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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.

    General Tropes 
  • Adapted Out: The vanilla Slave Miner is no longer a part of their arsenal, due to how difficult it is to balance. The Slaves only appear in Time Capsule, where they deposit their cargo at a normal Ore Refinery.
  • Adaptational Heroism: Downplayed. Aside from Yuri having the genuinely good intention of bringing about peace and prosperity to humanity, albeit by the extreme method of eliminating free will, they no longer use the Slave Miners that were in the vanilla edition of Yuri's Revenge, and simply have an Ore Refinery that uses a vehicle to gather resources instead like the other factions.
  • Adaptation Expansion: They have a VASTLY wider arsenal in Mental Omega comparing to the piddly, yet highly specialized arsenal they had in Yuri's Revenge.
  • Adaptation Name Change: In the original Red Alert 2 this faction effectively had no name, and was simply called Yuri. The name Epsilon is an original creation.
  • The Bad Guy Wins: The Epsilon Army emerges victorious at the end of Act 2 by activating the Mental Omega Device which ensures a Global mind control upon the world. However, it is not a complete victory as Yuri dies at the hand of the Soviets at Moscow and the Foehn Revolt is founded at Point Hope.
  • Clone Army: Their Cloning Vats can create near-perfect clones of already trained soldiers.
  • Composite Character: They've gained some elements of the Brotherhood of Nod from the Tiberium series, mostly in terms of their gameplay, which revolves around a wide and diverse array of specialized units that fit into a specific niche, often making use of unique and distinctive abilities, with the most notable example of Epsilon's unit diversity being the Monster Tanks of each of their sub-factions, as the PsiCorps Mastermind is highly durable and relies on taking control of other units to do it's dirty work, rather than attacking directly, while the Scorpion Cell's Tyrant is able to do surprise attacks in massive numbers thanks to it's ability to bury underground, and while the Epsilon HQ's Colossus is the most conventional of the three sub-factions, it stands out for being able to switch between an anti-surface and anti-air mode, and some of their units are strikingly similar to some of the units used by Nod, such as the Driller APC, which is quite literally the Nod's Subterranean APC from Tiberian Sun with a new coat of paint, and the Shadow Tank used by Epsilon HQ is heavily similar to Nod's iconic Stealth Tank. Aside from this, there's also Yuri's goal of trying to take over all the minds in the world for the sake of peace and progressing humanity, similar to how Kane once attempted to spread Tiberium to evolve all of humanity and in general usually has good intentions in his own way. Finally, they also possess a mild scorpion motif, much like Nod themselves have one, as their Stinger resembles a robotic scorpion, their Antares Battery derives it's name from the brightest star in the constellation of Scorpius, and they have an entire sub-faction named the Scorpion Cell. With the possibility that Yuri actually was in the Brotherhood of Nod (courtesy of the Time Machine in the underground complex in Antarctica) and thus was familiar with their tech, the plagiarism of their designs is perhaps deliberate.
  • 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 Cannon Allies, the Powerhouse Soviets and the Balanced Foehn Revolt.
  • Field Power Effect: A Synthesis Vault modifies the internal structure of all Tank Bunkers nearby, making them 40% more resistant to damage.
  • Keystone Army: Subverted. Killing Yuri did not stop the Epsilon Army as the Proselyte still continues his plan, alongside Libra and Rahn. But the Soviets believe that, which costs them the ultimate price.
  • Mythology Gag: The fact that their naval fleet consists ENTIRELY out of submarines, aside from their Mandjet Transport, is likely a reference towards how the Naval Structure for Yuri's Army in the vanilla edition was in actuality, a Submarine Pen, with the only other naval vessel they had aside from the Aquatic Transport that every faction had was the Boomer Submarine.
  • 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.
  • Punny Name: The army that is best known for its psychic technology is called Epsilon.
  • Purple Is Powerful: A faction associated with the purple color, 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.
  • Religious and Mythological Theme Naming: Underworld references among Epsilon units include Mandjet (the solar barque ridden by Ra), Gehenna (destination of wicked souls in rabbinic literature), Irkalla (the underworld in Mesopotamian Mythology), Ereshkigal (goddess of Irkalla) and Ganzir (Ereshkigal's palace).
  • 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 for 1 minutes.

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


  • Charm Person: They specialise in mind control technology, with units like Epsilon Elites, Masterminds and Psychic Towers only available for them.
  • Color-Coded Armies: Purple
  • Decomposite Character: They're based off of the psychic side of Yuri's arsenal in the vanilla version of Mental Omega, as they retain the Psychic Towers that were available to Yuri's faction while also having Epsilon Elites, improved versions of the Epsilon Adepts which are the closest thing to Yuri himself as a hero unit in game, due to their ability to cross over water thanks to levitating.
  • 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.
  • Magnetism Manipulation: One of PsiCorps'' other specialities which can support their forces greatly by crippling vehicules, ships and heavy infantry with their Magnetrons and Magnetic Beams.
  • 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.
  • A Lighter Shade of Black: They're still part of Epsilon, and use its bizarre, unethical technologies, but Scorpion Cell has different, more down-to-earth ambitions than total world domination. Which leads to Rashidi's defection when he realizes the scale of Yuri's goals.
  • Color-Coded Armies: Lime-Green, reflecting their preference for sneaky, underhanded tactics and chemical weapons. It is also the sole Epsilon sub-faction to not use a shade of purple as their standard color, hinting that their loyalties to the rest of Epsilon are questionable, whereas the fact they use a shade of green foreshadows their change of allegiance to the Foehn Revolt.
  • 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.
  • Expy: Towards the Global Liberation Army from Generals. They're a group of Arabic-speaking terrorists whose primary faction color is green, and make use of toxins and salvaged vehicles, as well as making the use of decoy structures.
  • 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 main goal is to free Africa from American domination.
  • 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.
  • We Have Reserves: Defied. Despite being the game's Spammer Faction, Scorpion Cell prefers to win their battles with as few casualties as possible.
  • 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, while the Allies officially designate them as a terrorist group.
  • 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.

    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.
  • Color-Coded Armies: Magenta or a light purple.
  • Decomposite Character: They're based off of the genetic engineering parts of Yuri's arsenal in the vanilla edition of Yuri's Revenge, such as their Geneburst support power being a downgraded version of the Genetic Mutator superweapon that was replaced by the Rage Inductor in Mental Omega, as well as the Stalker, their equivalent of the Scourge and Repulsors used by the Scorpion Cell and the Psicorps respectively, being stated as the product of genetic engineering in the game's official lore, and their hero unit, Rahn, being a genetically engineered super-soldier wielding a cannon that turns infantry 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.
  • 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.

