Faction | Arsenal | Missions | Old version(s) | Changes from Yuri's Revenge |
This page is intended as a detailed list of all the structures and units from Yuri's faction in Yuri's Revenge and document its changes in mechanics and features found in the Epsilon faction in Mental Omega.
- Note: This is updated as of version 3.3.5 and is subjected to change from upcoming patches.
Structures
General:
- Builds 25% slower and deploys 33% slower
- Additions of selection sound for each structure
- Prefixes changed from Yuri to Epsilon (e.g. Epsilon War Factory)
- Modified cameos
- Removed snow theater-themed structures
- Minor graphical improvements (e.g. Barracks eyes glow red instead of blue)
- 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 will play (selection sound will only be heard around the superweapon) 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)
- Gives 750 credits instead of 1500 when sold
- Grants access to Barracks and Ore Refinery, but not Tank Bunker
- Scorpion Cell subfaction has access to a Fake Epsilon Construction Yard
- 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
Bio Reactor
- Increased hit points (700 to 750)
- Decreased power units when infantry is garrisoned (+100 to +50 each)
- New sound and cursor when garrisoning infantry inside
- When infiltrated, owner's base is shut down for 1:30, rather than 1:07
- Excess infantry survivors do not come out when destroyed or sold (garrisoned infantry do not count)
Barracks
- Increased hit points (500 to 900)
- Changed armor type (steel to wood)
- Infantry survivors do not come out when destroyed or sold
Slave Miner
- Renamed to War Rig
- Removed quotes related to Slaves ("Let's put these maggots to work", "My slaves are ready!", "Slaves are cheap, hahaha!", "Dig, dig!", "Move those shovels!", "Faster, little slaves!")
- Moved quote "We need more!' to selection quotes
- Replaced by conventional Epsilon Ore Refinery in tech tree, that comes with new Ghost Miner that is permanently invisible but unarmed
- Epsilon Ore Refinery is statistically identical to Allied and Soviet counterparts
- When infiltrated, steals 5000 credits from owner, rather than 50% of total credits from owner
- Moved to Armory Tab
- Can no longer be built through War Factory
- Now a mobile Ore Refinery for conventional miners instead of an independent Ore Refinery with replacable Slaves
- Now armed with new amnesia ray weapon that disables enemy infantry when deployed instead of machine gun
- Now armed with underground drills versus animals, Brutes, new Foehn Duplicants, vehicles and structures when deployed instead of machine gun
- Now armed with drills when undeployed instead of machine gun
- Twin drills immobilize its targets
- Can no longer be infiltrated when deployed
- Changed armor type (medium to heavy)
- Increased cost (1750 to 2000)
- Removed individual build time multiplier
- Now has a build limit of 2
- Decreased hit points (2000 to 1400)
- Now moves underground when undeployed (subterranean)
- Takes 12 slots in transports instead of 3 when undeployed
- Increased speed when undeployed (3 to 5)
- Increased sight radius (4 to 6) ; reveals more shroud when placed
- Increased raw damage (30 to 75) versus when deployed; fires 6 times
- Increased raw damage (30 to 35) when undeployed; fires twice
- Increased ROF (20 to 120) when deployed; deployed War Rig fires slower
- Decreased ROF (20 to 15) when undeployed; undeployed War Rig fires faster
- Increased weapon range (5.5 to 10) when deployed for both weapons
- Decreased weapon range (5.5 to 1.5) when undeployed
- Deployed weapons now have a minimum range of 1
- Deployed underground drills now have a splash damage radius of 1.2
- Deployed underground drills vs. armor types modified:
- 50% less effective vs. Attack Dogs
- 30% less effective vs. Brutes
- 100% more effective vs. light
- 110% more effective vs. medium
- 90% more effective vs. heavy
- 10% more effective vs. wood
- 5% more effective vs. steel, concrete
- 300% less effective vs. Terror/Fury Drones
Simply put, deployed form is more effective against vehicles and structures but less effective against infantry whose weapons cannot be disabled
- Undeployed drills vs. armor types modified:
- 50% more effective vs. none
- 40% more effective vs. flak
- 30% more effective vs. plate, wood
- 60% more effective vs. light
- 75% more effective vs. medium
- 65% more effective vs. heavy
- 35% more effective vs. steel
- 40% more effective vs. concrete
- 350% less effective vs. Terror/Fury Drones
Simply put, undeployed form is more effective against everything in general.
