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Takin' 'em down!
—Stryker IFV on the offensive

The Stryker IFV (Infantry Fighting Vehicle) is a versatile multipurpose combat support vehicle used by the United States. The IFV weapon configuration depends on the loaded infantry.

Official description

The Stryker Infantry Fighting Vehicle is the newest development in multipurpose support vehicles. It comes equipped with standard light anti-armor missiles capable of accurately taking down enemy aircraft with great ease even while on the move. Its great speed, the highest among its peers, allows it to effectively perform hit and run tactics. The Stryker can be deployed through the "Bloodhounds" as well.

But the Stryker's greatest strength lies in its ability to adapt to almost any situation presented to an Allied commander. This vehicle houses a complex weapons system which allows any infantry that enters it to integrate their weapon into the turret of the Stryker. This allows the IFV to quickly be equipped to handle almost any problem efficiently. Since Tanya is the only Allied heroine that can enter an IFV, the Stryker will gain a powerful portable laser mode when she enters the vehicle.[1]

Overview

For a detailed list of changes from the original game, click here.

The Stryker IFV serves as the jack-of-all-trades unit for the United States. Available at Tier 1, it functions as a troop-carrying vehicle and at the same time, an anti-aircraft light vehicle of the US ground forces. Compared to the equivalents of other subfactions (Archon AMC and Tsurugi Powersuit), it trades armor for speed, making it very useful for harassment tactics and rapid response. Uniquely designed as a multipurpose combat support unit, the Stryker is extremely versatile and capable of performing a variety of roles, including anti-infantry, anti-air, and vehicle repair, depending on the infantry unit garrisoned within.

Loading an Engineer converts the IFV into a mobile repair vehicle, enabling quick field repairs and effectively counters Terror Drones. Multiple Engineer-loaded IFVs can stack their repair effects, restoring the health of friendly vehicles with incredible speed, allowing the unit-under-repair to withstand huge amounts of damage. Note that it cannot repair aircraft, unlike Tech Machine Shops which can auto repair.

Other useful combinations include Siege Cadres and Riot Troopers, as the extra mobility the Stryker grants them allows one to pick off enemy buildings, garrisoned buildings or infantry easily.

