or Irritator in popular media?
  • Status Buff: Golden Wind is a support power that gives 25% armor buff to vehicles around Spinblades.
  • Super Empowering: The Foehn Nanofiber Loom provides the Nanofiber Sync support power, which can transform Foehn infantry into more elite units and give them new abilities, however this ability is expensive and has a long cooldown.
  • Theme Naming: Many of their vehicles and aircraft are named after extinct animals. Many of their other units (and even one defensive building, but no infantry) are named for living animals.
  • Unfriendly Fire: Their Confusion Ray can cause enemy units to turn on each other.
  • Weather-Control Machine: The Tempest Architect, Foehn's offensive superweapon, is basically a refined version of the Allied Weather Control Device.


A subgroup of the Foehn Revolt, implied to be its main strike force.

  • Close-Range Combatant: Haihead wants to get close and personal to constantly brutalise the enemy, with units that work much better at close range like the Cyclops, Syncronaut, Megalodon and M.A.D.M.A.N.
  • Damage-Increasing Debuff: Haihead makes heavy use of this with the Irritator, Syncronin and Syncronaut as part of their doctrine of swift, brutal, focused attacks.
  • Faction Calculus: The Balanced sub-faction of Foehn, with emphasis on dealing as much damage as possible with units like the Syncronin and Diverbee and Irritator
  • The Remnant: Haihead seems to have some connection with the Remnants of the US armed forces, as their doctrines are very similar.

Wings of Coronia

A subgroup of the Foehn Revolt, implied to be based on a floating sky base known as the Coronia.

  • Cool Airship: The Coronia is a massive flying warship that doubles as The Revolt's mobile headquartersnote . In addition to carrying enough troops, tanks, and aircraft (especially aircraft), it's also been hinted that the Ship is capable of generating a hurricane around itself for defense.
  • Drop Pod: The Coronian Knightfall support power marks a designated target for a drop pod landing operation.
  • Faction Calculus: The Subversive sub-faction of the Foehn Revolt, with preference for airborne units and fast ground vehicles and infantry.

The Last Bastion

A subgroup of the Foehn Revolt based somewhere in Alaska. Implied to be the defense force of Foehn's main base of operations.

  • Closest Thing We Got: The Revolt's initial plan was to escape to space to avoid Epsilon's mind control devices. However, it failed, and settled with the farthest place on Earth from the Mental Omega Device, it becoming The Last Bastion's headquarters.
  • Faction Calculus: With their focus on heavy units and amazing defence, the Last Bastion is the Powerhouse sub-faction of the Foehn Revolt.
  • Mighty Glacier: Most of its unique units revolve around sitting on key positions and slowly pave their way for allies to make their move, while having additional buildings that bolster their defenses.
  • Not So Similar: Last Bastion's doctrine is very similar to China's; using heavy units to create a sort of "Moving Wall" that pounds it's way accross the battlefield For good reason, as it turns out. There's is a Key differance however: China's units were designed for Assault tactics, while Last Bastion's tanks are used for Defensive tactics.


    Allied Characters 

Allied Commander

The Player Character of the Allied Campaign.

US President Michael Dugan

The President of the United States of America and leader of the Allies at the start of the Soviet invasion.

  • Cruel and Unusual Death: Burns alive thanks to Morales' incendiary sniper ammo.
  • Decapitated Army: Downplayed. His death is certainly a severe blow to the United States' defense and morale, but the USA still hold on for a while.
  • Death by Adaptation: He survives the events of the vanilla RA2 campaign but in this mod he's killed in the third Soviet mission.
  • Man on Fire: Runs around on fire before collapsing dead after Morales shoots him.
  • Our Presidents Are Different: He's a President Target and gets eliminated by Morales early into the Soviet campaign.
  • Zero-Effort Boss: When the time comes to assassinate Dugan, you don't need to do anything, not even ordering Morales to fire on him (he'll do that automatically). Rather the difficulty of the mission lies in luring Dugan to the spot where Morales can snipe him.

Tanya Adams

"Locked and loaded!"

Tanya Adams is easily one of the greatest commandos in US military history, wielding a prototype laser rifle and a large supply of explosives. She is always one of the greatest threats to her enemies on the battlefield.

  • Action Girl: The biggest one in the game.
  • Back-to-Back Badasses: With Siegfried in the first Allied mission of Act 2, "The Mermaid", as the two fight their way out of Warsaw while she is armed with her trademark laser rifle and he's equipped with a Chrono Legionnaire suit. And later with Norio in "Paranoia" as the two destroy Yuri's pair of tactical nukes and the Psychic Amplifier in the Amazon on their own, all while fighting through an entire army of Epsilon and brainwashed Soviet forces.
  • Damsel in Distress: Ends up captured by the Soviets with her laser rifle depowered some time after the events of "Sunlight", thankfully Siegfried's there to rescue her with the first ever Chrono Legionnaire suit.
  • Delayed Explosion: It takes a brief time for her C4 charges to explode after being planted.
  • Glass Cannon: Compared to other heroes, Tanya can deal a lot of damage from a decent range to all ground targets, can demolish buildings with a single C4 charge and moves fairly quickly while also being amphibious. However, she is not much tougher than standard infantry (and even some standard infantry units like the Riot Trooper can take more punishment).
  • Immune to Mind Control: Being a hero unit, she cannot be mind controlled by Epsilon.
  • Legacy Character: In-Universe it has been speculated that "Tanya Adams" is a codename passed on from one One-Woman Army to another.
  • One-Hit Kill: Tanya is capable of demolishing any building with a single C4 charge, except an elite Plasmerizer protected by a Nanocoat Regulator.
  • One-Man Army: She has been trained to be one.
  • Ray Gun: Tanya has traded her dual pistols for a laser rifle that is effective against both infantry and vehicles.


"Time waits for no man."

One of Germany's most brilliant scientists and a long time friend and protege to the late Albert Einstein, he heads SteinsTech Labs and is the creator of many of the Euro Alliance's military technologies. In the field he pilots the Zeitgeist weapons platform which can generate an unstable chrono vortex, dealing massive damage to any enemy units caught in it.

  • And This Is for...: Albert Einstein
    "Can you see this professor?"
  • Anti-Hero: Of the pragmatic variety. He goes against his late friend and mentor's wishes and begins weaponizing his chrono technology to help defend Europe against the Soviets.
  • Arbitrary Minimum Range: The Zeitgeist cannon cannot fire at very short distances.
  • Badass Boast: On occasion he would disinterestedly quip "Is this it?" even if he's ordered to face an entire column of tanks.
  • Badass Bookworm: He was smart enough to reconstruct the Chronosphere despite most of Einstein's research notes on it being either encrypted or destroyed (as well as removing the original's design flaw of killing the occupants of the vehicles it teleports), and he will not hesitate to destroy anything with Zeitgeist.
  • Badass in Charge: A rare Corporate/Scientific example. He's the head of SteinsTech Labs, a weapons manufacturer and an experimental R&D company, as well as a war hero of the Euro Alliance who isn't afraid to fight on the front lines.
  • Back-to-Back Badasses: With Tanya in the first mission of Act 2, "The Mermaid", as the two fight their way out of Warsaw, while she is armed with her trademark laser rifle and he's equipped with a Chrono Legionnaire suit.
  • Barrier Warrior: He can briefly shield nearby units in a "Chrono bubble" generated by the Zeitgeist, allowing outnumbered forces to survive long enough for reinforcements to arrive.
  • Big Damn Heroes: Goes all alone into Soviet-occupied Warsaw to rescue Tanya.
  • Emperor Scientist: A corporate example (CEO Scientist?), he both leads a corporation and actively innovates in science.
  • Great Escape: Siegfried is never a critical unit in the campaign (except in the 13th Allied mission), and when he is supposedly killed, a message will display that he managed to teleport himself away in time. He can also do this to Tanya if she is 'killed' in the 14th Allied mission.
  • Immune to Mind Control: Being a hero unit, he cannot be mind controlled by Epsilon.
  • Just a Stupid Accent: Has a heavy German accent to his English.
  • Locked Out of the Fight: Siegfried can encase himself and nearby units inside a chrono bubble, turning them invulnerable and unable to do anything.
  • Mighty Glacier: Siegfried is tough for an infantry unit and deals a lot of damage with his Zeitgeist cannon, but both his movement and attack speeds are very low.
  • Mythology Gag: The Zeitgeist weapons platform is based on the Chrono-Legion turret, a unit that did not make the cut in Red Alert 2.
  • Power Floats: His Zeitgeist craft. That being said, it does not allow Siegfried to travel across water, unlike other floating units.
  • Pre-Asskicking / Pre-Mortem One-Liner:
  • Ret-Gone: He specializes in developing weapons that do this such as the Charon Tank and Chrono Legionnaire, and uses the first ever Chrono Legionnaire suit to save Tanya from a soviet prison in Warsaw, Poland.
  • Science Hero: As a scientist who sets out into the field to show that it is essential to weaponize Einstein's technology in order to protect the free world.
  • Siege Engines: Siegfried outranges most static defenses, and his damage and durability are good enough to outlast those defenses he does not outrange.
  • The Smart Guy: Siegfried's technologies are half the reason why the Euro Alliance managed to fight the Soviets so effectively, the other half being the Player Character.
  • Smart People Know Latin: As evidenced by the obligatory "tempus fugit" line.
  • The Social Darwinist: Implied by one of his quotes.
    "The weak shall die, and that is all."
  • The Stoic: He never gets excited about anything and is always speaking in soft whispers.
  • Swirly Energy Thingy: Siegfried's weapon fires a swirling chrono vortex that deals damage to everything inside it during its duration.
  • Teleportation: When wearing the first Chrono Legionnaire suit to save Tanya.
    • In most campaign missions, if he is "killed" a message pops up saying that he actually managed to teleport to safety, but will not be available for the rest of the mission.

Norio Tomokawa

"Swift as a breeze, fierce as a gale"

Norio Tomokawa is a former Tokyo police officer that was drafted into service for the Pacific Front army's Rocketeer Division. In the field he is equipped with the "Garuda" power armor, a superior version of the standard rocketeer flight suit which is more resistant to AA fire and equipped with a rocket launching system and a cryo rifle.

  • Back-to-Back Badasses: With Tanya in "Paranoia" as the two destroy Yuri's pair of tactical nukes and the Psychic Amplifier in the Amazon on their own, all while fighting through an entire army of Epsilon and brainwashed Soviet forces.
  • Defector from Decadence: Once he found out that the Chinese and loyalist Pacific Front forces were allied with each other all along, and had planned to destroy a major Japanese city in order to keep it a secret, he sided with the Russian forces in the city in order to try and stop it.
  • Enemy Mine: When he sides with the Soviet protagonist against Chinese and the PF forces loyal to them, he makes it clear that they are still enemies but he can't stand idle when innocents are being killed.
  • Glass Cannon: He's the fastest hero in the game and the only hero besides Libra and Uragan that's effective against all types of units. And as with all air units, he's very vulnerable to anti-air weapons (although he can defeat most of them one-on-one thanks to his firepower).
  • Immune to Mind Control: Being a hero unit, he cannot be mind controlled by Epsilon. But as an airborne unit, he is this by default.
  • Jetpack: His power armour is able to fly at incredible speeds.
  • Kill It with Ice: His suit has a built-in cryo rifle, allowing him to freeze infantry effortlessly.
  • Macross Missile Massacre: He can launch salvo after salvo of missiles from his rocket pack launchers.
  • Shout-Out: His lore and his surname readed from behind by syllables are reference to Norio Wakamoto, a known voice actor for several anime/game characters. One of his lines ("Heaven's net is wide, but lets nothing through.") are from Soul Calibur's Yoshimitsu, voiced by him as well to further enforce this trope.

    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 mod's Romanov is a paranoid Stalin 2.0, complete with Purges.
  • Bad Boss: Again Stalin 2.0
  • Big Bad: He is directly responsible for the start of the war.
  • 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.

Soviet General

The Player Character of the Soviet Campaign.


"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 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.

Volkov & Chitzkoi

"Just like the old days."

Volkov and Chitzkoi used to be the cybernetic heroes of the Soviet Union during the Second Great War. When the Third World 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.

  • Adaptational Badass: Volkov has 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, while Chitzkoi has been upgraded from an attack dog on steroids to a Terror Drone on steroids.
  • 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.
  • 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, the Cyborg Commando or the Space Commando.
  • Blood Knight: Volkov becomes disappointed if there's no one around to kill.
  • 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.
  • Cyborg: Both of them are cybernetically enhanced.
  • EMP: Volkov's cannon induces a brief EMP effect to momentarily stun enemies.
  • Immune to Mind Control: Being heroes units, both of them cannot be mind controlled by Epsilon. Justified for both of them however, Volkov being a Cyborg and Chitzkoi being an Cybernetic dog (dogs are naturally immune to mind control).
  • 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.
  • Lightning Gun: Volkov's 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.
  • One-Man Army: Both of them can decimate any ground forces alone by themselves. But special mention of their first assignment in the mission Recharger where both of them destroy the entire Allied base in Paris alone without any backup.
  • Pre-Asskicking One-Liner:
    "Need a shocking therapy I see."
  • Robot Dog: Chitzkoi, Volkov's eternally loyal canine companion.
  • Throw Down the Bomblet: Volkov is equipped with Tesla grenades to destroy buildings.
  • 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'.


"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. Averted later on, 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.
  • 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.
  • 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 ROC Rebels there.. Until she decides to break off of them, taking her like-minded individuals (including the PF Forces loyal to her) with her
  • Immune to Mind Control: Being a hero unit, she cannot be mind controlled by Epsilon.
  • 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 trope 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.

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."
  • Cold Sniper: To the enemy forces.
  • 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.
  • Colonel Badass
  • Immune to Mind Control: Being a hero unit, he cannot be mind controlled by Epsilon.
  • Improbable Aiming Skills: According to his bio on the website.
  • 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.
  • 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. "Archetype" justifies it by stating Morales is Boris's protege.
  • 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-personal duty and C4 charges for destroying buildings. Plus being completely useless against vehicles.
  • I Love Nuclear Power: Krukov is armed with a Radiation gun and will melt infantry like a Desolator.
  • Immune to Mind Control: Being heroes units, they cannot be mind controlled by Epsilon. In stark contrast to their superior, the Soviet General who can be mind controled.
  • Name's the Same:
    • Krukov shares his name with General Nikolai Krukov from Command & Conquer: Red Alert 3. Colonel Krukov can be seen as a foil to General Krukov as the Colonel goes on the field himself, is only a Colonel of the Red Army, is the the Soviet General's subordonnate and is very supportive of him. Unlike General Krukov who belittles the player character of his game at every turn, is the player's superior and do not go on the battlefield himself.
    • Also his name is very similar to Captain (later General) Georgi Kukov, an Soviet officier from Command & Conquer: Red Alert.
  • 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: After 2 rounds of Radiation gun, Krukov will launch 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 persons.

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.

  • 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!"
  • Smug Snake: Very very arrogant.
  • 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 latters occupation of Los Angeles, California

  • Adaptational Villainy: They help the Allies retake LA in the vanilla game. Here, they aid their occupiers (in this case; the Latin Confederation) from Americans. The reason for this is unknown, and Mission Control lampshades as to why they are helping their invaders instead of fighting them.
  • Badass Crew: They are all famous actors, and are formidable in their own right.
  • Gatling Good: Arnie Frankenfurter wields one loaded with a grenade launcher attachment.
  • Made of Iron: All of them have the same HP as Uragan, and with their firepower they can mow everything in their path.
  • More Dakka: Sammy's weapon of choice is an M60 MG with an underbarrel Nuclear Grenade Launcher.
  • No Celebrities Were Harmed: Based on Arnold Schwarzenegger, Clint Eastwood, and Sylvester Stallone respectively.
  • Revolvers Are Just Better: Flint favors his .44 Magnum
  • Stuff Blowing Up: All 3 carry explosives; Grenade Launchers (Arnie), Demo Charges (Flint), and a Nuclear Grenade Launcher (Sammy).

    Epsilon Characters 


"Mankind's future will be ours to command and conquer."

The founder and leader of the Epsilon Army, Yuri is a man of great ambitions: to unite the world under his rule using his vast intelligence and psychic powers.

  • Adaptational Badass: His in-game incarnation, as strong as he was in the vanilla game, is even more powerful in the mod. The vanilla Yuri Prime can only mind control 2 units or buildings at the same time, which will be freed from mind control when he dies; the mod's version can permanently mind control units and buildings with no limit and anything mind controlled by him can never be freed. (Un)fortunately, he is no longer a buildable unit in skirmish and is only present as an enemy in the Purgatory Challenge.
  • Adaptational Heroism: While in the vanilla game Yuri is a vicious guy who cares nothing but to dominate the whole world just to satisfy his petty ambition, here he is a man who truly believes that his power can bring peace and prosperity to the human beings, though his means of achieving this is through global domination with the expense of free will. In addition, in this mod Yuri is very affectionate to The Proselyte and all his proteges, and puts a lot of trust in them. He even let The Proselyte to take charge of PsiCorps when he was forced to run in late Act I.
  • Benevolent Boss: At no point he has anything bad to say to The Proselyte.
  • Big Bad: From manipulating the Soviets into attacking the Allies while he secretly builds an army of his own to openly attacking both superpowers with it, every bad thing that happens in the game can be traced back to him.
  • Big Bad Ensemble: With Premier Romanov.
  • The Chessmaster: Yuri never leaves anything to chance and always has a back up plan for whenever things don't go his way.
  • The Friend Nobody Likes: During Act 1, despite the critical success PsiCorps had managed for the Soviet campaign to control the world, Yuri has a poor image in the Soviet elite circles, especially High Command who turn out to be Properly Paranoid after Yuri's betrayal but, by then, it was too late to act (or even survive). In fact, Yuri had to sacrifice access to the Weapons Protocol (and thus, the Soviet arsenal as a whole) in order to get funding and independence for PsiCorps, which only leads him to wanting to build an army of his own anyways.
  • Giving Radio to the Romans: With 'the Romans' being the Soviets and 'radio' being mind control tech, as it is implied that Yuri came from the future, used to be a member of the Brotherhood of Nod and participated in Nod psychic technology R&D before escaping to the past via an old Chronosphere to create the Mental Omega timeline.
  • Heroic Sacrifice: Intends to pull a villainous version if needed. In "Unthinkable", he teleports to Moscow, knowing that the Soviets will go after him. He does this to ensure they don't join the Allies in their quest to destroy the Mental Omega Device, hence increasing its chances of activation, even if Yuri himself dies and The Proselyte has to succeed him.
  • New Era Speech: He gives a short one at the end of Epsilon Act 1.
    "Now our time has come. From henceforth we shall be known as the Epsilon. Mankind's future will be ours to command and conquer."
  • Psychic Powers: His powers of mind control are unparalleled.
  • Soft-Spoken Sadist: Much like the vanilla version he remains calm and collected throughout the game.
  • The Evils of Free Will: Genuinely believes in this.
  • Title Drop: Of the series, in his New Era Speech.
  • Tom the Dark Lord: The scheming psychic and manipulator, Big Bad of the story... has a completely normal Russian name: Yuri.
  • Well-Intentioned Extremist: The only reason he wants to destroy free will is so humanity can prosper in peace.
  • You Have Outlived Your Usefulness: Overtly betrays the Soviets at the end of Act One, although he waits two years to make his next move.

The Proselyte

The Player Character of the Epsilon campaign of Mental Omega.

  • The Dragon: He appears to be Yuri's most trusted lieutenant.
  • Featureless Protagonist: He doesn't let a little something like being a disembodied, featureless intelligence get in the way of doing Yuri's bidding.
  • Villain Protagonist: The protagonist of the Epsilon campaign, and obviously working for the Big Bad.
  • You Are in Command Now: Between the events of "Focus Shift" and "Singularity", he is in full control of PsiCorps as Yuri is forced to run away in Act One.


"I have been waiting for this day."

