After Yuri's defeat at the Battle for the Antarctic, the Psychic Army was quickly routed but Allied and Soviet forces worldwide, and those who managed to escape fled to some of Yuri's hidden bases that the alliance had not uncovered. As the Psychic Army scatters in disarray, Alastor quickly assumes the Yuri's mantle of leadership and calls to the remnants of the Psychic Army to gather at Atlantis, Yuri's secret underwater bastion. From there, the Psychic Army licked its wounds and resumed a new program of research and development into newer weapons of war to complement their existing weapons. Using whatever schematics Yuri had left behind in Alastor's care, the new Psychic Legion has made significant leaps and bounds in combat technology, from railguns and stealth generators to artificial psionics and weaponized chemicals.

Initiate
Role: Basic ground trooper
Armaments: Pyrokinesis
Health: 105
Movement Speed: 5
Range: 4
Special Ability: Repel knocks back nearby enemy infantry

"Yuri is master!"

No one is quite certain as to whether the Initiates of the Legion are truly loyal to Yuri and Alastor's cause. Are they mere pawns in the Legion's service? Nevertheless, the Initiates make up the bulk of the Legion's ground forces. Capable of using simple psychic powers to shoot jets of flame at enemies, or using telekinesis to push enemies back, the Initiates would unquestioningly give their lives to advance the vision of the Legion.

Engineer
Role: Repair and capture structures
Equipment: Tech kit, bomb defusal kit, schematics viewer
Health: 100
Movement Speed: 5
Special Ability: Sets a Proximity Mine at a target location, detonating when enemy units get close to it
Other Abilities: Amphibious

"My tools are yours."

Much like the Allied Engineer, Legion Engineers are tasked with structural and bridge repairs, capturing enemy buildings and defusing explosives. Engineers are also equipped with proximity mines that he can place at any location to eliminate enemies that get too close and trigger it. Despite being part of the Legion, the Engineers are not given any means to defend themselves psychically or with conventional weapons.

Psi-Corp Adept
Role: Psychic warfare specialist
Armaments: The mind
Health: 125
Movement Speed: 5
Range: 7
Special Ability: Cast a powerful Psywave around the unit, killing any enemy infantry caught in the blast radius
Other Abilities: Immune to chaos and mind control; can detect cloaked/disguised units

"All in the mind."

The bane of all sentient minds, Psi-Corp Adepts easily use their powerful psychic powers to bend the minds of others to their will. They were first encountered as early as the Third Great War, before Yuri turned his back on his Soviet 'masters'. Due to their ability to mind control others, they pose a significant threat to almost any soldier and human-operated vehicle. The only offensive ability that they possess is known as the Psywave; its potency lies in its ability to overwhelm the brains of unshielded infantry which then results in instantaneous death. Though they are powerful opponents, the previous conflicts have shown they still have weaknesses that can be exploited: they cannot mind control animals and their power is rendered useless when up against robotic or aerial units.

Infiltrator
Role: Infiltration and sabotage
Equipment: Disguise kit
Health: 120
Movement Speed: 6
Special Ability: Drop a Smoke Bomb to temporarily conceal himself and boost movement speed by 100%
Other Abilities: Amphibious; can destroy bridges

"I can't be noticed..."

Similar to the Allied Spy in every regard, Legion Infiltrators disguise themselves as the enemy and infiltrate their bases to 'borrow' technology, cash or even cause untold damage to the entire installation. While easily snuffed out by attack dogs and robotic units with sensor capabilities, they can still make a quick getaway by throwing a smoke bomb to help mask their hasty escape to safety.

Brute
Role: Close combat heavy infantry
Armaments: Fists
Health: 360
Movement Speed: 7
Range: Melee
Special Ability: Jump Smash into enemy infantry or onto a vehicle or tank, stunning and damaging them
Other Abilties: Immune to attack dogs, mind control, chemical poisoning and chaos; can only be omni-crushed

"I want to play!"

A little known fact about the Brutes: these genetic monstrosities were created by Yuri on accident. In his early attempts at genetic manipulation, Yuri turned ordinary human beings into hulking, brutish, unintelligent monsters that could easily lift objects ten times their weight, literally tear people apart and even smash tanks into piles of scrap metal. Seeing this as an opportunity, Yuri soon bolstered the numbers of Brutes by cloning and experimentation on test subjects from the prisoners his forces have taken in their countless victories. Though their emphasis on close combat makes them easy targets to eliminate, in large numbers the Brute suddenly becomes a force not to be trifled with. Luckily, they can be easily taken out by aerial units or powerful units who can hit them from a distance before they can even close the gap between them and their targets.

Virus
Role: Marksman
Armaments: Contagion rifle
Health: 200
Movement Speed: 5
Range: 11
Special Ability: Switch between monofilament rounds to deal with tougher units and viral rounds that lethally inject a viral agent that instantly kills infantry and spreads the plague to other infantry
Other Abilities: Amphibious; immune to chemical poisoning, mind control and chaos

"Flu shots, anyone?"

The Virus is one of Yuri's more interesting genetic creations. This all-female cadre of sharpshooters are supposedly offshoots of the Brute program, but due to the vast salient differences between the two, this may only be speculation. In spite of this, their deadly precision is something that induces fear in the hearts of any soldier on the battlefield. The Virus is equipped with a specialized sniper rifle that can accomodate two different ammunition types: one type of round is filled with a chemical agent that, when injected into the human body, quickly and malevolently spreads across the entire human body; in a matter of seconds, the target dies from the severe poisoning that floods every part of the human anatomy. Upon death, the corpse of the victim unleashes a deadly toxic cloud that spreads the poison to those nearby, but its effects are far less lethal than if the target is hit by a viral round.

The other round is a unique tungsten-coated bullet, containing a monofilament dart in its titanium tip that improves the armor-piercing quality of the bullet. Once the bullet impacts its target and pierces his/her armor, the monofilament dart inside the bullet is propelled out of the round and punches through flesh and bone to inflict grievous harm to the target. This particular round is used to eliminate tougher targets whose armor prevents the viral round from injecting its contents into the target's body.

Vector
Role: Suicide unit
Armaments: Self
Health: 90
Movement Speed: 6
Range: Close
Special Ability: Instantly Combust to release the toxic chemicals contained inside the Vector's body
Other Abilities: Combusts upon death; permanently disguised

"Just kill me already!"

Vectors are a diabolical instrument created by Alastor to fool Allied and Soviet infantry. These seemingly innocent individuals are actually mind controlled (and in some cases even forced) and their body infused with all manner of highly toxic chemicals that can be released when the unit dies, or when they voluntarily trigger the detonation mechanism surgically inserted into their bodies. This effectively means the Vectors are living, walking biological hazards that can easily eradicate an entire infantry platoon if care is not taken in screening every person that enters a strategic location that the Legion intends on seizing.

Pyromaniac
Role: Assault trooper
Armaments: Advanced pyrokinesis
Health: 275
Movement Speed: 7
Range: 3; Fireballs, 6
Special Ability: Switch between hurling Fireballs at distant targets or casting a Firespray to burn multiple units at a closer range
Other Abilities: Immune to chaos, mind control, Psywave and Enslaver's Will; can counterkill attack dogs

"The flames will rise..."

