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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



EPSILON INFANTRY

Initiate
  • Cost: $150
  • Speed: 6
  • Hitpoints: 140
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks
  • Purpose: Anti-Infantry, Garrison
  • Weapons: Psychic Jab
  • Range: 5 / 6 (garrison)







Whether actually convinced Yuri will bring about a better world or mind controlled and forced to do his bidding, Initiates are fiercely loyal to the Epsilon cause. They consist mostly of normal men augmented with psychic apparatuses that allow them to create and manipulate fire with thought alone. This allows Initiates to ignite enemy infantry with ease and even put the heat on lightly armored vehicles. Initiates can garrison civilian buildings for protection against bigger threats.


Epsilon Initiate

Additional Information:
  • Can garrison civilian structures.
  • Starting infantry unit for the Epsilon.


Archer
  • Cost: $200
  • Speed: 6
  • Hitpoints: 120
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks
  • Purpose: Anti-Armor, Anti-Air, Garrison
  • Weapon: Compound Bow with AROs
  • Range: 6 / 6 (garrison) / 9 (anti-air)







Epsilon Archers are genetically modified humans with drastically increased muscle mass in their arms and increased cognitive perception, allowing them to wield high-tech bows firing reactive projectiles known as Armor Rupturing Objects with deadly speed and incredible precision. Despite its primitive appearance, the Archer has proven to be more than a match for enemy vehicles and aircraft, to the surprise of both Allied and Soviet forces.


Epsilon Archer

Additional Information:
  • Can garrison civilian structures.


Epsilon Spook
  • Cost: $100
  • Speed: 9
  • Hitpoints: 70
  • Armor Class: Animal
  • Prerequisite: Epsilon Barracks
  • Purpose: Reconnaissance, Anti-Infantry
  • Weapon: Sharp Claws
  • Range: Close







Epsilon Spook are.. creatures, with a permanent bad temper due to the variety of experiments conducted on them and being the premier biological unit to be placed in Bio Reactors. Able to sniff out spies, maul infantry to death and traverse bodies of water, the spooky Spooks make great scouts.


Epsilon Spook

Additional Information:
  • Amphibious.
  • Can detect enemy spies.
  • Immune to mind control.
  • Cannot mutate into Brute or turn into a Duplicant.


Epsilon Engineer
  • Cost: $300
  • Speed: 6
  • Hitpoints: 90
  • Armor Class: Basic
  • Prerequisite: Epsilon Barracks
  • Purpose: Repair & Capture
  • Equipment: Bomb Defusal Kit
  • Range: Close







Engineers are a vital part of any military operation. Whether it's instantly repairing friendly structures, capturing neutral or enemy buildings, or defusing bombs planted by enemy insurgents. Though an Engineer has many uses, he is unarmed, and so is often a priority target for enemy forces. Additionally, all Engineers can capture empty vehicles.


Epsilon Engineer

Additional Information:
  • Can find and disarm Ivan's and Arsonist's bombs (bomb sight: 7).
  • Creates a repair vehicle inside an IFV or Stinger.
  • Can repair destroyed bridges by entering the Bridge Repair Hut.
  • One Engineer can capture any Tech Building, Tech Vehicle or Empty Vehicle.
  • One Engineer can capture an enemy structure when it's at 33% (red) health.
  • 2 Engineers are required to capture an enemy structure with 66% (yellow) health.
  • 3 Engineers are required to capture an enemy structure with 100% (green) health.
  • In singleplayer campaign and cooperative only 1 Engineer is required to capture anything.


Brute
  • Cost: $500
  • Speed: 7
  • Hitpoints: 350
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Radar Spire
  • Purpose: Close Range Combat
  • Weapons: Bare Fists
  • Range: Close







The inevitable conclusion of the Archer project to increase muscle mass in humans, the Brute is a heavily mutated human with the strength to rip tanks apart piece by piece, their tough skin capable of withstanding tank shells.

Though their low intelligence and focus on melee attacks puts Brutes at a disadvantage against conventional forces, they can become a very real threat when they outnumber their opponents and are potent against slower or immobile enemies. With the use of Cloning Vats, psychic support weapons, or Epsilon Headquarters' commando Rahn, Brutes can become one of the most powerful infantry units on the battlefield.


Epsilon Brute

Additional Information:
  • Immune to Dogs and Spooks.
  • Automatically heals himself.
  • Immune to mind control.
  • Cannot be crushed by normal vehicles.


