Faction | Arsenal | Missions | Old version(s) | Changes from Yuri's Revenge |

From top to bottom: Mental Omega and Yuri's Revenge visual comparison
This page is intended as a detailed list of all the structures and units from the Allied faction in Yuri's Revenge and document its changes in mechanics and features found in the Allied faction in Mental Omega.
- Note: This is updated as of version 3.3.6 and is subjected to change from upcoming patches.
Structures[]
- Builds 25% slower and deploys 33% slower
- Additions of selection sound for each structure
- Modified cameos
- Removed snow theater-themed structures
- Minor graphical improvements (e.g. Power Plant will emit smoke)
- Decreased cumulative production multiplier for multiple production buildings (from 20% to 15% on second production building; 36% to 28% on third production building); buildings/units will be produced at a slower rate when there are more production buildings
- Superweapons moved to Structure Tab
- Superweapons are not revealed automatically to enemies
- When superweapons are first built, an audible warning and their new selection sound (selection sound will only be heard around the superweapon) will play instead of EVA announcing it; audible to everyone
Construction Yard[]
- Crane animation removed
- Deploys and undeploys 2x slower
- New deploy and undeploy sound
- Increased hit points (1000 to 2500)
- Provides power (0 to +60)
- Increased sight radius (8 to 10); reveals more shroud when deployed
- Gives 750 credits instead of 1500 when sold
- Grants access to Barracks and Ore Refinery
- Can be infiltrated as a partial requirement to stolen technology
- AI does not build walls around it
- Infantry survivors do not come out when destroyed or sold
Power Plant[]
- Increased placement radius (2 to 3); can be placed farther from nearest building
- Can be upgraded with Power Turbine for an additional +150 power
- When infiltrated, owner's base is shut down for 1:30, rather than 1:07
- Infantry survivors do not come out when destroyed or sold
Barracks[]
- Increased hit points (500 to 900)
- Changed armor type (steel to wood)
- Infantry survivors do not come out when destroyed or sold
Ore Refinery[]
- Changed armor type (wood to concrete)
- Decreased power drain (-50 to -40)
- When infiltrated, steals 5000 credits from owner, rather than 50% of total credits from owner
- Infantry survivors do not come out when destroyed or sold
War Factory[]
- Increased hit points (1000 to 1200)
- Increased power drain (-25 to -100)
Airforce Command Headquarters[]
- Renamed to Air Force Command Headquarters
- Building is larger than YR version, so it takes up more space
- Grants new Satellite Scan support power, which works exactly like YR’s Psychic Reveal but with different sound and addition of a visual effect
- Airborne support power is still available to USA subfaction, but requires a new USA-exclusive upgrade named Drop Control
- Drop Control also provides Bloodhounds support power
- Airborne costs 1000 instead of free and drops 6 GIs and 4 Guardian GIs instead of 8 GIs
- Grants partial Tier 2 instead of complete Tier 2
- Air Force Command HQ only grants subfaction-exclusive aircraft, generic units (including MCV) and Prism Tower on its own
- Increased cost (1000 to 1500)
- Builds 25% slower
- Increased hit points (600 to 1300)
- Increased power drain (-50 to -150)
- Changed armor type (steel to wood)
- Increased sight radius (5 to 7); reveals more shroud when placed
[]
- Provides new Sonar Pulse support power
- Increased cost (1000 to 1200)
- Increased hit points (1500 to 2000)
- Increased power drain (-25 to -100)
- Increased placement radius (12 to 20)
- Repairs naval units faster
Service Depot[]
- Removed from the mod, along with the Soviet counterpart.
