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—A Tsurugi warning hostiles to stand down

The Tsurugi Powersuit is the Pacific Front's equivalent to the American Stryker and the European Archon, but with higher passenger survivability rate and immunity to toxin and radiation. It is designed as a support unit capable of performing a variety of roles, including anti-infantry, anti-air, and vehicle repair, depending on the infantry unit garrisoned within.

Official description[]

The Tsurugi is the Pacific Front equivalent of the IFVs used by the other Allied factions. This powersuit comes with several advantages. It has an enhanced turret, which allows it to react to incoming threats faster than the other IFVs, increased passenger survivability rate and is completely impervious to environmental hazards such as radiation and toxins. Previously used in law enforcement, the Tsurugi was initially planned to be fully automated. Unfortunately, when a Tsurugi's test AI malfunctioned during a demonstration in Tokyo, killing a business man, the idea was scrapped in favor of a human pilot.[1]

Overview[]

The Tsurugi is exclusive to the Pacific Front and replaces the Stryker IFV in the standard Allied arsenal.

The Tsurugi Powersuit, in its standard configuration, acts as the Tier 1 troop carrier and anti-aircraft vehicle for the Pacific Front. While the Euro Alliance Archon AMC favors armor and the American Stryker IFV prefers speed, this variant lacks both (although it is slightly better armored than the Stryker) but it makes up for these drawbacks with a slightly higher survival rate for its passengers in the event the vehicle is destroyed. In addition, it offers immunity to environmental hazards, such as radiation and toxins. Lastly, it is the cheapest variant of the Allied IFVs available.

When loaded with an Engineer, this unit becomes a mobile repair vehicle that can quickly replenish the health of fellow Pacific Front vehicles. They can also neutralize large swarms of Terror Drones, and multiple Tsurugis can all repair a unit at once - this allows units such as the Battle Tortoise to endure more punishment while soaking up immense amounts of damage easily. They cannot repair aircraft, even if they are landed at their respective airfields.

Ideal infantry units to place into one include Siege Cadres and Navy SEALs. Siege Cadres will transform the Tsurugi into a cheap yet potent anti-structure weapon, while Navy SEALs will arm it with formidable anti-infantry firepower with a bonus of being immune to units such as Desolators.

Because of its slow speed and rather lacking armor, the Tsurugi is not as suited for rapid ambushes or defensive duties, especially against faster aircraft.

Configurations[]

