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THE ALLIED NATIONS

Allied Information
Allied Structures
Allied Infantry
Allied Units
Allied Tech Tree
THE SOVIET UNION

Soviet Information
Soviet Structures
Soviet Infantry
Soviet Units
Soviet Tech Tree
THE EPSILON ARMY

Epsilon Information
Epsilon Structures
Epsilon Infantry
Epsilon Units
Epsilon Tech Tree
THE FOEHN REVOLT

Foehn Information
Foehn Structures
Foehn Infantry
Foehn Units
Foehn Tech Tree
Stolen Tech Units
Neutral Structures






ALLIED BUILDINGS

Allied Construction Yard
  • Cost: $2000
  • Power: +60
  • Hitpoints: 2500
  • Prerequisite: Allied MCV
  • Purpose: Base Construction
  • Armor Class: Big Heavy Structure






The Allied Construction Yard is the most important structure in a base. With it, a commander has the capabilities of constructing all Allied buildings and defenses. This makes the Construction Yard a high priority target for enemies, and must be defended as such in order to maintain any major presence on the battlefield. A Construction Yard provides a small amount of power as well.


Allied Construction Yard

Additional Information:
  • Automatically repairs itself in mobile form.
  • Can be infiltrated to reveal what the owner is building and how much power he has.


Allied Power Plant
  • Cost: $800
  • Power: +200
  • Hitpoints: 750
  • Prerequisite: Construction Yard
  • Purpose: Power Production
  • Armor Class: Light Structure






The Power Plant is a compact structure which processes natural gas and uses it to produce power for Allied bases. After an Air Force Command HQ is constructed, the Power Plant can be upgraded with more efficient turbines, increasing the output of a single plant.


Allied Power Plant with and without Power Turbine

Additional Information:
  • Can be infiltrated to shut down owner's power for 1.5 minute.
  • Can be upgraded for 200$, adding +100 power units (requires Allied Air Force Command HQ).


Allied Barracks
  • Cost: $500
  • Power: -10
  • Hitpoints: 900
  • Prerequisite: Construction Yard
  • Purpose: Infantry Training
  • Armor Class: Light Structure






The Allied Barracks is the structure that allows a commander to train basic and advanced Allied infantry. It also allows for the construction of basic Allied defenses. The more Barracks a commander has on the field, the faster infantries are trained.


Allied Barracks with Allied infantry

Additional Information:
  • Can be infiltrated to acquire veteran infantry training.


Allied Ore Refinery
  • Cost: $2000
  • Power: -40
  • Hitpoints: 1000
  • Prerequisite: Construction Yard
  • Purpose: Resource Gathering
  • Armor Class: Big Heavy Structure






The Ore Refinery is a technologically complex building completely outfitted to receive and process raw ore from miners and instantly receive monetary transactions for the ore while on the battlefield. This makes this structure a vital asset to any base economy.


Allied Ore Refinery with a Chrono Miner

Additional Information:
  • Can be infiltrated to steal $5000 from its owner.
  • Soviet Industrial Plant will decrease its price.


Allied War Factory
  • Cost: $2000
  • Power: -100
  • Hitpoints: 1200
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Unit Production
  • Armor Class: Big Light Structure






If the Construction Yard is the brain of a base, and the Ore Refinery is the heart, then the War Factory is the muscle. The Allied War Factory allows the commander to manufacture Allied vehicles. The more War Factories a commander has on the field, the faster vehicles are built.


Allied War Factory with basic Allied tanks

Additional Information:
  • Can be infiltrated to acquire veteran unit production.


Allied Naval Shipyard
  • Cost: $1500
  • Power: -100
  • Hitpoints: 1500
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Naval Unit Production
  • Armor Class: Big Heavy Structure






A must on any battlefield with large bodies of water. The Allied Naval Shipyard allows for the construction of Allied ships. It also allows a commander to use a sonar pulse to detect submerged vessels. The more Shipyards a commander has on the field, the faster ships are built.


Allied Naval Shipyard with a Destroyer

Additional Information:
  • Cannot be captured.



SUPPORT POWER: Sonar Pulse
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Requires Allied Tech Center
  • Affects Players: Enemies







When fired on an area with underwater enemy units, said units will decloak for 10 seconds.