- Succeeded by expansion and improvement of vehicle repair options, most of which are free of charge (e.g. Repair IFV has a longer range and new support power named Backwarp)
Robot Control Center[]
- Renamed to Robot Ops Control Center
- Requires Power Plant and Ore Refinery instead of War Factory
- Repurposed to a partial Tier 2 and subfaction tech provider for Pacific Front subfaction; no longer associated with the Robot Tank
- Provides new Zephyrobot, Glacial Screen and Hunter-Seeker support powers
- Increased cost (600 to 1500)
- Builds 25% slower
- Increased hit points (600 to 1000)
- Increased sight radius (6 to 10); reveals more shroud when placed
Battle Lab[]
- Renamed to Tech Center
- Requires Air Force Command HQ and any subfaction tech provider (such as Robot Ops Control Center) instead of Airforce Command HQ and War Factory
- Provides partial Tier 3 instead of complete Tier 3 on its own
- Subfaction-exclusive units (such as Tanya for United States and Prism Tank for European Alliance) require both the Tech Center and their respective subfaction tech provider
- On its own, only grants generic Tier 3 units (like the Spy) and buildings (like the Ore Purifier)
- Provides new Black Widow (Black Widow Alpha for United States) support powers instead of Force Shield
- Force Shield is now available through the new Shield Command structure exclusive to European Alliance subfaction; Shield Command acts as a subfaction tech access like the Robot Ops Control Center
- "Force Shield ready" EVA response removed
- Force Shield has a new graphical effect and does not cause its owner’s base to shift to a Low Power state
- Force Shield has an increased recharge time (5 minutes to 6 minutes) and a reduced duration (500 frames to 450 frames; 33 seconds to 30 seconds)
- Increased cost (2000 to 3000)
- Increased power drain (-100 to -300)
- Increased hit points (500 to 1500)
Ore Purifier[]
- Provides credits like a Tech Oil Derrick
- Processes ore like an Ore Refinery and fulfills requirements of one
- Can be infiltrated to see its owner's current money
- Increased cost (2500 to 3000)
- Increased hit points (900 to 1300)
- Changed armor type (wood to concrete)
Chronosphere[]
- Chronoshift support power cooldown decreased (7:00 to 6:30)
- Chronoshift support power can no longer affect enemy vehicles nor harm infantry
- Chronoshift cannot affect friendly amphibious transports and Chrono Legionnaires
- Provides new Chronoboost support power
- Increased cost (2500 to 3000)
- Increased hit points (750 to 1300)
- AI does not build walls around it
- Miscellaneous: Chrono technology expanded (see Chronolift, Chronoboost)
Weather Control Device[]
- Renamed to Weather Controller
- "Weather Control Device temporarily unavailable" EVA response removed
- Lightning Storm manifestation duration increased (180 to 210 frames)
- Lightning Storm radar jamming duration increased (180 to 420 frames)
- Lightning Storm hits the centered target less frequently (10 to 100 frames)
- Increased hit points (1000 to 1350)
- Increased power drain (-200 to -400)
- AI does not build walls around it
- Miscellaneous: Weather Control technology expanded (see Thor Gunship, Lightning Rod)
- Increased splash damage radius for each lightning bolt (2 to 2.6)
- Advanced anti-ground defenses (e.g. Tesla Coil), and the Psychic Tower will take 50% more damage (200% for the new Lightning Rod) from Lightning Storm if they are within the radius
- Lightning Storm warhead vs. armor types modified:
- 20% less effective vs. steel
- 23% more effective vs. concrete
- 50% more effective vs. Naval Shipyards
Defenses[]
- Defenses gain veterancy like units
- Builds 20% slower and deploys 33% slower
- Modified cameos
- Removed snow theater-themed defense
- Added radial indicators for most defenses when selected
Wall[]
- Renamed to Concrete Wall
- Now has owner's color
- Increased hit points (300 to 400)
Pillbox[]
- European Alliance has access to a variant named Camo Pillbox
- Decreased cost (500 to 400)
- Increased hit points (400 to 500)
- Increased placement radius (4 to 7); can be placed farther from nearest building
- Increased turret turn rate (10 to 14)
- Increased raw damage (50 to 80)
- Increased ROF (26 to 30); the Pillbox fires slower
- Increased weapon range (5.5 to 6)
- Pillbox warhead vs. armor types modified:
- 20% less effective vs. plate
- 10% less effective vs. light
- 5% less effective vs. medium and heavy
- 50% less effective vs. wood
- 40% less effective vs. steel
- 15% less effective vs. concrete
- 35% less effective vs. Terror/Fury Drones
In other words, the Pillbox is weaker against most non-infantry targets
Patriot Missile[]
- Renamed to Patriot Missiles
- Decreased cost (1000 to 800)
- Increased placement radius (4 to 7); can be placed farther from nearest building
- Increased turret turn rate (8 to 10)
- Decreased raw damage (75 to 46), but fires twice
- Missiles travel faster (same as all missile weapons)
- Decreased ROF (55 to 40); the Patriot fires faster
- Increased splash damage radius (0.3 to 0.5)
Prism Tower[]
- New destruction sound and firing sounds
- No longer requires Power Plant as a prerequisite in the tech tree
- Decreased cost (1500 to 1200)
- Decreased cumulative production multiplier for multiple Construction Yards from 15% to 10%
- Increased hit points (600 to 850)
- Increased placement radius (2 to 5); can be placed farther from nearest building
- Decreased damage boost granted by nearby individual Prism Tower (50% to 25%)
- More likely to be hit my Catastrophic Lightning Storm; takes 50% more damage from lightning bolts
- Decreased raw damage (120 to 110)
- Increased ROF (45 to 50); the Prism Tower fires slower
- Miscellaneous: Prism weaponry expanded (see Siege Cadre)
- Prism weaponry warhead modified vs. armor types:
- 20% more effective vs. flak and plate
In other words, Prism weaponry is more effective against most infantry.