Initiates who somehow fail to make it through Psi-Corps Academy may end up becoming mentally burnt-out husks of their former selves, now left as gibbering, insane maniacs who can barely be controlled. Despite their 'braindead' condition, many of them still exhibit some degree of psionic powers. Alastor has found a use for these people by attaching a neural inhibitor device to each person and outfitting them with flame-retardant suits, turning them into Pyromaniacs. These Pyromaniacs are then unleashed upon the Legion's enemies with the inhibitor deactivated, letting these maniacs loose with an unquenchable thirst for setting everything in their path alight. Interestinly, despite their mental faculties having been reduced to zero, they are capable of manipulating fire so that they may hit targets at varying distances. This makes the Pyromaniac a highly versatile unit in engaging all manner of foes. Due to their mental condition, they are completely immune to mind control or any other psychic-based powers that affect the mind.

Cyborg Warrior
Role: Heavy trooper
Armaments: Durga 10mm chaingun
Health: 390
Movement Speed: 4
Range: 6.5
Special Ability: Overdrive increases attack speed by 66% for 5 seconds; after that, disables the unit for 15 seconds
Other Abilities: Immune to attack dogs, mind control, chaos and chemical poisoning

"Systems ready."

Finally, the Legion has managed to refine the construction of these deadly killing machines since their plans were stolen from the Soviet Union before Yuri's betrayal. Built with the sole focus of great fortitude in the face of enemy fire, and armed with a powerful chaingun to ruthlessly mow down enemy infantry in droves, Cyborg Warriors are the epitome of impressive firepower and high survivability against the toughest of situations that an enemy commander can throw. Despite that, however, it is still extremely difficult to find a way to build more cost-effective cyborg unit without needing to sacrifice crucial resources needed to supply the Legion's forces worldiwde. Owing to their extremely durable robotic frames, Cyborg Warriors take considerably less damage from enemies, which makes them good at pushing the frontlines of any battle.

Cyborg Gunner
Role: Anti-armor foot support
Armaments: Prototype disintegrator beam
Health: 400
Movement Speed: 4
Range: 7
Special Ability: Throw a Sonic Bomb that can stun enemy infantry in a target area; cyborg units are unaffected
Other Abilities: Immune to attack dogs, mind control, chaos and chemical poisoning

"Primed for war."

Cyborg Gunners are similar to Cyborg Warriors in every regard, except that the Gunners have better AIs to coordinate their actions and options while on the battlefield. They also carry with them a prototype disintegrator beam weapon that can melt away enemy armor with each blast; such a powerful weapon is even more devastating against infantry lines. Forgoing the Cyborg's Overdrive ability in favor of allowing them to carry Sonic Bombs to stun enemy foot soldiers, the Gunner is a deadly asset for the Legion to have in its fight against the Allies and the Soviets. However, Gunners are still susceptible to EMP attacks, disabling them for a good while and giving the enemy the advantage instead.

SCYLLA
Role: Hero unit
Armaments: Psy-Blasts, psy-darts
Health: 200
Movement Speed: 8
Range: 8
Special Ability: Cast a protective Power Barrier around herself and nearby infantry, boosting damage resistance by 50% at the cost of 50% movement speed
Other Abilities: Amphibious; can counterkill attack dogs; immune to mind control and chaos; can detect spies

"The floor is lava!"

Scylla's identity has never been - and will never possibly be - known to anyone except the Legion's upper echelons. There are claims that she may be Yuri's daughter, a gifted psychic with untold destructive power in her possession. There are rumors that she is part of the Legion's top secret genetic experiments, that she is a clone of Yuri or another gifted individual, that she is the Devil herself. No one can be sure, but no one can deny that she is a force (or freak) of nature on the battlefield. Her psionic powers greatly rival those of the other psychic members of the Legion, as she can easily destroy armies with terrible blasts of raging psionic energy. However, there have been intelligence reports suggesting that, despite her power, Scylla is an intensely difficult person to control. She suffers from random bouts of mood swings when out of combat, ranging from passive to highly aggressive, and this has not boded well for Legion officers who work with her. However, there is little evidence to suggest what may be causing this psychological duress (if it can even be classified as such).

Cyborg Banshee
Alastor's Avengers' special unit
Role: Light aerial support
Armaments: Sonic screamer
Health: 255
Movement Speed: 14
Range: 5
Special Ability: Emit a Sonic Wail to briefly stun enemy infantry too close to the Banshee
Other Abilities: Can detect cloaked/disguised units; immune to mind control, chaos and chemical poisoning

The Cyborg Banshee is a frightening flying unit that emits powerful sonic blasts that can kill infantry in an instant and even rupture tank armor with a few well-placed hits. How the Legion is able to weaponize sonic frequencies is beyond anyone's comprehension, but from what has been seen thus far the Banshees are not to be taken lightly - especially if they fly in huge swarms that can easily overwhelm ground forces and deal considerable damage to aerial units. Banshees can also let loose a powerful sonic wail that can debilitate enemy infantry that try to approach the Banshee, deafening the soldiers for a considerable time and leaving them vulnerable to attack.

Obliterator
Alastor's Avengers' special unit
Role: Light artillery support
Armaments: Plasma mortar launcher
Health: 415
Movement Speed: 4
Range: 12.5
Minimum Range: 4.5
Special Ability: Temporarily activates Safe Mode, which prevents the unit from attacking but gives it 100% health regeneration
Other Abilities: Immune to attack dogs, mind control, chaos, radiation and chemical poisoning; highly resistant to EMP

"Can I blow something up now?"

These walking artillery units are part of the Legion's experiments with combining genetic mutation and cyborg enhancements, creating a powerful fusion between the two that rivals the Brute in strength. Complemented by the strengths of both cybernetic and genetic augmentation, the Obliterator is outfitted in a specialized battlesuit that mounts a formidable plasma mortar launcher, firing fiery balls of plasma energy that explode catastrophically at whatever it impacts. The immense fusion energy generated by the blast is strong enough to level structures with a few accurate hits. However, the Obliterator is only armed with this large weapon and should always be protected by other forces.

Zealot
Champions of Doom's special unit
Role: Merciless assault
Armaments: Heat axes
Health: 330
Movement Speed: 8
Range: Melee
Special Ability: Enter a furious Rage to temporarily boost attack and movement speed by 75%
Other Abilities: Can counterkill attack dogs; immune to mind control and chaos

"In Yuri's name, KILL!"

Zealots are created from the genetic vats of the Champions of Doom, an attempt to perfect the Brute formula and create a powerful genetically-altered creature that would surpass the Brute in its intellectual capacity. Though far from what they intend to achieve, Zealots are still a deadly force in their own right, using their accelerated muscle mass in their arms and legs to move and attack at superhuman speeds that surpass that of the Brutes. Armed with two heat axes that can cleave through infantry like a hot knife through butter, Zealots charge towards their enemies with no fear or hesitation, their motivation to hack and slash at whoever gets in their way as they are driven by an insatiable blood lust. In heated times like these Zealots tend to fall into an unholy rage, driving them to strike at enemies much faster than normal. The bloodlust of the Zealots have already become widespread among Allied and Soviet infantry divisions, who pray they do not have to face these barbaric murderers in battle.