Infantry Armament Picture
Default "Mist" missiles
Tsurugi 00 HoverMissile
Repair beam
  • Repairs 50 hit points every 75 frames (5 in-game seconds)
  • Range: 5
Tsurugi 01 RepairBullet
Machine gun – ineffective against vehicles
  • Ground attack: 30 * 2 (60 total)
  • Cooldown: 18 frames (1.2 in-game seconds)
  • Range: 6.5
Tsurugi 02 CRM60
Crazy Ivan Ivan Bomb launcher – attaches Ivan Bomb to target
  • Takes 430 frames (28.7 in-game seconds) to detonate
  • Ground attack: 400-100
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 5, radius 1.5
Tsurugi 03 FVIvanBomber
Submachine gun – ineffective against heavy vehicles
  • Ground attack: 36-5.4 * 2 (72-10.8 total)
  • Cooldown: 10 frames (0.7 in-game seconds)
  • Range: 7.5, radius 0.7
Tsurugi 04 CRMP5
Sniper rifle
  • Ground attack: 135
  • Cooldown: 120 frames (8 in-game seconds)
  • Range: 11.5
Tsurugi 05 CRAWP
Dual Tesla Coils – temporarily disables vehicles
  • Ground attack: 30 * 2 (60 total)
  • Cooldown: 60 frames (4 in-game seconds)
  • Range: 6.5
Tsurugi 06 CRElectricBolt
Pyro Flamethrower
  • Ground attack: 40-6
  • Cooldown: 30 frames (2 in-game seconds)
  • Range: 6, radius 1.5
Tsurugi 07 FVFlamethrower
Psychic blasts
  • Ground attack: 250
  • Cooldown: 75 frames (5 in-game seconds)
  • Range: 1.73, radius 3.3
Tsurugi 08 CRMindBlast
Rad cannon
  • Ground attack: 165
  • Cooldown: 30 frames (2 in-game seconds)
  • Range: 8
Tsurugi 09 CRRadBeamWeapon
Chrono Legionnaire Temporal displacement device
  • Damage: 10
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 7.5
Tsurugi 10 CRNeutronRifle
Riot Trooper Flash grenades – clears garrisoned structures
  • Damage: 100-25
  • Cooldown: 95 frames (6.3 in-game seconds)
  • Range: 9.5, minimum 2, radius 1
Tsurugi 11 FVRiotGrenade
Prism rifle
  • Ground attack: 45
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 10.5
Tsurugi 12 CREnforcerGun
Dunerider Toxic grenades
  • Damage: 70-10.5
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 9.5, minimum 1, radius 1
Tsurugi 13 FVHoverGrenade
Clairvoyant Stun beam – temporarily immobilizes target infantry
  • Lasts for 120 frames (8 in-game seconds)
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 9.5
Tsurugi 14 ClairIFVWeb
Tanya Laser gun
  • Ground attack: 110
  • Cooldown: 8 frames (0.5 in-game seconds)
  • Range: 9
Tsurugi 15 FVTanyaLaser
Guardian GI "Seeker" missiles – ineffective against infantry
  • Ground and air attack: 35-17.5 * 2 (70-35 total)
  • Cooldown: 32 frames (2.1 in-game seconds)
  • Range: 7 ground, 11 air, radius 0.5
Tsurugi 16 CRMissileLauncher
Bloatick Toxic warhead – detonates on attack, releasing poison clouds
  • Ground attack: 300-75
  • Range: 1.73, radius 3.3
Tsurugi 17 FVSpiderBomb
Duplicant Nanoid warhead – detonates on attack, turning infantry killed into Duplicants; does not heal Foehn infantry
  • Ground attack: 825
  • Range: 1.73, radius 2.6
Tsurugi 18 FVDuplicantAttack
Virus Virus sniper rifle
  • Takes 160 frames (10.7 in-game seconds) to detonate
  • Ground attack: 200-60
  • Cooldown: 130 frames (8.7 in-game seconds)
  • Range: 11.5, radius 1
Tsurugi 19 FVVirusgun
Heal bullets
  • Heals 50 hit points every 15 frames (1 in-game seconds)
  • Range: 5
Tsurugi 20 HealBullet
Archer Long bow with AROs
  • Ground and air attack: 36-18 * 2 (72-36 total)
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 7 ground, 11 air, radius 0.5
Tsurugi 21 FVLongbow
Initiate Psychic jab
  • Ground attack: 32 * 2 (64 total)
  • Cooldown: 18 frames (1.2 in-game seconds)
  • Range: 6.5
Tsurugi 24 CRPsychicJab
Suppressor Negation Field
  • Lasts for 120 frames (8 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 11, radius 0.7
Tsurugi 25 FVSuppressorBomb
Explosive warhead – detonates on attack; does not create radiation as in the vanilla Red Alert 2
  • Ground attack: 300-150
  • Range: 1.73, radius 2.3
Tsurugi 26 FVPilotBomb
Mortar Quad Mortar
  • Ground attack: 60-12
  • Cooldown: 65 frames (4.3 in-game seconds)
  • Range: 11, minimum 2, radius 0.8
Tsurugi 27 FVQuadMortar
Flak Trooper Flak cannon – can only attack air targets
  • Air attack: 20-12 * 2 (40-24 total)
  • Cooldown: 20 frames (1.3 in-game seconds)
  • Range: 7, radius 0.3
Tsurugi 28 FVFlakWeapon
"Jagdpanther" cannon – more effective against infantry than regular tank cannons
  • Ground attack: 90-45
  • Cooldown: 70 frames (4.7 in-game seconds)
  • Range: 7, radius 0.3
Tsurugi 29 FVTankCannon
Stalker Imploder – cannot target infantry
  • Ground attack: 100-50
  • Cooldown: 150 frames (10 in-game seconds)
  • Range: 12.5, radius 1.2