Grand Cannon[]
- Available to all Allied subfactions instead of a single country (France)
- Requires Tier 3 instead of Tier 2
- Decreased cost (2000 to 1800)
- Decreased cumulative production multiplier for multiple Construction Yards from 15% to 5%
- Enemy units will now automatically attack the Grand Cannon like other defenses
- Increased hit points (900 to 1650)
- Increased power drain (-100 to -150)
- Increased turn rate (1 to 10)
- Decreased raw damage (150 to 145)
- Projectile now sometimes split upon impact and deal damage to one other enemy nearby
- Projectile travels faster
- Increased ROF (120 to 140); the Grand Cannon fires slower
- Decreased weapon range (15 to 14)
- Grand Cannon warhead modified vs. armor types:
- 65% less effective vs. none and flak
- 70% less effective vs. plate
- 10% more effective vs. light
- 20% more effective vs. light naval vessels
- 5% more effective vs. medium
- 25% more effective vs. medium naval vessels
- 40% less effective vs. heavy and Terror/Fury Drones
- 10% less effective vs. heavy naval vessels
- 35% less effective vs. wood and concrete
- 85% less effective vs. steel
In other words, the Grand Cannon is weaker against infantry and structures but slightly stronger against naval vessels (except transports), light and medium armored vehicles
Spy Satellite Uplink[]
- Renamed to Mercury Network Uplink
- Exclusive to United States subfaction
- Building artwork modified for new role
- Full map reveal role now taken by new Tech Satellite Hack Center
- Repurposed to a partial Tier 2 and subfaction tech provider for United States subfaction
- Moved to Buildings tab
- Provides new Mercury Strike and Target Painter support powers
- Requires Power Plant and Ore Refinery instead of Battle Lab
- Builds 25% slower
- Increased power drain (-100 to -150)
- Increased sight radius (5 to 10); reveals more shroud when placed
Gap Generator[]
- Reduced shroud radius (10 to 8)
- Increased cost (1000 to 1500)
- Builds 10% slower
- Decreased cumulative production multiplier for multiple Construction Yards from 15% to 10%
- No longer grants ground control; buildings and defenses cannot be constructed near them
- Increased hit points (600 to 700)
- Changed armor type (wood to steel)
- Increased power drain (-100 to -200, -300 if deployed)
- Increased placement radius (2 to 3); can be placed farther from nearest building
Infantry[]
- Trains 35% faster
- Has 30% more armor
- Smaller sprite
- No longer gets suppressed (except new Riot Trooper)
- Modified cameos
- Descends faster as paratroopers
- Speed is no longer affected by terrain type and movement type
- Garrisoned infantry bonuses modified (firepower from 20% to 10%; range from 5 to 6)
- Requires 4.5x of infantry’s cost to gain a veterancy rank instead of 3x
G.I.[]
- Restored unused voiceline “Who’s next?”, and moved one voiceline, “Digging in!” to deploy command
- Added new firing sound while undeployed
- Added new cursor when ordered to deploy
- Decreased cost (200 to 120)
- Increased hit points (125 to 135)
- Changed armor type (none to flak)
- Increased speed (4 to 6)
- Increased sight radius (5 to 7); reveals more shroud while moving
- Increased damage in IFV (25 to 30), fires twice
- Increased ROF while deployed (15 to 20), same while garrisoned (15 to 22)
- Decreased ROF (18 to 15) in IFV
- Increased weapon range (4 to 5) while undeployed, same while deployed (5 to 5.5), same in IFV (6 to 7)
- Undeployed G.I. warhead vs. armor types modified:
- 20% less effective vs. plate
- 10% less effective vs. light
- 5% less effective vs. medium and heavy
- 55% less effective vs. wood
- 40% less effective vs. steel
- 15% less effective vs. concrete
- 30% less effective vs. Terror/Fury Drones
In other words, the undeployed G.I. is significantly weaker against other targets, compared to the vanilla game.
- Deployed G.I. warhead vs. armor types modified:
- 20% less effective vs. flak
- 35% less effective vs. plate
- 40% less effective vs. light
- 30% less effective vs. medium and heavy
- 55% less effective vs. wood
- 35% less effective vs. steel
- 15% less effective vs. concrete
In other words, the deployed G.I. is significantly weaker against other targets, compared to the vanilla game.
Attack Dog[]
- Added new voicelines when selected
- Added amphibious ability
- Decreased cost (200 to 100)
- Decreased hit points (100 to 75)
- Increased speed (8 to 9)
- Decreased sight radius (9 to 8); reveals less shroud while moving
- No longer pounces to a target like a Terror Drone, so it must get in closer range to attack; can be ordered to force fire terrain
- Increased raw damage (30 to 300); modified so it cannot instantly kill some infantry after one bite
- Increased dog bite range (1.5 to 1.83)
- Attack Dog now deals double damage against infantry with none armor type (like Engineer), but can no longer attack infantry with plate armor type (such as Tesla Trooper)
Engineer[]
- Added new cursor when ordered to capture an enemy structure
- New repair sound when entering friendly damaged structures
- Added wrench icon on infantry sprite
- Decreased cost (500 to 300)
- Trains 20% slower
- Increased hit points (75 to 90)
- Increased speed (4 to 6)
- Increased sight radius (4 to 6)
- Increased bomb detection radius (4 to 7)
- In skirmish, multiple Engineers are needed to capture one enemy building, depending on its current health (3 maximum)
- Increased defuse kit range (1.5 to 1.73)
Guardian G.I.[]
- Restored voicelines when deploying, such as “Fortified!” and “Barricade!”