Characters

    Epsilon Characters 

Yuri

"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:
    • In Yuri's Revenge, he was consistently and constantly foiled and defeated and displays nothing special in regards to planning. Hell, he arguably starts the game technically defeated due to the Allies and Soviets both travelling back in time to avert the timeline where he already won, but in Mental Omega, he's nearly unstoppable thanks to his sheer tactical wit and the help of the Proselyte. Even getting killed by the Soviets does nothing to stop his plan, as the Mental Omega Device is activated anyways.
    • His in-game incarnation counts as well, 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. In the campaign, he mentions that he can erase memories of people and has some ability to foresee the future, albeit unreliably.
  • 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 humanity as a whole, 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 fully trusted and believed in the Proselyte's ability to take charge of PsiCorps when he was forced to go into hiding temporarily in late Act 1. This continues in Act 2, where he performs the below Thanatos Gambit for the Proselyte and the entire Epsilon Army, showing that he didn't hesitate to put his life on the line to ensure his plan's success.
  • Adaptational Nice Guy: Aside from being having genuine good intentions and wanting to just unite the world in an era of peace of prosperity, in spite of the brutality and ruthlessness of him and his forces, he's portrayed as a Benevolent Boss in this mod, and always compliments and praises the Proselyte, the commander for the Epsilon Army for a job well done. He also treats Libra like a beloved daughter, and comforts her in "Reality Check", encouraging her to fulfill their mission.
  • Batman Gambit: He knows the Russians are too much after his head to even pay attention to what's going on in the South Pole, so Yuri deliberately moves to Moscow to prevent the Soviets from realizing the truth. Yuri's gambit ultimately pays off for the Epsilon Army.
  • Benevolent Boss: At no point he has anything bad to say to the Proselyte. In Reality Check, he also comforts Libra and encourages her to do her purpose by uniting the world under "one mind".
  • 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.
  • Composite Character: He gains some similar personality traits to Kane from the mainline series, as he's now genuinely Affably Evil and has actual good intentions this time, much like how Kane often had genuinely understandable reasons for his various plots, like trying to spread Tiberium to evolve humanity into it's next, higher stage of being.
  • Conqueror from the Future: As per Word of God Yuri originates from the future, and used an old Chronosphere to escape into the past (as depicted in a GDI mission in Twisted Insurrection). This is all but outright stated by Yuri claiming that history did not unfold as he saw it and Tanya and Siegfried potentially stumbling across the derelict time machine inside Epsilon's underground HQ.
  • Death by Adaptation: In the vanilla Red Alert 2, Yuri survives both canonical campaigns, here his death at the hands of the Soviets is very much canon.
  • Decapitated Army: Defied. The Soviets think that Yuri's death will make the Epsilon desperately and futilely try to piece things back together, but in the end they were not slowed down and ultimately succeed in accomplishing Yuri's dream of global mind control.
  • Didn't See That Coming: Despite being a Kane level Chessmaster, Yuri's enemies still find ways to surprise him; and while he adapts quickly, these setbacks start to add up.
    • The big one is when the Allies launch the Paradox Engine, a machine capable of warping the flow of Time. Worse, previous missions had shown that the Allies had learned from their failures in Act 1, and become very good at countering Yuri's tricks. The end briefing from Godsend (Epsilon 17) expresses this quite well.
      "I don't know if they anticipated this, or have been prepared for an inside attack from the beginning, but we've been outplayed. They chose to remain reserved over a full retaliation, to let that machine lift off with as many passengers as possible. This is not good."
  • The Evils of Free Will: His objective is to end all strife, particularly between the Allies and the Soviets, by stripping everyone of their free will.
  • 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, though he already wanted to build an army of his own.
  • Inexplicably Awesome: Not even Yuri himself understands the reason behind him (and some other humans) manifesting psychic powers. He knows how to identify psychics (which is how he founded PsiCorps as well as have the Libra Clones created), but he does not know why they are psychics to begin with. His post-mortem message in Babel (Epsilon 24) states that, beyond eliminating The Evils of Free Will, one of the reasons he wants to mind-control the entirety of humanity is so that everyone works together to discover the answers to such a mystery, among others.
  • Mind over Matter: Figures out how to use his psychic powers to control the bodies of the otherwise-Immune to Mind Control cyborgs against their will. The Soviets Didn't See That Coming, and were understandably concerned when they found out.
  • 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."
  • Promoted to Playable: Inverted. He's no longer the Hero unit of ANY of the Epsilon sub-factions, with his role being filled by Libra, Malver, and Rahn respectively, and Yuri himself is reduced to a campaign and challenge exclusive unit.
  • Psychic Powers: His powers of mind control are unparalleled.
  • Retroactive Precognition: The reveal near the end of Act 2 that he had a Time Machine in his possession implies that his ability to see the future is actually his knowledge of how events unfolded in an alternate timeline, and that every time his 'vision of the future' fails is because of differences between timelines.
  • Seers: He claims he can foresee the future with a certain degree of reliability (for he can still be caught blindsided by things like the Paradox Engine's premature activation). This ability is put into doubt in Reality Check and Hamartia as both missions reveal Yuri has been in possession of a Time Machine at one point, implying his ability to see the future is actually his experiences from other timelines he's escaped from.
  • Soft-Spoken Sadist: Much like the vanilla version he remains calm and collected throughout the game.
  • Thanatos Gambit: At the end of Unthinkable (Epsilon 22), he teleports to Moscow, knowing that the Soviets will go after him. He does this to ensure they don't join the Allies in their quest to destroy the Mental Omega Device, giving his men a better chance of victory and heedless of his own survival. This is exactly what happens: in Death's Hand (Soviet 24), he's killed by the Russian forces, who were blissfully unaware that the Mental Omega Device would activate and mind-control them all. His diversion in Moscow bought just enough time for Libra to successfully activate Mental Omega in his stead (much to his pride) and bring his dreams to fruition even if he himself would never see it (though he does appear to live on as Libra's Spirit Advisor).
  • Title Drop: Of the series, in his New Era Speech. It doubles as a Mythology Gag as Yuri also did a Title Drop in Yuri's Revenge's Soviet ending.
  • Tom the Dark Lord: The scheming psychic and manipulator, Big Bad of the story has a completely normal Russian name: Yuri.
  • Villainous Valour: One of the main differences with the vanilla game's Yuri is Mental Omega's Yuri has world peace in mind. Mental Omega's Yuri is also more trusting of his followers, being a Benevolent Boss to the Proselyte and Libra. His Thanatos Gambit is also something vanilla's Yuri will never do, he didn't hesitate to put his life on the line to ensure the Mental Omega Device's activation.
  • 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, Yuri's second-in-command, most trusted field commander and eventually successor as the leader of the Epsilon Army.