Allied Air Force Command Headquarters
  • Cost: $1500
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Aircraft Production, Radar, Satellite Scan
  • Armor Class: Big Light Structure






The Air Force Command Headquarters not only provides a commander with the radar mini-map, but also allows a commander to build and house up to 4 Allied aircraft. The Air Force Command Headquarters enables more advanced technology as well. This structure allows the commander to use a satellite scan to reveal shrouded parts of the battlefields. The more Air Force Command Headquarters a commander has on the field, the faster aircraft are built.


Allied Air Force Command HQ with Stormchild fighters

Additional Information:
  • Can be infiltrated to reshroud its owner's map.
  • In Infantry War this structure is replaced with a Radar Uplink.




SUPPORT POWER: Satellite Scan
  • Cost: -
  • Recharge Time: 4:00
  • Requires Power: Yes





Use this to remove shroud from the battlefield in any place you want. Can be fired through the radar.


American Mercury Uplink
  • Cost: $1500
  • Power: -100
  • Hitpoints: 1000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Support Powers, Tech Access
  • Armor Class: Light Structure






This structure is unique to United States of America.

The Mercury Uplink establishes a connection with the Mercury Satellite that orbits the Earth. This allows an American commander to fire a strong laser beam on a target anywhere on the battlefield without additional designator units like the Athena. Additionally, the Mercury Uplink acts as the technology expander for the United States, enabling additional weapons and further options in the tech tree.


American Mercury Uplink

Additional Information:
  • Can be infiltrated to reset this support weapon's timer.
  • In Infantry War this structure becomes a Radar Uplink.




SUPPORT POWER #1: Mercury Strike
  • Cost: $800
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: All






This support power will fire a laser beam FROM SPACE, very effective against infantry and light units. Since this attack requires recalibration of the Mercury Satellite, all the Athena units nearby the target location will be able to communicate with it faster and perform stronger attacks for a while.

SUPPORT POWER #2: Target Painter
  • Cost: -
  • Recharge Time: 4:30
  • Requires Power: Yes
  • Affects Players: Enemies






This support power will increase the damage targeted units will take by 25% for 40 seconds.


American Drop Control
  • Cost: $1000
  • Power: -50
  • Hitpoints: -
  • Prerequisite: Air Force Command HQ + Mercury Uplink
  • Purpose: Reinforcements Drop
  • Armor Class: -






This structure is unique to United States of America.

The United States army has the capability of upgrading their Air Force Command Headquarters after the Mercury Uplink has been built. This Drop Control upgrade will allow them to drop the American Paratroopers and Bloodhounds anywhere on the battlefield using their faster Cargo Planes.


Allied Air Force Command HQ with Drop Control upgrade

SUPPORT POWER #1: Airborne
  • Cost: $1200
  • Recharge Time: 4:00
  • Requires Power: Yes





This support power will let you drop 7 G.I.s and 3 Guardian G.I.s anywhere on the battlefield.

SUPPORT POWER #2: Bloodhounds
  • Cost: $1800
  • Recharge Time: 5:00
  • Requires Power: Yes





This support power will let you drop 3 Humvees and 2 Stryker I.F.V.s anywhere on the battlefield.


European Shield Command
  • Cost: $1500
  • Power: -100
  • Hitpoints: 1000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Support Powers, Tech Access
  • Armor Class: Light Structure






This structure is unique to European Alliance.

The Shield Command controls the Force Shield which can protect your structures from any sort of enemy attacks for a short while. It also provides the access to an emergency Lightning Rod, which is useful during power shortage situations. Additionally, the Shield Command acts as the technology expander for the Euro Alliance, enabling additional weapons and further options in the tech tree.


European Shield Command

Additional Information:
  • Can be infiltrated to reset this support weapon's timer.



SUPPORT POWER #1: Force Shield
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Owner & Team






This support power will protect your structures from any damage for 30 seconds.

SUPPORT POWER #2: Lightning Rod
  • Cost: $800
  • Recharge Time: 6:00
  • Requires Power: No
  • Affects Players: Owner






By placing a Lightning Rod on the battlefield you will temporarily acquire 1000 power units for emergency purposes. The Rod will also increase the firepower of all Thor Gunships nearby by 20%.


Pacific Front Robot Ops Control Center
  • Cost: $1500
  • Power: -100
  • Hitpoints: 1000
  • Prerequisite: Power Plant + Ore Refinery
  • Purpose: Support Powers, Tech Access
  • Armor Class: Light Structure






This structure is unique to Pacific Front.

The Robot Ops Control Center controls special Pacific Front drones which can be deployed on the battlefield through support powers: the Hunter-Seeker and the Zephyrobot. Additionally, the Robot Ops Control Center acts as the technology expander for the Pacific Front, enabling additional weapons and further options in the tech tree.