- Uses missile launcher when undeployed instead of G.I. anti-infantry weapon (sprite is changed to reflect this)
- For this reason, only the deployed Guardian G.I. weapons will be compared
- Deployed Guardian G.I. has a laser targeting system to reflect its boosted weapon range, missile speed and accuracy
- Added new cursor when ordered to deploy
- Now included in Airborne and Paradrop support powers
- Can garrison buildings like the G.I.; attacks hit instantly
- Decreased cost (400 to 250)
- Increased hit points (100 to 170)
- Changed armor type (none to flak)
- Increased speed (3 to 6)
- Missiles travel faster (same as all missile weapons)
- Decreased ROF (40 to 35), same in IFV (40 to 35); the Guardian G.I. fires faster
- Decreased weapon range vs. ground (8 to 6), increased weapon range vs. air (8 to 9), decreased weapon range in IFV (8 to 7)
- Guardian G.I. warhead modified vs. armor types:
- 55% more effective vs. Rocketeers
- 5% more effective vs. plate
- 40% more effective vs. medium
- 20% less effective vs. heavy
- 30% more effective vs. wood
- 15% more effective vs. steel; 65% more effective vs. defenses
- 10% more effective vs. concrete
- 50% less effective vs. Terror/Fury Drones
In other words, the Guardian G.I. is stronger against Rocketeers, buildings, armored vehicles and infantry but weaker against heavy armored units and Terror Drones
Rocketeer[]
- No longer crashes into the ground, but explodes mid air (same applies to newly added flying infantry)
- Decreased cost (600 to 450)
- Changed armor type (none to flak)
- Increased hit points (125 to 135)
- Increased speed (30 to 34)
- Decreased ROF (30 to 25); the Rocketeer fires faster
- Increased weapon range vs. ground (5 to 6.5); same vs. aircraft (5 to 7.5)
- Rocketeer warhead vs. armor types modified:
- 10% less effective vs. flak
- 20% less effective vs. plate & heavy
- 5% more effective vs. light
- 10% less effective vs. medium
- 55% less effective vs. wood
- 35% less effective vs. steel
- 15% less effective vs. concrete
In other words, the Rocketeer’s damage is weaker overall
[]
- Global announcement ("SEAL ready!") removed, moved to regular voiceset
- New appearance for desert variant
- New C4 icon when planting C4 in buildings; Navy SEAL no longer has to completely enter a building to destroy it
- No longer has to force fire on Bridge Repair Huts to plant C4 and destroy the bridge
- New C4 sound effect
- Added new detection ability, can detect cloaked units/buildings
- Decreased cost (1000 to 600)
- Increased hit points (125 to 170)
- Increased speed (5 to 7)
- Decreased sight radius (8 to 7); the Navy SEAL reveals less shroud when moving
- Decreased raw damage (125 to 50), same in IFV (125 to 36), but fires twice
- Decreased ROF (12 to 10); the Navy SEAL fires slower
- Increased weapon range (6 to 6.5); same in IFV (7 to 7.5)
- Decreased C4 damage (2500 to 1000); the Navy SEAL can no longer instantly destroy heavy armored buildings, naval vessels and defenses with 1 C4
- C4 delay before explosion increased to 100 frames
- Added splash damage radius for submachine gun (0.7)
- Navy SEAL submachine gun warhead vs. armor types modified:
- 80% less effective vs. none
- 15% more effective vs. flak
- 10% more effective vs. plate
- 19% more effective vs. light
- 14% more effective vs. medium, heavy
In other words, the Navy SEAL’s submachine gun is weaker against unarmored infantry but stronger against vehicles and most infantry
Sniper[]
- Exclusive to European Alliance subfaction
- Added deploy ability to increase range and firing rate; moved one voiceline, "I love to camp", to support this
- Requires Tier 3 instead of Tier 2
- Increased cost (600 to 650)
- Increased hit points (125 to 135)
- Changed armor type (none to flak)
- Increased speed (4 to 5)
- Increased raw damage (125 to 145), decreased raw damage in IFV (250 to 135)
- Increased ROF (150 to 180), same when elite (60 to 180), same in IFV (100 to 120); the Sniper fires slower
- Decreased weapon range (14 to 11), same in IFV (14 to 11.5)
- Sniper can no longer target vehicles or buildings
- Sniper warhead vs. armor types modified:
- 20% more effective vs. none
- 60% more effective vs. flak
- 10% more effective vs. plate
- 49% more effective vs. Terror/Fury Drones
Simply put, the Sniper is stronger against standard infantry and Terror/Fury Drones
Spy[]
- Restored voicelines when infiltrating a structure, such as “Obtaining intelligence”
- Added new cursors when ordered to infiltrate a structure
- Decreased cost (1000 to 800)
- Increased hit points (100 to 140)
- Changed armor type (flak to none)
- Increased speed (4 to 6)
- Decreased sight radius (9 to 8); the Spy reveals less shroud when moving
- Disguise kit can no longer target certain infantry (such as Attack Dogs and commandos)
- Removed Spy disguise sound
- Miscellaneous: Each faction has their own unique espionage unit (see Saboteur, Infiltrator, Clairvoyant)
Tanya[]
- Combined voicelines from both YR and RA2
- Global announcement ("Let's rock and roll!") removed