  • The Dragon: He appears to be Yuri's most trusted lieutenant.
  • Dragon Ascendant: After Yuri's death, the Proselyte becomes the new leader of the Epsilon Army, and may become the next Big Bad in the upcoming Foehn Campaign (Act III).
  • Featureless Protagonist: He doesn't let a little something like being a disembodied, featureless intelligence get in the way of doing Yuri's bidding.
  • Player Character: Of the Epsilon Campaign.
  • 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 go into hiding in Act 1. Comes in full circle in the Epsilon final mission as Yuri has been executed by the Russian forces in Moscow, leaving the Proselyte permanently in command of the Epsilon Army as its new leader.

Rashidi

"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 (Rashidi might only have inferred the existence of other, potentially unfriendly psychics through his friend Malver, a psychic himself), yet Rashidi was already prepared.
    • Later on, Rashidi fools Yuri and takes the MIDAS missile his forces were trying to protect. After being warned by Malver, 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.
  • Enemy Mine: As a founding member of the Foehn Revolt he's forced to work with the very same Allies whose rule over Africa he originally aligned with Yuri to overthrow.
  • Even Evil Has Standards: Rashidi has a callous attitude towards human lives, 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). The Remnant implies he also designed the Bison Tank, albeit initially intending for Epsilon to use it before defecting to the Revolt.
  • Great Escape: After his capture by the Confederation, the 8th Epsilon mission involves freeing him from Guantanamo Bay with a squad of Initiates.
  • Heel–Face Turn: Rebels against Yuri after seeing the Paradox Engine in action and realizing that Yuri's ambitions are out of control, and winds up joining the Foehn Revolt as one of it's leaders and inventors.
  • Pet the Dog: In Vanishing Point, when Yunru doubts that she can save anyone as she lost her family, Rashidi kindly reassures her that, yes they can. Also count as Took a Level in Kindness.
    Yunru: I couldn't save my family.. I'm not sure I can save anyone.
    Rashidi: We can. But what we need is time. Much more time.
  • 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.

Rahn

"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 Huehuecoyotl (Epsilon 14), Rahn is born from a Cloning Vat in an adult human body, and starts killing people less than a minute after his birth.
  • 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.
  • Close-Range Combatant: Brutes do not have any guns and can only punch foes at close range.
  • Fate Worse than Death: One of his lines attest to this.
"Death is not the end for you."
  • Friendly Fireproof: Rahn cannot damage friendly units or structures in any way or form, not even with the force-attack command.
  • Genius Bruiser: The official website say he is extremely intelligent, though in practice, as seen in the game, he's a psychopathic killing machine.
  • Hero Killer: He personally kills Siegfried at the end of Act 2. Made more apparent with the fact that he simply shoots him with a normal gun, not his Terranova beam as Siegfried's corpse can be seen in the Allies epilogue.
  • Loves the Sound of Screaming: One of his quotes.
"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.
  • Mundane Utility: His ability to transform enemy infantry, sans Attack Dogs & their equivalents, flying infantry, and heroes, makes him useful for powering up Bio Reactors or sending them to the grinder from some extra cash.
  • 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. Improperly dealing with Rahn can mean that a horde of Brutes will be unleashed on your base.
  • 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.
  • Villainous Friendship: Begins to develop one with Libra over the final two Act 2 Epsilon missions as he shows concern for her well being and gives her words of encouragement and reassurance like a surrogate older brother (despite being much younger than her, or her sisters).

Libra

"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.