Gargoyle
Cult of Shadows' special unit
Role: Multirole fast attack
Armaments: Tearing claws
Health: 270
Movement Speed: 16; on ground, 6
Range: Melee
Special Ability: Choose between flying and landing to engage either air or ground targets respectively
Other Abilities: While on the ground, can lunge at enemies; immune to attack dogs, mind control, chemical poisoning and chaos

Before the Cyborg Banshees were approved for production, the Legion relied on the Cult of Shadows and its horde of Gargoyles, utterly loyal genetically-created fiends who could fly as fast as the wind and used their claws to rend infantry alive. While the Gargoyle is not as versatile as the Banshee, Legion commanders still find a use for them as effective scouts and anti-aircraft support units. The only downside of the Gargoyle is that is can only engage air targets when in flight and ground targets while it is landed.

Insidious
Deimos' Demonizers' special unit
Role: Stealth support
Armaments: Psi-blade
Health: 225
Movement Speed: 6
Range: 4
Special Ability: Create a Distortion Field that bends the fabric of reality, causing enemy units caught in its radius to attack each other for the duration of the spell
Other Abilities: Cloaked; immune to mind control and chaos

"Break them, I shall."

The Insidious is a frightening psychic wielder, who find sadistic pleasure in bending light around themselves to become invisible to the naked eye and finding targets of opportune to be slashed apart with their terribly potent psi-blade. It is the fear of his enemies that drives the Insidious forward; fear, after all, is a powerful tool in the right hands.

The psi-blade an Insidious wields is not a physical weapon. Rather, it is essentially the advanced use of psychokinesis - considered a higher form of telekinesis - that allows the psychic to bend and manipulate matter at the molecular level, slicing through armor as if it were paper. It takes many years for an Insidious to fully harness his powers in order to use this psionic weapon. In desperate situations, an Insidious may also cast a distortion field that warps reality in a target area, and those caught in its effects will be plagued by terrible hallucinations and thus turn on one another with blind rage. Truly, the Insidious' power cannot be underestimated; however, just like the other Psi-Corp units Insidious are vulnerable to air units and attack dogs, who can easily sniff them out even when they are completely invisible.

Chosen
Psychic Coven's special unit
Role: Psychic warfare specialist
Armaments: The mind
Health: 175
Movement Speed: 6
Range: 7
Special Ability: Wreath a target area in eldritch fire, dealing damage over time
Other Abilities: Levitates; immune to mind control and chaos; can detect cloaked/disguised units

"Your mind is clear."

Psi-Corp Chosen are mostly recruited into the ranks of the Psychic Coven, a specialized branch in Yuri's army dedicated to expanding psionic knowledge among the adherents of Yuri. The Chosen are elevated from the ranks of the Adept from those who show great promise in their efforts to tap into their vast psionic reserves still untouched in their mind, hoping to be able to unlock the secrets of the mind. They are similar in every regard to Adepts, except that they are capable of sustained levitation to cross water and impassable terrain, and are able to cast a number of psionic abilities such as Psi-Burn, which wreathes an area in raging flames that can consume units almost instantly. Like the rest of the Psi-Corps, the Chosen are vulnerable to attack dogs and aerial units that can safely eliminate these psychics.

Fallen
Revenants' special unit
Role: Psychic combat unit
Armaments: The mind
Health: 180
Movement Speed: 6
Range: 7
Special Ability: Switch between the normal Psychic Lash attack and the Mind Ray, which slows down enemy units by 50%
Other Abilities: Levitates; immune to mind control and chaos; can detect cloaked/disguised units

"Goes without saying..."

The Fallen are individuals who were once Chosen or Psi-Corp Elites that were selected or have volunteered to join the Revenants and learn the arts of offensive psionic powers. The Fallen are similar in all regard to their other Psi-Corps counterparts, but these individuals no longer mind control enemies; instead, they have dedicated themselves in the art of combat psionics, hurling powerful psychic blasts at enemies that can rip their minds and bodies apart with ease. Fallen can also cast a Mind Ray at a target unit, tampering with the unit's mind to wear his physical condition down that slows down his performance, making him easy prey to Legion forces.

Psi-Corp Prime
Yuri's Elite special unit
Role: Psychic warfare specialist
Armaments: The mind
Health: 175
Movement Speed: 7
Range: 7.5
Special Ability: Cast a Psionic Nova, essentially a more powerful Psywave, around the unit, killing enemy infantry that get too close, and now briefly stuns human-piloted vehicles
Other Abilities: Levitates; can teleport short distances; immune to mind control and chaos; can detect cloaked/disguised units

"Your thoughts are mine."

Primes are higher in rank than the Chosen and normally serve as tutors and administrators in the Psi-Corps Academy. They are close to achieiving full psionic mastery that will make them the most powerful of psychics, on equal par with their master Alastor but still not as powerful as Yuri himself. Due to their heightened psionic potential, Primes are far more powerful than their other Psi-Corps counterparts: among other things Primes can teleport short distances to make a hasty escape if overwhelmed, and can cast a more potent version of Psywave that can even stun the crew of enemy vehicles and tanks caught in the blast radius.

Chrono Adept
Secret unit; infiltrate an Allied Strategics Center
Role: Teleporting psychic warfare specialist
Armaments: The mind
Health: 150
Movement Speed: ~ (teleports)
Range: 7
Special Ability: Similar to the Psi-Corp Adept
Other Abilities: Immune to chaos and mind control; can detect cloaked/disguised units

"Now you see me... now you're mine."

Obtaining stolen Allied technology, a few selected Psi-Corps Adepts may be outfitted with a personal chronoshifting pack that significantly improves their mobility, allowing them to come and go wherever they please. The very thought of psychic individuals capable of teleporting to anywhere and everywhere they wish is something that the Allies or Soviets would want to prevent at all costs.

War Hound
Secret unit; infiltrate a Soviet Battle Lab
Role: Light armored assault
Armaments: Cutting beam, miniaturized railgun, steel claws
Health: 235
Movement Speed: 8
Range: Melee; Blaster mode, 6
Special Ability: Switch between Hunter mode, turning it into a mini-Terror Drone, and Blaster mode to engage enemies at range
Other Abilities: Immune to attack dogs, chaos, mind control and chemical poisoning; can detect disguised units

Using Soviet cybernetics technology stolen during the course of the Psychic Dominator Disaster, the War Hound is based on the schematics of the prototype cyborg bloodhound Chitzkoi, Volkov's ever faithful canine companion. The current Mark 2 iteration developed for the Legion's armies comes with reinforced armor to withstand  enemy fire and a complement of weapons to suit specific roles where necessary. Switching between its melee-oriented Hunter mode and the ranged support offered by Blaster mode, the War Hound is a unique asset that can greatly shape the frontlines in favor for Alastor's forces.