The Leader of Scorpion Cell, a North African terrorist organisation that is fighting to liberate the region from the Allies' influence. He forges an alliance with Yuri's PsiCorps due to them having common enemies.

  • Badass in Distress: Rashidi is captured by the Latin Confederation around halfway through Act One. The 7th Epsilon mission involves rescuing him from Guantanamo Bay, which strengthens relations between Yuri and Scorpion Cell.
  • Crazy-Prepared: Rashidi is quite possibly the only character that can outplay Yuri.
    • Rashidi managed to develop a neurotoxin that renders the user immune to mind-control before meeting Yuri. The most significant part of it is that it is implied in the Soviet campaign that no one outside of a very exclusive group in the Soviet Union knew of Yuri's psychic abilities, yet Rashidi was already prepared.
    • Later on, Rashidi fools Yuri and takes the MIDAS missile his forces were trying to protect. He settles a deal with Yunru way long before he concludes Yuri is as bad, if not worse, than the Allies and the Soviets. He also has a escape route and a Jackal Racer prepared just in case Yuri has his palace destroyed.
  • Defector from Decadence: Once he sees the might of the Allied Paradox Engine, the extent of Yuri's ambitions and Libra's sheer power and uncontrollable behavior, he finally realizes that it was a bad idea to trust Yuri and rebels against his forces, joining up with Yunru to help the Foehn Revolt.
  • Even Evil Has Standards: Rashidi has a callous attitude towards human lives and likes to use unethical chemical and biological weapons, but Libra (a killing machine that only Yuri can control) is too much, even for him. He no longer understands what Yuri is truly fighting for, and combined with the appearance of the Paradox Engine, which effortlessly destroys so many of his bases, he loses his faith in Yuri, rebels against Epsilon, and starts aiding Yunru make new technology for the Foehn Revolt.
  • The Evil Genius: His amazing technical prowess is the cause of numerous Epsilon breakthroughs including duplicating Soviet mobile construction technology.
  • Gadgeteer Genius: He has invented and reverse-engineered numerous war machines for the Epsilon Army including the Stinger (a reverse-engineered Allied IFV), the Epsilon Mobile Construction Vehicle (reverse-engineered from the Stalin's Fist), Lasher and Gatling tanks (both appropriated Soviet designs), the Driller APC, Plague Splatter, Opus Tank, Colossus, Tyrant, Basilisk and Dybbuk-Evolver (original designs).
  • Great Escape: After his capture by the Confederation, the 8th Epsilon mission involves freeing him from Guantanamo Bay with a squad of Initiates.
  • Secret Underground Passage: Once the Proselyte destroys his palace during Rashidi's rebellion, a vehicle that looks like a Jackal will emerge from the flooded tunnel beneath it and make an escape, while the Proselyte himself no longer senses Rashidi's presence. Rashidi escapes the Proselyte and Epsilon in a Jackal Racer, meeting up with Yunru..
  • Your Terrorists Are Our Freedom Fighters: The Allies designate Rashidi as a terrorist; he himself sees the Allies as illegal invaders on Africa and seeks to get rid of their influence.


"The meek shall inherit the dirt."

The end result of Epsilon's super-soldier experiments, Rahn is one of the most powerful weapons in Epsilon HQ's arsenal. Armed with an experimental "Terranova" beam weapon that mutates enemy infantry into powerful brutes loyal to Epsilon, Rahn is a One-Man Army in the truest sense of the word.

  • Blood Knight: On occasion he'd ignore his immediate superior and keep attacking the enemy even after being told to stop.
  • Born as an Adult: In the 14th Epsilon mission, Rahn is born from a Cloning Vat in an adult human body, and starts killing people less than a minute after his birth.
  • The Brute: Epsilon's most powerful Super Soldier, armed with a powerful beam weapon, complete contempt for the enemy, total obedience to Yuri... for the most part? Yep, he's a brute alright.
  • Fate Worse than Death: One of his lines attest to this.
"Death is not the end for you."
"Ahhh... such beautiful screams!"
  • Mighty Glacier: Rahn moves and attacks slowly (making him fairly easy prey to a swarm of Terror Drones), but he deals a lot of damage, is one of the toughest heroes (which can be further improved through Kinetic Barrier or Regen/Wonder Drugs), and regenerates health quickly.
  • Obvious Rule Patch: To prevent Epsilon HQ players from being able to get unlimited funds by turning cheap friendly infantry into Brutes and sending them to Grindersnote , Rahn cannot damage friendly units, not even by force-attacking them. Before Patch 3.3.0, he could damage friendly units, but all Brutes only gave 1 credit when sent into a Grinder.
  • One-Man Army: Both figuratively, as he's strong enough to take out most ground units in two hits at most, and literally, as his mutagenic beam weapon allows him to turn enemy infantry into loyal brutes.
  • The Social Darwinist: Most of his dialogue paints him as such, including the following quote:
"Survival of the fittest... so they must all die!"
  • Splash Damage: Rahn can damage multiple units in a small area, as well as in a straight line. He can potentially mutate multiple enemies in a single shot.
  • Super Soldier: Was designed to be as tough as a brute but with superhuman intelligence as well.
  • Transformation Ray: His Terranova beam weapon can instantly transform enemy infantry into Brutes.
  • Video Game Cruelty Potential: In the 14th Epsilon mission Huehuecoyotl, you can find random civilians standing about ignoring the mayhem going on. Why not put them to use by having Rahn turn them into Brutes, draft them into your brute army and throw them against the enemy? After all it does follow his Social Darwinist views.


"Don't worry, Libra won't hurt you... too much."

One of PsiCorps' most powerful psychics, she can unleash her devastating telekinetic abilities to turn entire tank divisions/naval formations upside down; unfortunately, her unstable psyche makes her unable to use her powers for mind control as well as gifting her with a rather abrasive personality.


"Malver, at your service."

A long time friend and top assassin of Scorpion Cell leader Rashidi, Malver has spent years in isolation in the western Sahara mastering his psychic powers to develop the ability to generate an incredibly thin but incredibly sharp blade out of single atoms. This, combined with an Epsilon-provided cloaking device makes him one of the biggest threats to tanks and infantry on the battlefield.

  • Achilles' Heel: Malver usually has to stay away from stealth detectors at all costs, as his reliance on stealth and lack of durability and speed means he'll go down quickly if he can't get rid of or away from the detectors, even moreso as most detectors are also good against infantry.
  • The Brute: To Rashidi as his top assassin.
  • Creator Cameo: Voiced by former Mental Omega Story Writer Zenothist
    • Fourth-Wall Mail Slot: Unlike all the other factions, he does the Scorpion Cell unit exhibition in character as Malver.
  • Damage-Increasing Debuff: Deploying or garrisoning Malver will cause all nearby enemies to take 40% more damage.
  • Garrisonable Structures: Malver can enter these, despite not being a basic infantryman. When garrisoned, he'll appear as an Initiate to outsiders and even pretends to fire psychic jabs like them (which deal zero damage), but in truth he'll activate his suppression to weaken all nearby enemies.
  • Glass Cannon: He's permanently stealthed and can deal great amounts of damage, but he's slow, fragile and has a melee attack, so he tends to struggle when detected. He's also helpless against air units.
  • Immune to Mind Control: Being a hero unit, he cannot be mind controlled.
  • Interface Screw: The EVA does not report 'Unit lost!' if that unit is killed by Malver.
  • In the Hood: He kinda needs one in the harsh desert climate of the Sahara.
  • Invincible Minor Minion: In Obsidian Sands, your units might sometimes look like being attacked by Malver, but he can never be actually seen or attacked, even with stealth detectors.
  • Meditation Powerup: Malver mastered psychic abilities completely on his own through intense meditation.
  • Power Limiter: Deploying or garrisoning Malver will cause all nearby enemies to deal 40% less damage.
  • Psychic Powers: He can use microscale TK to make a very sharp blade of single atoms as well as suppress the cognitive abilities of enemy troops, making them slower and weaker.
  • Soft-Spoken Sadist: Never raises his tone above a whisper, never gets angry (unless Hecthor Doomhammer screws up) and always remains articulate even as he's stabbing people in the back with his psychic blade.
    "Time to close those eyes."
    "You have my permission to die."
  • Sharpened to a Single Atom: His sword, an incredibly thin and sharp blade, is described as being made of single atoms.
  • Undying Loyalty: To Rashidi and Scorpion Cell, and only them, to the point where he will turn on Yuri's Epsilon Army if Yuri ever betrays Rashidi.

Space Commando

  • Back from the Dead: Implied to be Soviet hero Boris reconstructed into a cyborg body.
  • Bonus Boss: His defeat is not critical to success in "Earthrise", and since he's invisible, it's possible the player never gets to fight him. This is especially true in Easy difficulty, where he won't engage the player until attacked.
  • Interface Spoiler: The Space Commando's voice is considered to be familiar to the Soviet General, and has a match in their intel database. Adding this unit to a custom map reveals that he has Boris's voice.
  • Invisibility: He can only be seen while he's attacking.
  • One-Man Army: By far the most powerful infantry unit given his appearance in Earthrise. More than three times the health of epic units, powerful EMP weaponry and a nuclear cannon like the one used by Nuwa Cannon allow it to take into entire divisions of ground units (and even other Hero Units like the Centurion Siege Crawler, or Volkov). Additionally, and unlike other infantry units, he can't be killed in one hit by Terror Drones.
  • Weaksauce Weakness: He can't attack air units (although it takes an ridiculously high amount of Cosmonauts to take down his titanic health). Also, despite his One-Man Army capabilities, Chitzkoi can kill him in one bite.

    Foehn Characters (Warning: Spoilers) 

The Architect / Yunru

"If I have to do this, I'll do this right."

The person in charge of the Foehn Revolt.

  • A Child Shall Lead Them: The revolt is led out by none other than Yunru.
  • Defector from Decadence: They realize that the Soviets and the Allies cannot stop Epsilon while they continue to fight amongst themselves so they gather as much forces from both sides as possible in order to create an organization that can defeat the Epsilon after the Allies and Soviets are destroyed.
  • Faking the Dead: Semi-successfully attempts to do it over the course of Act 2 using a MIDAS, while the Soviets fall for it, Epsilon does not.
  • Interface Screw: Hacks into the Proselyte's Battle Control systems in Epislon 20 "Machinehead" causing his map to re-size and disorganizing their forces long enough for the Architect to set up a new layer of defenses.
  • It's Personal with the Dragon: While they're shaping up to be the Antithesis to Yuri's Epsilon as a whole, Libra (and possibly the Proselyte) has (have) a much more personal beef with Them thanks to the below.
  • I Shall Taunt You: They taunt the Proselyte after Epsilon discovers that the Architect survived the MIDAS explosion and hacked into their Battle Control systems.
  • Science Hero: A former scientist working for the Soviets.
  • Teens Are Monsters: Whether or not Yunru would be proud of her actions, she most potentially brought more destruction to Yuri's forces than anyone else as she could think of.
  • Walking Spoiler: Their identity is a major spoiler for Act 2.
  • Xanatos Gambit: When their proto-Foehn force in China is discovered they lure the encroaching Soviet and Epsilon forces into their compound so that they can detonate a MIDAS and wipe them out, tricking them into thinking that they died as well. Later, they keep outsmarting the Proselyte and countering all of their moves to capture them, and even though the Proselyte manages to use Libra to destroy the Centurion Siege Crawler, the Architect still manages to escape by exploiting the Proselyte's over-reliance on Libra by hacking her Restraining Bolt, knocking her out and getting away because Libra was sent in alone.

Miracle Man / Rashidi

After witnessing the hopelessness of fighting against the Allied Paradox Engine, and the impossibility to control Libra, Rashidi and the rest of Scorpion Cell defected from the Epsilon and formed an alliance with the Revolt. See the Epsilon Characters section for more information.


"Establishing Battlefield Control. Standby."

An experimental artificial intelligence network created by the Architect (Yunru) to lead the fledgling Foehn Revolt army. They are composed of various self-aware "subroutines" each tasked with different parts of the Foehn army.

  • Benevolent A.I.: Their first act upon activating is to immediately move to protect the Architect from the Epsilon and Chinese army.
  • Expy: Of LEGION from Kane's Wrath. Both are A.I.s created by the leader of their respective factions (Kane for LEGION and the Architect for VOLKNET), which serves as both Tactical AI and EVA equivalent for Nod and the Foehn Revolt respectively and finally, they are both the Player Character of their campaign.
  • Hive Mind: They are a gestalt network of AI subroutines, one of them is Uragan, the hero of Last Bastion.
  • Mission Control: They are simultaneously the Foehn Commander equivalent and EVA equivalent.
  • Player Character: Of the Foehn Origins Campaign.

Fin and Alize

"Our bond is unbreakable."
"Together, we are strong."

A pair of siblings barely surviving in this setting's chaotic world. They were found by a Foehn scouting party on the verge of death and were brought back to the Foehn Bastion base in Alaska. Being grateful for being rescued they agreed to join the Revolt as two of Haihead's most powerful and most driven soldiers, fighting inseparably on the battlefield.

  • Action Girl: Epsilon armor better beware Alize's blast rifle.
  • Back-to-Back Badasses: They almost never fight separately and they're at their best when they're together.
  • Crippling Overspecialization: Fin can annihilate whole groups of infantry easily, while almost no grounded vehicles can take more than two hits from Alize's blast rifle. However, they cannot target anything else (meaning the Fin-Alize pair cannot damage structures or air units).
  • Disaster Scavengers: Used to be this before they were found by the Foehn Revolt.
  • Healing Factor: Both siblings gain a rather ridiculous amount of healing if they stay near each other.
  • Limited Loadout: Fin needs to reload his sniper rifle after firing 15 shots.
  • Immune to Mind Control: Like all hero units, Fin and Alize are immune to mind control. That being said, while other hero units are immune to mind control due to training, consuming certain substances, being robotic, airborne, genetically mutated or psychics, Fin and Alize were immune to mind control before being found by the Revolt. This might be implied by the briefing on Act 1 Soviet Mission 6, "Recharger", where it is explained there's an insurgency nearby the St. Louis Psychic Beacon, leading the Soviets to conclude that some humans are innately resistant to mind control.
  • One-Hit Kill: Fin and Alize's auto-sniper rifle and blast rifle respectively can one-shot most infantry and vehicles respectively. Alize in particular can one-shot several tier 3 tanks including a Mastermind.
  • One-Hit Polykill: Speaking of one-shotting things, Alize's blast rifle shots can also kill any vehicle in their path, mostly to compensate for her very slow rate of fire.
  • Pungeon Master: The two are definitely aware of their Punny Names and on occasion will drop some puns themselves.
    Fin: This is the finale.
    Alize: Blast rifle, initialize!
  • Punny Name: 'Finalize'.
  • Sibling Team: On the battlefield, the two siblings are inseparably fighting side by side. As long as they are close, they will heal each other and be able to withstand more damage.


"Let's do something fun!"

The heroine of Wings of Coronia, Eureka's past is a mystery but in the present she is more than capable of eliminating any ground threat in Coronia's way with a powered exoskeleton equipped with a devastating Plasma Wave weapon.

  • Action Girl: Foehn's resident Cute Bruiser, Fiery Redhead.
  • Badass Adorable: An adorable kid-friendly hero that destroys entire tank columns with her Plasma Wave weapon.
  • Charged Attack: The Plasma Wave takes a fair bit of charging time before it actually goes off.
  • Evil Counterpart: Inverted. She appears to be a more neatly fit Libra donning a heavier nanotech kit.
  • Fiery Redhead: She is very eager to kick ass and according to her unit cameo she's a redhead.
  • Hit-and-Run Tactics: A single plasma wave unleashed by Eureka can deal tremendous damage, and she can move as soon as the attack starts charging and it will still kick off (unlike how many inexperienced players think). However, the long cooldown and capability of friendly fire of this attack makes Eureka more effective in hit-and-run than in direct fights.
  • Immune to Mind Control: Being a hero unit, she cannot be mind controlled by Epsilon.
  • Kid-Appeal Character: Her appearance and character is most likely for the appeal as a superheroic figure than an actual gritty combatant than the likes of the everyday hero, Tanya.
  • Mighty Glacier: Eureka is quite durable for a hero unit, and deals devastating Splash Damage. However, she's very slow... unless there's a nearby Spinblades, which turns her into a Lightning Bruiser.
  • Mysterious Past: Eureka appeared out of nowhere, and within a few short days of combat she has established her position on the battlefield.
  • One-Hit Polykill: Her Plasma Wave is specialized at causing destruction to a lot of targets at the same time.
  • Person of Mass Destruction: Her Plasma Wave is devastating to all ground units and its wide area of effect can make it very effective against groups of tanks and infantry.
  • Pretty in Mink: Appears to be wearing a brighter shade of gray like Libra's in her cameo.
  • Sci-Fi Bob Haircut: Sports one in her unit cameo.



Uragan is a young sub-routine of the VOLKNET AI that runs most of Last Bastion's intelligence and security systems.

  • Flying Brick: Emphasis on "brick". Unlike most air units, he's very tough and powerful, but he's also very slow.
  • Immune to Mind Control: Being a hero unit, he cannot be mind controlled by Epsilon. Justified as he is an AI and an airborne unit.
  • Mighty Glacier: For a flying unit, Uragan's speed is nothing to write home about, but he is extremely beefy.
  • Super Soldier: Uragan's entire body has been designed with the sole purpose of generating multiple powerful projectiles without much delay.


    Shared Units 

Attack Dog

  • Angry Guard Dog: They are excellent scouts and able to maul most infantry to death.
  • Attack Animal: Specially trained attack dogs.
  • Crippling Overspecialization: They are able to instantly kill other dogs and unarmoured human infantry, but are utterly useless against everything else.
  • Evil-Detecting Dog: Can detect spies that most other units can't.
  • Fragile Speedster: To make sure the dogs are able to remain agile, they are equipped with only the lightest armour.
  • Hypnosis-Proof Dogs: Mind control do not affect dogs, making them a good counter to Epsilon Adepts.
  • No-Sell: Being beasts, dogs are completely immune to mind control and confusion.
  • One-Hit Kill: Any infantry attacked by a dog is killed instantly.


  • Adaptational Wimp: Unlike in the vanilla game, where only one Engineer is needed to capture enemy buildings, here it takes three Engineers to do so in skirmish mode (the building in question is only captured if it's under 1/3 HP, otherwise it takes damage equal to 1/3 of its maximum HP).
  • All Your Base Are Belong to Us: Engineers are able to capture neutral or enemy buildings.
  • Bomb Disposal: They can defuse bombs planted by Crazy Ivans.
  • Enemy Exchange Program: Standard for Command & Conquer games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
  • The Engineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside an IFV or Stinger.
  • Support Party Member: Though an Engineer has many uses, he is unarmed.

Mobile Construction Vehicle (MCV)

  • Base on Wheels: Basically a vehicle that can build other buildings.
  • Mobile Factory: Their purpose is to build other structures.
  • Multiplayer-Only Item: While MCVs do appear in the campaign on regular basis, they can't be built, even if your Construction Yard is destroyed. The player normally does not even have the chance to control an MCV at all, as their own MCVs tend to get deployed while not under control, and player-owned Construction Yards cannot unpack in the campaign.
  • Starting Units: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction, though more can't be built until you get a War Factory out, which will take some time.
  • Stone Wall: The MCV has great survivability, no weapons and no way to harm enemies except crushing them.
  • Worker Unit: It is needed to build structures and losing the MCV without being able to replace it usually means losing the game.


  • Demoted to Extra: Before Version 3.0, Cosmonauts could be trained in Skirmish maps, either by capturing a Tech Time Machine (Version 1.2), or as the basic Soviet infantry in the Lost Colony mode (Version 2.0). In the current version, they only appear in one mission, "Earthrise", and in the Revolution Challenge, as part of the enemy Soviet forces.
  • Ray Gun: Cosmonauts are armed with light laser cannons.