Pacific Front Robot Ops Control Center

Additional Information:
  • Can be infiltrated to reset this support weapon's timer.



SUPPORT POWER #1: Hunter-Seeker
  • Cost: $800
  • Recharge Time: 5:30
  • Requires Power: Yes
  • Affects Players: Enemies






This support power will release up to 5 Hunter-Seeker drones (one per a Robot Ops Control Center) which will pick a high priority target and deal as much damage as possible upon the drone's impact.

SUPPORT POWER #2: Zephyrobot
  • Cost: $500
  • Recharge Time: 5:30
  • Requires Power: Yes





This power allows you to place a drone beacon anywhere on the battlefield and use it for a long range Zephyr Artillery bombardment. To use, select any Zephyr units you have and order them to attack the beacon. The drone will disappear after a while or if it's taken too much damage from the Zephyrs.


Allied Tech Center
  • Cost: $3000
  • Power: -300
  • Hitpoints: 1200
  • Prerequisite: Air Force Command HQ + MU/SC/ROCC
  • Purpose: High Tech Access
  • Armor Class: Light Structure






Together with the subfaction-specific technology expansion buildings like the Mercury Uplink, the Shield Command and Robot Ops Control Center, the Allied Tech Center unlocks the most potent technologies the Allies have to offer to a commander. The Tech Center also allows you to release the Black Widow. Additionally, if an Experimental Warpshop is present on the battlefield, the Tech Center will enable Backwarp and, if a Naval Shipyard has been built, a Sonar Pulse. Be mindful that the Tech Center is a comparatively fragile building, and should be well protected, from both damage and infiltration by enemy spies.


Allied Tech Center

Additional Information:



SUPPORT POWER: Black Widow
  • Cost: $1000
  • Recharge Time: 7:00
  • Requires Power: Yes
  • Requires Air Force Command HQ
  • Affects Players: Enemies (Buff affects Team)







The Black Widow is an Allied unmanned support aircraft which covers itself with stealth until it reaches its destination. This special unit has been designed to draw the enemy anti-aircraft fire, which, thanks to its heavily customized armor, it is able to do for a longer period of time.

Additionally, with its communication disrupting equipment it will shut down all radars within its range and decrease the accuracy of all enemy defenses nearby. The Black Widow will also provide allied air units with a masking cloak that will make them more difficult to target. All of these effects will last until the Black Widow flies away or is destroyed.


Allied Experimental Warpshop
  • Power: -300
  • Cost: $1500
  • Hitpoints: 1000
  • Prerequisite: MU/SC/ROCC + Tech Center
  • Purpose: Support Powers, Tech Access
  • Armor Class: Light Structure






The Experimental Warpshop allows the Allies to construct additional weapons which heavily rely on the advancements in chrono research, like the Chrono Legion or the Hummingbird. There are several structures in the Allied tech tree with which the Warpshop will 'cooperate' to provide access to special support powers which might just give the Allied commanders an edge over their opponents.


Allied Experimental Warpshop

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • Can be infiltrated to reset this support weapon's timer.





SUPPORT POWER #1: Warp Miners
  • Cost: $3500
  • Recharge Time: 8:30
  • Requires Power: Yes
  • Requires Allied Ore Refinery






This support power will instantly deploy 2 Chrono Miners anywhere on the battlefield.

SUPPORT POWER #2: Backwarp
  • Cost: -
  • Recharge Time: 4:00
  • Requires Power: Yes
  • Requires Allied Tech Center
  • Affects Players: Team







This support power will repair all of your units in the designated area for a short while. Backwarp will also remove EMP from your units, but will not remove Terror Drones. Repair vehicles are needed for such a complex operation.

SUPPORT POWER #3: Chronolift
  • Cost: -
  • Recharge Time: 1:30
  • Requires Power: Yes
  • Requires Chronosphere
  • Affects Players: Team







The Chronolift is the sister power of the decades-old Chronoshift. When both Experimental Warpshop and the Chronosphere are built, the Allied commander gains the ability to teleport his structures around the Experimental Warpshop with short delays. Just like the Chronoshift, this support power can affect objects present on a 3x3 cells field.


Allied Ore Purifier
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1300
  • Prerequisite: MU/SC/ROCC + Tech Center
  • Purpose: Economy Support
  • Armor Class: Big Light Structure






The Ore Purifier increases the value of every bail of ore a miner drops off at a refinery, effectively increasing the amount of funds a commander receives.