  • The Archmage: Libra is the most powerful psychic in the Epsilon ranks, possibly even rivalling Yuri himself.
  • Armor-Piercing Attack: Her gravity field can destroy any vehicle, even those made invulnerable by an Iron Curtain.
  • Artificial Human: Implied, as she is referred by the Epsilon as the Creation. Yuri's message in "Babel" describes her as a prototype Hive Mind.
  • Artistic License – Physics: Her description explicitly mentions using Gravity powers to move all non-static objects away from her, despite the contrary that she can't push much feasible infantry units out of her way, putting Libra in this category.
  • Ax-Crazy: Simply listening to her dialogue gives the players a taste of her personality.
  • Bait-and-Switch: "She won't hurt you... too much."
  • Borrowed Catchphrase: After killing all her clones and rendezvousing with Rahn and the Epsilon strike force he's gathered to break the Allied siege of the Mental Omega Device at the end of "Reality Check" she brushes off Rahn's observations on her changed personality by dropping a variation of an all too familiar line for Yuri's Revenge veterans:
    There is only one true Libra.
  • Brainwashed and Crazy: All Libra clones are recognized as this, manufactured to serve Yuri and his cause. They are specifically designed to at least connect with Libra as well.
  • Convection, Schmonvection: Is a significant believer that all land types of a map in the game is lava, to deliberately explain her reason to float constantly.
  • Corrupted Character Copy: Imagine Yuriko Omega from Red Alert 3 minus the rationality and moral restraint that she has, replaced with complete and utter madness and bloodlust as well as being severely emotionally unstable. She even has clones of herself as well.
  • Cool Versus Awesome: Her own loading screen involves personally fighting the Paradox Engine. This foreshadows her eventually encounter with it in Hamartia where she severely damaged it to an inoperable state.
  • Creepy Monotone: Not Libra herself, but her clones. They simply proved that they are just as unsociable as their original template.
  • Cute and Psycho:
    • She has the powers and looks to rival Jean Gray and the emotional instability to want to kill everything that pisses her off, which is everything that isn't affiliated with Epsilon and does so much as look at her funny. Bonus points for having a squid-esque helmet for her utter cuteness.
    • Just by listening to her quotes, one can see Libra being very clearly Ax-Crazy with a playful tone in her voice.
  • Dark Action Girl: She is the evil asskicker of Epsilon, cute, psycho and totally badass.
  • Early-Bird Cameo: Warranty Void (the 8th Epsilon mission) features what could be the first glimpse at Libra in the campaign before her proper introduction in Dance of Blood: you might find a woman who asks if you are here for the girl, and a nearby Kamaz truck rocks back and forth with the same effect as Libra's gravity repulsion.
  • Evil Laugh: She cackles evilly when she throws her exploding darts.
  • Expy:
  • The Friend Nobody Likes: It is stated that the only ones that can tolerate Libra are her own clones.
  • Gameplay and Story Segregation: The Libra Clones are stated, in their website description, to be Libra's genetic, albeit inferior, clones, that they are the only ones to tolerate her and that Libra is often seen around them. In the campaign, their only interaction with Libra is her murdering them, and that they are not their actual clones, but rather psychics in her visage for her to get an initial experience of the Hivemind. It's implied that this discrepancy is intentional to avoid Late-Arrival Spoilers.
  • Glass Cannon: Lobs powerful rockets that can wreck anything short of epic units or other heroes, but she can only track one target at a time, leaving her vulnerable to infantry flanking (especially since she does not deal Splash Damage with her attacks).
  • Hopeless Boss Fight: In Hamartia (Allied 24), Libra essentially works as this. As much of a challenge to overcome the multiple massive Epsilon bases are, Libra is a much greater threat than all of them combined. In the second and final stages of the mission, Libra is completely unkillable, sporting too much health and regeneration for any of your units to deal with, and she's immune to being Ret-Gone when Siegfried is wearing the Chrono Backpack. She can be forced away during the third stage, but that's as far as what the Allies are capable of doing against her.
  • I Am Legion: Reality Check (Epsilon 23) reveals that Libra is connected with all of her clones in mind and soul. It's implied her previous berserking breakdowns were because she was getting overwhelmed with her Clone's feelings This was done by Yuri in order to make her experience, get used to and ultimately learn to accept the sensation of death and all the emotional turmoil that comes with it in order to facilitate the global "one mind" that she'll create using the Mental Omega Device. She ultimately overcomes these pains by killing the Clones herself.
  • Ironic Name: Zig-Zagged
    • One one hand, Libra is the cosmic sign of equilibrium, the pre-modern depiction of Lady Justice, atones the just and maintains fairness above all. This Libra plays with her enemies simply out of fun, works with her Evil Overlord of a "father" who wants to Take Over the World.
    • On another hand, Libra means scales in latin, and Libra is the ace in the hole for Epsilon to tip the scales in their favour. Also, the symbol for the Libra zodiac sign is very similar to the letter omega.
  • Large Ham: Let's just say it's a good thing she doesn't get her powers from chewing the scenery, because if she did she'd be unstoppable.
  • Living Battery: This is most likely why Yuri was so hesitant on calling upon Libra's assistance in the beginning, as she is the "battery" component needed to power his Mental Omega Device and as such he didn't want to risk his "battery" from being heavily-damaged or destroyed.
  • Mind Hive: According to Yuri's posthumous message in Babel (Epsilon 24), Libra's mind is connected to that of every psychic he could find, so every time a psychic dies, Libra feels it like she too died.
  • Mind over Matter: She uses her telekinesis to lift vehicles high into the air and throw explosive darts at everyone that looks at her funny. With the aid of the Mental Omega Device, she can also control all cyborgs in the planet through psychokinesis.
  • Mood-Swinger: She can go from extremely jolly to really pissed off at the drop of a hat.
  • No-Sell: One of the turning points that gives Epsilon the victory in Hamartia (Allied 24) and Babel (Epsilon 24) is that Libra's possession of a Chrono Backpack makes her unaffected by the Paradox Engine's Time Freeze.
  • Noodle Incident: The moment where Libra becomes insane after Yunru hacked her Amplifier-Suppressor is explicitly stated to not be the first time something like this happens to her, but no further details are given about it.
  • O.O.C. Is Serious Business: The moment Libra gets serious in the last Act 2 missions is the moment the Allies can only witness how their intentions to destroy the Mental Omega Device collapse in a quick and spectacular fashion.
  • One-Man Army: In campaign, she's much stronger than her multiplayer counterpart, allowing her to devastate large amounts of people on her own. In Reality Check (Epsilon 23), she gains massive upgrade to her powers, and becomes even more lethal, wrecking entire armies all on her own, single-handedly devastating the large Allied base along with its commander, wiping out the Chrono Legion and killing Norio. In Babel (Epsilon 24), Libra has all upgrades regardless of what you picked in the previous mission and also has access to those abilities even when Rage isn't active, while also showing off how she wiped out the European Alliance base almost entirely with a single Omega Storm, up to all but destroying the seemingly-invincible Paradox Engine itself.
  • Power Floats: Her psychic powers allow her to move through water by levitation.
  • Psychopathic Womanchild: She can't be any younger than her very late teens and yet she behaves like an overly excitable and spoiled 8 year-old girl, to the point where her clones are the only people who can stand her. In Reality Check (Epsilon 23), it gets explained that the reason for her instability is due to her sharing a psychic link to her clones; every time one of them dies, she's living through this as if it happens to herself.
  • Restraining Bolt: A device called the Cerebral Amplifier-Suppressor is permanently attached to her spine to keep her powers in check and prevent her from losing control over them due to her mental instability. Best demonstrated in Machinehead (Epsilon 20), where Yunru hacks into the Amplifier-Suppressor, resulting in Libra emitting an uncontrolled shockwave of psychic energy that knocks her out and enables Yunru to escape. In Reality Check (Epsilon 23), she gets rid of it, no longer needing it, so she may unleash her full power.
  • Sanity Strengthening: She becomes noticeably more composed and emotionally mature after murdering all of her clones and receiving Yuri's final psychic message of reassurance. However... at the end of Epsilon's Epilogue the Proselyte hears a female voice whispering to him, implying that actually becoming something far more dangerous. See Wham Line below
  • Shout-Out: Her personality was inspired by Soul Calibur's Tira. The BR1 voiceover sheet (coloumn AT) even advises to imitate her. It worked wonderfully regardless.
  • Teeth-Clenched Teamwork: She doesn't play well with anyone except her clones.
  • Took a Level in Badass: Her already formidable powers get a significant boost in "Reality Check", going from a borderline-One-Man Army hero to a hero that can wipe out entire bases with no assistance whatsoever, with incredible damage and range, health regeneration as she damages units, alongside a passive area-of-effect damaging aura, and two support powers - one that one-shots infantry and applies an EMP effect on vehicles, and another that makes Libra stand still for a few seconds as she razes through everything around her, even Construction Yards or superweapons.
  • Undying Loyalty: Again, Libra clones but more specifically for their original counterpart. Literally.
  • Unskilled, but Strong: She is one of the strongest psychics in the setting, probably rivaling even Yuri (and outright surpassing him once she gets rid of her Restraining Bolt). However, her mental issues mean Libra cannot use her powers to do any kind of mind-control, only being able to use telekinesis. When she enters the Mental Omega Device, she displays terrifying potential when her powers are used to control minds, as even cyborgs fall under her control en masse (whereas Yuri is only known to have been able to control one).
  • Wham Line: Libra speaks the final line in the Epsilon Campaign, and it's implications are troubling.
    "No. I'm sorry, Proselyte. This... this is too much. I must rest. I must finally Rest."
  • White Hair, Black Heart: Her hair is white and she's a psychotic weapon of mass-destruction. 'Nuff said.