  • The Bus Came Back: The Rejuvenator was available by capturing a Tech Secret Lab in Version 3.0, but it was removed, and the Tech Secret Lab instead gave the player access to a random monster tank. This change was reverted in Patch 3.3.5.
  • The Medic: It can repair friendly vehicles quickly.
  • Support Party Member: It is, by far, the best repairing unit in the game, being airborne and having a very quick repairing rate. It cannot attack, however.

    Allied Units 


  • Adaptational Wimp: Deployed GIs are still fairly strong for basic infantry, but they are nowhere near the tank-annihilating force they were in the vanilla game.
  • Dual Mode Unit: They can deploy sandbags around themselves to increase their durability and make use of a machine gun at the cost of mobility.
  • Starting Units: For the Allies, although unlike the Soviet Conscript they serve a dedicated anti-infantry role.
  • More Dakka: Can be deployed into a machine gun nest, allowing them to effortlessly mow down infantry in large numbers.

Guardian GI

  • Adaptational Wimp: They are still as effective against vehicles as they were in Yuri's Revenge, but they no longer use machine guns when undeployed, leaving them helpless against enemy infantry.
  • Anti-Air: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
  • Dual Mode Unit: They can deploy steel plates around themselves to increase their durability and protect them from Car Fu at the cost of mobility.

Field Medic


  • Fragile Speedster: Though their high speed and maneuverability makes them excellent scouts, they are very vulnerable to anti-air emplacements.
  • Jetpack: They have one so they can fly around.

Siege Cadre

  • Crippling Overspecialization: While Siege Cadres are very good at destroying buildings and base defenses, they perform poorly against infantry (unless massed in large numbers) and they are even more inefficient against vehicles.
  • Pre-Asskicking One-Liner:
    "Taste the rainbow."
  • Ray Gun: A miniaturized prism cannon.
  • Siege Engines: Siege Cadres outrange basic defensive structures. When inside an IFV or an equivalent unit, they function as a poor man's Prism Tank, with a considerably higher range (outranging Tier 2 defenses).


  • Adaptational Wimp: They no longer effectively one-shot infantry and buildings although they are still miles better than GIs in the anti-infantry role.
  • Delayed Explosion: It takes a brief time for their C4 charges to explode after being planted.
  • See the Invisible: They can detect stealthed units in big radius around them.
  • Splash Damage: Their machine guns deal damage to multiple units in a small area. Tightly-grouped infantry units don't stand a chance against a SEAL.
  • Super Swimming Skills: Can swim the entire length of the English Channel.
  • Stuff Blowing Up: They can use their C4 charges to quickly demolish enemy structures.


Riot Trooper

  • Crippling Overspecialization: Riot Troopers are superb against infantry and garrisoned buildings but against everything else, they are basically useless.
  • Luckily, My Shield Will Protect Me: Their riot shields make them very durable for infantry, and especially resistant to bullets and radiation weapons. When taking damage, they can also hold the shield to take less damage.
  • No-Sell: They are immune to dog attacks.
  • One-Hit Kill: Each flashbang grenade used by Riot Troopers instantly kills one of the occupants if used on a garrisoned building.
  • Short-Range Shotgun: Averted. Their riot guns (which are basically shotguns) have more range than the machine guns wielded by G Is and Navy SEA Ls.
  • Splash Damage: Their riot guns deal area damage, groups of infantry will be killed very quickly. They perform even better than the Navy SEAL in thsi role.


  • Adaptational Wimp: They have been heavily nerfed, with reduced range and rate of fire, being raised to a tier 3 unit to accommodate their reintroduction to skirmish games in version 3.3.
  • Crippling Overspecialization: They can one-shot most infantry, but they'll be dead if you send in vehicles or air units.
  • Demoted to Extra: Formerly a regular unit in the vanilla game and MO 2.0, in version 3.0 Snipers only appear as enemies in a few Soviet and Epsilon missions. After being heavily nerfed, they were reintroduced to version 3.3.
  • Dual Mode Unit: Snipers can deploy sandbags around them to increase range and fire rate in exchange for mobility.
  • Long-Range Fighter: They can fire from very far but once you get close to them there isn't much that they can do.
  • One-Hit Kill: They can one-shot almost every infantry unit.
  • Sniper Rifle: Their weapon is a sniper rifle.


  • Combat Medic: A very unusual kind: the Suppressor's Negation Field is capable of reverting the destructive nature of every projectile to the point attacking would simply heal the enemy - with reversed result for any repairing or healing tools.
  • Hover Board: Their hoverboards allow Suppressors to fight on both land and water.
  • Power Floats: Suppressors ride on personal hovercraft that allow them to float over water.
  • Stone Wall: Suppressors are very durable for infantry, but can't deal any damage whatsoever.
  • Support Party Member: Weakens enemy units allowing other friendly units to take them out more easily.

Chrono Legionnaire

  • Difficult, but Awesome: They're pretty fragile, cost a lot, can take a while to eliminate a target, are completely helpless against aircraft, are prime targets for mind control and if they teleport from too far they take a while to "phase in" (during which they are of course vulnerable). But if they're micromanaged well they can completely cripple an enemy.
  • Glass Cannon: They can easily destroy any unit or structure since whatever they attack become utterly helpless until one of them dies, or stop attacking, but being infantry, they die very easily for their cost.
  • No-Sell: They are immune to dog attacks.
  • Not the Intended Use: They can save an allied unit that's threatened (say a Construction yard on its last hitpoint about to be hit by a nuke) by force-firing on it and partly phasing it out. This is risky though, since if it goes too long they'll erase their own ally units.
  • One-Way Visor: Artwork depicts them as having one.
  • Pre-Asskicking One-Liner:
    "They're history."
  • Ret-Gone: The fate of a Chrono Legionnaire's target. This can happen instantly, or over the course of about a minute, pending on the hit points of what is being phased out, how many legionnaires are engaging the target and the rank of the legionnaires. While being phased out, they're left utterly helpless and untouchable.
  • Teleportation: Their only form of movement, they can't actually walk to a location. Interestingly they have walking sprites, but they're only used if an enemy spy disguises himself as one of them.

Cryo Commando

  • Kill It with Ice: The Cryo Commando's weapon can dramatically reduce the speed of anything it targets and shatter infantry with a blast of sub-zero temperatures.
  • Paranoia Fuel: In-Universe. With the commandos being able to appear anywhere, reduce a target to icy remains, and disappear in the blink of an eye has left many enemy military figureheads in paranoia. Even in the comfort of their own homes.
  • Put on a Bus: The Cryo Commando was scrapped alongside the other stolen tech infantry units in 3.3.
  • Teleportation: Their only form of movement, they can't actually walk to a location.


  • Cyborg: A fusion of Allied weapons technology with Soviet cybernetic implants.
  • EMP: Their main weaponry is this, allowing them to quickly disable and destroy vehicles. However their cybernetic implants mean they're also vulnerable to these.
  • No-Sell: Immune to poison, radiation, abduction, dog bites, mind control and being crushed by vehicles.
  • Put on a Bus: As stolen techs are now always vehicles or aircraft since version 3.3, the Hoplite is no longer buildable.
  • Stuff Blowing Up: They can use their C4 charges to quickly demolish enemy structures.

Chrono Miner

  • Stone Wall: Though unarmed, it's very durable as is the standard for miners.
  • Teleportation: They have the ability to teleport back to their Ore Refineries, leaving any Terror Drones behind. They can also be instantly teleported into the battle by the Warp Miners support power.
  • Worker Unit: Gathers ore to facilitate the player's economy.

Robot Tank

  • Attack Drone: They are AI controlled, making them immune to mind control, and a good counter to Epsilon Adepts in conjunction with their anti-infantry laser.
  • Hover Tank: They can pass over water making them useful for an amphibious assault.
  • Ray Gun: Robot tanks are now armed with lasers, which are effective against infantry.
  • See the Invisible: They can detect stealthed and submerged units in big radius around them.
  • True Sight: Can detect disguised units and proceed to blast them with their laser turrets.

Stryker IFV

  • Anti-Air: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Awesome Personnel Carrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's specialty and it can even gain weapons from troops of other factions.
  • Fragile Speedster: Faster than the Archon AMV but with weaker armor.
  • Jack-of-All-Stats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently.
  • Mook Medic: When carrying an Engineer or Medic, it can repair other vehicles.

Bulldog Light Tank

  • Blinded by the Light: Flashbangs fired by Bulldogs before version 3.3.5 can blind attacked enemy infantry.
  • Closest Thing We Got: The Bulldog technically isn't an MBT; it's a light tank meant to be used for scouting and screening duties. However, with the USA getting hit from all sides they were forced to put the Bulldog into the MBT role since it could be deployed faster than the Abrams.
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Damage-Increasing Debuff: The Bulldog's target painter decreases the target's armor by 10%.
  • Dual Mode Unit: The Bulldog can toggle between two weapons: a cannon and a target painter which causes foes to take more damage.
  • Expy: Since 3.3.5, it became one to the Allied Guardian Tank from Command & Conquer: Red Alert 3. Being both MBT with the same two toggleable weapons : a cannon and a target painter. But the Bulldog is lighter than the Guardian.
  • Fragile Speedster: The fastest and most lightly armored Allied MBT.

Archon AMC

  • Anti-Air: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Awesome Personnel Carrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's specialty and it can even gain weapons from troops of other factions.
  • Drinking on Duty: When selected the pilot will ask for wine... and then realize he's talking to his commander and wise up.
  • Jack-of-All-Stats: The adaptation system allows the Archon to quickly be equipped to handle almost any problem efficiently.
  • Mighty Glacier: Downplayed, and only in comparison to the similar Stryker AFV. It's slower but more armored.
  • Mook Medic: When carrying an Engineer or Medic, it can repair other vehicles.

Cavalier Medium Tank

  • Adaptational Name Change: It was changed from Grizzly to Cavalier.
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Increasingly Lethal Enemy: The Cavalier attacks faster the more time it engages on the same target.
  • Jack-of-All-Stats: The Cavalier is by far the most 'basic' of all basic MBTs, its stats are in the middle and it doesn't have any distinguishing feature.

Tsurugi Powersuit

  • Anti-Air: By default it comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Expy: Of ED-209.
  • Gameplay and Story Integration: Zigzags this trope. In the fluff it's mentioned that originally it was supposed to be AI-controlled, but after accidentally killing a businessman during a demonstration it was redesigned to use a human pilot. However they still work fine even when not carrying any unit. In earlier versions it was planned to have them require an infantry unit to function but engine limitations didn't allow it in skirmish, though the feature is implemented in the campaign mission The Gardener.
  • Gameplay and Story Segregation: See above.
  • Jack-of-All-Stats: The adaptation system allows the Tsurugi to quickly be equipped to handle almost any problem efficiently.
  • Mini-Mecha: The Tsurugi is a small walker with a cockpit for a soldier to occupy.
  • No-Sell: The Tsurugi is completely impervious to environmental hazards such as radiation and toxins, effectively acting as a Hazmat Suit.

Kappa Hover Tank

  • Art Evolution: The Kappa received a new voxel from 3.0 to 3.3 to reflect its speed buff and HP nerf.
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Hover Tank: The Kappa can traverse any body of water with ease, allowing it to attack unsuspecting enemies from almost any direction. Combined with the above Robot Tank, they form a formidable amphibious force.

Airborne Humvee

  • Demoted to Extra: In the story. The Humvee was originally the premier anti-infantry vehicle for the United States (in the game, it is available to the Allies in place of the Robot Tank in the Act 1 campaign). The Robot Tank later replaced it in this role, but it still sees use as part of a Bloodhounds airdrop.
  • Overshadowed by Awesome: Why it ends up getting replaced by the Robot Tank as the Allied anti-infantry vehicle in Act II. While the Humvee is cheap, fast and effective against infantry, the Robot Tank also shares those qualities, while also being amphibious, immune to mind control and poison, and capable to detect disguised and cloaked enemies.

Stallion Transport

  • Adaptational Wimp: The Stallion Transport is the successor of the Nighthawk Transport in the vanilla game, although from the vanilla game to the mod, it lost its weapon and any fighting capabilities.
  • Defenseless Transports: The Stallion serves as a dedicated transport and has no weapon.


  • Cool Plane: The Warhawk is a fast helicopter armed with a heavy "Nova" laser cannon and "Uranus" missiles for dealing against all ground targets effectively. Additionnaly, it carries special first aid equipment which heals all friendly flying infantry (like Rocketeers and Norio) around them.
  • Combat Medic: The Warhawk slowly heals all friendly flying infantry in its vicinity.
  • Fragile Speedster: A fast helicopter, very well armed but it will not last long under heavy fire.
  • Macross Missile Massacre: After firing several salvos from its "Nova" laser cannon, the Warhawk will fires a volley of "Uranus" missiles at an area.
  • Marked to Die: Before version 3.3.5, Warhawks are equipped with Target Painters, which decrease armor of the target and all other units in its proximity.
  • Ray Gun: The Warhawk is outfitted with a heavy laser cannon to light infantry ablaze and slice through tank armour.


Mirage Tank

  • Adaptational Wimp: The Mirage Tank is far less effective against infantry compared to the vanilla game, leaving it in a specialized anti-tank role.
  • Fixed Forward-Facing Weapon: His turret is in a fixed position, 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.
  • Interface Screw: They don't appear in enemy radars. Also, even if you know where a camouflaged Mirage Tree is, it can only be attacked with the focus-fire order, as it cannot be targeted normally unless it is revealed.
  • Nobody Here but Us Statues: The Mirage Tank has the ability to disguise itself as a tree when not moving.
  • Pungeon Master: Courtesy of using the same quotes from the vanilla game, the radio operator has a habit of making tree-related puns.


  • Armor-Piercing Attack: When a missile hits an enemy, a large hole is blasted into the tank, exposing vulnerable systems for a short time.
  • Crippling Overspecialization: The Harrier is a very useful aircraft to use to soften armor battalions thanks to its decent damage against vehicles and the Damage-Increasing Debuff it causes. Infantry or structures, on the other hand, are better dealt with other aircraft.
  • Damage-Increasing Debuff: A Harrier's missile temporarily decreases the target's armor by 40% for the next hit.

Zephyr Artillery

  • Arbitrary Minimum Range: Zephyrs have a rather large minimum range and require cover from tougher units like Kappa Tanks, Blizzard Tanks and Battle Tortoises.
  • Glass Cannon: Though a formidable foe at long range, the Zephyr is lightly armoured in order to incorporate the needed targeting mechanisms.
  • Long-Range Fighter: They outrange most other units and base defences, and the Zephyrobot support power allows them to temporarily fire at anything on the map, but due to their minimum range they're weak in a direct fight.
  • Siege Engines: Even though they mostly serve in a dedicated anti-tank role, they can function as this in a pinch.

Black Eagle

  • Fragile Speedster: Standard for all jet aircraft in Command & Conquer. They are the fastest unit in the game, but can't take a hit.
  • Jack-of-All-Stats: The Black Eagle has above-average durability for a plane and is effective against all ground units, something all the other Allied aircraft units cannot boast, giving the Pacific Front a very versatile plane to target whatever they need to take out. On the other hand, it's not as fast or stealthy as the Stormchild, does not reduce the target's armor like the Harrier, is less damaging towards vehicles than the Lionheart, and cannot take out structures with the effectiveness of the Barracuda.
  • Kill It with Ice: With its devastating cryo-missiles, the Black Eagle is capable of taking out several targets at once in a single hit.

Athena Cannon

  • Death from Above: The Athena is technically unarmed, with the destruction being done by the Mercury Satellite.
  • Kill Sat: It connects to the Mercury Satellite to coordinate orbital laser strikes.
  • Siege Engines: Serves this role for the USA due to its long range and effectiveness against structures.

Abrams Tank

  • Boring, but Practical:
    • The Abrams, the cheapest and least flashy tier 3 monster tank in the game, is little more than a bigger version of the MBT, is armed with relatively conventional weapons and does not have any special abilities whatsoever. And yet its cheap cost and effectiveness against all ground targets makes the Abrams consistently rank among the most useful monster tanks in the game, and it's often joked that when the only thing you'll need to do after reaching tier 3 as the USA is to click on the Abrams button as much as possible.
    • There's actually a reason for this: The Abrams is supposed to be America's front-line tank, and was designed specifically to counter Soviet armor. However, the Tank's high performance means that it requires a substantial amount of logistics in order to be built/deployed. This wasn't seen as a problem since it was generally assumed by US planners that they'd be fighting overseas, so they could rely on the existing Sea/Air transport capability instead of the "Mobile Base" concept that the Soviets preferred. When the Reds actually managed to invade the mainland, The USA's fleet of Abrams were scattered across the country and took too long to set up by the "MCV" system, thus the Bulldog was set up on a hurry as the American MBT.
  • Eagleland: The Abrams Tank could not possibly sound any more American if it tried. Given the context of the story, it is a pure type 1 flavor.
    "Show them stars, so we can earn stripes."
    "Let freedom ring!"
  • Jack-of-All-Stats: Abrams Tanks are capable of dealing equally efficiently with infantry, tanks and buildings. They are not particularly good against them compared to other Tier 3 tanks, but it also gives the Abrams the ability to deal with anything that is not in the air with enough numbers.
  • Ray Gun: All Abrams models have been outfitted with dual 'Saturn' laser weapons, effective against almost all infantry.


  • Anti-Air: A mobile anti-aircraft gun.
  • Crippling Overspecialization: The Aeroblaze has to keep its guns trained skyward to keep the advanced tracking systems from malfunctioning, making it vulnerable to everything on land.
  • Ray Gun: The Aeroblaze is armed with AA laser cannons.

Prism Tank

  • Glass Cannon: The prism refractor can quickly demolish structures, but the 'tank' itself has paper-thin armour.
  • Long-Range Fighter: Prism Tanks can outrange most base defences, but are weak in a direct fight with their slow rate of fire and weak armour.
  • Ray Gun: A mobile version of the Prism Tower.
  • Reflecting Laser: The beams fired by Prism Tanks can refract off the primary target onto others.
  • Siege Engines: For the Euro Alliance, their Prism beams can hit targets at long range.
  • Tanks, but No Tanks: The Prism Tank actually bears more resemblance to artillery than tanks, being too lightly armoured to survive on the front line and more suited to attacking bases from afar.

Charon Tank

  • Art Evolution: The predecessor to the Charon Tank is the Chrono Prison, a high-level Allied vehicle originally cut from the vanilla game but was reintroduced to Mental Omega 2.0. In version 3.0, it received a complete redesign alongside a name change to Charon Tank.
  • The Dreaded: Soldiers and tank pilots find the prospect of being flung into a completely different dimension a far more terrifying fate than mere death.
  • Mighty Glacier: The Charon is the slowest Allied vehicle (tied with the Battle Tortoise), more durable than many Soviet vehicles, and its weapon, though able to One-Hit Kill anything else, has a very long cooldown.
  • One-Hit Kill: Its main gun, the neutron cannon, can kill any enemy unit in one hit.
  • Ret-Gone: The Charon's neutron cannon has the ability to instantly erase any unit targeted by it from this time and space.
  • Some Dexterity Required: Charons require a certain degree of micromanagement to use correctly since they tend to be a little eager to fire on any enemy that gets into their sight, even if it's already being erased by another Charon. Good micromanagement can be the difference between your six Charons all wasting their weapon on a lone Spook or correctly erasing the six big fat Masterminds or Scavengers.

Thor Gunship

  • Anti-Air: Can take out aircraft very easily with guided lightning bolts.
  • Elite Mook: In the Co-Op mission "Thunder God", a souped-up Thor Gunship, appropriately called the Super Thor, has to be destroyed by the Soviet players. The Super Thor has way more weapons than a regular Thor, including the equivalent of five Guardian GIs, five Siege Cadres, and a Battleship.
  • Lightning Gun: The Thor's on-board miniaturised weather control device can create lightning bolts out of thin air.
  • Weather-Control Machine: The Thor Gunship's Mjölnir Beacon generates storm clouds and lightning strikes.
  • You Shall Not Pass!: The Thor Gunships' pilots have the authority to order Allied ground troops to assume defensive positions increasing their defensive stats but decreasing their movement.