Allied Ore Purifier

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • All income from Ore Refineries is boosted by 25%.
  • Provides additional income like a single Tech Oil Derrick.
  • Can be infiltrated to reveal the owner's total money count.


Allied Chronosphere
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1000
  • Prerequisite: MU/SC/ROCC + Tech Center
  • Purpose: Unit Teleport
  • Armor Class: Big Heavy Structure






The Chronosphere is the Allied support superweapon. Einstein's most memorable and recognizable invention, previously used to great effect in the Second Great War. This structure has the capability to warp several vehicles to any location on the battlefield in the blink of an eye.

The Chronosphere has been improved many times over by SteinsTech over the years, such as enabling it to permanently teleport more than one vehicle, allow infantry within transports to be teleported safely, and theoretically reduce the chance of chrono vortexes to zero. The chronoshift is still deadly to unprotected infantry though.

When the Experimental Warpshop is built, together with the Chronosphere they will provide access to another teleporting support power, which is the Chronolift.


Allied Chronosphere

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • Can be infiltrated to reset this superweapon's timer.





SUPPORT SUPERWEAPON: Chronoshift
  • Cost: -
  • Recharge Time: 7:00
  • Requires Power: Yes
  • Affects Players: All






Chronoshift allows you to teleport up to 9 vehicles on a 3x3 cells field to any position on the battlefield.


Allied Weather Control Device
  • Cost: $5000
  • Power: -400
  • Hitpoints: 1250
  • Prerequisite: MU/SC/ROCC + Tech Center
  • Purpose: Lightning Storm
  • Armor Class: Big Heavy Structure






The Weather Control Device is one of SteinTech's most powerful weapons. The device has the unique ability to manipulate weather patterns in order to form storm clouds over any location on the battlefield. These storm clouds will unleash powerful bolts of lightning, disintegrating a large area into ash. Be aware that the lightning strikes are completely random, so hitting the exact targeted spot is not guaranteed.


Allied Weather Control Device

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • Can be infiltrated to reset this superweapon's timer.





OFFENSIVE SUPERWEAPON: Lightning Storm
  • Cost: -
  • Recharge Time: 10:00
  • Requires Power: Yes
  • Affects Players: All (Radar blackout affects only enemies)






The power of Zeus himself, a devastating lightning storm will be unleashed on enemy forces. All radars that don't belong to the user's team will be blacked out for its duration.


ALLIED ARMORY

Allied Concrete Walls
  • Cost: $100
  • Power: 0
  • Hitpoints: 300
  • Prerequisite: Barracks
  • Purpose: Passive Defense
  • Armor Class: Heavy Structure






Concrete Walls are the most basic of defenses, preventing most infantry and some vehicles from entering an area. Cheap and quick to build, they are an Allied commander's last line of defense and can mean the difference when every second counts.


Allied Concrete Walls



Allied Gates
  • Cost: $250
  • Power: 0
  • Hitpoints: 400
  • Prerequisite: Barracks
  • Purpose: Passive Defense
  • Armor Class: Heavy Structure






Gates are simple defenses which allow a commander's units or his ally's forces to move past a base's defenses while keeping enemies out. Best used at choke points or for vulnerable sections of a base.


Allied Gates



Allied Pillbox
  • Cost: $400
  • Power: 0
  • Hitpoints: 550
  • Range: 6
  • Prerequisite: Barracks
  • Purpose: Anti-Infantry Defense
  • Armor Class: Defensive Structure
  • Weapon: 'Cerberus' MG






The Pillbox is a simple, manned bunker armed with a heavy machine gun. Though it is effective at eliminating infantry and very lightly armored vehicles, it lacks the firepower to easily destroy heavily armored units.


Allied Pillbox

Additional Information:
  • Can gain experience.


Allied Gun Turret
  • Cost: $600
  • Power: 0
  • Hitpoints: 600
  • Range: 7
  • Prerequisite: Barracks
  • Purpose: Anti-Armor Defense
  • Armor Class: Defensive Structure
  • Weapon: 105mm Cannon






The Gun Turret is the polar opposite of the Pillbox, using standard armor piercing rounds to punch through enemy armor. This does mean the Gun Turret is inadequate at defending itself against infantry threats or faster moving vehicles.


Allied Gun Turret

Additional Information:
  • Can gain experience.