War Factory
- Increased hit points (1000 to 1200)
- Increased power drain (-25 to -100)
Psychic Radar
- Renamed to Radar Spire
- Psychic detection feature moved to new Mind Reader defense and new Vision support power
- Provides Scout Raven and Vision support powers instead of Psychic Reveal
- Provides partial Tier 2 instead of complete Tier 2
- Radar Spire only grants new Aerodome, generic units (including MCV) and defenses on its own
- Increased cost (1000 to 1200)
- Increased power drain (-50 to -150)
- Increased hit points (750 to 1200)
Submarine Pen
- Renamed to Epsilon Naval Shipyard
- Increased cost (1000 to 1200)
- Increased power drain (-25 to -100)
- Increased placement radius (12 to 20)
- Repairs naval units faster
Grinder
- Units sent to the Grinder only grant half of its build cost rather than its full cost
- Can unpack into a mobile form
- Can no longer be sold
- No longer grants ground control; buildings and defenses cannot be constructed near them
- Requires Pandora Hub instead of radar structure (Psychic Radar)
- No longer grants access to Yuri MCV (now taken over by Radar Spire)
- Increased cost (600 to 800)
- Decreased power drain (-50 to 0)
- Decreased sight radius (6 to 5); reveals less shroud when placed
- Infantry survivors do not come out when destroyed or sold
Battle Lab
- Renamed to Pandora Hub
- Provides partial Tier 2 instead of complete Tier 3 on its own
- Pandora Hub only grants new subfaction-exclusive units and Grinder on its own
- Provides Risen Monolith and Psychic Flash support powers instead of Force Shield
- Can be upgraded with addon plugs that grant Tier 3 (Psychplug, Chemplug, Geneplug)
- Can be infiltrated as a partial requirement to stolen technology (rather than full requirement in vanilla YR)
- Decreased cost (2000 to 1800)
- Increased power drain (-100 to -150)
- Increased hit points (500 to 1500)
Cloning Vats
- Moved to Structures Tab
- Grants access to Virus, new upgraded Wonder Drugs support power, and new Dybbuk-Evolver aircraft
- Provides credits like a Tech Oil Derrick
- Can be infiltrated to see its owner's current money
- Increased cost (2500 to 3000)
- Increased hit points (1000 to 1100)
Genetic Mutator
- Repurposed and renamed to Rage Inductor that uses the same model but has a different function entirely (increases damage of affected units temporarily); renamed support power to Rage
- The Geneburst support power is essentially a weaker Genetic Mutator; lower radius, harms infantry but only mutates them to Brutes at low health
- Miscellaneous: Genetic mutation weaponry expanded (see Genomines, Dybbuk-Evolver)
- Increased cost (2500 to 3000)
- Increased hit points (1000 to 1150)
- AI does not build walls around it
Psychic Dominator
- Renamed support power to Domination
- Increased hit points (1000 to 1350)
- Increased power drain (-200 to -400)
- Scorpion Cell subfaction has access to a Fake Psychic Dominator with false Domination countdown and warning included
- AI does not build walls around it
- AI superweapon targeting modified from units to buildings (same as other offensive superweapons)
- Domination has a delay before its activation
- Domination has a new visual effect
- Increased Domination anti-building shockwave radius (7 to 9)
- Dominator anti-building shockwave warhead vs. armor types modified:
- 40% less effective vs. wood
- 9% more effective vs. concrete
- 50% more effective vs. Naval Shipyards
Defenses
General:
- Defenses gain veterancy like units
- Builds 25% slower and deploys 33% slower
- Additions of selection sound for most defenses
- Modified cameos
- Removed snow theater-themed defenses
- Added radial indicators for most defenses when selected
Citadel Wall
- Now has owner's color
- Increased hit points (300 to 400)
Tank Bunker
- Requires new Synthesis Vault
- Receives 40% armor boost from a nearby Synthesis Vault
- Can be deployed anywhere through new Quick Fort support power
- Vehicle enter and exit delay heavily decreased
- Decreased cost (400 to 300)
- Decreased hit points (1000 to 975)
- Increased placement radius (3 to 7); can be placed farther from nearest building