Tsurugi 30 FVStalkerGrenade
Arsonist Napalm charges – attaches napalm charges to buildings
  • Takes 880 frames (58.7 in-game seconds) to detonate
  • Cooldown: 150 frames (10 in-game seconds)
  • Range: 5
Tsurugi 31 FVArsonistWeapon
Morales Incendiary sniper rifle – deals damage in a line; depilots Tier 1 and Tier 2 vehicles
  • Ground attack: 300
  • Cooldown: 120 frames (8 in-game seconds)
  • Range: 15
Tsurugi 32 FVSuperSniper
Malver Kinetic blade – effective against infantry and vehicles; cannot target buildings
  • Ground attack: 250
  • Cooldown: 15 frames (1 in-game second)
  • Range: 7
Tsurugi 33 FVUnderBlade
Libra Custom explosive darts – effective against all targets
  • Ground and air attack: 132 * 3 (396 total)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 10.5, radius 1
Tsurugi 34 FVPsychicDarts
Libra Clones Fake custom explosive darts – deals less damage than the real version
  • Ground and air attack: 16 * 3 (48 total)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 10.5, radius 1
Tsurugi 35 FVFakeDarts
Volkov Chain lightning Tesla cannon – cannot target buildings
  • Ground attack: 60/50/40/30
  • Cooldown: 25 frames (1.7 in-game seconds)
  • Range: 9, chain radius 4
Tsurugi 36 FVVolkovBolt
Yunru Immobilizer
  • Lasts for 360 frames (12 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 13, minimum 3, radius 2.5
Tsurugi 37 FVYunruEMP
Rahn "Terranova" beam
  • Ground attack: 250 target, 75 pass-through
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 9.5
Tsurugi 38 MutationRailgun
Knightframe Dual VHMG – cannot attack air targets
  • Ground attack: 40-12 * 2 (80-36 total)
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 6.5, radius 0.7
Tsurugi 40 FVKnightGun
Kingsframe Dual power cannon
  • Ground attack: 50-25 * 2 (100-50 total)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 7.5, radius 0.7
Tsurugi 41 FVKingsGun
Lancer Pressurizer lance
  • Ground attack: 75-22.5 main, 60-18 fragment
  • Cooldown: 40 frames (2.7 in-game seconds)
  • Range: 4.5, radius 0.55, fragment range 2, fragment radius 0.5
Tsurugi 42 FVLancerAirslash
Railguneer Plasma railgun
  • Ground attack: 80-28
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 7.5, minimum 1.5, radius 1
Tsurugi 43 FVRailguneerBlast
Huntress Nanoid container gun – has an exceptionally long range
  • Ground attack: 230
  • Cooldown: 60 frames (4 in-game seconds)
  • Range: 8.5, minimum 1
Tsurugi 44 FVHuntressAttack
Deviatress Confusion rifle – cannot attack air targets
  • Lasts for 105 frames (7 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 10
Tsurugi 45 FVConfuseRifle
Syncronin Bond breaker
  • Lasts for 85 frames (5.7 in-game seconds)
  • Cooldown: 75 frames (5 in-game seconds)
  • Range: 13
Tsurugi 46 FVBondBreaker
Syncronaut Area bond breaker – ranged attack
  • Lasts for 240 frames (16 in-game seconds)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 10
Tsurugi 47 FVBondEruption
Zorbtrotter Personal windflow manipulator
  • Ground attack: 100
  • Cooldown: 55 frames
  • Range: 8
  • Constantly damages the target
Tsurugi 48 FVZorbAttack
Zorbfloater Personal windflow manipulator
  • Cooldown: 100 frames
  • Range: 8
  • Can lift all tier 1 and 2 units and part of tier 3 units
    • The lifted units can be attacked by most anti-air weapons
Tsurugi 49 FVZorbTractorWind
Fin Auto sniper rifle - with longer cooldown
  • Ground attack: 300
  • Cooldown: 10 frames
  • Range: 8.5
Tsurugi 50 FVFinAutoSniperGun
Alize Blast rifle
  • Ground attack: 500
  • Cooldown: 150
  • Range: 8.5
Tsurugi 51 FVAlizeGun
Eureka Plasma wave
  • Ground attack: 90
  • Cooldown: 320
  • Range: 9.5, minimum 2.5 / 12.5(the farest attack range of the waves) / 1.5 (radius of each plasma explosion)
  • One unit in a single grid can be affected by multiple plasma explosions
Tsurugi 52 FVEurekaBlast
Giantsbane Golden Rocket launchers
  • Ground attack: 50*2
  • Air attack: 50*2
  • Cooldown: 140
  • Range: 9.5
Tsurugi 53 FVGiantsbaneMissile
Godsbane Nanofiber threads
  • Ground attack: 45*4
  • Cooldown: 75
  • Range: 10.5
  • Attack twice, the thread for each launch will splits into two, and the second thread that splits out has a 65% probability of hitting the original target
Tsurugi 54 FVGodsbaneMissile
Scourge Custom EMP rods
  • Ground attack: 30*2
  • Cooldown: 25
  • Range: 7.5, minimum 2 / 0.25 (offset range) / 0.8 (explosion radius)
Tsurugi 55 FVDoubleCannon
Repulsor AG charge
  • Ground attack: 180
  • Cooldown: 140
  • Take 300 frames to detonate
  • Range: 5
  • Toss AG charge at target vehicles
Tsurugi 56 FVRepulsorWeapon