Allied Patriot Missile Site
  • Cost: $800
  • Power: -50
  • Hitpoints: 900
  • Range: 12
  • Prerequisite: Barracks
  • Purpose: Anti-Air Defense
  • Armor Class: Defensive Structure
  • Weapon: Patriot Missiles






The Patriot Missile Site is the standard anti-aircraft defense for the Allied. The missiles are guaranteed to hit their mark, and are the most powerful anti-aircraft defenses when it comes to damage per shot.


Allied Patriot Missile Site

Additional Information:
  • Can gain experience.


Allied Prism Tower
  • Cost: $1200
  • Power: -75
  • Hitpoints: 850
  • Range: 8/9
  • Prerequisite: Air Force Command HQ
  • Purpose: Advanced Defense
  • Armor Class: Defensive Structure
  • Weapon: Prism Cannon






The Prism Tower is the Allied advanced defense. Using an array of focusing mirrors to concentrate light into a powerful beam that cuts through armor, as well as ignite infantry. Prism Towers can link up with each other in order to increase the firing tower's damage output. This makes the Prism Tower an ideal defense to use in groups.


Allied Prism Tower

Additional Information:
  • Can gain experience.
  • Towers can support each other with 20% firepower increase.
  • Prism support works between towers of battle allies.


Pacific Front Skyray Cannon
  • Cost: $1200
  • Power: -150
  • Hitpoints: 1000
  • Range: 15
  • Prerequisite: Robot Ops Control Center + Tech Center
  • Purpose: Advanced Anti-Air Defense
  • Armor Class: Defensive Structure
  • Weapon: Thermal Inversion Cannon






This structure is unique to Pacific Front.

The Skyray Cannon is the Pacific Front's advanced principle anti-aircraft defense available once its technology buildings are constructed. Firing a cryo-beam that rapidly deteriorates metal, the Skyray can quickly deal damage to enemy aircraft of all sorts. The Skyray's range and firepower makes Pacific Front's base less accessible to enemy airforce than those of the United States and Euro Alliance.


Pacific Front Skyray Cannon

Additional Information:
  • Can gain experience.


Allied Grand Cannon
  • Cost: $1800
  • Power: -150
  • Hitpoints: 1650
  • Range: 14
  • Prerequisite: MU/SC/ROCC + Tech Center
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure
  • Weapon: 200mm Cannon






The Grand Cannon is the largest Allied defensive structure. Sporting a huge range and a gigantic shell caliber, the Grand Cannon can easily destroy an invasion force long before it arrives at its destination. Unfortunately, the cannon has a rather large minimum range, making close range support vital.


Allied Grand Cannon

Additional Information:
  • Minimum Range: 3
  • Can gain experience.


European Coordnode
  • Cost: $700
  • Power: -40
  • Hitpoints: 700
  • Prerequisite: Shield Command + Tech Center
  • Purpose: Defense Buff
  • Armor Class: Defensive Structure






This structure is unique to European Alliance.

The Coordnode is a structure unique to the Euro Alliance's defense lines, which has been designed to synchronize all the defenses nearby and make it easier for their systems to exchange information regarding the enemy location. With a Coordnode present, all defensive structures around it will receive a firepower bonus.


European Coordnode

Additional Information:
  • Increases firepower of all defenses in 5 cell radius by 15%.


Allied Runway
  • Cost: $600
  • Power: -25
  • Hitpoints: 1000
  • Prerequisite: MU/SC/ROCC + Tech Center
  • Purpose: Aircraft Housing
  • Armor Class: Big Light Structure






The Runway is a simple landing strip, allowing aircraft to land and resupply. A commander cannot build aircraft with a Runway alone but will be able to do so even if all of his Air Force Command HQ have been struck with weapons which disable them.


Allied Runway

Additional Information:
  • Cannot be captured.
  • Does not expand base building area.


Allied Gap Generator
  • Cost: $1500
  • Power: -200
  • Hitpoints: 700
  • Prerequisite: MU/SC/ROCC + Tech Center
  • Purpose: Base Camouflage
  • Armor Class: Defensive Structure






The Gap Generator is a remarkable piece of Allied technology which constantly regenerates a large amount of shroud around the structure, effectively hiding anything nearby from the prying eyes of enemies. A recent upgrade to the generator allows it to draw more power from a base's grid in order to extend the amount of regenerated shroud even further. Shroud created by the Gap Generator prevents enemies from using most of their support weapons in the affected area.


Allied Gap Generator

Additional Information:
  • Deploy to let it drain 100 power units more and expand the shroud from 8 to 10 cells.

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