- Exclusive to United States subfaction; other subfactions have new heroes (see Siegfried, Norio)
- Changed weapon from double pistols to a prototype laser rifle against infantry and vehicles (her appearance is changed to reflect this)
- Uses laser rifle in IFV as a result
- Can now attack vehicles inside a Tank Bunker
- New C4 icon when planting C4 in buildings; Tanya no longer has to completely enter a building to destroy it
- No longer uses C4 against vehicles and naval units
- No longer has to force fire on Bridge Repair Huts to plant C4 and destroy the bridge
- New C4 sound effect
- Added new detection ability, can detect cloaked units/buildings
- Added new assaulter ability, can enter garrisoned buildings to eliminate all infantry inside it
- Extra resistance against attacks from garrisoned troops
- Build speed no longer affected by multiple Barracks
- Trains 100% slower (same as all commandos)
- Increased speed (6 to 9)
- Increased sight radius (8 to 9); Tanya reveals more shroud when moving
- Decreased raw damage (125 to 120)
- Increased weapon range (6 to 9)
- Increased C4 damage (2500 to 3000)
- Decreased C4 ROF (100 to 75); Tanya plants C4 faster
- C4 delay before explosion increased to 75 frames
- Tanya primary weapon warhead vs. armor types modified:
- 60% more effective vs. none & flak
- 35% more effective vs. plate
- 49% more effective vs. Terror/Fury Drones
In other words, Tanya’s primary weapon is stronger than in YR
Chrono Legionnaire[]
- Added white trail effect when teleporting (same as all chronoshifting units)
- Modified cursor when ordered to teleport
- Erases units faster the lower their current health
- Requires new Experimental Warpshop building instead of Battle Lab
- Decreased cost (1500 to 1250)
- Trains 20% slower
- Increased hit points (125 to 210)
- Changed armor type (none to flak)
- Now immune to Attack Dogs
- Decreased sight radius (8 to 5); the Chrono Legionnaire reveals less shroud when teleporting
- Decreased raw damage when elite (16 to 10), increased damage in IFV (5 to 10)
- Decreased ROF in IFV (120 to 100); Chrono Legionnaire IFVs fire faster
- Increased weapon range (5 to 7), same in IFV (6 to 7.5)
- Chrono Legionnaire warhead vs. armor types modified:
- 25% more effective vs. none
- 95% less effective vs. Chrono Legionnaires
- 20% more effective vs. light
- 5% less effective vs. medium
- 15% less effective vs. heavy & concrete
- 10% less effective vs. wood & steel
In other words, the Chrono Legionnaire is stronger against weaker units but weaker against heavier vehicles, buildings and rogue Chrono Legionnaires
Chrono Commando[]
- Removed from the mod due to stolen tech reboot that favors vehicles over infantry
Vehicles[]
- New voxels for all existing YR vehicles, made bigger than in vanilla YR
- Modified cameos
- Most YR vehicles are owned by European Alliance subfaction (except Chrono Miner, Robot Tank, Battle Fortress and IFV)
- Vehicles no longer slow down when stopping
- Speed is no longer affected by terrain type and movement type
- Requires 4.5x of vehicle’s cost to gain a veterancy rank instead of 3x
Chrono Miner[]
- Added white trail effect when teleporting (same as all chronoshifting units)
- Now has an advanced variant called the Ultra Miner that is deployed through a support power
- Ultra Miner is amphibious, has double the storage capacity, and has a weapon that reverses the effects of enemy damage, causing them to heal
- Modified cursor when ordered to teleport
- Builds 20% slower
- Increased hit points (1000 to 1100)
- Increased turn rate (5 to 12)
Grizzly Tank[]
- Renamed to Cavalier Medium Tank
- Added new firing sound (old firing sound now reused by new Tech Turret defense)
- Grizzly Tank voiceset now used by new United States Bulldog Tank
- Added ability to attack faster, farther and hit instantly the longer it targets the same unit/building (faster firing rate is signified by blue indicator visual effect on target)
- Increased cost (700 to 750)
- Removed build time multiplier (builds faster)
- Increased hit points (300 to 450)
- Changed armor type (heavy to medium)
- Decreased speed (7 to 6)
- Decreased sight radius (8 to 6); the Cavalier reveals less shroud when moving
- Increased turn rate (5 to 8)
- Tank shell is invisible but hits the enemy faster (same as other main battle tanks)
- When elite, no longer fires twice and is weaker against infantry and buildings (same as other main battle tanks)
- Decreased raw damage (65 to 60)
- Decreased ROF (60 to 45); the Cavalier fires faster
- Increased weapon range (5 to 6)
- Cavalier Tank warhead vs. armor types modified (applies to all main battle tanks):
- 5% less effective vs. none, flak and steel (except defenses)
- 5% more effective vs. plate (except vs. new cybernetic and powersuit infantry)
- 25% more effective vs. light
- 10% less effective vs. medium
- 20% less effective vs. heavy and defenses
- 30% less effective vs. Terror/Fury Drones
Simply put, the Cavalier Tank (along with all main battle tanks) is more oriented on fighting vehicles rather than being all-around.