- Builds 40% slower
- Bonuses modified (firepower from 30% to 40%, range from 2 to 1, removed rate of fire bonus)
Gattling Cannon
- Corrected name to Gatling Cannon
- New visual look
- Decreased cost (1000 to 700)
- Decreased hit points (810 to 800)
- Increased placement radius (4 to 7); can be placed farther from nearest building
- Increased raw damage vs. ground (25 to 31)
- Rescaled raw damage vs. air (25/30/40 to 25)
- Rescaled ROF (16/8/4 to 16/12/8); fires slower in stage 2 and 3
- Gatling anti-ground weaponry warhead vs. armor types modified:
- 5% more effective vs. none
- 10% more effective vs. flak, plate, steel
- 25% less effective vs. light
- 15% less effective vs. medium
- 5% more effective vs. wood
- 7% more effective vs. concrete
- 120% less effective vs. Terror/Fury Drones
In other words, Gatling anti-ground weaponry is stronger against infantry and structures but weaker against vehicles and Terror Drones
- Gatling anti-air weaponry warhead vs. armor types modified:
- 30% less effective vs. none-armored paratroopers & Rocketeers
- 20% less effective vs. flak & plate armored paratroopers
- 10% more effective vs. light-armored paradropped vehicles, Allied vanilla jets & Soviet vanilla aircraft
- 100% less effective vs. Terror/Fury Drones
In other words, Gatling anti-air weaponry is weaker against paratroopers and Terror Drones but stronger against light paradropped vehicles, and Soviet vanilla aircraft
Psychic Tower
- Exclusive to PsiCorps subfaction
- New destruction sound
- Requires Tier 3 (Tier 2 role taken over by new Inferno Tower)
- Has charging delay before an enemy is mind controlled
- Increased cost (1500 to 1600)
- Decreased cumulative production multiplier for multiple Construction Yards from 15% to 5%
- No longer grants ground control; buildings and defenses cannot be constructed near them
- Increased hit points (455 to 1050)
- Increased sight radius (5 to 10) ; reveals more shroud when placed
- Removed disguise detection (does not automatically mind control spies anymore); applies to all mind controllers
- Can gain veterancy from its mind control victims; applies to all mind controllers
- Increased weapon range (7 to 8)
- Increased placement radius (2 to 5); can be placed farther from nearest building
- Takes 50% more damage from Catastrophic Lightning Storm
Infantry
General:
- Trains 35% faster
- Smaller sprite
- Has 30% more armor
- No longer gets suppressed
- 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
Initiate
- Restored unused firing sounds when garrisoned
- Decreased cost (200 to 150)
- Increased hit points (100 to 150)
- Changed armor type (none to flak)
- Increased speed (4 to 6)
- Decreased sight radius (9 to 7); reveals less shroud while moving
- Increased raw damage (25 to 27), decreased raw damage while garrisoned (63 to 32), increased raw damage in IFV (25 to 32*2)
- Increased ROF (15 to 18), same while garrisoned (15 to 22), same in IFV (15 to 18); the Initiate fires slower in other words
- Increased weapon range (4.5 to 5.5)
- Initiate warhead vs. armor types modified:
- 10% less effective vs. none
- 20% more effective vs. Attack Dogs
- 5% more effective vs. light
- 5% less effective vs. heavy
- 45% less effective vs. wood
- 30% less effective vs. steel
- 15% less effective vs. concrete
In other words, the Initiate is weaker against unarmored infantry, heavily armored vehicles and buildings but slightly stronger against light infantry and Attack Dogs.
Brute
- Requires new Synthesis Vault (Tier 1 anti-tank role taken by new Archer)
- Restored unused voicelines that involves smashing vehicles
- Increased hit points (200 to 365)
- Changed armor type (plate to flak)
- Increased speed (6 to 7)
- Decreased sight radius (8 to 5); reveals less shroud
- Takes 1 slot in transports; can enter IFVs
- Increased range vs. infantry/buildings (1.4 to 1.5), same vs. vehicles (1.1 to 1.5)
- Brute warheads vs. armor types modified:
- 25% less effective vs. none and flak
- 35% less effective vs. plate
- 80% more effective vs. medium
In other words, the Brute is weaker against infantry but stronger against medium vehicles.