Sorceror
Secret unit; infiltrate a Legion Operations Hub
Role: Ranged psionic support
Armaments: Psionic shock
Health: 200
Movement Speed: 7
Range: 5
Special Ability: Hurls multiple Psibolts at a target area, dealing damage to multiple units
Other Abilities: Immune to mind control and chaos; can detect disguised/cloaked units

"True power harnessed..."

Sorcerors are a mysterious addition to the Legion's Psi-Corps ranks; little information is available regarding these formidable psychics. Their amazing psionic prowess and their capability to hurl a wave of violent, unstable eldritch energy that can hit multiple targets in a large area makes them impressive support units for the Legion's infantry forces. Some say that the Sorceror's impressive powers are due to the fact they have been inborn with such psionic capability, though this is merely an unsubstantiated rumor.

Stealth Miner
Role: Invisible ore collector
Armaments: Disruptor pulsar generator
Equipment: Shadowmancer cloaking device
Health: 1100
Movement Speed: 5
Special Ability: Emit a Disruptor Pulse that briefly stuns enemy vehicles and tanks around the unit; briefly disables the unit's stealth generator
Other Abilities: Cloaked; immune to radiation & chemical poisoning, hijacking, mind control and chaos; passively self-repairs

"Do you desire more?"

Stealth Miners are automated, armored ore collectors that are essential to keep the Legion war machine functioning. Where the Allies rely on chrono technology to keep its miners safe and the Soviets arm its harvesters with heavy machineguns, the Legion decided to try something new: equip its harvesters with portable cloaking devices, drawing power from powerful plasma turbines that enable sustained use of the cloaking field. This makes the unit completely invisible to the naked eye, and only specialized units such as robots or those with stealth detection equipment can target these hidden units. In spite of its ability to indefinitely hide in the shadows, the current inefficiency of the existing plasma turbines prevent it from continuously maintaining the cloaking field. Thus, to prevent the turbines from overheating, the Miner needs to vent the excess heat generated by the turbines; doing so will temporarily deactivate the cloaking device, leaving it vulnerable to enemy fire until the device restarts after the venting procedure.

Raider Bike
Role: Hit-and-run attack unit
Armaments: Talon rocket pods
Health: 250
Movement Speed: 12
Range: 6
Special Ability: Drop a Stun Mine at the unit's current location, briefly stunning enemy infantry caught in its blast
Other Abilities: Can fire on the move

"Raider here."

Raider Bikes were introduced shortly after Yuri's incarceration by Allied forces, as Deimos believed that having a balanced mix of diverse units with different roles make an effective army. The Raiders serve as lightning fast attackers, firing salvos of Talon rockets at enemies in its path before speeding off at top speed and turning around for another pass. The bike's sleek, futuristic design and low profile compared to conventional motorcycles are not just for aesthetics, but rather help improve the vehicle's speed even in conditions where strong winds will hinder the movements of such light units. Raider bikers have nothing but praise for the Legion's incredible craftsmanship where the bike is concerned, but due to its paper-thin armor and the driver's direct exposure to enemy fire, Raider bikers must take every precaution to avoid a swift and painful death.

Lasher Light Tank
Role: Light battle tank
Armaments: 107mm Hussar gun, crushing roller
Health: 395
Movement Speed: 7
Range: 6
Special Ability: Fire a Corrosive Shell that briefly reduces a target vehicle or tank's armor by 20%
Other Abilities: Can rapidly fire two shells when making initial attack

"Bow to Yuri."

The Lasher tank were originally a prototype that was considered for use in the Soviet army before the outbreak of the Third Great War, in light of the older Heavy Tanks' ineffectiveness against the faster and well-armed Allied Light Tanks. Combining good speed with a 107mm cannon, the Lasher would help complement the heavier firepower provided by the Heavy Tank and its two 120mm cannons. However, due to unknown reasons the Lasher was discarded when the Third Great War broke out. While Romanov was eyeing his victory over the Allies, Yuri secretly appropriated the schematics of older Soviet weapons of war, including the Lasher. When the Psychic Dominator Disaster occurred, the Lashers emerged as the main battle tank of Yuri's forces.

New upgrades added to the Lasher include additional frontal armor to supplement its inherently weak (some say 'paper-thin') armor plating, a better powerplant in the form of a plasma drive to increase its top speed, and equipping Lashers with a few Corrosive Rounds that can easily 'eat' through thick enemy armor, leaving them vulnerable to the Lasher's fire. The Lasher also comes with a unique firing mechanism that allowed the 107mm gun to rapidly fire two rounds consecutively before reverting to the usual reload rate, improving its effectiveness in ambushes against enemy forces.

Torch Tank
Role: Mobile flamethrower
Armaments: Hellstorm flamethrowers
Health: 420
Movement Speed: 6
Range: 3.5
Special Ability: Breath of Fire unleashes a nigh-endless torrent of flame to any targets in front of it
Other Abilities: Explodes violently when destroyed, damaging nearby units

"The tides will not yield."

Torch Tanks are retrofitted Lasher tanks armed with powerful flamethrowers that easily set infantry ablaze, turn the heat up on vehicle and tank crews, as well as raze enemy structures to the ground in a heap of ashes. The Torch Tanks greatly outgun the Mexican Attack Buggies in terms of the sheer destructive firepower (literally) that the Torch Tank's Hellstorm flamethrowers can emit against its hapless targets. Despite the awesome damage it can inflict, its use of a slightly upscaled Lasher chassis still makes it very easy to destroy, causing its volatile fuel tanks to rupture and cause a cataclysmic explosion that deals severe damage to anyone caught in the blast. Its relatively slow speed compared to most units and its poor range also make it highly vulnerable to being destroyed by enemies before it can even let loose its flamethrowers.

Legion Carrier
Role: Armored personnel transport
Armaments: Impaler rivet gun
Health: 405
Movement Speed: 5
Range: 5.5
Special Ability: Transport capacity of 10
Other Abilities: Amphibious; can fire on the move; does not sink when affected by EMP

"Without number."

The toughest troop carrier of the three factions, the Legion Carrier is a slow moving transport that can shield up to 10 infantry units from hostile enemy fire in its vast hold and protected by its reinforced armor plating. Adapted from the old, obsolete Soviet Heavy APC used in the Second Great War, the Legion Carrier received a number of extensive enhancements that made it a viable transport to be employed by the Legion. It has added amphibious capability, a deadly Impaler rivet gun that impales targets with long steel rods fired at high velocities, and is equipped with a unique automated flotation system that is not affected by EMP weapons, making this a formdiable unit with which to ferry the Legion's numbers through hostile territory without taking a significant hit to its numbers.

Gatling Tank
Role: Anti-personnel/air support unit
Armaments: 22.5mm Zykon twin gatling cannons
Health: 340
Movement Speed: 7
Range: 6.5; VS air units, 8.5
Special Ability: Bullet Barrage temporarily increases fire rate by 100%; at the end of the ability, the unit must cool its weapons down for 8 seconds before resuming firing
Other Abilities: Can fire on the move

"Gun barrels cooled and ready!"