IFV[]
- Renamed to Stryker IFV
- Exclusive to United States subfaction
- Each Allied subfaction has their own IFV variant (see Archon AMC, Tsurugi Powersuit)
- Modified some vanilla IFV modes (such as repair IFV is now ranged) and increased number of IFV modes (17 to 56) due to addition of new infantry from all factions
- Added level 1/low passenger survivability rate (50% rookie, 65% veteran, 80% elite)
- Passengers will now exit transports 1.5x as fast as before (same as all transports)
- Added new firing sound
- Increased hit points (200 to 275)
- Decreased speed (10 to 8)
- Decreased sight radius (8 to 6); the Stryker reveals less shroud when moving
- Increased turn rate (5 to 8)
- Missiles travel faster (same as all missile weapons)
- Increased raw damage (25 to 26)
- Decreased ROF (50 to 35); the Stryker fires faster
- Stryker IFV warhead vs. armor types modified:
- 50% less effective vs. none
- 55% less effective vs. flak
- 75% less effective vs. plate & heavy
- 25% less effective vs. Rocketeers
- 15% less effective vs. light
- 10% more effective vs. Yuri Invader and Allied vanilla aircraft
- 30% less effective vs. medium
- 35% less effective vs. wood
- 20% less effective vs. steel
- 10% less effective vs. concrete and Soviet vanilla aircraft
Simply put, the Stryker IFV is weaker overall
Robot Tank[]
- Repurposed to an anti-infantry and basic naval unit, so it uses laser weaponry and torpedoes instead of tank shells
- No longer requires a specific structure to stay online; requires only Allied War Factory or Naval Shipyard
- Can be constructed in both War Factory and Naval Shipyard
- Added new detection ability, can detect both disguised and cloaked units
- Can gain veterancy
- Decreased cost (600 to 550)
- Removed build time multiplier (builds faster)
- Increased hit points (180 to 330)
- Changed armor type (heavy to light)
- Increased sight radius (6 to 7); the Robot Tank reveals more shroud when moving
- Increased turn rate (5 to 18); same for turret turn rate (5 to 21)
- Decreased raw damage (65 to 50)
- Increased weapon range (5 to 6)
- Decreased ROF (60 to 20); the Robot Tank fires faster
- Robot Tank warhead vs. armor types modified:
- 85% more effective vs. none, plate
- 80% more effective vs. flak
- 65% less effective vs. light
- 90% less effective vs. medium & heavy
- 60% less effective vs. wood
- 40% less effective vs. steel
- 55% less effective vs. concrete
- 20% more effective vs. Terror/Fury Drones
As mentioned before, the Robot Tank is stronger against infantry but is significantly weaker against other targets (except Soviet Terror Drones)
MCV[]
- Requires Air Force Command Headquarters instead of Service Depot
- New MCV icon visual effect (same as all MCVs)
- Build speed no longer affected by multiple War Factories
- Increased hit points (1000 to 2000)
- Decreased sight radius (8 to 7)
- Immune to mind control
- Deploys 2x slower
Tank Destroyer[]
- Renamed to Paladin Tank Hunter
- Can only be deployed through the Paladin Aid support power from new Experimental Warpshop
- Added anti-tank missiles as an additional weapon
- Turret can now rotate, and can fire on the move
- Elite anti-armor units and defenses use the YR Tank Destroyer’s firing sound
- Added self-repair ability
- Requires Tier 3 instead of Tier 2
- Increased price (900 to 1300)
- Increased hit points (400 to 520)
- Decreased sight radius (8 to 6); the Paladin Tank Hunter reveals less shroud while moving
- Decreased turn rate (5 to 4)
- Increased raw damage (150 to 180)
- Increased weapon range (5 to 8.5)
- Paladin Tank Hunter warhead vs. armor types modified:
- 13% more effective vs. all infantry armor types and all structure armor types
- 20% more effective vs. light
- 70% more effective vs. medium
- 10% more effective vs. heavy
- 23% more effective vs. Terror/Fury Drones
Simply put, the Paladin Tank Hunter is more effective overall
Mirage Tank[]
- Requires Tier 2 instead of Tier 3
- Weapon changed to Kinetic Energy Penetrator Cannon, effective against vehicles only
- Increased hit points (200 to 440)
- Changed armor type (light to medium)
- Decreased speed (7 to 6)
- Increased turn rate (5 to 8)
- Decreased sight radius (9 to 6); the Mirage Tank reveals less shroud while moving
- Increased raw damage (100 to 110)
- Decreased ROF (70 to 55); the Mirage Tank fires faster
- Mirage Tank warhead vs. armor types modified:
- 60% less effective vs. none
- 70% less effective vs. flak
- 50% less effective vs. plate
- 10% less effective vs. wood & concrete
- 5% less effective vs. steel
- 80% less effective vs. Terror/Fury Drones
Simply put, the Mirage Tank is weaker against non-vehicles.