  • Kill It with Ice: The Hailstorm makes use of a bomber aircraft that unleashes several payloads of high-yield cryogenic substances, turning buildings into brittle constructs which easily collapse under their own weight.
  • Siege Engines: Launches an aircraft which fires cryo projectiles at its target from long range.

Blizzard Tank

  • Anti-Air: Serves as the Pacific Front's tier 3 AA unit.
  • Freeze Ray: The Blizzard Tank's unique Thermal Inversion cannon can cool sub-atomic particles to temperatures which make movement almost impossible.
  • Kill It with Ice: The Blizzard Tank's cannon's effectiveness has been amplified to such a level that any organic material is instantly destroyed and armour reduced to fragile layers of ice under the stress of the absolute zero temperatures.

Battle Tortoise

  • Achilles' Heel: Mind control. A fully-kitted Tortoise (with Guardian GIs and SEALs) can cost somewhere around 4000 credits, but for that hefty cost they're still vulnerable to mind control. Beware of Adepts and Masterminds!
  • Awesome Personnel Carrier: Up to four infantry units can be housed inside it and fire their weapons from inside.
  • Car Fu: Its size makes it one of the few vehicles that can crush other vehicles.
  • Master of All: In addition to its machine gun and missile launcher, the Battle Tortoise is capable of carrying several infantrymen and allowing them to fire from its many operable gun ports. Properly kitted with the correct soldiers, the Tortoise can be adapted against any kind of enemies.
  • Mighty Glacier: Due to the heavy layers of armour, the Battle Tortoise is not only capable of soaking up tons of damage, it can also simply crush smaller vehicles with its weight. Of course, the Tortoise has its drawbacks; the immense weight of the vehicle makes it quite cumbersome.
  • Race Lift: The Battle Tortoise lost its Scottish accent from the original game, since it is a Pacific Front unit in the mod.


  • Crippling Overspecialization: While the Barracuda is one of the best snipers of important buildings (labs, Nuclear Reactors and superweapons), that's all they're good at. Using Barracudas instead of Stormchildren/Harriers/Black Eagles against anything that is not a building is a waste of money.
  • Fragile Speedster: Equipped with advanced stealth technology, the Barracuda is completely invisible on radar, swooping in and annihilating enemy buildings before the opponent can react. However, the paper thin armour and high cost of this unit make it something you don't want to be careless with.
  • Stealthy Colossus: It's the largest Allied aircraft, but it's as invisible to enemy radar as the Stormchild.


  • Fragile Speedster: It is THE fastest non-hero unit in the game but still comes with the durability of a jet aircraft.
  • Support Party Member: Hummingbirds cannot deal damage on their own, but are capable of slowing down attacked enemy units in large radius.


  • Damage-Increasing Debuff: Units frozen by the Cryocopter become extremely fragile.
  • Freeze Ray: The Cryocopter's main weapon is capable of freezing targets to sub-zero temperatures.
  • Literally Shattered Lives: Every unit can be quickly and literally shattered into pieces if fired upon when affected by the Cryocopter.
  • No Experience Points for Medic: As they cannot kill enemies on their own, they will never get any veterancy points.
  • Support Party Member: Cryocopters cannot directly damage enemy units and buildings, however they can make them extremely fragile.

Black Widow

  • Flying Brick: Super Toughness; they are literally tanking any anti-air damage received without problem.
  • Mecha-Mooks: The Black Widow is unmanned.
  • Stone Wall: The Black Widow is unarmed and designed to draw enemy anti-aircraft fire, which, thanks to its heavily customised armour, it is able to do for a long period of time.
  • Support Party Member: While unable to attack enemy units, it can significantly increase defense of any allied aircraft passing nearby. Not to mention annoying radar jamming.

Black Widow Alpha

  • Flying Brick: Super Toughness; they are literally tanking any anti-air damage received without problem.
  • Mecha-Mooks: The Black Widow Alpha is unmanned.
  • Stone Wall: The Black Widow Alpha is unarmed and designed to draw enemy anti-aircraft fire, which, thanks to its heavily customised armour, it is able to do for a long period of time.
  • Support Party Member: While unable to attack enemy units, it can significantly increase defense of any allied aircraft passing nearby. Not to mention annoying radar jamming.


  • Awesome Personnel Carrier: It is a vehicle that can chronoshift across the battlefield, fire volleys of missiles and carry soldiers.
  • Fragile Speedster: Teleportation aside, due to their paper-thin armour, Quickshifters will melt if the enemy focuses on them.
  • Macross Missile Massacre: Quickshifters can quickly fire volleys of missiles at enemy ground and air units alike.
  • Teleportation: Their only form of movement, they can't actually run to a location.

Future Tank X-0

  • Attack Drone: A completely robotic and autonomous tank.
  • Demoted to Extra: The X-0 was available as a stolen tech unit in skirmish games before being removed in version 3.3, though it still appears in the campaign.
  • Mighty Glacier: The Future Tank X-0 could dish out massive punishment and is armoured with the thickest of alloys, though despite being faster than the big monster tanks it's still far from the most mobile vehicle.


  • Crippling Overspecialization: It's exceptional against vehicles, thanks to its missiles dealing great damage while also immobilizing them through EMP. Other targets easily shrug the Lionheart's attacks, however.
  • EMP: The Lionheart's bombs induce EMP effects to all vehicles that they hit, immobilizing them for quite a long time and rendering them vulnerable to enemy attacks.

Chrono Prison

  • Awesome, but Impractical: The Chrono Prison, though fun to troll the AI with, isn't of much use in a serious match versus humans. Despite being a stolen tech unit from Epsilon, it does not counter Epsilon in any way outside of being immune to mind control: the Prison steals enemy vehicles with a long cooldown and cannot hurt infantry outside of crushing them, while Epsilon is an infantry-heavy, numerically-superior faction. Stealing a miner, Colossus or Scavenger is certainly useful but it's just that: HQ Stalkers laugh at Chrono Prisons, Scorpion Cell wouldn't even care if you steal one single vehicle in their Mantis/Gatling/Oxidizer/Tyrant blob, and against PsiCorps you can't steal Masterminds. They are only less impractical if the Epsilon player is allied with the Soviets or Haihead, who actually have useful non-stolen tech vehicles that are vulnerable to Chrono Prisons.
  • Brainwashed: The Chrono Prison's weapon abducts a unit and imprisons it into a dimension to be brainwashed and ready to fight for your side.
  • Pocket Dimension: The Chrono Prison is home to a 'personal warp space' where time flows differently.
  • Too Spicy for Yog-Sothoth: The Chrono Prison only has 9 passenger slots for its victim, meaning that it can do jack against vehicles that take 10 slots or more (Battle Tortoise, Armadillo, Drakuv, Mastodon, Gharial, other Chrono Prisons and all epic units).

Future Tank Alpha

  • Attack Drone: A completely robotic and autonomous tank.
  • Dual Mode Unit: The Future Tank Alpha can switch between two weapon modes: lasers and grenades, or particle colliders.
  • Grenade Launcher: Future Tanks use these to launch HE grenades.
  • Mighty Glacier: It's even slower and more heavily armoured than its predecessor, the X-0.


  • Amphibious Automobile: Its entire purpose is to serve as an amphibious transport for land units.
  • Stone Wall: Like all amphibious transports, Voyagers have a lot of health, but the damage of their twin rocket launchers leaves a lot to be desired.


  • Adaptational Badass: In version 3.3, Dolphins lose their Sonar Pulse weaponery in exchange to Comet Cannon, which allows them to attack targets not only on water, but also on shores.
  • Attack Animal: Dolphins are specially trained to assist the military.
  • Fragile Speedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
  • Ray Gun: Dolphins are armed with a miniature prism cannon effective against buildings.

Horizon Destroyer

  • Counter-Attack: While not many players know about this, Destroyers can automatically target any artillery submarine which attempts to fire on them - which makes Destroyers a perfect unit for defense against the Russian Akula Sub and Epsilon Resheph.
  • Fixed Forward-Facing Weapon: Its cannon is mounted on the bow, the whole ship must rotate to fire. PsiCorps Magnetrons can exploit this to prevent them to retaliate.
  • Military Mashup Machine: Beside main cannon with which Destroyer can attack most of targets, they also have landing pad for Ospreys, specialized anti-submarine aircraft.
  • See the Invisible: They can detect stealthed and submerged units in big radius around them.
  • Splash Damage: Their projectiles sometimes split upon impact and deal damage to one other enemy nearby.

Aegis Cruiser

Siren Frigate

  • Dual Mode Unit: Can use the Deploy command to turn from a Glass Cannon that can One-Hit Kill units with its Neutron Blaster, much like the Chrono Leggionaire, into a Stone Wall that is healed from enemy attacks.
  • Energy Absorption: When deployed, the Siren Frigate will set up a Negation Shield, which effectively inverts all attacks taken so that the Siren is healed instead. It's imperative that there are enemies attacking the Frigate, however, as the Negation Shield damages it over time, punishing the Allied player if the opponent simply ignores the Siren.
  • Ret-Gone: Its neutron cannon has the ability to erase any unit targeted by it from this time and space.
  • Stone Wall: When the Negation Shield is deployed, the Siren Frigate cannot attack, but will tank any kind of attack by the enemies, no matter how powerful.

Enterprise Aircraft Carrier

  • Drone Deployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Hornet drones to bombard enemy units from afar.
  • Siege Engines: Packing several UAV capable of delivering their payload over huge distances with deadly accuracy, the Aircraft Carrier is capable of leveling any enemy base to the ground with ease.
  • Units Not to Scale: It's far, far smaller than real aircraft carriers.

Trident Battleship

Paladin Tank Hunter

  • Adaptational Badass: The unit it's based on (and the unit it originally took the name from, until it got a name change in Patch 3.3.5), the Tank Destroyer, was an incredibly one-dimensional tank in Yuri's Revenge, dealing great damage against vehicles but being completely useless against everything else. The Paladin Tank Hunter does way with practically every shortcoming the Tank Destroyer had, by virtue of stronger armor, a stronger cannon, a rotating turret, and a missile pod to heavily damage the few units the cannon is ineffective against.
  • Demoted to Extra: The Paladin Tank Destroyer used to be a buildable unit for both the United States and the European Alliance in Version 3.0's Skirmish Mode, but it was turned into a campaign-exclusive unit afterwards, and even then, it only appears in a handful of missions.
  • Irony: By virtue of its armor type, the Tank Hunter is ironically most vulnerable to Main Battle Tanks, the most common type of tank it will encounter in the battlefield.
  • Macross Missile Massacre: After a few attacks with its main cannon, the Tank Hunter will fire a barrage of missiles that are interestingly more powerful than the main cannon - even heavyweights that can easily tank the main cannon, like the Nuwa Cannon, will be quickly destroyed by the missile barrage.
  • Non-Indicative Name: It's a Tank Destroyer, but it's actually good against all ground units, and not just tanks.


  • Mythology Gag: They are clearly inspired on the Empire of the Rising Sun's Mecha Tengus from Red Alert 3, although they lack the ability to transform into a fighter jet, or the ability to cross water.
  • Overshadowed by Awesome: They are essentially proto-Robot Tanks, being robotic anti-infantry units that can see through disguises, but the Robot Tank is stronger and can detect cloaked units as well, making the Tengu obsolete by Act 2.
  • True Sight: Can detect disguised units.

Shin Tsurugi Decimator

  • Hero Unit: It was intended to be the Pacific Front's epic unit.
  • One-Man Army: It's very slow, but it carries weapons for practically any kind of enemy (including the Suppressor's Negation Field to provide some healing capabilities) and, when repaired by the Chinese forces in "Digital Demon", it can take out several units before going down if the player isn't careful.
  • One-Shot Character: The only two Shin Tsurugi Decimators appear in the Special Ops mission "Digital Demon", and are both destroyed there. As Pacific Front could not get the blueprints, they were never put into production again.

Paradox Engine

  • Achilles' Heel: The Paradox Engine is powered by a battery that is vulnerable to power interruptions while charging. While the Allies had the foresight to build a spare battery to keep it continuously operational, said spare battery was destroyed by Epsilon army just before the Allies discovered the Epsilon HQ in Antarctica.
  • Bigger on the Inside: Implied. The Paradox Engine can house a lot of soldiers, tanks and even its own Chronosphere - more than its size would suggest.
  • Cutscene Power to the Max: Downplayed. While most campaign depicted its Time Freeze ability to last long enough to wipe out entire armies off the map, in Insomnia (currently the only mission where you can command the Paradox Engine) Time Freeze only lasts 2 minute per activation.
  • Establishing Character Moment: The moment it is activated in "Godsend", it quickly freezes time and wipes out the entire Epsilon attack force, including the Irkalla, and then disappears without trace.
  • Flying Brick: For a flying unit, the Engine is relatively durable.
  • Hero Unit: Due to its size, power and uniqueness, it can be considered one.
  • One-Man Army: Its prism refractors can make short work on ground units and its built-in Chronosphere can teleport large amount of units. And that's saying nothing about its Time Freeze ability.
  • Ray Gun: The Paradox Engine is armed with three pairs of prism refractors.
  • Shout-Out: Two of them to characters of the Command & Conquer series in its quotes.
    "Are you picking this up? Good." (quote from General Sheppard)
    "TIME IS ON OUR SIDE." (quote from Premier Cherdenko)
  • Time Stands Still: It is able to somehow freeze time.
  • Title Drop: Thanks to its new voiceset added with version 3.3.5, it gives one of the series in its quotes, but not completely directly.
    "Command, and we shall conquer."
  • Walking Spoiler: Sufficient to say it's not possible to reveal much about the Paradox Engine without veering into spoiler territory.

    Soviet Units 


  • 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.
  • 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

  • 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 units at once provided they're close together.


  • 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.
  • Herd-Hitting Attack: Their flamers cover a wide area, making it easy to eliminate entire infantry squads.
  • Kill It with Fire: A lot of fire, as flamethrowers can make a lot of it.
  • Required Secondary Powers: Pyros are outfitted with flame retardant suits to protect them from their own weapons; this also means that enemy flamethrowers are much less effective against them.
  • 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.
  • The Unintelligible: The Pyro's voiceovers are difficult to comprehend as they are filtered through their flame-retardant suit's gas masks.
  • Videogame Flamethrowers Suck: Averted - the Pyro's flamethrower is a solid weapon against both infantry and structures. A Borillo or Armadillo full of Pyros can be a very nasty surprise for an unsuspecting enemy. They are helpless against vehicles, though.

Crazy Ivan

  • Balance Buff: Compared to the base game they are more than twice as fast, as well as amphibious. Their bombs also leave fire, preventing players from recovering lost terrain.
  • Composite Character: They gain the speed (and the model) of the cuban Terrorist from the vanilla game.
  • 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: Ivans are a bit too enthusiastic to rid themselves of bombs.
  • Taking You with Me: The Ivan's makes an explosion just like its bomb when killed. Dogs, Spooks, Terror Drones, Duplicants, Brutes or other unsuspecting units will be greatly damaged (or outright killed) alongside the Ivan.
  • 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

  • Arm Cannon: A miniaturized Tesla Coil.
  • Balance Buff: Unlike the base game, their Power Armor does provide immunity against Dog/Spook bites.
  • Chain Lightning: Once they reach elite rank, the bolts fired by Tesla Troopers become able to arc from a primary target to nearby enemies.
  • EMP: Tesla 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.
  • Overshadowed by Awesome: After being used by the Russians in the entirety of Act 1, Tesla Troopers are replaced by Shock Troopers.
  • Power Armor: Tesla Troopers wear a suit of insulative armour that protects from tank treads and dog bites as well.
  • Status Buff: Tesla Troopers can charge up friendly Tesla Coils. One Tesla Trooper 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 the aforementioned effects.
  • Superior Successor: Of the Shock Trooper used in the Second Great War (Red Alert 1 - Aftermath expansion). Tesla Troopers shares the same property to being uncrushable by vehicles and their similar weapon but Tesla Troopers are tougher, faster and much more affordable to field (both in cost and tech).

Shock Trooper

  • Call-Back: They share the same name as the old infantry equipped with a Tesla weapon used in the Second Great War (Red Alert 1 - Aftermath expansion).
  • Chain Lightning: Like elite rank Tesla Troopers, their shots can arc from a primary target to nearby enemies. Unlike Tesla Troopers, Shock Troopers don't need to reach elite rank to be able to do so.
  • Elite Mook: Shock Troopers are stronger Tesla Troopers that are exclusive to Russia.
  • EMP: Shock Troopers can charge up a Tesla Coil to apply a short EMP effect on the target.
  • Lightning Gun: A more powerful and faster firing version than that of the Tesla Trooper.
  • Power Armor: Shock Troopers wear a suit of insulative armor that protects from tank treads and dog bites as well.
  • Status Buff: Shock Troopers can charge up friendly Tesla Coils. One Shock Trooper 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 the aforementioned effects.
  • Superior Successor: While Tesla Troopers are already this compared to the old Shock Troopers, this iteration of the Shock Trooper takes it even further. Take the Tesla Trooper, give it a Chain Lightning Tesla weapon and more armor and you have the Mental Omega's version of the Shock Trooper.

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.
  • No-Sell: They are immune to EMP in version 3.3.5.
  • Siege Engines: They outrange Tier 1 and Tier 2 defenses.


  • Crippling Overspecialization: Desolators are completely unable to damage robots or buildings.
  • Cruel and Unusual Death: Infantry attacked by Desolators melt into a puddle of residue in seconds.
  • I Love Nuclear Power: Their Rad Cannons shoot radiation.
  • Names to Run Away from Really Fast: You don't want to be near something called a "desolator".
  • No-Sell: Desolators are completely immune to radiation, including from other Desolators.
  • Powered Armor: A heavy hazmat suit which protects them from radiation and dog attacks.
  • Secondary Fire: When deployed, Desolators 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 instead to melt them into a puddle on the ground.
  • You Shall Not Pass!: Desolators can create a contamination zone deadlier than a nuclear missiles, and destroy nearly anything that comes through in a matter of moments.


  • Crippling Overspecialization: Eradicators are completely unable to damage robots or buildings.
  • Cruel and Unusual Death: Infantry attacked by Eradicators melt into a puddle of residue in seconds.
  • Elite Mook: A superior variant of the Desolator.
  • I Love Nuclear Power: Even more so than the Desolator, their Rad Cannons leak radiation and constantly damage any nearby units.
  • Names to Run Away from Really Fast: They won't just desolate your lands, they will eradicate you entirely.
  • No-Sell: Eradicators are completely immune to radiation.
  • 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 can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks.
  • Video Game Cruelty Potential: Whenever you want to give the enemy radiation poisoning before melting them into a puddle on the ground, use the Eradicator, 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!: Can create the same irradiating effect on a wide area of the ground as the Desolator above.



  • Bandit Mook: When a spy infiltrates an enemy Refinery, you'll steal $5000 from its owner.
  • Dressing as the Enemy: They can disguise as any enemy human infantry.
  • Master of Disguise: They can disguise as any enemy human infantry.
  • Nerf: Initially the Saboteur's bomb was noticeably stronger, easily capable of killing Dogs or Spooks, and it also left radiation when killed. Nowadays it's too weak to kill Dogs/Spooks on its own and leaves no fallout.
  • Non-Combat EXP: 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.
  • Taking You with Me: When a Saboteur dies, the bomb attached to his suit detonates. This results in a localised explosion, either grievously wounding or killing the attacker.


Chrono Ivan

  • Delayed Explosion: It takes a bomb a few seconds after being planted to explode.
  • Die, Chair, Die!: Even more so than the standard Crazy Ivan, now that they can teleport anywhere on the map that they could see.
  • Eyepatch of Power: In their portrait, not so much in-game.
  • Mad Bomber: They are just as crazy as the standard Ivans.
  • Put on a Bus: No longer buildable as of 3.3, due to a shift to having stolen tech units be vehicles or aircraft.
  • Teleportation: Their only form of movement is teleportation; they can't actually walk to a location.
  • Why Am I Ticking?: They can plant their ticking bombs on everything.