Gatling Tanks were a formidable addition to Yuri's forces in the Psychic Dominator Disaster, mowing down troops from a considerable distance and even proving to be more than a match for the Soviet Terror Drone thanks to its advanced targeting systems and the constant hail of bullets its twin barrels can unleash. The Legion has made considerable improvements to the Gatling Tanks since the end of the Disaster. The newer models now come with better armor, better cooling systems to allow the Gatling Tank to maintain sustained fire for longer periods, and a better caliber round used as its primary ammunition for its gatling cannons. The Gatling Tank now comes with the ability to push its twin gatling cannons to the limit, firing at such incredible speeds that overheat its barrels faster than the cooling system can counteract the heat generated.

Magnetron
Role: Anti-armor support and light artillery
Armaments: Magnetic coils
Health: 325
Movement Speed: 6
Range: 13
Special Ability: Power up a Levitation Beam that temporarily lifts an enemy unit up in the air, preventing it from moving or attacking; the unit takes 20% more damage from conventional attacks and can be targeted by AA units/structures
Other Abilities: Amphibious; immune to hijacking, radiation and chemical poisoning; immobilizes enemy vehicles and tanks

"Opposites attract..."

The Magnetrons used throughout the Psychic Dominator Disaster was merely an experimental version that proved to be a terrible disaster. With the original designer executed for his incompetent design, his successor poured his efforts into building a newer Magnetron that would be far superior to the preceding prototype. The Mark 3 version currently employed by the Legion has thus far proven to be a success: from its original tracked chassis, the Magnetron now uses repulsorlifts powered by large electromagnets that allow the Magnetron to 'levitate' over solid and watery surfaces; the magnetic coils used as its primary weapon are far more powerful at demolishing structures from a distance and can now immobilize enemy vehicles and tanks. The hull of the Magnetron has also benefitted from added light armor plates to increase its durability against enemy fire without sacrificing speed. However, just like the older version, the Magnetron is unable to target infantry and thus make it easy for anti-armor foot support units to destroy these floating 'artillery' pieces in mere moments.

Chaos Drone
Role: Battlefield anarchy tactics
Armaments: Chaos gas dispenser
Health: 200
Movement Speed: 8
Range: 2
Special Ability: Activate Chaos Gas mode to dispense chaos gas to units, friend or foe, around the drone; affected units become enraged and attack anything in sight at 100% faster attack speed and 50% faster movement speed
Other Abilities: Immune to chemical poisoning, mind control and chaos

The nimble Chaos Drone has proven to be a deadly asset for Yuri's forces. Dispensing its reserves of chaos gas into enemy lines that drive them on a terrible rampage, the Chaos Drone has sown terror and anarchy behind enemy lines up until Yuri's defeat. Though inoculation for the gas has already been introduced to the entire world, the Legion's scientists have already perfected a newer strain of chaos gas that is not at all affected by the vaccine. While the Chaos Drone has not undergone significant changes in its original design, it still is dangerous enough to keep troops awake all night in hopes of spotting and destroying these Drones before they sow their campaign of hallucinatory terror among the ranks.

Stalker Tank
Role: Stealth attack tank
Armaments: Twin railguns, Troika 120mm bombard guns
Health: 435
Movement Speed: 7
Range: 7; Troika, 6
Special Ability: Switch between its twin railguns to deal with infantry and vehicles or to its Troika guns that can level defenses and structures
Other Abilities: Cloaked; amphibious; immune to EMP

"The shadows at Yuri's command."

The Stalker Tank employs a state-of-the-art Shadowmancer cloaking device that hides the unit from sight for longer periods of time without needing to vent the excess heat generated by the device. This means that Stalkers are permanently cloaked unless a detector unit is brought into the field, making these small yet powerful tanks a powerful infiltration asset to raid key military installations as well as set up deadly ambushes for enemy forces. This has put the Stalker on equal terms with the Allies' own Mirage Tanks. Armed with twin railguns that fires high-intensity beams that slice through armor, as well as a pair of Troika bombard guns to demolish structures in a short time, the Stalkers are quite a deadly foe to reckon with. However, when the Stalker is engaged with the enemy, it must deactivate its cloaking field temporarily in order to provide enough power to its main weapons. If not for its small frame, the Stalker may be able to accomodate a larger plasma core to power its essential systems. To complement its already formidable qualities, Stalkers are also fitted with an experimental EMP-proof coating that shields them from the harmful effects of EMP strikes, giving them a greater advantage against their enemies.

Cyborg Strider
Role: Medium assault walker
Armaments: Halberd railguns, SAM launchers
Health: 680
Movement Speed: 5
Range: 7; VS air units, 8.5
Special Ability: Similar to the Cyborg Warrior
Other Abilities: Immune to radiation, chemical poisoning, hijacking, mind control and chaos; can attack ground and air units simultaneously

"We reap what Yuri sows."

The Strider was Alastor's attempts at creating larger, more armored cyborg units that would bring heavy weaponry to bear against the Legion's enemies. Lacking the firepower both the Allies and Soviets possessed, the Strider was essential to help support the Legion's frontlines and go toe-to-toe with some of the toughest enemies on the battlefield. Being the first line of cyborg war machines, the Strider has thus far proven to be more than a match for Allied and even Soviet armor. With two powerful railguns mounted on its main armatures and shoulder-mounted SAM launchers, the Strider can deal with both ground and aerial units with little hassle. A significantly better AI installed in the cyborg's processor allows it to simultaneously engage two different targets, thus giving it a better edge at defending itself from enemy attacks. But just like other cyborg units, the Strider is vulnerable to EMP attacks that can disable it and open it to enemy fire.

Mastermind
Role: Mass mind control
Armaments: Giant brain
Health: 890
Movement Speed: 4
Range: 7.5
Special Ability: Sever Psionic Link with its mind-controlled victims, killing them instantly and freeing up the Mastermind's mind control slots
Other Abilities: Immune to omni-crush, radiation, chemical poisoning, hijacking, mind control and chaos

"A mind is terrible thing to waste."

When the Mastermind was first unveiled in the theater of combat, it became a frightening symbol of Yuri's power to wield minds against the Allies and Soviets, turning their own troops against their former comrades. Interrogations on captured Yuri soldiers and scientists, as well as studies conducted on destroyed Masterminds have found that the giant brain that drive the Mastermind and mind control its intended victims was made up of multiple brains of willing or fallen Psi-Corp Adepts, preserved and then melded together to fuse into one single, powerful psyche that dominates and controls the brain. It is said that only the strongest mind will survive the terrible process; while it is hard to understand how a brain's personality can still be retained even when it is extracted from a person, the only conclusion is that Yuri may have managed to tap into the secrets of the mind that allow him to manipulate minds in ways no one will ever understand.

The Mastermind continues to be used even today, despite the existence of robotic units that are immune to the Mastermind's mind control. While it still cannot mind control more than three units at a time, Masterminds now have been enhanced to be able to cut off its psychic link with whoever it has mind controlled, killing them instantly upon doing so, allowing the Mastermind to mind control fresh victims.