Malver

"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.
  • 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: Thanks to the neurotoxin that Rashidi had developed. It even renders him immune to the Mental Omega Device.
  • 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.
  • Invisibility Cloak: Thanks to a portable Chimera Core, Malver is permanently stealthed. In the Epsilon Act Two ending, Malver is attacked by Initiates and Archers without the aid of stealth detectors implying his Chimera Core has finally failed due to a lack of maintenance to keep it operational.
  • 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.
  • Spanner in the Works: It was Malver who planted seeds of doubt on Rashidi in that Yuri is not as trustworthy as he seemed to be. The whole reason Rashidi survives and joins the Revolt can be traced to Malver's actions.
  • Stealth Expert: He's the only unit in the game that is permanently stealthed, even when attacking.
  • 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


  • Achilles' Heel: Despite his One-Man Army capabilities, Chitzkoi can kill him in one bite.
  • Back from the Dead: He's actually Boris reconstructed into a cyborg body.
  • Invisibility with Drawbacks: 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.
  • Red Herring: The Soviets assumed Yuri had Boris turned into a Cyborg in order to build his personal cyborg army, when in truth, it was in order to find a way to turn the Soviet cyborgs against their owners.

Units

NOTE: The Epsilon Adept and Epsilon Elite, due to shared tropes, are listed together in the Epsilon Units folder.
    Epsilon Units 

Initiate

The returning tier 1 anti-infantry infantry for Epsilon. Like in the original, they specialize in the use of pyrokinesis.
  • 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.

Archer

A new Tier 1 infantry for Epsilon that serves as an anti-armor and anti-air. They wield a bow and arrow that can target both ground and air targets.
  • Anti-Air: Archers serves as the basic anti-air and anti-tank for the Epsilon Army.
  • Enhanced Archaic Weapon: 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.
  • Expy: They're similar to the Archer Maidens from Red Alert 3: Uprising, due to being a Tier 1 anti-surface and anti-air infantry.
  • 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.
  • Super-Strength: Archers are genetically modified to have extremely strong arm muscles, allowing them to wield their heavy longbows and launch AROs
high enough to hit aircraft.

Spook

The reconnaissance infantry unit for the Epsilon, functioning as their equivalent of the Allied and Soviet attack dog, as well as their stealth detector too. They are grotesque creatures consisting of a massive eyeball, two claws, and a tail.
  • 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.
  • Evil-Detecting Dog: Like dogs, Spooks can detect spies that most other units can't.
  • 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.
  • Separate, but Identical: Spooks have the exact same stats as Allied and Soviet attack dogs. They just look and sound different.
  • Was Once a Man: These things are leftovers from Yuri's Human Resources department (shudder).

Brute

The returning anti-armor infantry for Epsilon. No longer available at Tier 1, they're now unlocked when the Proselyte constructs a Synthesis Vault, alongside the Bloatick and the Dunerider.
  • The Brute: It's in their name.
  • Close-Range Combatant: Brutes do not have any guns and can only punch foes at close range.
  • 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.

Bloatick

A kamikaze unit for the Epsilon. They are bio-mechanical insectoid creatures who are able to explode into a highly toxic gas, either on death or by self-destructing.
  • Action Bomb: It is a walking poisonous bomb.
  • Cyborg: The Bloatick is a bio-mechanical organism.
  • 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.
  • 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.

Dunerider

A new anti-infantry and anti-structure unit. They are men wearing specialized suits riding hoverboards capable of transversing over land and water at great speeds, and wield toxic grenades. They're also capable of detecting stealthed units as well.
  • 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 and Epsilon Elite

The Yuri Clones from the original Yuri's Revenge, now under a new name and having their lore rewritten into being actual indivduals instead of clones. They're unlocked once the player constructs a Radar Spire, with the exception of the PsiCorps, who have a superior version called the Epsilon Elite, capable of floating of water much like the original Yuri Prime unit from the vanilla game.
  • Adaptational Backstory Change: In vanilla Yuri's Revenge, those mind-controlling soldiers were Yuri's imperfect clones. In Mental Omega, Epsilon Adepts are 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 and Epsilon Elites are capable of mind controlling enemy units.
  • Immune to Mind Control: Epsilon Adepts and Epsilon Elites are immune to mind-control themselves.
  • Military Mage: Adepts are individuals with above average psychic abilities who make up the very core of the Soviet PsiCorps division and later Yuri's Epsilon Army.
  • Mundane Made Awesome: The Epsilon Elites are simply Adepts that are slightly more durable and able to hover over water.
  • Power Floats: Thanks to their telekinetic abilities, Epsilon Elites are capable of hovering and moving over water.
  • 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.

Infiltrator

Epsilon's equivalent of the now-standardized infiltrator unit. Their specialty is to instantly demolish bridges, making them very useful for halting the progress of enemies on certain maps depending on their terrain.

Virus

A returning anti-infantry unit from the vanilla game. Unlike in the original game, the Cloning Vats are now required to make them.
  • 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.
  • Adaptational Wimp: Compared to Yuri's Revenge, 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 damage is no longer instantaneous. The only saving graces is that the Virus deals splash damage now.
  • 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.
  • 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: The Virus is a result of genetic manipulations. That's how they actually get healed by poison, instead of damaged by it.
  • 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

The replacement for the Slaves from the vanilla Yuri's Revenge. They are almost always invisbile, unless they have too much ore or are detected by a stealth-detector.
  • 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

The anti-air and anti-infantry tank from the original game.
  • Adaptational Wimp: They are overall weaker than in Yuri's Revenge - while still a good anti-infantry and anti-air vehicle, they're weaker against buildings and especially Terror Drones. 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.