Prism Tank[]
- Increased cost (1200 to 1450)
- Increased hit points (150 to 330)
- Increased speed (4 to 6)
- Decreased sight radius (8 to 6); the Prism Tank reveals less shroud while moving
- Decreased turn rate (5 to 4); turret turn rate unaffected (still 5)
- Takes 6 slots in transports instead of 3
- Increased ROF (100 to 110); the Prism Tank fires slower
- Increased weapon range (10 to 13.5)
- Prism Tank warhead vs. armor types modified:
- 40% less effective vs. light
- 25% less effective vs. medium
- 30% less effective vs. heavy
- 10% less effective vs. wood & concrete
- 10% more effective vs. steel
Simply put, the Prism Tank is weaker against vehicles and most buildings but stronger against defenses.
Battle Fortress[]
- Renamed to Battle Tortoise
- Exclusive to Pacific Front subfaction; added new voiceover to reflect this (original voiceset does not match with the unit now in Pacific Front)
- Decreased transport slots from 5 to 4, but added a rocket launcher weapon that enables the Battle Tortoise to attack aircraft and deal more damage against vehicles
- Added level 3/high passenger survivability rate (rookie 90%, veteran 95%, elite 100%)
- Passengers will now exit transports 1.5x as fast as before (same as all transports)
- Removed range bonus for passengers inside (applies to all opentopped transports)
- Decreased damage multiplier for passengers inside (20% to 10%) (applies to all opentopped transports)
- New machine gun firing sound
- Only uses machine gun against infantry
- Passengers can now gain veterancy while inside the vehicle
- Decreased price (2000 to 1900)
- Increased hit points (600 to 1250)
- Increased turn rate (4 to 5)
- Takes 12 slots in transports instead of 6
- Decreased ROF (20 to 10); the Battle Tortoise fires faster
- Increased firepower (30 to 32)
- Increased weapon range (5.5 to 6)
- Battle Tortoise warhead vs. armor types modified:
- 5% less effective vs. plate
- 300% less effective vs. Terror/Fury Drones
Simply put, the Battle Tortoise is weaker against armored infantry and Terror/Fury Drones.
Aircraft[]
- New voxels for existing YR aircraft
- Modified cameos
- Requires 4.5x of aircraft’s cost to gain a veterancy rank instead of 3x
Nighthawk Transport[]
- Renamed to Stallion Transport
- Now unarmed, but has 1 additional transport slot (5 to 6)
- Surviving passengers will paradrop from the Stallion Transport when shot down while in flight
- Added level 2/medium passenger survivability rate (70% rookie, 80% veteran, 90% elite)
- Passengers will now exit transports 1.5x as fast as before (same as all transports)
- Requires Air Force Command Headquarters
- Increased hit points (175 to 330)
- Increased speed (14 to 40)
- Increased turn rate (5 to 6)
- Increased sight radius (7 to 8); the Stallion reveals more shroud when moving
Harrier[]
- Exclusive to European Alliance subfaction
- Attacks can now reduce enemy armor temporarily, weakening them greatly
- Can now attack submerged units (same as all fighter jets)
- Added self-repair ability
- Increased hit points (150 to 230)
- Increased speed (14 to 25)
- Increased turn rate (3 to 5)
- Missiles travel faster (same as all missile weapons)
- Decreased raw damage (150 to 95), but fires twice
- Increased weapon range (6 to 8)
- Harrier warhead vs. armor types modified:
- 5% more effective vs. none
- 50% less effective vs. heroes (e.g. Tanya) & concrete
- 15% more effective vs. light & heavy
- 30% more effective vs. medium & naval vessels
- 10% less effective vs. ore miners
- 60% less effective vs. wood
- 70% less effective vs. steel
Simply put, the Harrier is weaker against ore miners, heroes and structures but slightly stronger against unarmored infantry, naval vessels (except transports) and vehicles.
Black Eagle[]
- Exclusive to Pacific Front subfaction
- Added self-repair ability
- Can now attack submerged units (same as all fighter jets)
- Increased cost (1200 to 1300)
- Increased hit points (200 to 260)
- Increased speed (14 to 26)
- Increased turn rate (3 to 5)
- Missiles travel faster (same as all missile weapons)
- Decreased raw damage (200 to 100), but fires twice
- Increased weapon range (6 to 8)
- Black Eagle warhead vs. armor types modified:
- 5% more effective vs. none
- 50% less effective vs. heroes (e.g. Tanya) & concrete
- 15% more effective vs. light & heavy
- 30% more effective vs. medium & naval vessels
- 10% less effective vs. ore miners
- 60% less effective vs. wood
- 70% less effective vs. steel
- 35% less effective vs. Power Plant & Bio Reactor
- 40% less effective vs. Tesla Reactor
Simply put, the Black Eagle is weaker against power plants, ore miners, heroes and structures but slightly stronger against unarmored infantry, naval vessels (except transports) and vehicles.