MCV
Role: Base construction
Armaments: None
Health: 2400
Movement Speed: 3
Special Ability: Unpacks into a Construction Yard
Other Abilities: Capable of omni-crush; immune to hijacking, crushing, mind control, chaos, radiation & chemical poisoning; amphibious

"Moving building materials."

The MCV needs no introduction; it is the most important component needed for any commander, able to unpack into the Construction Yard that serves as the central hub of any Legion base. Massive in size and slow in speed, MCVs need to be protected at all times.

Cyborg Charger
Alastor's Avengers' special unit
Role: Melee assault walker
Armaments: Pneumatic fists
Health: 750
Movement Speed: 7
Range: Melee
Special Ability: Make a Mad Dash towards a target area, knocking back anything in its path
Other Abilities: Immune to omni-crush, hijacking, mind control, chaos, radiation and chemical poisoning

"Destroy all who oppose the master."

The Cyborg Charger is another step in building powerful automated walkers to support the Legion's advance. These hulking, bipedal walkers were built to move across the frontlines ahead of other Legion forces, charging wildly at any enemy units it detects or encounters and smashing them aside before proceeding to pummel them into submission with its large, pneumatic-powered fists, capable of flattening even enemy tanks with a few blows. Tougher than its Strider counterparts, the Charger easily redirects enemy fire as it makes its charge into enemy lines, allowing Legion forces to engage their enemies while they are occupied with the Charger. Unfortunately, for all its might, Chargers are rendered useless when EMP attacks are directed at them.

Trebuchet Arillery
Champions of Doom's special unit
Role: Long-ranged artillery
Armaments: Trebuchet armature
Health: 315
Movement Speed: 4
Range: 15.5
Minimum Range: 6
Special Ability: Switch between ammo types: Fiery to devastate structures; Plagued to devastate infantry lines
Other Abilities: Immune to hijacking and mind control; unpacks when immobile to use its weapon

"Aaaaand there it goes!"

Combining new technology with ancient war machines, the slow-moving Trebuchet Artillery piece is essentially a mobile catapult, able to hurl its munitions from considerable ranges. Stocked with volatile shells that erupt into blazing flames upon impact, as well as fragile canisters that are packed with poisonous gases, the Trebuchet is well suited in dealing damage from afar with extreme inaccuracy but undoubtable firepower. In fact, most proselytes serving in the Champions of Doom see the inaccurate bombardments as a boon, as it still is capable of dealing damage to enemy units unlucky enough to be caught in its rain of flaming (or poisonous) death. It is slow and poorly armored, though, so they should be defended at all times.

Scorpion
Deimos' Demonizers' special unit
Role: Fast attack
Armaments: Stinging tail, giant claws
Health: 480
Movement Speed: 9
Range: Melee; tail, 1
Special Ability: Lash out with a Striking Tail to impale infantry or inflict massive damage to vehicles, tanks and structures
Other Abilities: Immune to hijacking, mind control, chaos and chemical poisoning

Yet another cyborg assault unit, Deimos specially commissioned the Scorpion to be a supplementary unit to the Alastor's Cyborg Chargers, specifically built to deal with enemy infantry while the Chargers focus on eliminating enemy armor. The Scorpions are fast, agile and well armored to absorb substantial heavy enemy fire before its sytems fail and shut down. With its large, scything claws that can rend infantry apart with ease, as well as its giant striking tail that can impale unlucky infantry caught in its gaze, Scorpions are perhaps equally frightening - if not even more - than the Soviet Terror Drone is to infantry formations. Commanders should always prioritize destroying these units before engaging the Chargers, preferably with long ranged support units.

Punisher Artillery
Stygian Guard special unit
Role: Heavy artillery
Armaments: Punisher plasma cannon
Health: 395
Movement Speed: 3
Range: 16
Minimum Range: 5
Special Ability: Fire an Omega Pulse that can easily raze smaller structures and deal massive damage to other, larger structures; has a very long cooldown
Other Abilities: Can omni-crush; immune to hijacking, radiation and chemical poisoning

"The final judgment."

The Stygian Guard comprises of the Legion's finest war smiths and engineers involved in building some of the Legion's most terrifying weapons, including the Punisher Artillery unit. This massive unit was built around the gargantuan Punisher plasma cannon, a powerful piece of technology based on Alastor's initial tests with plasma weaponry. The frightening weapon can easily fire huge supercharged plasma bolts at targets from a considerable distance, dealing massive damage to anything caught in its blast radius. Punisher Artillery are also capable of charging their cannon to fire a far more devastating blast of plasma energy, commonly referred to as an Omega Pulse, that has far more destructive power than its normal attacks. Luckily, the amount of energy required to fire such an immense blast takes a heavy toll on the unit and thus can only be fired once before requiring a very long recharge time. Should Punishers be spotted on the field, it is absolutely imperative that any commander facing these units must target them before they let loose their plasma ordnance.

Battering Ram
Revenants' special unit
Role: Anti-structure siege weapon
Armaments: Polyphemus siege ram
Health: 540
Movement Speed: 5
Range: Melee
Special Ability: Transport capacity of 6
Other Abilities: Immune to omni-crush, hijacking and EMP; amphibious; high passenger survivability rate

"Smash their palisades!"

It is hard to believe that the ancient Battering Ram could resurface as a modern day siege unit widely used by the Revenants of the Legion. Incorporating anti-gravity drives similarly used by the Magnetron, the Battering Ram carries a powerful plasma-based siege ram that can easily bring down buildings into a heap of debris, but due to its ponderous movement and turn rate, as well as the siege ram's fixed position on the Battering Ram's hull, it is only effective against buildings. Six infantry may garrison it and make use of its well-armored shell to protect them from incoming fire.

Greater Mastermind
Yuri's Elite's special unit
Role: Mass mind control
Armaments: Giant brain
Health: 1000
Movement Speed: 4
Range: 8
Special Ability: Neural Shock briefly stuns enemy infantry around the Mastermind, as well as damaging them over time
Other Abilities: Immune to omni-crush, radiation, chemical poisoning, hijacking, mind control and chaos

"Where are the simpletons?"

Greater Masterminds harness far more psionic power than the other Masterminds used by the Legion. These hulking mind controlling menaces have a stronger amalgamation of brains fused and grafted onto an armored Mastermind hull, giving them the ability to mind control two more units, bringing the total up to five. The Greater Mastermind is also capable of unleashing a torrent of psychic energy that paralyzes nearby infantry's mental capacities, leaving them open to enemy fire or submission to the Mastermind's will once the effects wear off. Little else is known of these psychic monstrosities, except that robot units should only engage these Greater Masterminds.

Violator
Secret unit; infiltrate all key Legion structures
Role: Heavy assault walker
Armaments: Omega plasma cannon, flamethrowers
Health: 975
Movement Speed: 5
Range: 7; flamethrowers, 4; integrated weapons, varies
Minimum Range: 3 (Omega)
Special Ability: Integrate Weapon from a target friendly unit, sacrificing it to allow the Violator to use an additional weapon; weapon varies with unit sacrificed; can integrate two weapons
Other Abilities: Immune to EMP, omni-crush, radiation, chemical poisoning, hijacking, mind control and chaos; can omni-stomp units; passively self-repairs; resistant to tesla attacks

"They don't stand a chance."

