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Burn, baby, BURN!!

The Arsonist is an infiltration unit used by the Latin Confederation whose aim is to secretly set enemy bases on fire.

Official description

Somewhere between the wicked Crazy Ivans and the careful Saboteurs are the Arsonists, the Latin Confederation's masters of silent and unexpected building demolition. Capable of wearing a disguise just like the Saboteur or the Allied Spy, the Arsonists can get past enemy defenses and forces which are unable to see through the trickery and set enemy units or buildings on fire. This fire is especially useful for causing havoc in bases which are not protected well enough as it is guaranteed to take down at least a building or two if planted successfully. The Arsonist will not lose his disguise while setting things on fire, however an Engineer might be able to get rid of the napalm charge before it is set off.[1]


Arsonist sounds like a combination of Crazy Ivan and Saboteur, both capable of disguising and installing destructive weapons on the building, but firestarters instead of explosives. When there are no disguise detectors in the target base, Arsonist can take a long time in the base, put enough firestarters and then quietly leave. Obviously, like all infiltration units (except Clairvoyant) and Scorpion Cell Hijacker, Arsonists need to avoid any of disguise detectors especially Attack Dog when they are in action.

AI behavior

Arsonists controlled by the AI have the following attack patterns:


  • 1x targeting power plants, production structures or garrisonable structures


  • 1x targeting offensive superweapons (including Fake Psychic Dominator) or Plasmerizer



Act Two


  • Can disguise himself as an enemy infantry unit and secretly set enemy buildings on fire to create havoc in the enemy base.
  • Resistant to fire.
  • Successful arsons are guaranteed to destroy fragile buildings like Power Plants.
  • Fire lasts for awhile, can spread around and damage nearby units.
  • Using transports can help Arsonists travel across difficult obstacles and save time.
  • Unlike Crazy Ivan's bomb Napalm Charges do NOT have any indication or ticking noise for any kind of notification when they were plant and set of, making enemy player to actively searching for the charges with an engineer.
  • Very fragile.
  • Can only target structures.
  • Napalm charges takes time to activate.
  • Napalm charges can be detected and defused by enemy engineers.
  • DogsSpooksClairvoyants, DuplicantsRobot TanksTerror DronesFury DronesChitzkoi, Stingers, Roadrunners and Soviet Sensor Towers can detect disguised Arsonists.
  • Even without being detected, it can still be crushed by enemy miners or tanks.
  • If detected by the enemy commander, any unit can be ordered to kill the Arsonist.
  • A lot of micromanagement is required to guide him safely into the enemy base.
  • Walls are obstacles for keeping out Arsonists from targeting structures.

Behind the scenes

  • The Arsonist replaces the Hijacker which belongs to the Confederation in 3.0.
  • The Arsonist's original SHP sprite is a public asset and can be used by other modders. The link can be found here (note: found in Lao Tze's RA2 Units Pack Ver 25 and possibly older); named as Saboteur, and file name is sabo.shp.

See also