Engineer
- Restored unused voicelines when killed (in vanilla YR they used Soviet Engineer death sounds)
- Added wrench icon on infantry sprite
- New repair sound when entering friendly damaged structures
- 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); reveals more shroud while moving
- 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)
Virus
- Requires Cloning Vats instead of radar structure (Psychic Radar)
- Increased cost (700 to 1500); compensated by Cloning Vats requirement
- Trains 20% slower
- Increased hit points (100 to 180)
- Changed armor type (none to flak); new armor type enables healing from toxic clouds
- Decreased sight radius (9 to 8); reveals less shroud while moving
- Virus weapon has a delay before the pathogen explodes and releases toxic clouds (includes enemy vehicles)
- Increased raw damage (125 to 200); added splash damage around a radius of 1
- Increased ROF (100 to 160); same inside IFV (80 to 130); the Virus fires slower in other words
- Increased weapon range (10 to 11); decreased weapon range in IFV (12 to 11.5)
- Weapon can no longer target buildings
- Miscellaneous: Toxic weaponry expanded (see Stinger, Tyrant)
- Virus warhead vs. armor types modified:
- 75% more effective vs. none
- 50% more effective vs. flak
- 35% more effective vs. plate
- 25% more effective vs. commandos
- 9% more effective vs. vehicles
- 99% more effective vs. Terror/Fury Drones
Simply put, the Virus deals more damage than its YR counterpart overall.
Yuri Clone
- Renamed to Epsilon Adept; PsiCorps subfaction has a superior version of this unit called Epsilon Elite, which uses the RA2's Yuri Prime sprite
- Uses voiceset of PsiCorps Trooper from vanilla RA2 (uses different death sounds, however)
- Removed quote, "Psychic ready"
- Yuri Clone voiceset is reused by the new Dybbuk-Seizer, but modified to have a deeper voice
- No longer gets randomly stuck when deploying psychic wave
- Added new cursor when ordered to deploy psychic wave
- Requires Pandora Hub instead of radar structure (Psychic Radar)
- Increased cost (800 to 1000)
- Trains 20% slower
- Added self-heal ability
- Increased hit points (100 to 110)
- Changed armor type (none to flak)
- Increased speed (4 to 5)
- Decreased sight radius (12 to 8); reveals less shroud while moving
- Removed disguise detection (does not automatically mind control spies anymore); applies to all mind controllers
- Can gain veterancy from its mind control victim; applies to all mind controllers
- Decreased ROF of mind control (200 to 100); the Epsilon Adept can mind control new enemy units faster
- Increased mind control range (7 to 8); added minimum range of 0.5
- Faster psychic wave animation; the Epsilon Adept can deploy its psychic wave more frequently
- Increased psychic wave radius (3 to 3.3), deals full damage to entire area-of-effect
Yuri Prime
- Replaced by unique commandos for each subfaction (see Libra, Malver, Rahn)
- Yuri Prime unit still exists within the game files (can be added through map editor)
- Renamed to 'Yuri' instead of 'Yuri Prime' (possibly due to lack of his clones)
- Yuri himself appears in some campaign missions and in one challenge, using his sprite from vanilla YR
- Units and Buildings mind controlled by Yuri are mind controlled permanently, even after death
Psi-Commando
- Removed from the mod due to stolen tech reboot that favors vehicles over infantry.
- Its sprite is reused by the new Epsilon Infiltrator.
Vehicles
General:
- New voxels for all existing YR vehicles, made bigger than in vanilla YR
- Modified cameos
- Most YR vehicles are owned by PsiCorps subfaction (except Gatling Tank)
- Speed is no longer affected by terrain type and movement type
- Vehicles no longer slow down when stopping
- Requires 4.5x of vehicle’s cost to gain a veterancy rank instead of 3x
Lasher Tank
- No longer starting vehicles in skirmish mode (same as all main battle tanks)
- Removed build time multiplier (builds faster)
- Increased hit points (300 to 420)
- Changed armor type (heavy to medium)
- Decreased speed (7 to 6)
- Decreased sight radius (8 to 6); reveals less shroud while moving
- Increased turn rate (5 to 8)
- Added ability to attack quickly 4 times before standard reload
- 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 ROF (60 to 40); the Lasher Tank fires faster
- Increased weapon range (5 to 6)
- Lasher Tank warhead vs. armor types modified (applies to all main battle tanks):
- 5% less effective vs. none, flak and concrete
- 5% more effective vs. plate (except vs. new cybernetic and powersuit infantry)
- 25% more effective vs. light
- 10% less effective vs. medium, wood
- 20% less effective vs. heavy
- 15% less effective vs. steel
- 30% less effective vs. Terror/Fury Drones
Simply put, the Lasher Tank (along with all main battle tanks) is more oriented on fighting vehicles rather than being all-around.