When the Allies introduced robot technology into the war and the Soviets began looking back to their abandoned cybernetics program, Yuri knew it would not be long before his Adepts would become useless on the battlefield. Though he had acquired much of the Soviets' latest cyborg technologies and thus prevented them from using those against him, Yuri realized that it would not be enough to stop the tide of Allied and Soviet forces who would stop at nothing until he is dead. Before his capture, he ordered best of the Stygian Guard's war smiths to build a powerful war machine that could rival the firepower brought by the Allies' superior technology and the Soviet's military strength. They soon put together a weapon that would utilize the best of Yuri's technologies at hand and would make full use of the superiority it possessed.

The result was the Violator, a hulking bipedal walker armed with one of the latest and utterly devastating plasmic weapons in Yuri's arsenal: the Omega cannon. Similar in nature to the Punisher Artillery's potent weapon, the Omega cannon unleashes a bright, blazing ball of unstable plasma energy that can obliterate anything that dares stand in its way. Even if they somehow survive its blast, the Violator's flamethrowers will quickly set them alight or else crush them under a massive mechanical foot if all else fails. The Violator is also able to incorporate up to two additional weapons from a chosen sacrifical vehicle, thus supplementing its already devastating weaponry. Alastor has already praised the Violator for its glorious magnificence in the heat of battle, and perhaps these destructive walkers will soon fill up the ranks of the Legion's armies.

Nightjar
Role: Multirole combat fighter
Armaments: Harpoon ATA homing missiles, Masher ATS railguns
Health: 250
Movement Speed: 20
Range: 7; Mashers, 6
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: 20% chance to avoid incoming fire; invisible on radar

"Yuri's birds of prey."

While Yuri's Floating Discs were a devastating asset that allowed his forces to dominate the skies and even the ground, Alastor felt that relying too heavily on these flying machines would only be detrimental to the Legion in the long run. The investment he made in the Nightjar was as a failsafe should the Floating Discs become more of a liability in later conflicts. Nightjars are light, agile radar-invisible fighter craft that can either take on enemy aircraft with no difficulty, or may also choose to destroy targets of opportunity on the ground using its Masher railguns to smite them from the air. While it helped give Alastor's forces an advantage, the introduction of the Allied Apollo jets and the Soviet's own Sukhois only complicated the Nightjar's functionality. Its sole purpose is to strike at vulnerable ground and air targets before quickly thrusting its engines back to base, and thus is built with very minimal armor plating to protect it from enemy fire. Thus, Nightjar pilots will need to take extra precaution when flying in hostile skies.

Invader
Role: Light bomber
Armaments: Plasma torpedos
Health: 310
Movement Speed: 10
Range: 5.5
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: Invisible on radar; sensor jammers give the unit a 50% evasion chance for incoming AA missiles

"They won't expect this."

Invaders were another integral part in Alastor's plans to revamp the Legion's air forces. The Invader is a light radar-invisible bomber that is armed with a payload of plasma torpedos, powerful energy-infused warheads that are devastating to buildings and ground forces alike. Though it may not be as sophisticated as the Allied Aurora, or as destructive as the Soviet Kirov, the Invader has still proven to be on equal terms with regards to the firepower it packs. Unlike most conventional bombers, the plasma torpedos the Invaders carry are smaller than the standard high explosive ordnance most bombers hold in their bomb bays. The smaller size belies the true cataclysmic effects each torpedo is capable of dealing to its intended target(s). However, the Invader is an extremely fragile unit and must avoid anti-aircraft fire at all costs.

Salvage Disc
Role: Support flyer
Armaments: Leech laser, plasma beam discharger
Health: 385
Movement Speed: 8
Range: 5; plasma beam, 6.5
Special Ability: Switch between the leech laser that heals the Salvage Disc with every attack made (25% health gained from damage dealt to enemy), or the plasma beam that deals more damage but does not heal the unit and has a slightly longer weapon cooldown
Other Abilities: Invisible on radar; can fire on the move

"Leech laser ready."

While Alastor disapproved of the usage of Floating Discs, his advisor Deimos saw potential from the project and sought to introduce a new type of Floating Disc that was smaller and faster than the original Floating Discs. The Salvage Disc, as it was called, saw service in the beginning of the Legion's war against the Allies and Soviets and proved to be a versatile aerial attacker on lightly defended bases. The Disc is armed with an experimental beam weapon that 'leeches' matter from the target unit which is then used to repair the Disc, thus giving the Salvage Discs a better chance at surviving prolonged combat operations. The Disc may also switch to a more potent plasma beam that is much more effective at crippling armored targets, but due to the weapon's taxing energy drain Salvage Discs fire these beams at slower rates as compared to their standard leech beam.

Floating Disc
Role: Heavy attack flyer
Armaments: Plasma beam disintegrator
Health: 500
Movement Speed: 7
Range: 6.5
Special Ability: Activate its tractor beam to draw power from a single power plant or defensive structure, or to siphon resources from a refinery
Other Abilities: Invisible on radar; can fire on the move; passively self-repairs

"Yuri thanks them for their support."

Deimos ordered the continuation of the Floating Disc project, giving the Discs used in the Psychic Dominator Disaster a significant amount of changes; these include better armor, a better armament in the form of a plasma beam disintegrator that is effective against all targets, and a better energy reactor to power its gravitic drives and weapons systems. The tractor beam the Discs use have also been modified to siphon more resources from an enemy refinery, but for reasons unknown Discs may no longer draw power from an entire installation's power supply, draining only the power from a single power plant.

Storm Crow
Cult of Shadows' special unit
Role: Medium multirole attack fighter
Armaments: Twin gatling cannons, hallucinogenic bombs
Health: 305
Movement Speed: 16
Range: 7
Special Ability: Drop hallucinogenic bombs at a target area, confusing enemies caught in the gas and making them engage any unit in their sight
Other Abilities: Invisible on radar; can fire on the move

"Confuse them, then kill them."

The Storm Crow was an offshoot of the Nightjar fighter, designed by the Cult of Shadows to fulfill a need for fast strike aircraft that can rip apart enemy formations with gatling fire and disorient enemy forces with hallucinogenic bombs that can be dropped as it flies over enemy forces. When the Nightjar proved to be a phenomenal success as an air superiority fighter, the Storm Crow was almost completely forgotten. When the push against the Legion began to intensify, the Cult looked back to their abandoned Storm Crow project and revived them immediately, adding yet another formidable asset to Alastor's war effort.

Hekate Flagship
Stygian Guard special unit
Role: Aerial assault ship
Armaments: Morningstar cannons, ATA plasma torpedo launchers
Health: 2650
Movement Speed: 4
Range: 8.5; VS air, 6.5
Special Ability: Switch between its Morningstar cannons to devastate ground targets, or activate its repulsor field that reduces incoming damage by 75% at the cost of 80% mobility and the inability to attack
Other Abilities: Passively self-repairs

"The greathammer of Yuri."