Cyborg Vanguard

  • Cyborg: In case the name didn't make it clear they are results of the Chinese cybernetics program.
  • Evil Knockoff: They are the results of China copying Volkov after they captured him from the Russians.
  • Immune to Mind Control: They are immune to mind control.
  • 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.


  • BFG: Voltmortars are armed with Tesla Mortars that must be deployed before being able to fire.
  • Deployable Cover: When deployed, Voltmortars lose their stealth, but become immune to being crushed and able to fire their mortar.
  • Put on a Bus: No longer buildable since version 3.3.

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: It's main use is to collect ore but in a pinch it could serve as a heavily armored anti-infantry vehicle thanks to its gun turret.


  • Anti-Air: Armed with flak cannons, it serves as the Latin Confederation and China's tier 1 anti-air vehicle.
  • Anti-Infantry: Armed with a machine gun to deal with them.
  • Awesome Personnel Carrier: A fast lightly armored transport which can transport up to two passengers. It is also armed with a machine gun and a flak cannon.
  • Fragile Speedster: The Halftrack will not last long under anti-armor fire but it is quite fast.

Tigr APC

  • Anti-Air: Armed with flak cannons, it serves as the tier 1 anti-air vehicle for Russia.
  • 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 medium-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.
  • Awesome Personnel Carrier: An heavier but slower Halftrack used by the Russians, with one more passenger slot (up to three).

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 during Epsilon Mission 2, "Accelerant", 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 are annihilated with minor casualties.
  • 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).
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.

Jaguar Assault Tank

  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • 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.
    • That said, it is only played straight compared to its Soviet and Foehn counterparts (except maybe the Draco Tank). But compared to its Allied and Epsilon counterparts, it is more downplayed as the Jaguar Tank is still as durable as them (if not slightly more).
  • 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.

Qilin Heavy Tank

  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Mighty Glacier: The Chinese decided to sacrifice the tank's mobility and pack as much firepower and armour as possible into it.
  • 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 and an EMP countermeasure which halves the EMP duration on it. It even cost the same amount of credits to produce than the old Heavy Tank (950 credits).
  • Theme Naming: The Qilin is a dragon-like creature from Chinese mythology said to be a sign of luck, prosperity and serenity; referenced a in a few of the unit's quotes.

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.


  • Amphibious Automobile: The inflatable rubber skirt and propellers stored in the chassis allow the Borillo 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.
  • 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 is equipped with sensors to detect cloaked and submerged units


  • Amphibious Automobile: Like the Borillo, the Armadillo can move on water.
  • Fire-Breathing Weapon: The Armadillo's main weapon is a pair of flamethrowers.
  • Mighty Glacier: As per China's preferred strategy, the Armadillo is a noticeably stronger but slower Borillo. It's faster than most armored chinese units, though.
  • See the Invisible: The Armadillo is equipped with sensors to detect cloaked and submerged units.

Demolition Truck

  • Action Bomb: The purpose of the Demolition Truck is to detonate its nuclear warhead, taking enemies along with it.
  • Adaptational Wimp: It's significantly weaker than in the vanilla game, with a weaker explosion that is only powerful against buildings, and leaving no radiation.
  • Suicide Attack: It explodes upon contact with the target.

Bomb Buggy

  • Action Bomb: The purpose of the Bomb Buggy is to detonate its nuclear warhead, taking enemies along with it.
  • 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.
  • Incoming Ham: BOMB BUGGYYYY!!!
  • Large Ham: Well, shouting is to be expected when you're piloting an Action Bomb.
  • Suicide Attack: Step 1: Get close to the enemy, Step 2: Explode. Survival is optional.

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.
  • Support Party Member: It has no weapons of any kind and can only repair allied vehicles.


  • Awesome Personnel Carrier: The Drakuv troop crawler is a heavy multi-functional transport designed not only for infantry support, but for specialised tactics as well.
  • 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.
  • Combat Medic: The Drakuv has a healing aura that affects all allied infantry around it.
  • 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. However, if the Field Bureau is infiltrated, access to that technology will be lost.
  • 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.

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.
  • 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 they travel much faster.
  • Composite Character: The name is taken from Generals' Scud Launcher but the overall design is inspired by Red Alert 3's V4.
  • 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.
  • Shoot the Bullet: Scud missiles can be shot down by enemy anti-air before they reach their target.
  • Siege Engines: Can launch Scud missiles at the enemy from quite a big distance.


  • 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 targets, but they are somewhat slow, and they cannot fire while moving.
  • 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.

Hydra Cannon

  • Anti-Infantry: The Hydra Cannon focuses on suppressing infantry groups with its machine gun and rockets.

Stalin's Fist

  • MacGuffin: During the first half of Act 1. A prototype Stalin's Fist was stolen, and the player General is suspected of being the culprit, locking him away from Weapons Protocol for several missions and constantly threatening him into being sent into a gulag; in reality, it was Yuri who stole it in order to have its technology reverse-engineered for an MCV of his own. The Stalin's Fist stops being this trope by "Road to Nowhere", when it's officially put into production.
  • 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.

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.
  • Evil Knockoff: Of an already evil tank. The Catastrophe Tank (as the name implies) is a poor man's Apocalypse Tank, only one gun barrel and only one rocket launcher.
  • 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.
  • Siege Engines: With a Mortar Quad inside it, it can serve as a alternate siege weapon for the Latin Confederation.


  • Break Out the Museum Piece: The Buratino are all 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.
  • 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.


  • Anti-Air: The Vulture 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.
  • Dual Mode Unit: In 3.0, the Vulture had the ability to land on the ground where it became a stationary smoke launcher. This was changed to the napalm drop in 3.3 with the introduction of the Smoke Turret.
  • 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.

Nuwa Cannon

  • 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.
  • I Love Nuclear Power: Shoots highly radioactive shells from its atomic cannon.
  • Martial Pacifist: Despite Nuwa's destrctive 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.
  • 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. With the Centurion Siege Crawler being unable to be mass-produced, the Nuwa Cannon is the closest unit the Chinese have for an artillery vehicle.
  • 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."


  • 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.


  • Attack Drone: Those drones are AI controlled.
  • EMP: Dragonflies use EMP weaponry to immobilise enemy vehicles.
  • The Paralyzer: A single Dragonfly is enough to instantly render almost any enemy unit incapable of firing or moving. Additionally, when placed nearby a radar structure, this unit will render the connection obsolete.
  • Support Party Member: While dealing no damage, Dragonflies can disable enemy units as well as radars.

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.
  • Hero Unit: Only one Centurion can be built at a time.
  • 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 in an attacking role.
  • 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.
  • Walking Tank: As the word 'crawler' would indicate, Centurions walk on three legs.

Kirov Airship

  • Bottomless Magazines: Technically they do have an ammunition limit (five bombs), but they reload at the same speed than they can drop bombs, so effectively they'll never run out of bombs.
  • 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.
  • Elite Mook: Kirov Command Airships appear in the Revolution Challenge, where they drop mini-nukes.
  • 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.
  • 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.


  • Ascended Extra: In 3.0, the Hailfox only appears in the final Allied and Soviet missions and can only be built by capturing an enemy Airbase. In 3.3, alongside the Airbase it was added to skirmish games.
  • Kill It with Fire: Foxtrots are armed with thermobaric rockets to set enemies on fire.
  • Pre-Asskicking One-Liner:
    "Let's dance."
    "Here comes the ballroom blitz."



  • 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, yet 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.
  • Combat Medic: The Apocalypse passively heals all infantry around it.
  • Composite Character: The Mental Omega incarnation of the Apocalypse Tank possess many characteristics of others super-heavy tanks in the Westwood's 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 the Westwood's games, combined into one unit.
  • Demoted to Extra: Played with. A mainstay Soviet unit in vanilla Command & Conquer: Red Alert 2, the Apocalypse has turned into a stolen tech vehicle, very situationally available. In the campaign however, they are given a more story prominent role.
  • 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.
  • Mighty Glacier: Very slow but super tough and packs a lot of punch in its guns.
  • 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.


  • 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 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.
  • 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 units sent to destroy your anti-building artillery, or to take down enemy artillery trying to destroy your defenses.


  • 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 infantry and light vehicles, 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 reload.

Seawolf Gunboat

  • Anti-Air: Their primary function is to protect naval units from aerial attacks, they can still be effective against other naval targets but only in sufficiently large numbers.
  • Pre-Asskicking One-Liner:
    "Start the fireworks."

Mosquito Demoboat

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

Kuznetsov Dreadnought

  • 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.
  • Long-Range Fighter: Dreadnoughts have the longest range of any Soviet unit, but their missiles fire so slowly that they can't do anything in a direct fight with smaller ships like Destroyers or Typhoons.
  • Mighty Glacier: Dreadnoughts hit hard and are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.
  • Overshadowed by Awesome: After being used by the Russians during the entirety of Act 1 and "The Raven" in Act 2, they are replaced by Akula Subs.
  • Painfully Slow Projectile: Their Snowstorm missiles can be dodged with ease by smaller ships while they chip off the Dreadnought's health.
  • Shoot the Bullet: The Dreadnought's Snowstorm missiles can be shot down by enemy anti-air before they reach their target.

Akula Missile Sub

  • Long-Range Fighter: Like the Dreadnought, the Akula can bombard enemy bases from extremely far away but do not carry any defensive measures and can do nothing but submerging and fleeing when confronted by smaller ships.
  • Mighty Glacier: Tied for the slowest unit in the game (with the Nuwa Cannon, Centurion and Mastodon), 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: Like the Dreadnought's Snowstorm missiles, the Akula's Gordost missiles can very easily be dodged, but being a submarine they are slightly less vulnerable to enemy retaliation.
  • Shoot the Bullet: The Akula's missiles can be shot down by enemy anti-air before they reach their target.
  • Stealthy Colossus: This is kind of the point of being a big submarine.


  • 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 the bombs they can carry what are valuable.

Heavy Tank

  • Break Out the Museum Piece: Even though the Heavy Tank has long been phased out since the Second Great War (and is the basis for the Chinese Qilin Tank), it is seldom encountered during the campaign, particularly among abandoned vehicles, rebel forces (that can't get modern weaponry) or weakly-defended areas.
  • Technology Marches On: An In-Universe example. 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 else is practically a death sentence.

Mammoth Tank

  • Break Out the Museum Piece: Even though the Mammoth Tank has long been phased out since the Second Great War, it 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.
  • Technology Marches On: An In-Universe example. The Mammoth Tank was, by far, the strongest tank in the Second Great War. Decades later and advancements in tank technology have, however, degraded its quality to only being a below average monster tank.

    Epsilon Units 


  • Adaptational Wimp: Their terrifying damage when garrisoned in the vanilla game has been greatly nerfed, putting them on par with other base units.
  • Kill It with Fire: Initiates are pyrokinetics who attack by igniting fires with their psychic powers.
  • Playing with Fire: Initiates are pyrokinetics who attack by igniting fires with their psychic powers.
  • Psychic Powers: Initiates are equipped with psychic apparatuses that allow them to create and manipulate fire with thought alone.
  • Starting Units: Epsilon players start with Initiates but can't train more until they build a Barracks.
  • Technicolor Fire: Initiates normally attack with red fires but, when promoted to Elite, they attack with blue fires.


  • Anti-Air: Archers serves as the basic anti-air and anti-tank for the Epsilon Army.
  • Archaic Weapon for an Advanced Age: While modified to work as an anti-armor weapon, the Archer's bows stand out against the more modern weapons anti-armor infantry of other factions use.
    "Guns? Too modern for my taste."
  • Entertainingly Wrong: Not them but their foes are quite surprised at their effectiveness in battle. Best summed in their official description.
    Despite its primitive appearance, the Archer has proven to be more than a match for enemy vehicles and aircraft, to the surprise of their foes.
  • Improbable Aiming Skills: Archers can hit aircraft with their Armor Rupturing Objects (or AROs) ammos with high precision. They even hit farthest compared to all basic anti-armor infantry.
    (When ordering an Archer to attack an air target) "You think you're safe up there?"
  • The Straight and Arrow Path: They wield high-tech bows firing reactive projectiles with deadly speed and incredible precision.


  • Angry Guard Dog: They are very similar to dogs, with an even worse temper due to the variety of experiments conducted on them and being the premier power source in Bio Reactors.
  • Crippling Overspecialization: They are able to instantly kill dogs and unarmoured human infantry, but are utterly useless against everything else.
  • Fragile Speedster: Like dogs, Spooks are fast but unable to take much punishment.
  • No-Sell: Being beasts, Spooks are completely immune to mind control and confusion.
  • Oculothorax: Spooky spooks. It's a ball with an eye and two claws and a tail.
  • One-Hit Kill: Any infantry mauled by a Spook is killed instantly.


  • The Brute: It's in their name.
  • Crippling Overspecialization: Even though they can take a fair bit a punishment than the normal soldier and are a nightmare for ground units (especially in large numbers). Aircraft will pretty much render them helpless.
  • Dumb Muscle: The strongest but not the smartest of Yuri's creations.
  • Mutants: They are the result of Epsilon genetic engineering.
  • No-Sell: They are especifically engineered to be immune to the Ruiner and War Rig's Amnesia Rays. It doubles as an In-Universe application of Required Secondary Powers, as Brutes, being melee attackers, would be completely unable to work alongside a friendly Ruiner or War Rig.
  • Smash Mook: Fights with nothing but their fists that they use to smash ground units and structures.


  • Action Bomb: It is a walking poisonous bomb.
  • Expy: Of the Zerg Baneling from Starcraft II. Both of them are green quadrupedal suicide units which are effective against infantry and structures, crawl to their ennemies to deliver said attack (althrough the Baneling rolls when it is upgraded), do splash damage, do not detonate each other when one explodes and do not friendly fire.
  • Cyborg: The Bloatick is a bio-mechanical organism.
  • No-Sell: As a bio-mechanical creature, Bloaticks are immune to mind-control.
  • Poisonous Person: A Bloatick carries within itself glands that naturally secrete a highly explosive toxic substance.
  • Splash Damage: This is why they are extremely effective against clustered infantry groups. This is even more true with the support power Bloatick Trap which call them directly on top of said groups.
  • Suicide Attack: Bloaticks attack by violently discharging their poison towards enemies.
  • Taking You with Me: Bloaticks detonate when killed.


  • Hover Board: Duneriders use anti-gravity hover boards that allow them to manoeuvre across any terrain with extreme ease and great speed.
  • Poisoned Weapons: Duneriders lob grenades with toxic charges.
  • See the Invisible: They can detect stealthed units in big radius around them.

Epsilon Adept

  • Adaptational Backstory Change: In vanilla Yuri's Revenge, those mind-controlling soldiers were Yuri's imperfect clones. In Mental Omega, Epsilon Adepts are not clones of their leader, but actual people, members of the PsiCorps Division with above average psychic abilities.
  • Adaptation Name Change: From Yuri Clone in Yuri's Revenge to Epsilon Adept in Mental Omega, which reflects their new background.
  • Area of Effect: Can release a Psychic blast which kills all nearby enemy infantry units.
  • Charm Person: Epsilon Adepts are capable of mind controlling enemy units.
  • No-Sell: Epsilon Adepts are immune to mind-control themselves.
  • Overshadowed by Awesome: During Act Two in the campaign, they are eventually phased out by the strictly better Epsilon Elite, even by Epsilon HQ, which normally cannot use them.
  • Squishy Wizard: Adepts, the closest thing the game has to 'wizards', are the second squishiest human infantry after Engineers, and are also very slow and vulnerable to dogs and robots to boot.

Epsilon Elite



  • Ambiguous Situation: The Scourge, a Scorpion Cell unit, is the only Epsilon unit with access to EMP. In-universe, it has led the Allies to believe that either Scorpion Cell reverse-engineered Soviet EMP systems, or they got help from someone else, with more experience in EMP weaponry, such as Yunru.
  • EMP: The Scourge uses an inaccurate weapon to immobilise enemy vehicles with EMP.
  • Mythology Gag: Scourges look like Nod's Black Hand in Tiberian Twilight.


  • Combat Medic: The Stalker has a special weapon that, upon firing at enemy infantry, will heal your troops around that specific soldier. They make a particularly good combination with Brutes for that reason.
  • Mighty Glacier: They are slow but their weapons pack a punch to anything that isn't aircraft.
  • Mutants: Stalkers are the more successful counterparts of the genetic experiments by Epsilon scientists.
  • Siege Engines: Serving as mobile artillery platforms, Stalkers can withstand the recoil of their implosion cannon, allowing them to easily bring down structures as they collapse upon themselves.



  • Cyborg: A super soldier fused with a suit of power armor reverse-engineered from Soviet cybernetics technology.
  • Powered Armor: Reapers are the twisted results of Epsilon human experimentation and Soviet cybernetics: a combat suit completely melded with its user.
  • Put on a Bus: As stolen techs are now always vehicles or aircraft since version 3.3, the Reaper is no longer buildable.
  • Wave-Motion Gun: Its portable Antares beam cannon is devastating against infantry and tanks.


  • Abnormal Ammo: The Virus fires special darts filled with a biologically engineered pathogen, causing the victim to rapidly develop large sores and blisters, as well as severe organ damage and necrosis. When the pathogen has reached critical mass within a victim’s body, the skin ruptures, ejecting toxic gasses and killing the host.
  • Amazon Brigade: All Viruses are female.
  • Crippling Overspecialization: Viruses are able to kill entire groups of infantry from a long range, but can't even scratch vehicles.
  • Cruel and Unusual Death: The fate of a soldier killed by a Virus. When the pathogen has reached critical mass within a victim’s body, the skin ruptures, ejecting toxic gases and killing the host.
  • Demoted to Extra: The Virus was reduced from a regular unit to a stolen tech unit in 3.0. They were later turned back into a regular unit for the next release.
  • Hoist by His Own Petard: Viruses can actually be killed by poison explosions if they are near them, even though they normally heal when under contact with poison.
  • Long-Range Fighter: They can fire from very far but their slow reload speed makes them ill-suited for direct combat.
  • Mutant: Is a result from genetic manipulations. That's how they actually get healed by poison, instead of damaged by it.
  • Nerf: Compared to Yuri's Revenge and earlier versions of Mental Omega, the Virus is more than twice as expensive, requires a Cloning Vats instead of merely the radar facility (and is the only unit, alongside the Dybbuk-Evolver, to require the economy booster building to be trained), is slower, more fragile, has lower range and deals less damage (a few infantry units cannot be killed in one hit), and said damage is no longer instantaneous. The only saving graces is that the Virus's attack deals splash damage now, and that the Cloning Vats requirement means each individual Virus is not that much more expensive than their original cost.
  • Poisoned Weapons: The Virus' bullets are filled with a biologically engineered pathogen.
  • Some Dexterity Required: Since multiple Viruses shooting at the same target does not make the infection apply faster or become any stronger, it is important to ensure a Virus squad shoots at different targets to maximize efficiency.
  • Sniper Rifle: Their weapon is a sniper rifle.

Ghost Miner

  • Invisibility Flicker: Its Chimera Core powers down when the Ghost Miner carries too much ore, revealing the miner to the enemies.
  • Worker Unit: Their sole purpose is to gather credits.