Gattling Tank
- Corrected name to Gatling Tank
- Increased hit points (210 to 300)
- Increased speed (6 to 7)
- Decreased sight radius (10 to 6); reveals less shroud while moving
- Decreased turn rate (10 to 7)
- Decreased weapon stage duration (200/400/600 to 150/300/450); the Gatling Tank can reach to maximum firing rate quicker
- Increased raw damage vs. ground (25 to 31)
- Rescaled raw damage vs. air (25/30/40 to 25)
- Rescaled ROF (16/8/4 to 16/12/8); fires slower in stage 2 and 3
- Gatling weaponry warhead vs. armor types modified:
- 5% more effective vs. none
- 10% more effective vs. flak, plate, steel
- 25% less effective vs. light
- 15% less effective vs. medium
- 5% more effective vs. wood
- 7% more effective vs. concrete
- 120% less effective vs. Terror/Fury Drones
In other words, Gatling is stronger vs. basic infantry and structures but weaker against vehicles and Terror Drones
- Gatling anti-air weaponry warhead vs. armor types modified:
- 30% less effective vs. none-armored paratroopers & Rocketeers
- 20% less effective vs. flak & plate armored paratroopers
- 10% more effective vs. light-armored paradropped vehicles, Allied vanilla jets & Soviet vanilla aircraft
- 100% less effective vs. Terror/Fury Drones
In other words, Gatling anti-air weaponry is weaker against paratroopers and Terror Drones but stronger against light paradropped vehicles, and Soviet vanilla aircraft
Chaos Drone
- Removed from the mod.
- New Foehn Revolt faction reuses its chaos technology mechanics, but the term is modified to confusion technology. Does not increase the victims’ firing rates and has a different color for affected units
- Voiceset reused by new Soviet Repair Drone
- Appearance (somewhat), movement and death sound reused by new Epsilon Hazequad
MCV
- Requires Radar Spire instead of Grinder
- 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); reveals less shroud while moving
- Immune to mind control
- Deploys 2x slower
- New Fake Epsilon MCV has the same hit points as the real MCV
Magnetron
- Voiceset pitch modified to a lower one (voice is now deeper)
- Requires Tier 3 instead of Tier 2
- Increased cost (1000 to 1500)
- Increased hit points (150 to 440)
- Changed armor type (light to medium)
- Now a hover unit, can travel through water
- Increased turn rate (5 to 6); turret turn rate from 5 to 7
- Decreased sight radius (10 to 7); reveals less shroud while moving
- Weapon modified against vehicles: no longer lifts vehicles, but stops them on their tracks as long as the Magnetron is firing at them
- Lifting vehicles is a feature taken by the new Foehn Zorbfloater; damage from falling vehicles decreased significantly (from 100% of affected unit’s current hit points to 10%)
- As a result, the MO Magnetron will auto attack enemy vehicles or mechanized infantry within range
- Immune to omnicrush
- Miscellaneous: Magnetic weaponry expanded (see Magnetic Beam)
- Increased raw damage vs. buildings (80 to 175)
- Increased weapon range (10 to 13.5)
Master Mind
- Renamed to Mastermind
- Increased cost (1750 to 1800)
- Increased hit points (500 to 505)
- Decreased sight radius (9 to 6); reveals less shroud while moving
- Decreased turn rate (5 to 4)
- Removed disguise detection (does not automatically mind control spies anymore); applies to all mind controllers
- Can gain veterancy from its mind control victims; applies to all mind controllers
- Increased ROF of mind control (10 to 100); the Mastermind mind controls slower
- Increased mind control range (6 to 7)
- Brainwave overload count reduced (3/6/10/50 to 3/4/6/8)
- Brainwave overload damage reduced (0/50/100/500 to 0/25/50/100)
Aircraft
General:
- New voxel for existing YR aircraft
- Modified cameo
- Requires 4.5x of aircraft’s cost to gain a veterancy rank instead of 3x