Stinger

A new scouting and anti-infantry armor unit. They have great speed and are capable of detecting stealth units, and are also able to carry personnel too. If they have an Engineer on-board, they swap out their acid sprayer for a repair beam.
  • Attack Drone: The Stinger is an unmanned, robotic walker used to swiftly transport infantry across the battlefield.
  • Detect Evil: The Stinger can see units through disguises.
  • Mechanical Animals: They look like mechanical scorpions.
  • 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

The new APC armor unit for the Epsilon Army. Like their name suggests, they are a large vehicle equipped with a drill on the front, enabling them to bury underground and travel anywhere as long as the shroud isn't obscuring it.
  • Awesome Personnel Carrier: For the Epsilon Army.
  • 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.

Invader

The Floating Disc from the vanilla edition of the game. They have now be severely rebalanced, as they're only effective against infantry and aircraft now, instead of being deadly against all ground units, and their ability to shut down an entire powergrid just by siphoning the energy from one power plant is reduced to simply only absorbing the fraction provided by whatever building they're siphoning energy from. However, these rebalances are counteracted by them being available earlier in the tech tree, as the Pandora Lab is no longer required to make them, and instead, all one needs to construct them is a Radar Spire.
  • Adaptational Name Change: It was renamed 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.

Dybbuk-Attacker

An Anti-Armor aircraft produced at the Epsilon Army's new aircraft production structure, the Aerodome. They have a high-ammo capacity and great accuracy, but not as much damage as the other aircraft to compensate for this.
  • Space Plane: All Dybbuk jets have been designed to operate both in the atmosphere and space.

Dybbuk-Evolver

The Dybbuk-Attacker's anti-infantry cousin. Their specialty is to mutate any soldiers they kill with their mutagenic bombs into Brutes.
  • Close-Range Combatant: The Dybbuk-E can only drop bombs on enemies that are directly underneath it.
  • Friendly Fireproof: Unlike most AoE weapons in the game, the Dybbuk-E's mutagenic gas doesn't harm friendly units.
  • Obvious Rule Patch: They can't mutate friendly units to avoid the exploit involving in the Genetic Mutator and the Grinder in the vanilla Yuri's Revenge.
  • 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!

Basilisk

An anti-structure aircraft produced at the Epsilon War Factory. They are available for production once the player upgrades their Pandora Lab with the respective plug upgrade of their sub-faction.
  • Baritone of Strength: A deep voice that echoes when selected and has some badass quotes to boot.
    "Epsilon's legend."
  • Glass Cannon: Basilisks possess immense power against structures but they can be shot down very quickly.
  • 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.
  • Splash Damage: Their psionic energizer deal area damage.

War Rig

The successor to the Slave Miner from the original game. They are a mobile refinery capable of burying underground, although they do not come with their own Ghost Miner upon production.
  • 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 the GDI 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.
  • Dual Mode Unit: When first built, the War Rig functions like an Ore Refinery that can repair friendly vehicles and disable enemy weapons, but does not come with its own Ghost Miner. When packed, it becomes a vehicle capable of moving underground and drilling at enemies.
  • Mook Commander: Increases the armor of nearby friendly Tank Bunkers by 40% when deployed.
  • Mook Medic: Deployed War Rigs can repair surrounding vehicles, just like the Soviet Repair Crane.
  • Moving Buildings: The War Rig works as an Ore Refinery that can pack itself into vehicle mode and move.
  • No-Sell: The War Rig cannot be hijacked, mind-controlled, depiloted, abducted, or confused.
  • Power Nullifier: Its amnesia ray prevents enemy infantry (except Brutes) from attacking it.
  • The Virus: Units affected by the War Rig's Amnesia Ray can spread the effect to nearby units.

Mandjet

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

Piranha Minisub

A minisub used by the Epsilon Army that replaces the Boomer Submarine in it's role as the basic submarine. They have high speed and anti-air capabilities, but have awful durability.
  • 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.
  • See the Invisible: Piranhas can detect cloaked and submerged units.
  • 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

A returning unit once used by the Soviets in the vanilla edition of the game, now belonging exclusively to the Epsilon Army.
  • Attack Animal: These squids have been specially trained in military maneuvers.
  • Beast of Battle: They're mind controlled and specifically trained squids.
  • Combat Tentacles: Giant Squid smash enemy ships with their tentacles.
  • 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.
  • See the Invisible: Squids can detect cloaked and submerged units.
  • Slave Mooks: They were mind controlled by Yuri to serve the Soviets, then the Epsilon when Yuri defects from them.

Nautilus Magnetic Submarine

One of the many submarines replacing the overpowered Boomer Submarine from the vanilla edition of the game. They replace the anti-ship functions of the Boomer Submarine.
  • 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.
  • See the Invisible: Nautilus Subs can detect cloaked and submerged units.
  • Stealthy Colossus: This is kind of the point of being a big submarine.

Resheph Ballistic Submarine

The Tier 3 Submarine for the Epsilon Army. Although their gigantic energy ball deals massive damage against anything that isn't an aircraft, they are best against structures and very slow land units due to how slow the projectile travels.
  • Decomposite Character: It takes the design and artillery submarine role of the Boomer Submarine from the vanilla game.
  • Destructible Projectiles: The energy balls fired by Reshephs are vulnerable to enemy anti-air on their way to their target.
  • 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.
  • See the Invisible: Reshephs can detect cloaked and submerged units.
  • Stealthy Colossus: This is kind of the point of being a big submarine.

    PsiCorps Units 

Repulsor

An anti-armor stealth unit capable of disguising as any human infantry excluding commandos. Their special weapons are an anti-gravity charge capable of instantly destroying any land vehicle by flipping them over.

Lasher Light Tank

The returning Main Battle Tank used by Yuri in the original version of the game, now exclusive to the PsiCorps. They now have a unique gimmick of having an autoloader installed in them, which translates into their first four shots being fired in rapid succession, leading them into a "reloading" state where their rate of fire is decreased.
  • Adaptational Badass: Lasher tanks are equipped with autoloaders, which allows them to fire their first 4 shells at very quick rate.
  • 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 Epsilon MBT.