The Stygian Guard has always been fascinated with the concept of flying weapons of terror and destruction ever since the inception of the Floating Discs, which at the time were considered to be flying gunships on their own right. But while Yuri was pleased with the Discs' performance on the battlefield, the Stygian Guard felt they could do far better than designing and building UFO-like combat aircraft. After Yuri's defeat, some of the best warsmiths of the Guard stepped up to create a terrifying floating weapon of mass destruction, capable of inflicting massive damage upon their hapless foes from a good distance. Initial prototypes proved to be far inferior to the warship the Guard wants to build, until Alastor stepped in and offered his own insights.

After months of deliberation, the Hekate's final design was finally approved and production began soon after the Legion launched all-out war against its enemies. At the moment, the first batch of Hekates has not been given the green light for use on the battlefield. The flagship (as Alastor calls it) is armed with four massive Morningstar plasma cannons that can level ground targets with a few hits, complemented by several plasma torpedo launchers to protect it from aerial units that intend to strike it down from its perch. To protect it from enemy AA fire, especially from ground based anti-air units that somehow avoided its Morningstar blasts, the Hekate is also equipped with a state-of-the-art energy repulsion field that repels most incoming enemy fire as it makes a hasty getaway or while reinforcements are on their way to protect the massive vessel. When the field is activated, though, all power is diverted to keep the repulsor field active and thus leaves it unprotected; this is a flaw the Guard hopes to rectify as soon as possible.

Hover Carrier
Role: Unarmed amphibious transport
Health: 520
Movement Speed: 8
Special Ability: Transport capacity of 20: maximum is 20 infantry, 5 small vehicles, 4 vehicles or tanks, 3-4 large tanks, 1 MCV
Other Abilities: Amphibious; immune to EMP and chaos

"Transport in motion."

While not so different from the older Hover Transports employed by Yuri's forces, the newer transports now boast a powerful plasma reactor and twin plasma drives that give it a significant improvement in speed, enabling it to transport troops much faster than its Allied and Soviet counterparts. This also allows it to outrun pursuing enemy vessels and head to safety without taking serious damage.

Boomer
Role: Multirole assault submarine
Armaments: Piranha torpedos, Sinkhole-class SLBMs
Health: 900
Movement Speed: 6
Range: 7.5; SLBMs, 16
Special Ability: Switch between chemical-infused SLBMs or high-yield explosive SLBMs
Other Abilities: Submerged; passively self-repairs; immune to chaos; does not sink when affected by EMP

"Let the missiles fly!"

Boomers became the most feared underwater combat vessel ever since it was first introduced during the Psychic Dominator Disaster. Combining the offensive capabilities of a Typhoon and a Dreadnaught in a highly armored and well armed submarine hull, Boomers have become the hallmark of Stygian engineering. Even after the end of the Psychic Dominator Disaster, the Stygian Guard continued to refine the Boomer's design, giving it far superior armor, the ability to self-repair when out of combat thanks to an experimental organic armor created specifically for the Boomers, and a whole new loadout of anti-ship torpedos that can easily sink even the largest of warships with a few well-placed hits. The SLBMs used have also been upgraded, and now Boomers carry warheads that contain deadly viral agents that can poison enemy ground forces after the warhead's impact, alongside its standard complement of high-explosive warheads.

Psi-Corp Frigate
Role: Support vessel
Armaments: Psionic blast
Health: 725
Movement Speed: 7
Range: 7
Special Ability: Activate a signal jammer to temporarily cloak nearby units, but does not cloak the Frigate
Other Abilities: Can detect submerged/cloaked units

"Psionics at its finest."

The Psi-Corp Frigate makes use of older warships used by the Soviet Navy, redesigned for a new era of war. Instead of mounting fearsome cannon batteries to engage enemy ships, the Frigates employ the power of its Psi-Corp personnel, with a number of them sitting inside a reinforced dome at the Frigate's aft section; they will concentrate their combined psionic powers to channel a powerful psychic blast that is directed at enemy warships in its range. Initial analyses of these strange domes have revealed that they are built with special artificial materials that somehow help boost the psionic capabilities of Psi-Corp adepts within the dome. Not only can they focus their psionics against enemy vessels, they can also create a cloaking field of sorts by channeling a powerful psionic distortion across a small radius around the Frigate, preventing enemy ships from sighting any other Legion warship that might surround a Frigate, misleading ship captains into thinking the Frigate is on its own. This tactic has proven fatal to many overconfident captains, who then lose their lives as the Frigate suddenly reveals an entire fleet of Legion ships lying in wait for their prey.

Battleship
Role: Naval fire support
Armaments: 155mm assault guns, gatling gun arrays
Health: 1100
Movement Speed: 4
Range: 17; gatling, 7.5
Minimum Range: 4 (155mm)
Special Ability: Push the engines to ramming speed, briefly increasing its movement speed by 70% and allowing the unit to ram enemy ships
Other Abilities: Passively self-repairs; immune to chaos

"They will quake before our might."

The Legion's answer to the Allied Aircraft Carrier and the Soviet Dreadnaught, the Megalodon-class Battleships are perhaps the largest warship ever to sail the high seas, and some say are larger than even the Aircraft Carrier and the Dreadnaught. With a fearsome array of 155mm guns that can bombard land and naval targets from a distance, and a number of smaller gatling cannons with which to shoot down incoming aircraft and warheads, the Battleship is yet another vaunted symbol of the Legion's growing supremacy over its foes. While many proselytes were rather skeptical of Alastor's investment in such large cumbersome ships, when the Boomer itself fulfils that role with unerring efficiency and with a greater fear factor struck in the hearts of their foes, they cannot deny that the Battleships are indeed a sight to behold and their firepower second to none.

Battleships also come with an extra surprise for the Legion's enemies: it can activate a set of additional plasma generators to give it an immense burst of speed for a brief duration, allowing it to reach its destination at a shorter time (provided there is sufficient time for the generators to cool down to allow another speed boost), or even to ram smaller warships and sink them, or at least push them aside as the Battleship makes its way to safety so as to bear its mighty guns on anyone that dares stand up to this capital ship.

Sea Jackal
Revenants' special unit
Role: Fast attack
Armaments: Reductor guns
Health: 390
Movement Speed: 11
Range: 6
Special Ability: Emit a Crushing Wave in a straight line that damages enemy ships caught in the blast
Other Abilities: Submerged; does not sink when struck by EMP; can fire on the move; attacks increase damage taken by 5% per hit, stacking up to 25%

"We die for Yuri!"

The Sea Jackal was built as a second line-of-defense for Legion naval forces in the absence of Boomers. The Jackal was designed to be a swift mini-sub that was highly maneuverable, able to outrun most enemy vessels and could strike from anywhere while on the move. Armed with a set of reductor guns that weaken enemy armor with every hit, the Jackal has become a welcome asset in the fight against the Legion's enemies, but sees wider use within the Revenants branch of the Legion.