Gatling Tank

  • Adaptational Wimp: They are overall weaker than in Yuri's Revenge - while still a good anti-infantry and anti-air vehicle, their effectiveness against buildings and especially Terror Drones is lower. The latter point is acknowledged in the unit's description in the Mental Omega website: at first, Gatling Tanks were as good as in Yuri's Revenge against Terror Drones (as in, completely annihilating them), but the Soviets added some upgrades that made Terror Drones no longer helpless against Gatling Tanks and Cannons.
  • Anti-Air: They serve as tier 1 anti-air units for Epsilon.
  • Gatling Good: They fire a steady stream of bullets that sped up the longer the gun fires on a single target (or another nearby).
  • More Dakka: Comes naturally with being using twin gatling cannons.
  • Mundane Utility: While the Gatling Tank's main purpose is being an anti-infantry/anti-air vehicle, it is possible to fit it inside a Tank Bunker. This effectively turns the Gatling Tank into a cheaper Gatling Cannon that does not consume power, in exchange of having a slower overall construction time and being more fragile (the Gatling Tank can be destroyed by aircraft bypassing the bunker).
  • Tanks, but No Tanks: The Gatling 'Tank' is a somewhat squishy wheeled vehicle that can only deal with infantry and aircraft.

Lasher Light Tank

  • Adaptational Badass: Lasher tanks are equipped with autoloaders, which allows them to fire their first 4 shells at very quick rate.
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Jack-of-All-Stats: Outside of its first four attacks being faster thanks to its autoloader, the Lasher Tank is remarkably average. Still, it is the strongest of all of Epsilon's MBT.

Mantis Light Tank

  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Dead Man Switch: Destroying a Mantis causes its debris to attach to other nearby Mantises, replenishing their armour.
  • Fragile Speedster: The Mantis is fast and cheap, but its armor cannot stand in a direct fight against almost everything else. It is the lightest of all Main Battle Tanks.
  • Hit-and-Run Tactics: Scorpion Cell's biggest advantage is the ability to roll in behind your opponent's base with a few Mantises before he/she has any serious forces or defences out. Then, Mantises are fast enough to pull out when the going gets tough and losing a straggler won't cost you much anyway.
  • Improvised Armour: Mantis tanks are able to scavenge parts of their destroyed brethren to quickly replenish their armour.
  • Zerg Rush: An ideal tank for such a strategy thanks to its high speed, low cost, mediocre attack and poor armor. Its special ability to heal nearby Mantis Tanks when destroyed greatly encourages swarming the enemy with these tanks. As such, overwhelming enemy units with Mantises en masse is a common tactic used by Scorpion Cell players.

Opus Custom Tank

  • Awesome Personnel Carrier: The Opus tank can carry one infantry unit, capable of operating its secondary barrel.
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.


  • Attack Drone: The Stinger is an unmanned, robotic walker used to swiftly transport infantry across the battlefield.
  • Mook Medic: When carrying an Engineer or Medic, it can repair other vehicles.
  • Poisoned Weapons: The Stinger is armed with an acid sprayer to decimate infantry with and lightly damage vehicles.
  • See the Invisible: They can detect stealthed units in big radius around them.

Driller APC

  • Defenseless Transports: The Driller can carry three infantry and is completely unarmed.
  • Drill Tank: The Driller is equipped with a large, tungsten coated, titanium drill on the front, allowing it to quickly tunnel into the earth and avoid enemies and terrain obstacles altogether.


  • Adaptational Name Change: It was changed from Floating Disc to Invader.
  • Adaptational Wimp: One of the biggest examples, the Floating Disc turned from a terrifying flying saucer that is strong against all ground targets and capable of shutting down the enemy's entire power grid to a weak anti-infantry unit capable of only draining one power plant at a time.
  • Bandit Mook: Equipped with what most commanders call a 'parasite pull', the Invader can siphon credits from an opponent once it hovers above an enemy refinery.
  • Flying Saucer: The Invader strongly resembles a classic UFO from the late 40's.
  • Ray Gun: Invaders are armed with a unique beam weapon that dissolves organic material, causing flesh to deteriorate and armour to take substantial damage.

Marauder Tank

  • Amphibious Automobile: The Marauder's anti-gravity plates allow it to travel on both land and water.
  • Crippling Overspecialization: Marauder Tanks deal solid damage against all ground units, but it's extremely weak against buildings.
  • Glass Cannon: The Marauder Tank is very fast, has very good mobility and can take out most ground units in a few shots, but it's very fragile.
  • Hit-and-Run Tactics: It's almost entirely oriented to using its excellent speed, amphibious capabilities, and high range for a tank to deliver heavy blows to the enemy while simultaneously kiting out of their range.
  • In-Series Nickname: Due to its almost completely unarmoured rear to accommodate for the powerful engine, Soviet commanders mockingly call it 'the tank without pants'.
  • Mythology Gag: They share the same name and similar design to GLA's Marauder from Generals albeit less armored.
  • Splash Damage: The Marauder's weapon deals a bit of splash damage.
  • Tanks, but No Tanks: For a tank, the Marauder is way too fragile to take on an actual tank role. It is, instead, a hit-and-run attacker.

Speeder Trike

  • Cool Bike: With mounted rocket launchers and high speed to boot.
    "Now this is a bike."
  • Hit-and-Run Tactics: Their overall design is based on this tactic, they rely on their speed and long ranged weapons to deal with targets.
  • Fragile Speedster: The Speeder is quick enough to out-maneuver most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
  • Self-Deprecation: Flat out suggests the commanding Proselyte to send them to the Grinder instead. Whether said Proselyte do this is up to the player.

Shadow Tank

  • Glass Cannon: Powerful against both infantry and tanks. Don't expect it to take many hits if it's revealed, though.
  • Hit-and-Run Tactics: The ideal way to use the Shadow Tank is to sneak into an enemy, deal heavy damage to its weapons, and run away before they retaliate (hopefully recloaking before that can happen).
  • Invisibility Flicker: Only revealing themselves when diverting power to their weapons, the Shadow can otherwise remain unseen indefinitely.
  • Ray Gun: Equipped with twin dissolver beam weapons, the Shadow is one of the most dreaded of Epsilon inventions, becoming a pivotal instrument of victory for Yuri's proselytes.
  • See the Invisible: Shadow Tanks can detect enemy invisible units in a large radius around them. The Shadow Tank happens to be one of the best stealth detectors in the game due to the fact they are stealthed themselves, and can hold fire to avoid unnecessarily revealing themselves.
  • Tanks, but No Tanks: The Shadow 'Tank' comes with weak armour, suited for ambushes but definitely not made for the front line.


  • Space Plane: All Dybbuk jets have been designed to operate both in the atmosphere and space.


  • Friendly Fireproof: Unlike most AoE weapons in the game, the Dybbuk-E's mutagenic gas doesn't harm friendly units.
  • Space Plane: All Dybbuk jets have been designed to operate both in the atmosphere and space.
  • Spawn Broodling: Those bombers are capable of mutating dying soldiers into loyal Brutes.
  • Video Game Cruelty Potential: See a town of civilians? Ample fodder for the Dybbuk-Evolver to turn them into an army of loyal Brutes!


  • Abled in the Adaptation: Downplayed as the Mastermind still takes overload damage if it controls too many units. But the Mastermind in Mental Omega overload damage is greatly reduced compared to the vanilla game, giving the Proselyte more time to react before its destruction.
  • Brain in a Jar: With the 'jar' being the Mastermind chassis and the 'brain' being a conglomerate of Adept brains.
  • Charm Person: Masterminds are capable of mind controlling enemy units.
  • Darker and Edgier: In the vanilla game, the brains were artificilly grown and cultivated. In Mental Omega however, they are the brains of fallen adepts stitched together where only those with the strongest shall be in total control while the others fade away.
  • Explosive Overclocking: If the Mastermind controls too many units at once, its health will steadily decrease until the controlled units or the Mastermind itself die.
  • The Hypnotoad: A giant conglomerate of brains that can mind control enemies.
  • The Minion Master: A variation, as they do not create units but can mind control multiple enemy units at a time.
  • No-Sell: Masterminds are immune to mind-control themselves.
  • Stone Wall: It's slow and its only 'weapon' is the ability to mind-control attackers, but it's tough to take down.


  • Crippling Overspecialization: The Magnetron is the only siege unit in game which is unable to damage anything that is not a structure.
  • Glass Cannon: Standard for all artillery. They can destroy buildings in seconds, and can be destroyed in seconds by most units as well.
  • Hover Tank: Unlike the original, the Mental Omega's incarnation of the Magnetron can traverse water.
  • Magnetism Manipulation: Through the use of the Earth's natural magnetic field, the Magnetron can use powerful electromagnets in order to be 'repelled' by the Earth, allowing it to hover above the ground and traverse water. The weapon of the Magnetron works on a similar priniciple: the pull of the magnetic beam emanating from it can rip structures apart piece by piece. When faced with enemy armour, the Magnetron can reverse the polarity of its weapon, resulting in the target becoming a magnet of its own.
  • Marked to Die: The Magnetron is capable of disabling enemy tanks, ships and some infantry (like the Tesla Trooper or the Desolator) to the point they are unable to attack or movenote . Usually it ends with the affected unit being destroyed.
  • Siege Engines: The Magnetron's cannon outranges most base defences and is strong against buildings.
  • Support Party Member: Aside from buildings, the Magnetron cannot damage anything on the field but their coils can be very useful to stop any vehicle, any ship (since the Magnetron is amphibious) and certain infantry (like Tesla Troopers) to approach the PsiCorps forces and one Magnetron can affect groups of units around the target but only slows them. Unlike EMP attacks, the immobilized targets can still shoot back if they have targets in range so it is wise to combine Magnetrons with long ranged units like the Marauder (which is also amphibious) to shoot the immobilized targets without any fear of retaliation. A last feature of the Magnetron is that it also prevents the target to turn around, so any vehicle without a rotating turret immobilized by a Magnetron cannot retaliate at all if they are flanked.

Gehenna Platform

  • Anti-Air: The Gehenna is designed as a specialised tier 3 anti-air vehicle.
  • Crippling Overspecialization: One of the most powerful anti-air units in the game, the Gehenna is completely useless against ground targets.
  • Drone Deployer: The Gehenna attacks aircraft by sending a remote-controlled Dybbuk-Interceptor jet after them.
  • Super-Persistent Predator: Once a Dybbuk-Interceptor has been launched, it will relentlessly pursue its prey until shot down, running out of ammo or the Gehenna that controls it is eliminated.


  • Dungeon Bypass: The Tyrant's tunnelling ability is the reason that building detectors and defences within the base is compulsory when playing against Scorpion Cell. A Tyrant blob suddenly popping out of the ground to blow up the Construction Yard may result in a GG very easily.
  • Fast Tunnelling: A mechanised grinder and powerful engine allow the Tyrant to travel underground just like the Driller APC.
  • Glass Cannon: It's the toughest Scorpion Cell unit, but for monster tank standards it still fits - the Tyrant is quite fragile for its cost, damage and mobility.
  • Hero with Bad Publicity: Well, the Tyrant driver claims to be one.
  • Poisoned Weapons: The Tyrant's cannon fires large capsules containing toxins and acids over a small area.
  • Zerg Rush: Tyrants are the cheapest and squishiest of all monster tanks and rely on numbers more than anything to get the job done.

Plague Splatter

  • Archaic Weapon for an Advanced Age: The Plague Splatter is a catapult, which is rather archaic for the 20th century.
  • Deadly Gas: Plague Splatters throw containers of highly corrosive agents and explosives across the battlefield, blasting open structures and eating away at the foundations. The projectiles leave poisonous vapours behind, causing respiratory distress and damage to internal and external organs.
  • Expy: Of the Harkonnen Inkvine Catapult from Emperor: Battle for Dune.
  • Imperial Stormtrooper Marksmanship Academy: Plague Splatters are known for being extremely inaccurate. Despite serving as artillery, they are actually quite ineffective against 1x1 base defences, as they are too small for Plague Splatters to hit reliably.
  • Lead the Target: Because of the Plague Splatter's relatively slow projectile speed, it's sometimes a good idea to have them force fire on the ground where you predict your intended targets to be when the projectile hits so they'd walk right into it.
  • Siege Engines: Plague Splatters outrange most base defences and are effective against structures. They even look the part, strongly resembling the highly effective siege engines of ancient Greece.


  • The Alleged Car: This thing is a haphazardly bolted, unstable vehicle which eats itself from inside out since its weapons are made to eat metal. To drive that junk into the battlefield is a worse fate than being mind controlled.
"We're out of fuel.... no, wait. The gauge is just broken."
  • Amphibious Automobile: The Oxidizer is capable of moving on water with the help of simple suspension materials.
  • Anti-Air: It fires armor eroding capsules at aircraft allowing other anti-aircraft units to bring them down much easier.
  • Crippling Overspecialization: The Oxidizer is designed purely for anti-aircraft warfare and so is very vulnerable to ground units.
  • Damage-Increasing Debuff: The Oxidizer's attack reduces the armour of the target by 25%. The effect stacks, meaning that, with sufficient numbers, a group of Oxidizers can turn even the incredibly tough Harbinger into a paper-thin aircraft.
  • Gameplay and Story Segregation:
    • Despite being a poor excuse of a vehicle, the Oxidizer is available at tier 3, meaning that Morales cannot kill their drivers. Yes, drivers are better protected inside the wreck that is the Oxidizer than inside main battle tanks.
    • Even though the Oxidizer's weapons are made to damage metal, the Oxidizer itself cannot damage units (it can only apply a Damage-Increasing Debuff to aircraft).
  • Poisoned Weapons: The Oxidizer fires capsules containing a highly potent cocktail of hydrogen peroxide, hydrochloric acid, and nitric acid, which literally eats away at aircraft.
  • Support Party Member: It cannot deal damage directly but it can erode the armor of its target making it easier for other AA units to take them down.


  • Badass Boast: Doubles as a Shout-Out but some of quotes show this is one tank that shouldn't be trifled with.
    "Summoned by their fears."
    "Their lives are signed and sealed."
  • Dual Mode Unit: The Colossus can switch between a mobile tank armed with psionic blasters, or an anti-air gun.
  • Jack-of-All-Stats: The Colossus is versatile and not only functions well as a heavy assault vehicle, but as an excellent anti-air defense as well. It can take on ground foes with its psionic blasters, or aircraft with its anti-air gun. It's not as good as specialized anti-ground or anti-air units in either regard, but it makes that up with versatility.
  • Shout-Out: Most of its quotes are references to Meshuggah's song "I Am Colossus".
    "I am a mammoth king evoked."
    "My rules apply to ALL!"
  • Took a Level in Badass: One of the Colossus' glaring weaknes is that it must remain immobile in order to use it's Anti-Air guns. As of update 3.3.5, this is no longer the case as it can now move and fire it's Anti-Air guns.


  • Dual Mode Unit: The Hazequad must deploy and become immobile to generate its invisibility field.
  • Invisibility Cloak: Hazequads can generate a psychic illusion field of a decent size, enough to turn other units (not itself) invisible and prepare an ambush.
  • No Self-Buffs: A deployed Hazequad, despite providing invisibility to nearby friendly units, can never be cloaked by a friendly Chimera Core or another Hazequad.


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

War Rig

  • Base on Wheels: Basically a vehicle that can deploy into a multi-functional structure.
  • Composite Character: Its role as a Mobile Refinery resembles the Slave Miner from the base game (in fact, it replaces the Slave Miner in the game's internal data), while its ability to deploy into a structure that can defend itself and repair nearby vehicles is similar to GDI's Rig from Tiberium Wars.
  • Drill Tank: The War Rig is equipped with two drills on the front, allowing it to quickly tunnel into the earth and avoid enemies and terrain obstacles altogether. The drills are also relatively effective against structures, meaning the Rig can be used for direct assault as a last resort.
  • Mobile Factory: Their purpose is providing a mobile Refinery for Ghost Miners and repairing friendly vehicles.
  • Mook Commander: Increases the armor of nearby friendly Tank Bunkers by 40% when deployed.
  • Mook Medic: Deployed War Rig can repair surrounding vehicles, just like the Soviet Repair Crane.
  • No-Sell: The War Rig cannot be hijacked, mind-controlled, depiloted, abducted, or confused.
  • Power Nullifier: Its amnesia ray prevents enemy infantry (except unarmed ones) from attacking it.
  • The Virus: Units affected by the War Rig's Amnesia Ray can spread the effect to nearby units.


  • Badass Baritone: A deep voice that echoes when selected and has some badass quotes to boot.
    "Epsilon's legend."
  • Siege Engines: Basilisks serve the role of anti-building aircraft for Epsilon due to their effectiveness versus structures.
  • Space Plane: Basilisks have been designed to work in the vacuum of space as if it was air.

Aerial Fortress Irkalla

  • Gameplay and Story Segregation: Before patch 3.3.5note , two contradictions between the Irkalla's unit description and the campaign:
    • The unit description states the Irkalla was created after Yuri witnessed the Centurion Siege Crawler, but in the campaign, the Irkalla appears first.
    • Similarly, it also states that, ever since the Irkalla was deployed, the Allies and Soviets have been unable to get to Epsilon's bases in Antartica, except the Allies did exactly that, and all Irkallas sent by Epsilon were easily destroyed.
  • Flying Saucer: Between the Invader, the Ruiner, and Irkalla's designs, Yuri must love his sci-fi B-movies if he takes design cues from the flying saucers in them.
  • Hero Unit: Only a single Irkalla can be trained at a given time.
  • Mighty Glacier: The Irkalla is the slowest aircraft in the entire game and it deals a lot of damage to pretty much every possible target while also being fairly tough for a Hero Unit (only somewhat less sturdy than a Kirov). Its terrible speed makes the Irkalla a very suitable unit to defend Epsilon HQ bases, as it can stay still and decimate anything that gets into its range, while being protected from swarms of Anti-Air units.
  • Ray Gun: It is armed with six Dissolver Beams, which are better suited against infantry and aircraft than its Imploders.
  • The Worf Effect: At the end of the 17th Epsilon mission, the Irkalla is seen destroyed in one shot by the Paradox Engine to show the power of this new Allied Hero Unit.


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


  • Energy Absorption: If you let an enemy Epsilon player infiltrate your Soviet lab, never send your Tesla Troopers and Cruisers against their Wormqueens: they will be healed instead of damaged when hit by Tesla weapons.
  • Fast Tunnelling: The Wormqueen can travel underground like the Tyrant.
  • Long-Range Fighter: The Wormqueen has a long range but cannot fire at nearby enemies.
  • Mythology Gag: Its ability to heal when attacked by Tesla units recalls the Shogun Executioner from Red Alert 3


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



Piranha Minisub

  • Anti-Air: It's main weapons are effective against air units.
  • Decomposite Character: It takes the Tier 1 submarine role of the Boomer Submarine from the vanilla game.
  • Fragile Speedster: The fastest submarine among the Epsilon arsenal but also is about as durable as a wet napkin.
  • Invisibility Flicker: The Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward their destination.
  • Zerg Rush: Cheap and very lightly armoured, Piranhas rely on group tactics and quickly emerging to surprise their enemies. Much like the animal it is named after.

Giant Squid

  • Attack Animal: These squids have been specially trained in military maneuvers.
  • Beast of Battle: They're mind controlled and specifically trained squid.
  • Fragile Speedster: Pretty quick, but not the most durable sea unit.
  • Giant Squid: Duh
  • No-Sell: Like all beasts, squids are immune to mind control.
  • Sea Monster: With the twist that it's actually controlled by the bad guys and not just a dangerous beast.
  • Slave Mooks: They were mind controlled by Yuri to serve the Soviets, then the Epsilon when Yuri defects from them.

Nautilus Magnetic Sub

  • Decomposite Character: It takes the heavy anti-ship submarine role of the Boomer Submarine from the vanilla game.
  • Magnetism Manipulation: If an enemy unit comes too close to the Nautilus, it will activate its magnetic field and trap anything that's near the sub at said moment.
  • Stealthy Colossus: This is kind of the point of being a big submarine.

Resheph Ballistic Sub

  • Decomposite Character: It takes the design and artillery submarine role of the Boomer Submarine from the vanilla game.
  • Energy Ball: The Resheph's Psionic Decimator fires some kind of blue balls made of pure energy.
  • One-Hit Kill: A single energy blast from the Resheph is enough to destroy all but the toughest buildings.
  • Painfully Slow Projectile: The Resheph's energy balls travel slowly enough to make everything that is not a building capable of dodging them with ease.
  • Shoot the Bullet: The energy balls fired by Reshephs are vulnerable to enemy anti-air when travelling to their target.
  • Stealthy Colossus: This is kind of the point of being a big submarine.