Marauder

An Amphibious Anti-Ground tank used exclusively by the PsiCorps. They are very fast and highly mobile due to being able to travel on water, as well as dealing high damage, but lack durability, making it very easy to destroy them.
  • Amphibious Automobile: The Marauder's anti-gravity plates allow it to travel on both land and water.
  • Crippling Overspecialization: Marauders deal solid damage against all ground units, but it's extremely weak against buildings.
  • Glass Cannon: The Marauder is very fast, has very good mobility and can take out most ground units in a few shots, but it's very fragile.
  • 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 the GLA Marauder from Generals.
  • Splash Damage: The Marauder's weapon deals a bit of splash damage.

Mastermind

The returning support tank used by Yuri in the original version of Yuri's Revenge, now exclusive to the PsiCorps. They function as the "Monster Tank" of the faction, being one of the last to be unlocked once a Proselyte upgrades the Pandora Lab with a Psychplug. They are practically unchanged, aside from having an additional 5 points of health compared to their vanilla 500 points of health.
  • Achilles' Heel: One notable weakness not shared by any other mind control units is that the Mastermind's victims will be freed when it is disabled, this makes EMP weapons a big threat to them.
  • Balance Buff: Done in a way that is objectively a statistical Nerf, as seen below; the Mastermind is much less likely to destroy itself through unrestrained mind control. It also takes much less damage for each stage of brainwave overload, and Epsilon now has new units to help support Masterminds (Stingers, with their ability to repair vehicles; and the Grinder, which is able to unpack like an MCV and deploy on the frontlines, providing a convenient way for Masterminds to dispose of useless victims).
  • Brain in a Jar: With the 'jar' being the Mastermind chassis and the 'brain' being a conglomerate of Adept brains.
  • Brain Monster: The Mastermind is the result of preserved brains of dead Adepts spliced together into one gigantic cortex through rapid tissue regeneration, then placed into a container filled with preservative fluids and grafted onto a huge tank chassis.
  • 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.
  • Hypnotic Creature: 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.
  • Nerf: The Mastermind was tooled down compared to Yuri's Revenge, but in a way that makes it less infuriating both to fight against and to use. Its mind control ability now has a much slower cooldown on par with Epsilon Adepts*, which in conjunction with it taking less damage from brainwave overload, means that Masterminds are now much less likely to kill themselves upon running into a squad of enemy units. Consequently, this means that sending in a small army of infantry is no longer an effective way of killing a Mastermind, as they seize infantry slow enough for them to simply gun each other down first before overloading the Mastermind.
  • No-Sell: Masterminds are immune to mind-control themselves.
  • Obvious Rule Patch: The grand total of five extra health points on the Mastermind compared to base serves little to improve its survivability against incoming fire. Its sole purpose is to surpass a damage threshold from brainwave overload, giving the Mastermind just a bit more time to hopefully get repaired by friendly Stingers.
  • Oh, Crap!: The reaction of a Mastermind upon seizing control of more than three minds is quite panicked.
    Mastermind: Brainwave OVERLOAD!
  • Stone Wall: It's slow and its only 'weapon' is the ability to mind-control attackers, but it's tough to take down.

Magnetron

The returning artilery used by Yuri in the original game, now, like it's brother the Mastermind, exclusive to the PsiCorps. They have been completely changed from their original selves, as they now simply paralyze any armor units as well as any infantry that's wearing metallic armor, such as the Soviet's Shock and Tesla Troopers instead of levitating them into the air. To compensate for this drastic change, they're now able to destroy structures in mere seconds using their magnetic beams, and can also now transverse water instead of being landbound.
  • Amphibious Automobile: Unlike the original, Mental Omega's incarnation of the Magnetron can traverse water.
  • Crippling Overspecialization: The Magnetron is the only artillery unit 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.
  • 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 ending with the affected unit being destroyed. This ability is notable because, while the degree of resistance varies, there's not a single mechanized unit that is immune to being immobilized by the Magnetron, unlike other disabling effects like EMP. Even heroes with Power Armor or epic units can be stalled with enough Magnetrons.
  • 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

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

    Scorpion Cell Units 

Hijacker

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

Scourge

The Scorpion Cell's equivalent of the Repulsor and Stalkers. Like the latter, they specialize in destroying armor units, and wield an EMP rod capable of temporarily stunning any armor unit, as well as certain infantry units such as the Knightframes.
  • Crippling Overspecialization: Scourges are dedicated anti-armor infantry, anything else is basically a death sentence for them.
  • EMP: The Scourge uses an inaccurate weapon to immobilise enemy vehicles with EMP.
  • Glass Cannon: Despite wearing plate armor, they are very fragile but their EMP rods pack quite a punch against vehicles.
  • No-Sell: They wear plate armor which protects them from being crushed by vehicles and dog bites.

Mantis Light Tank

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

Speeder Trike

A special hit-and-run anti-armor unit exclusive to the Scorpion Cell. They are highly mobile motorbikes that can use their superior speed and range to harass armor units. They have two modes of fire as well, the first, and standard one, being to fire off a volley of rockets, while the secondary has them use the mortars on their back to fire clusters of grenades.
  • Cool Bike: With mounted rocket launchers and high speed to boot.
    "Now this is a bike."
  • Fragile Speedster: The Speeder is quick enough to outmanoeuvre most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.
  • 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.
  • 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.

Tyrant

The Monster Tank of the Scorpion Cell. They're one of the most unique Monster Tanks in the game, due to their ablity to bury underground like the Driller APC and wield toxic pills that deal high damage to infantry, and essentially function like a faster-acting, yet watered down version of the Viruses disease-coated darts.
  • 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 by monster tank standards the Tyrant is quite fragile for its cost, damage and mobility.
  • Hero with Bad Publicity: Well, the Tyrant driver claims to be one.
    "Don't believe in what they say, I'm the good guy."
  • Laughably Evil: They have some of the funniest lines in the game.
    "Build me a palace! No, five!"
    "I claim this place in the name of me."
    "Just don't touch my pills."
  • Poisoned Weapons: The Tyrant's cannon fires large capsules containing toxins and acids over a small area.
  • Taking You with Me: When destroyed, a Tyrant violently explodes in a shower of toxins. Infantry that stayed very close are very prone to die in the process.
  • 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

The Artilery Armor unit for the Scorpion Cell. They use a catapult that fires barrels loaded with toxins and viruses that are best against infantry and structures.
  • Damage-Increasing Debuff: Units damaged by a Plague Splatter have their armor slightly reduced for a period of time.
  • 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.
  • Enhanced Archaic Weapon: The Plague Splatter is a catapult, which is rather archaic for the 20th century, albeit one mounted on an armoured chassis and firing projectiles that cannot be synthesised with pre-modern technology.
  • 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.
  • Mundane Utility: A good way to use them is to simply place them into Tank Bunkers, turning them into an impromptu base defense.
  • 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.