Osprey[]
- Increased hit points (30 to 200)
- Increased speed (12 to 23)
- Decreased sight radius (2 to 0); the Osprey does not reveal shroud
- Increased turn rate (5 to 9)
- Osprey warhead vs. armor types modified:
- 10% less effective vs. Dolphins & Giant Squids
Hornet[]
- Increased speed (12 to 26)
- Decreased sight radius (2 to 0); the Hornet does not reveal shroud
- Decreased raw damage (40 to 35)
- Hornet warhead vs. armor types modified:
- 25% less effective vs. none & flak
- 35% less effective vs. plate
- 10% more effective vs. light, medium & heavy
- 10% less effective vs. Battle/Tank Bunkers
- 20% less effective vs. wood
- 30% less effective vs. steel
- 15% less effective vs. concrete
In other words, the Hornet is weaker against infantry and buildings but slightly stronger against vehicles.
[]
- New voxels for existing YR naval vessels
- Modified cameos
- Requires 4.5x of naval vessel’s cost to gain a veterancy rank instead of 3x
Amphibious Transport[]
- Renamed to Voyager
- Now armed with twin "Haze" missile launchers to defend itself
- Added level 3/high passenger survivability rate (90% rookie, 95% veteran, 100% elite)
- Passengers will now exit transports 1.5x as fast as before (same as all transports)
- Increased cost (900 to 1000)
- Builds 20% slower
- Increased hit points (300 to 1000)
- Changed armor type (light to medium)
- Increased speed (6 to 7)
- Decreased turn rate (5 to 4)
- Immune to new EMP effects
Destroyer[]
- Renamed to Horizon Destroyer
- Can now gain experience from its Osprey
- Increased cost (1000 to 1200)
- Increased sight radius (6 to 7); the Destroyer reveals more shroud while moving
- Increased turn rate (5 to 6)
- Increased sensor detection radius (8 to 9)
- Decreased respawn rate for destroyed Ospreys (400 to 300 frames)
- Decreased Osprey launch range (infinite to 22)
- Increased raw damage (60 to 90)
- Projectile now sometimes split upon impact and deal damage to one other enemy nearby
- Decreased ROF (110 to 75 frames); the Destroyer fires faster
- Destroyer warhead vs. armor types modified:
- 65% less effective vs. none
- 55% less effective vs. flak
- 35% less effective vs. plate & light
- 20% less effective vs. medium & heavy
- 10% less effective vs. wood
- 15% less effective vs. steel & concrete
In other words, the Destroyer boasts weaker firepower overall.
Dolphin[]
- Changed weapon from sonic wave to attached prism rifle
- Thus, it reveals itself when attacking and no longer effective against Giant Squids (though squid grappling ships is gone in MO)
- Cameo and appearance is changed to reflect this change
- Requires Air Force Command Headquarters instead of Battle Lab
- Increased cost (500 to 600)
- Increased speed (8 to 12)
- Increased sight radius (4 to 8); the Dolphin reveals more shroud while moving
- Cloak and uncloak delay significantly reduced (applies to all submerged and cloaked units)
- Increased sensor detection radius (8 to 9)
- Increased turn rate (6 to 25)
- Increased raw damage (4 to 40); strikethrough damage removed
- Attacks split into a weaker prism shot
- Decreased ROF (120 to 60); the Dolphin attacks faster
- Increased weapon range (6 to 9)
- Dolphin warhead vs. armor type modified:
- 20% less effective vs. none
- 35% less effective vs. flak
- 45% less effective vs. plate
- 55% less effective vs. all vehicle armor types
- 20% more effective vs. wood & concrete
- 55% more effective vs. steel
- 80% less effective vs. Terror/Fury Drones
To put it simply, the Dolphin is stronger against buildings but weaker against other ground targets.
Aegis Cruiser[]
- Increased cost (1200 to 1650)
- Decreased hit points (800 to 720)
- Changed armor type (light to medium)
- Decreased sight radius (8 to 6); the Aegis reveals less shroud while moving
- Increased turn rate (1 to 3)
- Can no longer fire on the move
- Decreased raw damage (100 to 55)
Aircraft Carrier[]
- Renamed to Enterprise Aircraft Carrier
- Now immune to mind control
- Price increased (2000 to 2500)
- Can now gain experience from its Hornets
- Increased hit points (800 to 1000)
- Decreased sight radius (7 to 6); the Aircraft Carrier reveals less shroud while moving
- Increased Hornet count (3 to 4)
- Decreased respawn rate for destroyed Hornets (600 to 400 frames)
- Decreased reload rate for Hornets (150 to 80 frames)
- Decreased Hornet launch range (25 to 23)