Floating Disc
- Renamed to Invader
- Voiceset pitch modified to a higher one
- Weapon names changed to Dissolver Beam for primary weapon and Parasite Pull for building drain
- Global announcement ("Disc in flight!") removed
- Added new cursor when ordered to use building drain
- Modified spinning sound to a quieter one
- Removed animation when crashing down
- Requires Tier 2 instead of Tier 3
- Decreased cost (1750 to 1000)
- Decreased hit points (600 to 440)
- Increased speed (15 to 32)
- Decreased sight radius (9 to 6); reveals less shroud while moving
- Reduced turn rate (100 to 10)
- Drain ability only affects the targeted power plant, not the entire power grid
- Reduced Drain ability against refineries (takes 20 credits every 25 frames instead of 30 credits every 30 frames)
- Main weapon no longer needs to charge, fires instantly within range
- No longer attacks drainable structures with main weapon while draining
- Decreased raw damage (90 to 50)
- Decreased ROF (80 to 60); the Invader fires faster
- Increased weapon range vs. air targets (6.5 to 7.5)
- Decreased weapon range vs. ground targets (7 to 6.5)
- Invader warhead vs. armor types modified:
- 75% more effective vs. all infantry armor types
- 30% more effective vs. Rocketeers
- 20% less effective vs. light and medium
- 5% less effective vs. Allied vanilla aircraft (including aircraft spawned by Allied naval units) and Yuri Invader
- 25% less effective vs. heavy
- 75% less effective vs. wood
- 80% less effective vs. steel and concrete
- 10% less effective vs. Terror/Fury Drones, and Soviet vanilla aircraft
Simply put, the Invader is given an anti-infantry role instead of an all-around role.
General:
- New voxels for existing YR naval vessels, made bigger than in vanilla YR
- Modified cameos
- Requires 4.5x of naval vessel’s cost to gain a veterancy rank instead of 3x
Hover Transport
- Renamed to Mandjet
- Decreased cost (900 to 800)
- Builds 50% slower
- Increased hit points (300 to 950)
- Changed armor type (heavy to medium)
- Increased speed (6 to 8)
- Reduced turn rate (5 to 4)
- Immune to new EMP effects
- Added level 3/high passenger survivability rate (90% rookie, 95% veteran, 100% elite)
Boomer
- Renamed to Resheph Ballistic Sub (Nautilus Magnetic Sub is used in the picture above as it resembles the Boomer more, but Resheph and Boomer use the same unit ID)
- The new Russian Akula Missile Submarine reuses the Boomer’s missile weaponry
- New Epsilon Nautilus uses a modified voiceset of the Boomer (with a higher pitched voiceset), and performs the latter's anti-ship role; Resheph uses a separate voiceset
- Requires Tier 3 instead of Tier 2
- Repurposed to purely siege role, so it only uses a psionic decimator as its armament instead of missiles
- Increased cost (2000 to 2800)
- Decreased hit points (1200 to 950)
- Decreased speed (5 to 4)
- Decreased turn rate (2 to 1)
- Decreased sight radius (8 to 4); the Resheph reveals less shroud when moving
- Decreased sensor detection radius (8 to 7)
- Cloak and uncloak delay significantly reduced (applies to all submerged and cloaked units)
- Decreased projectile count (2 to 1)
- Increased respawn rate for destroyed projectiles (80 to 120 frames)
- Increased projectile raw damage (200 to 400)
- Increased ROF (50 to 150); the Resheph launches its projectile slower
- Increased weapon range (20 to 23), decreased minimum range (8 to 6)
- Increased projectile hit points (50 to 225)
- Decreased projectile speed (20 to 18)
- Increased projectile turn rate (4 to 30)
- Resheph warhead vs. armor types modified:
- 10% more effective vs. light, medium, heavy
- 2% more effective vs. concrete
In other words, the Resheph is stronger against vehicles and heavy structures.