  • Artificial Gravity: In this case, it's weaponized, decreasing the speed of enemy units or outright instantly destroying them.
  • Flying Saucer: Like the Invader, Irkalla and the Ruiner, the Gravitron strongly resembles a classic UFO from the late 40's. By the point it is encountered, Soviet intel is convinced Yuri must be obsessed with UFOs with so many units based on them.
  • One-Hit Kill:
    • Their gravity field can flip ground vehicles and destroy them in one hit, much like Libra's special ability. This is helped by said gravity field slowing down ground units significantly, decreasing their chances of escaping.
    • Their anti-air attack can destroy all but the toughest air units in one hit. Those that survive don't have much of a chance anyways due to the Gravitron's fast attack speed.
  • Mighty Glacier: It's fairly sturdy, practically eats Cosmonaut swarms for breakfast, and can One-Hit Kill almost any vehicle that tries to cross its gravity field. The Gravitron can't move, however, making them easy prey for anti-air units.

    Foehn Units 


  • Anti-Air: The Knightframe is both the basic anti-infantry soldier as well as the anti-aircraft weapon of the Foehn Revolt.
  • Early-Bird Cameo: Knightframes appear as part of the Chinese army in the mission Heartwork (then known as Heavy Troopers), long before the emergence of the Foehn Revolt, suggesting a link between them and China.
  • Logical Weakness: Knightframes are soldiers wearing heavily outfitted exosuits, in comparison to other starter infantry wearing typical armor. Technically being composed metal and flesh per unit, Knightframes are also vulnerable to tank shells as if they were vehicles.
  • Mighty Glacier: While they are moving at the same pace as with the other starter infantry, Knightframes do splash damage, attack air units and hold out much longer than the already versatile Epsilon Initiates.
  • Powered Armor: The large exoskeleton worn by Knightframes enhances performance and survivability in battle and also helps carry their large next-gen machine guns. The size of the exoskeleton makes it impossible for normal-sized vehicles to crush them.
  • Starting Units: For Foehn Revolt.


  • BFG: The Kingsframe wields an imploder cannon which deals great damage to enemy structure and infantry in a small radius.
  • Equipment Upgrade: As Knightframes being the required unit.
  • Powered Armor: They retain the Knightframe's exoskeleton.
  • Siege Engines: Kingsframes are effective against buildings, and in enough numbers will level any base quickly and with little resistance.


  • Artificial Limbs: Lancers use cybernetically augmented legs to outrun most infantry and keep up with vehicles.
  • Cyborg: Lancers have decided to go one step further than Knightframes and become one with the machine to further enhance their combat abilities.
  • Early-Bird Cameo: The first Lancer briefly appears in the mission Heartwork as a Chinese cyborg that you must destroy at all costs.
  • Lightning Bruiser: The Lancers' short range sonic weapons, high durability and fast speed result in a force to be reckoned with or even outright avoided when anti-infantry weapons are scarce.


  • Equipment Upgrade: More of as a sidegrade than upgrade, Railgunners are focused killing tanks than generally anything else like razing buildings.
  • Magnetic Weapons: It's in their name, they wield railguns.
  • Mighty Glacier: They wield a heavy railgun and are even more durable than Lancers, but have to trade speed for them.


  • Amazon Brigade: Huntresses can group into one.
  • Bandit Mook: The Huntress can use her nanoids to take out the pilots of enemy tanks at close ranges and take control of that vehicle. Once a hijacked vehicle is destroyed, there's a high chance she'll survive and be able to steal another vehicle.
  • Combat Medic: The advanced suits worn by Foehn soldiers are compatible with the nanoids released by the Huntress. After 'consuming' an object, these nanoids will be able to heal Foehn infantry nearby for a short while.
  • Life Drain: Once an enemy infantry is eliminated by the Huntress' nanoids, a temporary nanocloud is created in which all Foehn troops will be healed with the salvaged materials.
  • Sniping the Cockpit: Huntresses can release the nanites into an enemy non-robotic vehicle at close ranges, killing its occupants, allowing the Huntress to take control of the vehicle.


  • Always Accurate Attack: The Deviatress' emitter does not have a spread similar to the Irritator, she can only target one object at a time but compensates for it with an accuracy so good she's able to affect flying units.
  • Amazon Brigade: As they are upgraded from Huntresses, all Deviatresses are female.
  • Equipment Upgrade: Like the Lancer, Huntresses loses their healing support for an offensive disruption capability.
  • Unfriendly Fire: Their confusion ray, similar to the Irritator's, can make enemies attack each other.


  • Bandit Mook: When a Clairvoyant infiltrates an enemy Refinery, you'll steal $5000 from its owner.
  • Mecha-Mooks: Clairvoyants are AI-controlled.
  • Mechanically Unusual Class: Unlike other infiltrators, the Clairvoyant does not disguise, however it is much cheaper, has a different armor type (making it more durable against standard anti-personnel weaponry), and has the ability to traverse through water. With the use of Spinblades its speed can be vastly boosted, which is useful especially during the infiltration attempts. Most importantly, they are immune to dog bites and mind control, requiring other means of defense to prevent infiltrations.
  • Non-Combat EXP: 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.
  • The Paralyzer: They have a short range immobiliser which will stun enemy spies and keep them in place for as long as a Clairvoyant keeps firing at it.
  • See the Invisible: The Clairvoyant is able to detect stealthed and disguised enemy units in the vicinity.
  • Spy Bot: They are robots that serve the role of infiltrators.
  • Starfish Robots: They resemble floating discs more than humans.
  • Super Speed: This unit can be affected by speed boost from Spinblades.
  • Support Party Member: Clairvoyants can't attack, but they can provide support by stunning any enemy unit they come across - even those that are invisible or disguised - and can't break out from the stun lock until the Clairvoyant dies or decides to stop stunning.
  • Zerg Rush: The Clairvoyant's cheap price changes the way Foehn acquires enemy tech: by swarming enemy buildings with Clairvoyants. Enemy Foehn AI absolutely loves to send dozens of Clairvoyants towards enemy bases, which get hopelessly infiltrated if they lack dedicated anti-personnel weapons.


  • Grey Goo: The Clairvoyant AI is completely repurposed after the Nanofiber Sync to control nanoids in its body in a similar way the Huntress controls hers to disintegrate the enemy infantry. However, instead of reusing the acquired materials to heal friendly troops, the Duplicant will try to use all of them to create additional copies of itself.
  • Mecha-Mooks: Duplicants are AI-controlled.
  • See the Invisible: The Duplicant is able to detect disguised enemy units in the vicinity.
  • Self-Duplication: When a Duplicant kills an enemy soldier, it will create an additional copy of itself.


  • Damage-Increasing Debuff: The Syncronin's weapon weakens the cohesion of enemy buildings, causing them to take 20% more damage. This can stack up to 5 times.


  • Damage-Increasing Debuff: Once transformed by the Nanofiber Sync, the Syncronin's weapon only changes in their targeting and still serves the same role of weakening enemy buildings.
  • Invisibility Flicker: The Syncronauts do not reveal themselves even when deploying their bond breakers, however their weapon emits a strong signal that's easy to pick up on as soon as the attack begins.


  • Blow You Away: Zorbtrotters have taken wind manipulation techniques to the extreme.
  • Heel–Face Turn: It is suggested that the Zorbtrotters might have been Epsilon psychics who defected to the Foehn Revolt.
  • Power Floats: Zorbtrotters control a sphere around them, which allows them to float over water.


  • Blow You Away: Zorbfloaters retain this ability from when they used to be Zorbtrotters.
  • Healing Factor: Whenever a Zorbfloater is under attack, his nanites will continuously try to heal him.
  • One-Hit Kill: If a Zorbfloater drops a lifted vehicle on another object, both will be instantly blown up.
  • Power Floats: Zorbfloaters control a sphere around them, which allows them to float over water.
  • You Will Not Evade Me: Zorbfloaters can lift enemy vehicles into the air and drag them towards themselves before dropping them back into the ground.


  • Arm Cannon: A Giantsbane's Golden Rocket Launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
  • Guns Akimbo: Giantsbanes carry two massive Golden Rocket launchers on both arms.
  • Macross Missile Massacre: The Giantsbane can easily launch a barrage of devastating Golden Rocket launchers at both ground and air targets.
  • Mighty Glacier: Knightframes are already powerful versatile units, Giantsbane takes it even further by trading speed in both rate of fire and movement for more damage and hitpoints.
  • The Paralyzer: The Giantsbane has a stun beam with long range, meaning that they can make heroes sitting ducks for other units.


  • Arm Cannon: Two of the Godsbane's nanofiber launchers are integrated within its cybernetic arms and do not have to be carried like a normal gun.
  • Guns Akimbo: And more than that - the Godsbane is armed with four nanofiber launchers, with the additional ones being mounted on the sides of its torso.
  • Equipment Upgrade: A steroid-induced exosuit upgrade for Giantsbanes in comparison to Kingsframes.
  • Mighty Glacier: While Godsbanes have slightly less health than their non-upgraded counterparts, they can deal a constant flow of damage but moves even slower.
  • No-Sell: Trades some of its health as Giantsbanes for complete immunity against EMP weapons.
  • The Paralyzer: The Godsbane mounts experimental nanofiber launchers capable of stunning enemy units.


  • Fragile Speedster: They carry the least amount of ore per shift, has no independent utility to protect itself and has least amount of hitpoints, but they ensure a constant flow of resources by being the fastest miners in Mental Omega.
  • Mook Medic: Like Soviet Repair Drones, Minermites can repair friendly vehicles. They can even repair other vehicles without interrupting their mining activities.
  • No-Sell: Their Repair ability makes them virtually immune to Terror Drone attacks, provided if they are mine together in packs.
  • Super Speed: This unit can benefit from the speed boost provided by Spinblades.
  • Worker Unit: Serves to gather credits for Foehn.

Cyclops Walker

  • Close-Range Combatant: Zigzagged. The Cyclops has the longest range of any MBT, but it can shoot much faster at targets near it; so while it is capable of firing from longer than equivalents, it is encouraged to come close and personal.
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Mini-Mecha: The Cyclops is a walker twice as tall as a normal tank.
  • Mythology Gag: It reuses the design of the GDI Titan from Tiberian Sun.

Draco Drone Tank

  • Attack Drone: When a Draco is destroyed, its turret drone is released as an autonomous unit.
  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Expy: Its design appears to be heavily inspired Principality of Zeon's Magella Attack tank, including a detachable turret.
  • Mechanically Unusual Class: The fact it releases its turret as an autonomous flying unit when destroyed makes the Draco an unconventional tank to fight against, as you need to have both an anti-ground unit and an anti-air unit to take it down entirely. It can easily create a Taking You with Me situation when fighting against an opposite MBT, as none of them can attack air units so the Draco turret can have the last laugh if anti-air support isn't present.
  • Super Speed: This unit can benefit from the speed boost provided by Spinblades.

Bison Tank

  • Crippling Overspecialization: As a Main Battle Tank, it is only effective against vehicles, and nothing else. It can't take down even basic defenses like a Pillbox without taking significant damage, and dealing with infantry is ill-advised outside of crushing them.
  • Healing Factor: Bisons are capable of using nanites to repair themselves when damaged.
  • Mighty Glacier: The Bison is already a tough but slow tank on its own, but they take this trope even further in that their Healing Factor is tripled if they stay still.


  • Anti-Air: The main tier 1 anti-air vehicle for Foehn.
  • Attack Drone: Teratorns are AI-controlled.
  • Crippling Overspecialization: Teratorn can fire only at air targets.
  • Expy: Of the Black Hand's Mantis Drone from Kane's Wrath, both being lightly-armoured, dedicated anti-air robots armed with missiles, and sharing the same voice set.

Jackal Racer

  • Awesome Personnel Carrier: Jackals can carry an infantry unit which is able to shoot from inside.
  • Early-Bird Cameo: A bunch of inactive prototype Jackals appear in the Pacific Front base in the Epsilon mission Think Different, suggesting a link between Kanegawa Industries and the Foehn Revolt.
  • Fragile Speedster: Very fast but very fragile.
  • Super Speed: This unit can be affected by speed boost from Spinblades.


  • Dual Mode Unit: The SODAR Array only works when deployed into an immobile mode.
  • Mook Commander: When deployed, a SODAR Array will boost the firepower of nearby units armed with Golden Rockets (Shrike Nest, Giantsbane, Teratorn, Sweeper, Whipray) by 15%.
  • See the Invisible: SODAR Arrays work as mobile sentry posts, able to detect invisible units when deployed.


  • Trap Master: The Buzzard can drop traps to damage enemy ground units.


  • Mythology Gag: The Raccoon's predecessor, the Infector Tank which can be encountered in the ranks of the Chinese in the Foehn mission Tainted Empire, is named after a Soviet unit that once existed in 2.0.
  • Power Nullifier: It can shut down enemy weapons, structures and prevent support powers from being used near it.
  • Support Party Member: It can't attack. Its capabilities in battle are restricted to disarming enemy units or preventing enemy support powers to be used around it.


  • Amphibious Automobile: The Hovracoon hovers over ground and can travel over water.
  • Power Nullifier: It can shut down enemy weapons, structures and prevent support powers from being used near it.
  • Super Speed: This unit can be affected by speed boost from Spinblades.
  • Support Party Member: It can't attack. Its capabilities in battle are restricted to disarming enemy units or preventing enemy support powers to be used around it.


  • Damage-Increasing Debuff: When deployed, an Irritator can launch a flare that will lower the defence of units hit by it, making it easier for other Foehn units to take them down.
  • Dual Mode Unit: When undeployed, the Irritator can move and fire confusion rays to make enemies fire on each other. When deployed, it becomes stationary and switches to using flares which make enemies take more damage.
  • Marked to Die: When deployed, the Irritator fires a flare which will make enemy units easier to target and take more damage.
  • Meaningful Name: "Irritator" isn't a name the Foehn cooked up to sound cool. This was an actual prehistoric animal whose name (which literally means "The irritating one") was a reflection of the feelings of the paleontologists that had to put the darn thing together. While this is in line with the faction's Theme Naming, it's also a very appropriate one since Foehn's enemies are likely to feel the same amount of frustration when dealing with these things. A well placed Irritator can play havoc with formations and make them easy pickings for a Hailhead Assault. Whoever named this thing had a cheeky sense of humor.
  • Support Party Member: Does no damage to enemy units but weakens them so that other friendly units can destroy them more easily.
  • Unfriendly Fire: While not deployed, the Irritator can confuse enemies to attack each other from long range.


  • Alpha Strike: When a Roadrunner chases its target down, it will explode with tremendous power, damaging every soldier and tank nearby. The explosion will briefly disable its systems in order to recharge the weapon, making the Roadrunner immobile and completely defenceless for a few seconds.
  • Attack Drone: The Roadrunner is a spherical drone.


  • Dual Mode Unit: A mobile mode where the Sweeper can do nothing but move, and an immobile mode where it becomes invisible and can attack.
  • Invisibility Cloak: Can cloak itself once deployed.
  • It's Raining Men: Sweepers can be paradropped with the Sweeper Drop support power once an expansion for the Nanofiber Loom is built.
  • Macross Missile Massacre: Can shoot volleys of missiles without disrupting its cloak.
  • Super Speed: This unit can be affected by speed boost from Spinblades.

Orcinus Waveshaper

  • Friend or Foe: The widespread application of the Orcinus Waveshaper disruptions unfortunately results in lesser accuracy in regards to telling friend from foe, causing it to affects both friendly and enemy vehicles.
  • No-Sell: The Orcinus Waveshaper cannot be hijacked, mind-controlled, depiloted, abducted or confused.
  • Power Nullifier: Its advanced ECM systems disable vehicles' weapons in it affect radius.
  • Super Speed: This unit can be affected by speed boost from Spinblades.


  • Amplifier Artifact: The Megaarena Projector, a rather costly structure deployed by the support power Megaarena that unleashes the Megalodon AI's full potential.
  • Attack Drone: A tier 3 tank that's AI controlled, making it the bane of mind control units. PsiCorps in particular dread these things.
  • BFS: Its weapon is a pair of energy swords matching its size.
  • Humongous Mecha: The Megalodon is a walker the size of a small building.
  • "Instant Death" Radius: Standing near a Megalodon with Megaarena active is a death sentence for non-hero infantry.
  • Laser Blade: The Megalodon has an apparatus in its right hand, which lets it form a blade made of plasma.
  • Lightning Bruiser: For the equivalent of a monster tank, the Megalodon is quite fast. It can deal really good damage to all ground targets with its energy sword, and the Megaarena Projector lets it kill any infantry unit on its path without even trying. This helps compensate the fact it is forced to get to melee range to attack.
  • One-Hit Kill: The Megalodon's shield will instantly vaporise most enemy infantry it comes in contact with.
  • Shield Bash: Shields provided by Megaarena Projector allow Megalodons to instantly vaporize most infantry units.

Shadray Sonic Tank

  • Anti-Air: Its weapon has the reach to hit aircraft, allowing the Shadray to serve as both an artillery piece and an anti-air unit.
  • Loud of War: The Shadray makes use of sonic waves as weapons.
  • One-Hit Polykill: The Shadray's cannon deals damage to everything in its way.


  • Action Bomb: The Diverbee's purpose is to launch themselves at their targets from a distance and explode.
  • Attack Drone: They are advanced flying drones.


  • Action Bomb: The M.A.D.M.A.N.'s sole purpose is to detonate itself, creating a massive shockwave. This does not kill the driver: due to a quirk in the technology, the blast is actually weakest at the center, creating a sort of "eye in the storm" that keeps them alive. Course, after the blast they're sitting duck for anything that survived, so it's up you to get them back to safety.
  • Delayed Explosion: Once deployed, the M.A.D.M.A.N. needs a few seconds to actually go off. If you're the enemy, throw everything you have at the M.A.D.M.A.N. to destroy it before it explodes and kills your Construction Yard.
  • Difficult, but Awesome: The M.A.D.M.A.N. is big, fat, slow, needs time to go off and does not explode if destroyed before detonation. But if it manages to successfully explode, good luck - it is capable of one-shotting a Construction Yard alone.
  • Expy: Of the Soviet MAD Tank from Red Alert 1's Aftermath expansion, being an expansive suicide unit, heavyly damaging anything in its blast radius when deployed, complete with the pilot evacuing it before detonation. It even shares the same three first letters of its acronym with the old Soviet vehicle : Mutually Assured Destruction.
  • Fun with Acronyms: Mutually Assured Destruction Mechanized Area Nullifer.
  • Hero Unit: Being an epic unit, only one M.A.D.M.A.N. can be deployed on the field per player.
  • Mighty Glacier: It's incredibly tough and it can destroy a Construction Yard that is at full health with the explosion alone, but it's also very slow.
  • Obvious Rule Patch: Version 3.3.1 made all epic units (including the M.A.D.M.A.N.) immune to the Chronosphere and, for the M.A.D.M.A.N. only, to the Iron Curtain (the others can still be covered by it), obviously to kill a cheese tactic used in team games.


  • Crippling Overspecialization: They are dedicated anti-tank units, which makes them a easy prey for stationary anti-air defenses and infantry or even specialized anti-air aerial units.
  • Herd-Hitting Attack: Pteranodon weapon systems can damage several units at once thanks to big area of effect.
  • Mechanically Unusual Class: The Pteranodon is the tier 3 'monster tank' of the Wings of Coronia, the equivalent of the Charon, Catastrophe or Colossus - however in the case of the Pteranodon the term 'monster tank' should be expanded to 'flying monster tank' as it is indeed the only flying equivalent of this particular technology tree slot.