Oxidizer

An anti-air support vehicle unit exclusive to the Scorpion Cell. They may not be able to do damage on their own, but are the best friends of any anti-air unit, as their weapon is a pair of cannons that fire a specialized mixture of chemicals that errode away at the defenses of any aircraft which also stacks, meaning that even an Archer can kill a Kirov with a large enough group of Oxidizers on their side.
  • Acid Attack: The Oxidizer fires capsules containing a highly potent cocktail of hydrogen peroxide, hydrochloric acid, and nitric acid, which literally eats away at aircraft.
  • 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.
  • Deadpan Snarker: They never change from the bored, apathetic tone they have, and most of their lines have them either complain about how crappy their vehicles are and illustrating just how crappy they are.
  • 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 deal any damage (it can only apply a Damage-Increasing Debuff to aircraft).
  • Laughably Evil: Their Deadpan Snarker tendencies give them some of the funniest lines in the game.
    "We're out of fuel... No, wait, the gauge is just broken."
    (In a completely sincere and genuine tone) "Why did you give me this?"
  • 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.

    HQ Units 

Stalker

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

Opus Custom Tank

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

Shadow Tank

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

Colossus

The Monster Tank of Epsilon Headquarters. They are massive, heavily armed tanks with two different modes specializing in dealing with armor units and air units.
  • Baritone of Strength: Some of the Colossus' quotes show this is one tank that shouldn't be trifled with.
    "Summoned by their fears."
    "Their lives are signed and sealed."
  • Dual Mode Unit: The Colossus can switch between anti-ground 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 any specialized anti-ground or anti-air unit in either regard, but it makes that up with versatility.
  • Mighty Glacier: Quite armored but also quite slow.
  • 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!"
  • Splash Damage: Their psionic blasters deal area damage.

Hazequad

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

Ruiner

A specialized anti-weapon aircraft exclusively summoned by the support power of the same name used by the Epsilon Headquarters.
  • Crippling Overspecialization: The Ruiner can only disable the weapons of infantry units.
  • 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 toughest Epsilon air unit (behind the Irkalla, an epic unit, and the Salamander, only obtained through stolen tech) and can weaken enemies with its Amnesia Ray, but it can't deal any damage.
  • Support Party Member: Ruiners can't attack, but instead provide support by disabling enemy infantry weapons.
  • The Virus: Units affected by the Ruiner's Amnesia Ray can spread the effect to nearby units.

Aerial Fortress Irkalla

An Epic Unit exclusive to the Epsilon Headquarters. They are heavily armed, yet sluggish, absolutely titanic versions of the many flying saucers used by Epsilon. They have an unimagianble amount of firepower and are affective against all targets, be it an enemy aircraft, an armor unit, or a horde of infantry, and they're also capable of dealing with multiple units at the same time thanks to being able to attack multiple targets.
  • Authority Sounds Deep: It speaks in a deep, robotic, female voice.
  • Evil Laugh: The Irkalla pilot has one of these as a selection quote. It's a particularly slow, sinister one.
  • 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.
  • Gameplay and Story Segregation: It's portrayed as being capable of carrying, and deploying infantry in a cutscene in the mission Godsend. It isn't actually capable of doing this in the game to prevent it from being even more frustrating to deal with.
  • 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 Tactical Superweapon 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.
  • Tactical Superweapon Unit: The Irkalla, which is limited to one per player at any time, is a slow but extremely tough aircraft, armed with six dissolver beams and three Supernova cannons, making it excel at territorial control.
  • 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 Tactical Superweapon Unit.
    • The might of the Allied and Soviet forces in late Act Two is showcased with how the Epsilon enemies send multiple Irkallas, sometimes at the same time, without making much of a difference.

    Stolen Tech Units 

Scavenger

The stolen tech unit obtained when a Proselyte infiltrates an Allied Construction Yard and Tech Center. They are a tank capable of stealing the weaponry of vehicles much like the Hammer Tank from Red Alert 3.
  • 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. 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.

Wormqueen

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

Dybbuk-Seizer

The stolen tech unit obtained when a Proselyte infiltrates another Epsilon factions Construction Yard and Pandora Lab. They are the fastest aircraft in the game, being faster than even the Allies Hummingbird, and can also mind control up to three units at once, and they also receive a temporary boost in firepower as well.
  • Charm Person: The Dybbuk-Seizer's Epsilon Adepts allow it to mind control up to three units.
  • Military Mage: The Dybbuk-Seizer is a plane carrying three Epsilon Adepts.
  • 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.

Salamander

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

    Campaign Units 

Gravitron


  • Artificial Gravity: The Gravitron generates a gravity field to slow down enemy units or outright destroy them.
  • Flying Saucer: Like the Invader, Irkalla and 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.
  • 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.
  • 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.
  • Unusable Enemy Equipment: They only appears in Earthrise as an enemy unit and are never controllable by the player.

Genequad


  • Mythology Gag: Its design is partially based on that of the Chaos Drone in the vanilla Yuri's Revenge (which appeared in earlier Mental Omega versions as the Chaos Quad), only that its gas turns infantry into Brutes rather than make them go berserk.

Beholder


  • Sheathe Your Sword: As tempting as it may be to destroy them, the suggestion to leave Beholders alone is very important to take into account. A destroyed Beholder will activate Tech Defenses that are untargetable by your units.

Ganzir Defender


  • Beef Gate: Initially, the Ganzirs are protected by some Mental Dynamos, making them invulnerable. That, coupled with their staggering damage and good range means it's almost impossible to break into the base surrounding the Mental Omega Device until their shields are removed.
  • BFG: It's a massive cannon on threads.

Hands of Ereshkigal


  • Giant Hands of Doom: They are massive robotic hands controlled by Yuri through psychokinesis that are completely invulnerable and will eventually destroy the allied Soviet bases (and then your own) unless you kill Yuri first.
  • Hopeless Boss Fight: The Hands of Ereshkigal cannot be damaged at all in Death's Hand until Yuri is killed. They work as a soft time limit as they will eventually destroy your base if you take too much time to take down the Kremlin.
  • Lightning Gun: They attack by releasing powerful Tesla bolts.

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