Configurations

Infantry Armament Picture
Default "Mist" missiles
FV 00 HoverMissile.png
Repair beam
  • Repairs 50 hit points every 75 frames (5 in-game seconds)
  • Range: 5
FV 01 RepairBullet.png
Machine gun – ineffective against vehicles
  • Ground attack: 30 * 2 (60 total)
  • Cooldown: 18 frames (1.2 in-game seconds)
  • Range: 6.5
FV 02 CRM60.png
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
FV 03 FVIvanBomber.png
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
FV 04 CRMP5.png
Sniper rifle
  • Ground attack: 135
  • Cooldown: 120 frames (8 in-game seconds)
  • Range: 11.5
FV 05 CRAWP.png
Dual Tesla Coils – briefly disables vehicles
  • Ground attack: 30 * 2 (60 total)
  • Cooldown: 60 frames (4 in-game seconds)
  • Range: 6.5
FV 06 CRElectricBolt.png
Pyro Flamethrower
  • Ground attack: 40-6
  • Cooldown: 30 frames (2 in-game seconds)
  • Range: 6, radius 1.5
FV 07 FVFlamethrower.png
Psychic blasts
  • Ground attack: 250
  • Cooldown: 75 frames (5 in-game seconds)
  • Range: 1.73, radius 3.3
FV 08 CRMindBlast.png
Rad cannon
  • Ground attack: 165
  • Cooldown: 30 frames (2 in-game seconds)
  • Range: 8
FV 09 CRRadBeamWeapon.png
Chrono Legionnaire Temporal displacement device
  • Damage: 10
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 7.5
FV 10 CRNeutronRifle.png
Riot Trooper Flash grenades – kills garrisoned infantry
  • Damage: 100-25
  • Cooldown: 95 frames (6.3 in-game seconds)
  • Range: 9.5, minimum 2, radius 1
FV 11 FVRiotGrenade.png
Siege Cadre Prism rifle
  • Ground attack: 36
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 11
FV 12 CREnforcerGun.png
Dunerider Toxic grenades
  • Damage: 70-10.5
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 9.5, minimum and radius 1
FV 13 FVHoverGrenade.png
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
FV 14 ClairIFVWeb.png
Tanya Laser gun
  • Ground attack: 110
  • Cooldown: 8 frames (0.5 in-game seconds)
  • Range: 10
FV 15 FVTanyaLaser.png
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
FV 16 CRMissileLauncher.png
Bloatick Toxic warhead – detonates on attack, releasing poison clouds
  • Ground attack: 300-75
  • Range: 1.73, radius 3.3
FV 17 FVSpiderBomb.png
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
FV 18 FVDuplicantAttack.png
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
FV 19 FVVirusgun.png
Field Medic Heal bullets
  • Heals 50 hit points every 15 frames (1 in-game second)
  • Range: 3.5
FV 20 HealBullet.png
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
FV 21 FVLongbow.png
Initiate Psychic jab
  • Ground attack: 32 * 2 (64 total)
  • Cooldown: 18 frames (1.2 in-game seconds)
  • Range: 6.5
FV 24 CRPsychicJab.png
Suppressor Negation Field
  • Lasts for 120 frames (8 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 11, radius 0.7
FV 25 FVSuppressorBomb.png
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
FV 26 FVPilotBomb.png
Mortar Quad Mortar
  • Ground attack: 60-12
  • Cooldown: 65 frames (4.3 in-game seconds)
  • Range: 11, minimum 2, radius 0.8
FV 27 FVQuadMortar.png
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
FV 28 FVFlakWeapon.png
Brute "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
FV 29 FVTankCannon.png
Stalker Imploder – cannot target infantry
  • Ground attack: 100-50
  • Cooldown: 150 frames (10 in-game seconds)
  • Range: 12.5, radius 1.2
FV 30 FVStalkerGrenade.png
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
FV 31 FVArsonistWeapon.png
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
FV 32 FVSuperSniper.png
Malver Kinetic blade – effective against infantry and vehicles; cannot target buildings
  • Ground attack: 250
  • Cooldown: 15 frames (1 in-game second)
  • Range: 7
FV 33 FVUnderBlade.png
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
FV 34 FVPsychicDarts.png
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
FV 35 FVFakeDarts.png
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
FV 36 FVVolkovBolt.png
Yunru Immobilizer
  • Lasts for 360 frames (12 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 13, minimum 3, radius 2
FV 37 FVYunruEMP.png
Rahn "Terranova" beam
  • Ground attack: 250 target, 75 pass-through
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 9.5
FV 38 MutationRailgun.png
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
FV 40 FVKnightGun.png
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
FV 41 FVKingsGun.png
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
FV 42 FVLancerAirslash.png
Railguneer Plasma railgun
  • Ground attack: 80-28
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 7.5, minimum 1.5, radius 1
FV 43 FVRailguneerBlast.png
Huntress Nanoid container gun – has an exceptionally long range
  • Ground attack: 230
  • Cooldown: 60 frames (4 in-game seconds)
  • Range: 8.5, minimum 1
FV 44 FVHuntressAttack.png
Deviatress Confusion rifle – cannot attack air targets
  • Lasts for 105 frames (7 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 10
FV 45 FVConfuseRifle.png
Syncronin Bond breaker
  • Lasts for 85 frames (5.7 in-game seconds)
  • Cooldown: 75 frames (5 in-game seconds)
  • Range: 13
FV 46 FVBondBreaker.png
Syncronaut Area bond breaker – ranged attack
  • Lasts for 240 frames (16 in-game seconds)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 10
FV 47 FVBondEruption.png
Zorbtrotter Personal windflow manipulator
  • Ground attack: 100
  • Cooldown: 55 frames
  • Range: 8
  • Constantly damages the target
FV 48 FVZorbAttack.png
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
FV 49 FVZorbTractorWind.png
Fin Auto sniper rifle - with longer cooldown
  • Ground attack: 300
  • Cooldown: 10 frames
  • Range: 8.5
FV 50 FVFinAutoSniperGun.png
Alize Blast rifle
  • Ground attack: 500
  • Cooldown: 150
  • Range: 8.5
FV 51 FVAlizeGun.png
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
FV 52 FVEurekaBlast.png
Giantsbane Golden Rocket launchers
  • Ground attack: 50*2
  • Air attack: 50*2
  • Cooldown: 140
  • Range: 9.5
FV 53 FVGiantsbaneMissile.png
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
FV 54 FVGodsbaneMissile.png
Scourge Custom EMP rods
  • Ground attack: 30*2
  • Cooldown: 25
  • Range: 7.5, minimum 2 / 0.25 (offset range) / 0.8 (explosion radius)
FV 55 FVDoubleCannon.png
Repulsor AG charge
  • Ground attack: 180
  • Cooldown: 140
  • Take 300 frames to detonate
  • Range: 5
  • Toss AG charge at target vehicles
FV 56 FVRepulsorWeapon.png

|} Technically speaking the Stryker is the standard IFV for the Allied faction in general, with the Archon and Tsurugi being unique replacements of it. As such, the Stryker is the Allied IFV that will be granted to other factions when they possess an Allied War Factory.

AI behavior

Stryker IFVs 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
    • Stryker IFVs 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 Tanya, then proceed to target anything
  • 1x loaded with Navy SEAL or Riot Trooper, 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 Bulldogs and 2 Robot Tanks
    • The AI may use Chronoboost on this task force
    • If available, Shadow Ring may also be applied

Appearances

We've equipped this IFV with the first prototype of a portable laser. Use Tanya to operate it.
—Allied intel during Operation: Good Old Times

Act One

Act Two

Assessment

+
  • Decent against infantry, light vehicles and aircraft.
  • Versatile unit due to a variety of IFV configurations and quick weapon switches.
  • Great speed.
  • Improves the mobility, and in some cases, enhances the weapon of on-board infantry.
  • An Engineer IFV combo turns into a mobile repair vehicle, enabling quick field repairs.
  • Good escorts for fellow Allied vehicles with a mix of loaded and unloaded IFVs in different configurations.
-
  • Lightly armored and fragile.
  • Vulnerable against anti-armor threats.
  • Default weapon is not very effective against armored tanks and structures.
  • Micro intensive.
  • Low survivability passenger rate.
  • Cannot crush infantry.

Behind the scenes

The Stryker IFV's original voxel from v3.0-v3.3.3 is a public asset and can be used by other modders. The link can be found here.

Trivia

External links

See also

References

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