AI behavior[]

Tsurugis controlled by the AI have the following attack patterns:

All difficulties[]

  • 4x targeting anything
    • This task force will only be constructed if a Tech Center is not present
    • Tsurugis already present in the battlefield are recruited to form this task force, so infantry composition will vary
  • 4x guarding Allied Ore Refineries, Air Force Command Headquarters and Allied War Factories

Medium/Hard[]

  • 1x loaded with GI or Guardian GI
  • 1x loaded with Suppressor, then proceed to target base defenses
    • This task force may be accompanied by 1 additional Tsurugi with the same passenger
  • 1x loaded with Navy SEAL, then proceed to target infantry
    • This task force may be accompanied by 1 additional IFV with the same passenger
  • 1x loaded with Chrono Legionnaire, then proceed to target ore miners
    • This task force may be accompanied by 1 additional IFV with the same passenger
  • 1x loaded with Siege Cadre, then proceed to target structures
    • This task force may be accompanied by 1 additional IFV with the same passenger

Hard[]

  • 2x targeting anything, accompanied by 2 Kappa Tanks and 2 Robot Tanks
    • The AI may use Chronoboost on this task force
    • If available, Shadow Ring may also be applied

Appearances[]

Act One[]

  • Tsurugi first appears in Side Effect as an enemy unit, when Pacific Front enters the Third Great War.
  • The player has one (and only one) Tsurugi Prototype at their disposal to rescue the missing KI scientists throughout The Gardener. Unlike regular Tsurugis deployed from the War Factory, this prototype will be disabled if it has no passengers.

Special Ops[]

  • Tsurugi is first available to build in Digital Demon, after acquiring any Pacific Front bases with a War Factory.

Assessment[]

Pros Cons
  • Decent against infantry, light vehicles and aircraft.
  • Versatile unit due to a variety of IFV configurations and quick weapon switches.
  • Good escorts for fellow Allied vehicles with a mix of loaded and unloaded Tsurugis in different configurations.
  • Improves the weapons and mobility of on-board infantry.
  • Multiple Engineer-loaded Tsurugis can repair friendly vehicles at an incredible rate.
  • Inexpensive ($550).
  • Immune to poison and radiation.
  • Higher passenger survivability rate compared to other IFVs.
  • Lightly armored and fragile.
  • Vulnerable against anti-armor threats and aircraft.
  • Default weapon is not very effective against armored tanks and structures.
  • Micro intensive.
  • Cannot crush infantry.
  • Mediocre speed compared to other IFVs.

Behind the scenes[]

  • Prior to 3.0 the Tsurugi was supposed to be only operational when an infantry is loaded inside it, but it was scrapped due to technical limitations[2]. This feature is revived in The Gardener.

Trivia[]

  • A tsurugi (, つるぎ) is a Japanese straight, double-edged sword. See also: Chinese Etymology Site.
  • The Tsurugi is based from ED-209 in Robocop.
    • Most of its quotes and part of its description is, in fact, references to the ED-209.
  • In spite of being a human-piloted unit, the Tsurugi addresses itself to the commander with a robotic tone.
  • The Tsurugi Powersuit's unit ID is actually named TENGU, while the Tengu's unit ID is MECHA. In addition, the Tsurugi's armor type is called "tengu" as well.

See also[]

References[]

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