Tarchia Cannon

  • Amphibious Automobile: The Tarchia hovers over ground and can travel over water.
  • Crippling Overspecialization: Even moreso than other artillery units, as the Tarchia Cannon needs to lock down on a target before causing devastating damage to it, units can easily get out of the Tarchia's range before being hit, and forcing it to lock down on a target again, thus making the Tarchia Cannon terrible against anything that isn't a structure.
  • Expy: Of the Pacifier FAV from Red Alert 3, given that both are hovering artillery vehicles.

Alanqa Skystation

  • Anti-Air: The Alanqa's wind turbines can crush enemy aircraft with ease.
  • Blow You Away: This large craft is capable of manipulating wind, which makes them capable of shooting down enemy air units.
  • Tornado Move: Upon deploying, Alanqa creates a devastating tornado damaging everything under the Skystation.


  • Cool Plane: It's more or less the American AC-130H Spectre on steroids.
  • Death from Above: As we can see on trailers, Harbinger is a heavy air support bombardment unit with huge cannons.
  • Energy Weapons: The Harbinger is armed with particle colliders.
  • Flying Brick: The Harbinger is far more durable than any other air unit, immune to Blasticade and can tank a lot of anti-air firepower.
  • Master of All: They can level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky.
  • Mythology Gag: It reuses the design of the same unit from Command & Conquer: Red Alert 3, only it has gone from the Allies to Foehn.
  • Random Number God: The Harbinger is very imprecise - it will fire on any random thing within its area, from Construction Yards to cheap Conscripts and even its own allies, meaning that building a few cheap 1x1 defences around the base can significantly reduce the damage a Harbinger can deal to high-priority targets.
  • Taking You with Me: The wreckage of a crashed Harbinger explodes violently when it hits the ground, enough to destroy one last building or enemy.


  • Combat Medic: They can repair nearby units with the Nanocharge support power.
  • Crippling Overspecialization: The only monster tank in the game that is underwhelming against some kind of target - in the Mastodon's case, it's infantry.note 
  • Evil Knockoff: Provided that Foehn are the good guys the Mastodon counts as an inversion. As it's obviously based on the Soviet Apocalypse tank, design and appearance-wise.
  • Meaningful Name: Mastodons were ancient mammals that resemble mammoths, just like how the Mastodon has a resemblance to Mammoth Tanks.
  • Mythology Gag: According to its description, the Mastodon is the first Foehn vehicle to be designed. During the development of version 3.3, the Mastodon was the first Foehn vehicle to be modelled.
  • Stone Wall: Despite its sheer bulk and the damage that its railgun deals, its firing rate is very slow, making the Mastodon's damage unimpressive for a unit of its cost. As a result the Mastodon is more often used as a tank and healer (in conjuction with Nanocharge), leaving the damage dealing job to Gharials, Giantsbanes and Godsbanes.
  • Wave-Motion Tuning Fork: Its primary weapon, the plasma railgun.
  • Weaksauce Weakness: With the Mastodon being able to outlast even epic units in a 1v1 confrontation, playing fair against it isn't a very wise idea. Instead, prey on its huge vulnerabilities to mind-control and especially EMP weaponry to prevent it from doing anything.


  • Amphibious Automobile: The Gharial can move on both water and land due to its hull design.
  • Awesome Personnel Carrier: Additional space within the Gharial allows it to work as a transport for Foehn infantry.
  • Early-Bird Cameo: A few Gharials briefly appear in the mission Heartwork, long before the emergence of the Foehn Revolt, suggesting a link between them and China.
  • Kung Fu-Proof Mook: The Gharial has been designed with preventing the effects of as many battlefield hazards and dangerous sabotaging weapons as possible.
  • No-Sell: Among many others, the Gharial is immune to EMP, radiation, poison, freezing and confusion.


  • Dual Mode Unit: The normal mode in which the Boidmachine can do nothing but move, and the deployed immobile form in which it can recharge and fire its cannon.
  • Mechanically Unusual Class: Its attack while deployed is actually a support power.
  • Mighty Glacier: The Boidmachine can only fire once it's been deployed and the projectile prepared (which takes 6 minutes and a half), and if the vehicle undeploys in order to move, the weapon stops charging, but a single Boid Blitz is capable of devastating tank divisions and infantry squads, without ever letting them see the Boidmachine itself.


  • Deflector Shields: Coronian Quetzals can be given shields so that they last longer to continue bombing their targets.
  • Drone Deployer: The Quetzal doesn't attack and serves as an anchor for its three drones.
  • Kill Sat: Quetzal drones serve to mark the coordinates for orbital strikes.

Phantasm MLRS

  • Lost Technology: Before Patch 3.3.5, unit lore stated that their camouflage technology is the same as the Allied Mirage Tank, thought lost after the Battle for Antartica in late Act Two.
  • Macross Missile Massacre: It's capable of firing a barrage of missiles against both ground and air targets.
  • Mobile Shrubbery: Phantasm can camouflage itself as a tree or rock as long as the tank is stationary.

Seitaad Ballista

  • EMP: The Seitaad combines Soviet EMP tech and Foehn's weaponised nanofiber threads.
  • The Paralyzer: The Seitaad's nanofiber threads temporarily stun enemy troops.


  • Amphibious Automobile: The Archelon is amphibious, like its namesake.
  • Combat Medic: The Archelon's nanoid cannon devours enemy troops and uses the salvaged material to heal Foehn infantry.
  • Crippling Overspecialization: While the Archelon slaughters infantry and is especially good against Epsilon Brute spam, it can only fire on infantry and nothing else.
  • Made of Iron: At a whopping 2000 HP and unusual resistance to tank cannons, the Archelon's purpose is to withstand as much damage as possible when its location is revealed.
  • Not Enough to Bury: Any infantryman hit by the Archelon's high-tech cannon will just plainly disappear into nothing.
  • Stealthy Colossus: The Archelon happens to be a massive tank with a Chimera Core on-board that allows it to be invisible.


  • Ray Gun: The Ramwagon's plasma cutters fire a continuous laser-like beam at the target, but it's technically not a laser weapon.



  • Drone Deployer: The Swordfish attacks aircraft by launching air-to-air combat drones.
  • Jack-of-All-Stats: Due to its combination of cannon, True Sight and anti-air drones, the Swordfish can deal with normal ships, submarines and aircraft alike.
  • See the Invisible: Swordfish can see enemy submarines and other invisible units near them.
  • Super Speed: This unit can be affected by speed boost from Spinblades.


  • Crippling Overspecialization: The Whipray is a dedicated anti-air unit and is useless against anything on the ground.
  • Unfriendly Fire: Whiprays have a confusion ray which can make enemy air units fire on their own allies.


  • Trap Master: The Angelshark can deploy its drone in a mine form. The mine will remain in the area for a short time and apply the confusion effect to all units that come near it.
  • Unfriendly Fire: Torpedoes and mines used by Angelsharks are capable of confusing enemy naval units into attacking each other.

Leviathan Helicarrier

  • Combat Medic: Their nanoids can be used to repair other units with the Nanocharge support power.
  • Drone Deployer: Each Leviathan houses two attack drones under its deck, which when released will bombard enemy positions with plasma bombs.
  • Mighty Glacier: Leviathans hit hard and are durable, but are very sluggish due to their mass.
  • Siege Engines: The Leviathan serves the same role as other capital ships due to its massive range.

    Neutral Units 


  • The Bus Came Back: After being removed in 3.3.0, the Rejuvenator came back in 3.3.5.
  • Mook Medic: The Rejuvenator's main weapon is a beam that repairs friendly vehicles.
  • No Experience Points for Medic: Rejuvenators can never gain veterancy, since they can't kill enemies.
  • Put on a Bus: The Rejuvenator was removed from version 3.3.0, as the Tech Secret Lab was reworked into unlocking monster tanks from a random subfaction instead.

Cyborg Commando

  • Achilles' Heel: The Cyborg Commando can still be eliminated in one hit by Chitzkoi, and his plasma cannon is in turn not very effective against the cybernetic dog. This is one of the reasons why Russia is one of the stronger subfactions in the Heavyobject Challenge, where the Cyborg Commando is part of enemy forces.
  • Awesome, but Impractical: He is one of the most powerful units in the game, being effective against all kinds of ground targets. The catch? In order to unlock him you need to reach tier 3 with all four factions (Allied Tech Center and Mercury Uplink/Shield Command/Robot Ops Control Center, Soviet Palace/Battle Lab/Atomheart, Epsilon Psychplug/Chemplug/Geneplug and Foehn Cloud Piercer/Cyberkernel/Nanofiber Loom Expansion) and infiltrate all four labs of all factions. Now that requires you to be playing a 4v4 team game, with all four opponents playing different factions - or in other words in most games it is outright impossible to unlock the Cyborg Commando. Unlocking a single stolen tech unit (which involves dealing with dogs and walls) and capping a Construction Yard is difficult enough, let alone four. Chances are that even if a game does allow you to unlock the Cyborg Commando, it's usually easier to just defeat your opponents the conventional way, and the Cyborg Commando himself is more of an easter egg to use against the AI and less of a viable tactic against humans.
  • Hero Unit: He doesn't have a name, but he otherwise fits, being extremely powerful and only one can be trained each time.
  • Mythology Gag: Is pretty much Tiberian Sun's Cyborg Commando.
  • No Name Given: If he has a name, it's unknown and he's only ever referred to as the Cyborg Commando.

Challenge Opponents

    Challenge Opponents 
  • Artificial Stupidity: In some of the harder challenges, exploiting the various stupidities of the AI is essential to beat them on higher difficulties.
  • Difficulty Spike: Most challenges added after 3.3.1 are much more difficult than the original ones present in 3.3, with a few exceptions which are only slightly more difficult.
  • Early Game Hell: In some challenges, the hardest part is to deal with the very first wave of enemy cheats (like the first Golden Armada in Ascension or the first M.A.D.M.A.N. pair in Madness) with tier 1-2 units alone, since it's practically impossible to reach tier 3 before that. Once you can get your best units out, they're more manageable.
  • Invincible Minor Minion: Weather Crystals in Regenbogen Challenge, Watch Towers in Purgatory Challenge and Rocket Launch Bays in Revolution Challenge, for some reason, cannot be damaged by anything.
  • Secret A.I. Moves: In Challenge mode, the enemy forces blatantly cheat in various ways.
  • Warm-Up Boss: The first four challenges Freedom, Timekiller, Battlecity and Deception, released in 3.3, serve as this compared to the much more difficult challenges after that.

Freedom Challenge

  • Death from Above: Due to a combination of paradrops and preference for aircraft and Athena Cannons.
  • It's Raining Men: The main trick of the enemy. In addition to normal GIs, Guardian GIs, Humvees and Stryker IFVs, the enemy can also paradrop Navy SEALs, Siege Cadres, Bulldog Tanks and Robot Tanks.

Timekiller Challenge

  • Super Speed: Enemy units have a noticeable, permanent boost in movement speed and attack speed.
  • Teleportation: Chrono Legionnaires and Quickshifters are the enemy's favourite units in this challenge.

Regenbogen Challenge

  • Attack Drone: The enemy loves to use Hunter-Seeker Drones and the robotic Future Tanks.
  • Energy Absorption: The Red effect causes all of your units to be inflicted with inverted firepower, if eligible.
  • Freeze Ray: If the Green effect is activated, the Weather Crystals will shoot cryo beams rapidly at ground and air units.
  • Gratuitous German: The challenge is named after the German word for rainbow.
  • It's Raining Men: Be prepared for paradrops of Kappa and Robot Tanks if you run into the Red effect.
  • Random Number God: The enemy's main 'cheat' in the Regenbogen Challenge is an array of special effects that hinder you in one way or another; one of them is randomly chosen to be activated after the previous one ends. A large part of each individual game's difficulty lies in how many times the RNG decides to throw you the nastier effects like Yellow (a storm of Hunter-Seekers coming from every enemy building). It is usually recommended that you just give up and restart the game if the Yellow effect is triggered too early.

Battlecity Challenge

  • Attack Drone: The enemy Super Apocalypse Tanks are AI-controlled, complete with all immunities normally possessed by robots.
  • Beehive Barrier: Visually the Super Apocalypse Tanks are surrounded by a barrier of tessellating hexagons.
  • Contractual Boss Immunity: Super Apocalypses are treated as epic units and possess all the immunities that other epic units like the Centurion or Boidmachine have.
  • Damage-Sponge Boss: Super Apocalypses, the closest thing the enemy has to bosses, have a lot of health but otherwise aren't very different from normal Apocalypses, don't require specific strategies and aren't very difficult to deal with, especially compared to the Golden Armada in Ascension or the M.A.D.M.A.N. in Madness.

Moltencore Challenge

  • Kill It with Fire: The enemy loves to use a lot of fire, even moreso than the normal Latin Confederation. Their Motor Ambush will spawn Pyros in addition to Mortar Quads, whose munitions will also cause buildings to catch fire.
  • Super-Persistent Predator: The Syckles that are paradropped will relentlessly hunt, pursue and kill any of your ground units that are not immune to radiation everywhere around the map.
  • You Are Already Dead: In addition to Arsonists (which are also commonly used), the enemy's Mortar Quads will cause any building hit by them to catch fire like an Arsonist napalm charge, whose damage is enough to destroy many buildings at full health even if they're being repaired. While normally Engineers can be used to thwart this with their ability to instantly repair buildings, the presence of the Syckles make it very difficult to have an Engineer reach the designated building before a Syckle moves in and kills him.

Purgatory Challenge

  • Amphibious Automobile: The enemy Lashers and Masterminds are amphibious, allowing them to bypass the numerous cliffs of the island via water.
  • Armor-Piercing Attack: The enemy's Mind Control Impulse support power can mind control even units that are normally immune to mind control (namely miners, robots and animals), excluding heroes, although it is still unable to target things in the air and the AI also won't target submarines with it.
  • Charm Person: In addition to normal Elites, Masterminds and Psychic Dominators, the enemy can use Mind Control Impulse to mind control units, and rarely Yuri himself, with the ability to mind control units and buildings permanently, might come to the battle.
  • Drone Deployer: Each enemy base has a Dybbuk Hive whose purpose is to deploy a huge number of Dybbuk-Interceptors to fire at aircraft and a smaller number of Dybbuk-Attackers to attack ground units.
  • You Shall Not Pass!: The enemy Dybbuk Hives, with their huge reserves of self-replenishing Dybbuk-Interceptors, essentially say fuck you to your aircraft.

Ironwall Challenge

  • Cyborg: The Chinese will train and send Cyborg Vanguards to assault your base.
  • Dead Man Switch: Like the normal Iron Dragon, all of China's vehicles temporarily turn adjacent ones invulnerable when destroyed.
  • Paint It Black: Patch 3.3.5 introduced the Black Centurion Siege Crawler, a Centurion with black paint, significantly higher hit points, and higher range for its loaded Eradicators. It's exclusive to the enemy China players in the Ironwall Challenge, and will occassionally go and attack the player team.

Contagion Challenge

  • Defeat Equals Explosion: All enemy toxic Invaders, Scavengers, Speeders and Plague Splatters release a poison cloud when destroyed.
  • Poisoned Weapons: Enemy Speeder Trikes fire toxic rockets that immediately releases poison clouds, amplifying their damage (even against defenses). Spread around the map are special green Invaders, which emit toxic clouds.
  • Suicide Attack: You will immediately be subject to one at the very beginning by Bloaticks, which will destroy both the Hospital and Machine Shop near your base, denying your access to them unlike in other challenges.

Ascension Challenge

  • Clone Army: Enemy bases start with 2 Cloning Vats which can also clone Rahn, whose build limit is raised to 2, meaning that there can be 6 Rahns per base in this map.
  • Death from Above: The pride of the Epsilon air force, the Golden Armada consisting of an Irkalla, 7 Salamanders and 12 Basilisks, will come at you every 15 minutes.
  • Super Toughness: All enemy infantry also receive a permanent defense boost.

Madness Challenge

  • Deflector Shields: The Megaarena shield now permanently affects all Cyclopes and M.A.D.M.A.N. in addition to Megalodons and are not dependent on the presence of a Megaarena Projector.
  • One-Hit Kill: Courtesy of the Megaarena shield given to Cyclopes, Megalodons and M.A.D.M.A.N., allowing them to instantly kill non-hero infantry next to them.
  • Super-Persistent Predator: The enemy swarms of Clairvoyants will only try to infiltrate your power plants, ignoring everything else. Even if they're walled off, the Clairvoyants will just sit outside the walls for your units to shoot at instead of heading for other buildings.
  • Super Toughness: All Cyclopes, Megalodons and M.A.D.M.A.N. have more HP and benefit from the Megaarena shield. The M.A.D.M.A.N. additionally are even more resistant to EMP than normal.

Firestorm Challenge

  • Anti-Air: A KEY element to ensure your base isn't bombed to hell and back.
  • Death from Above: Expect Knightframes and Harbingers to come raining tons of pain on you.
  • There Is No Kill Like Overkill: Think one Harbinger is bad? Triple the amount and you would be lucky if your construction yard is still standing.

Ouroboros Challenge

  • Stone Wall: The enemy complex is heavily defended by Shrike Nests, Sweepers, Neutralizers, M.A.D. Mines and Plasmerizers, but in terms of offence you usually only have to worry about the Tempest Architects which they'll eventually build.

Aberration Challenge

Revolution Challenge

  • Action Bomb: The Latin Confederation enemy occasionally sends suicidal Bomb Bikes at you.
  • Cyborg: The Chinese enemy will occasionally send Cyborg Vanguards against you.
  • Immune to Mind Control: The parading units can't be mind controlled or hijacked.
  • Mook Maker: The Rocket Launch Bays near the Russian base continually spawn Cosmonauts until they're destroyed alongside the Russian base (they can't be normally attacked).
  • Nuke 'em: In addition to the Nuke Silos and Cyborg Vanguards with nuclear grenades, the enemy also has access to Kirov Airships that drop mini-nukes instead of conventional bombs, and a Topol-M which fire bigger mini-nukes.
  • Painfully Slow Projectile: You have plently of time to shoot down the Topol-M's mini-nuke before it hits the ground.
  • Shoot the Bullet: The Topol-M's projectile can be shot down by anti-air weapons before it hits.

Deception Challenge

  • Stealthy Mook: All enemy buildings and units are protected by a cloak of invisibility.

Endurance Challenge

  • Healing Factor: All enemy units in this challenge are constantly healed by Nanocharge.
  • Super Toughness: All enemy units and buildings are much harder to kill: the former are always healed by Nanocharge (with vehicles being additionally repaired by Tech Machine Shops), while the latter benefit from a permanent armour bonus similar to the Nanocoat Regulator's which is not disabled by powering down the base.

Watercube Challenge

Gladiator Challenge

Heavyobject Challenge

  • Perspective Flip: The Heavyobject Challenge is like the average match versus AI in Unholy Alliance mode where you just toy with the AI using all kinds of stolen tech and bombard it with support powers and superweapons, except that this time it's you who are on the receiving end.
  • Remixed Level: To the Boss General's challenge in Zero Hour. In addition to the very similar terrain, both enemies have access to multiple factions' technologies and have a very heavily defended base.

Heroslayer Challenge

  • Clone Army: The most dangerous thing in this challenge is the 'Attack of the Clones', consisting of clones of all standard heroes in the game, plus Krukov, Reznov and the Cyborg Commando.
  • Hero Unit: The enemy has a large number of hero clones patrolling the paths from your base to theirs and will periodically send an army of them to attack you.

Superweapon Challenge

  • Race Against the Clock: The first 10 minutes of the Superweapon Challenge, where the enemy starts off with 12 superweapons. Whichever strategy you choose, spam Raccoons to shield yourself or rush the Nuclear Plants powering the superweapons with Stallions or MCVs, you only have a very limited time of 10 minutes before the superweapons activate and kill you if you fail to achieve your objective.
  • There Is No Kill Like Overkill: Thought getting hit with one superweapon is bad? Try FOUR!

Judgement Challenge


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