Bloatick
  • Cost: $400
  • Speed: 10
  • Hitpoints: 100
  • Armor Class: Animal
  • Prerequisite: Epsilon Barracks + Radar Spire
  • Purpose: Suicide Attacks
  • Weapon: Condensed Toxic Bomb
  • Range: Close







One of the more curious and deviant 'infantry' units produced by Epsilon, the quadrupedal creature known as the Bloatick is an artificial bio-mechanical organism which carries within itself glands that naturally secrete a highly explosive toxic substance. Bloaticks honor their namesake by violently discharging this condensed liquid towards enemies, inducing powerful explosions which annihilate infantry, vehicles and buildings alike, if the number of Bloaticks is large enough. The Allied and Soviet forces have quickly learned to take down large groups of Bloaticks from a distance.


Epsilon Bloatick

Additional Information:
  • Explodes when killed.
  • Immune to mind control.


Dunerider
  • Cost: $550
  • Speed: 9
  • Hitpoints: 125
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Pandora Hub
  • Purpose: Anti-Infantry, Anti-Structure
  • Equipment: Toxin Grenades
  • Range: 8 / Area-of-effect







Acting in loose groups as quick response teams to any threat that may compromise the security of Epsilon settlements, Duneriders use anti-gravity hover boards that allow them to maneuver across any terrain with extreme ease and great speed. Lobbing grenades with toxic charges makes the Dunerider an effective jack-of-all-trades to infantry and buildings. When finding themselves overwhelmed by opposing forces, Duneriders can temporarily propel their boards to huge heights, then throw a handful of grenades at once in an area below them.


Epsilon Dunerider

Additional Information:
  • Amphibious.
  • Heals in poison clouds.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Can detect cloaked and submerged units (sensors range: 7).


Epsilon Adept
  • Cost: $1000
  • Speed: 5
  • Hitpoints: 100
  • Armor Class: Basic
  • Prerequisite: Epsilon Barracks + Pandora Hub
  • Purpose: Mind Control, Anti-Infantry
  • Weapon: Brain
  • Range: 8 / Area-of-effect







The very core members of Yuri's Epsilon Army, the Adepts are individuals with above average psychic abilities, allowing them to bend the will of others to suit their goals. They pose a significant threat to almost all soldiers and human-operated vehicles, turning their victims against their compatriots with a mere thought.

Adepts are capable of defending themselves against infantry with a potent psychic blast which overwhelms the brains of unshielded soldiers caught within, resulting in death. Though powerful opponents, Adepts are not able to control the minds of animals and are completely defenseless against robotic units.


Epsilon Adept

Additional Information:
  • Immune to mind control.
  • Can gain experience by taking it from the units it controls.


Epsilon Elite
  • Cost: $1200
  • Speed: 5
  • Hitpoints: 125
  • Armor Class: Basic
  • Prerequisite: Epsilon Barracks + Pandora Hub
  • Purpose: Mind Control, Anti-Infantry
  • Weapon: Brain
  • Range: 8 / Area-of-effect







This infantry replaces the Epsilon Adept for PsiCorps.

The Elite force of the Epsilon Army, Adepts who have attained further psychic power and who have proven their worth to Yuri himself. Assigned to the PsiCorps, they represent some of Yuri's most powerful agents. Emanating such powerful psychic energies gives the Elite minor telekinetic abilities as they levitate themselves slightly above the ground, allowing Elites to travel over water.


Epsilon Elite

Additional Information:
  • Amphibious.
  • Immune to mind control.
  • Cannot be crushed by normal vehicles.
  • Can gain experience by taking it from the units it controls.


Stalker
  • Cost: $1400
  • Speed: 5
  • Hitpoints: 380
  • Armor Class: Plate
  • Prerequisite: Epsilon Barracks + Pandora Hub w/Geneplug
  • Purpose: Siege, Support
  • Equipment: Imploder / Drain Cannon
  • Range: 12 / 12







This infantry is unique to Epsilon Headquarters.

The hulking behemoths known as Stalkers are the more successful counterparts of the genetic experiments by Epsilon scientists which resulted, among others, in the Brute. Incredibly tough and strong, Stalkers can withstand a lot of firepower. Though rudimentary, Stalkers have enough intelligence to wield firearms and are therefore hoisted into large metal suits with integrated weapons for additional protection.

Serving as mobile artillery platforms, Stalkers can withstand the recoil of their implosion cannon, allowing them to easily bring down structures as they collapse upon themselves. Their secondary weapon temporarily drains psychic energy from their infantry targets, which allows your infantry near them to slowly regenerate, which combined with melee infantry like Brutes forms a powerful combo.


Epsilon Headquarters Stalker

Additional Information:
  • Immune to Dogs and Spooks.
  • Takes 2 slots in a transport.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Drain Cannon creates an energy wave on targets which heals your infantry.


Hijacker
  • Cost: $700
  • Speed: 8
  • Hitpoints: 125
  • Armor Class: Basic
  • Prerequisite: Epsilon Barracks + Pandora Hub w/Chemplug
  • Purpose: Vehicle Theft
  • Equipment: Makeup Kit / Crowbar
  • Range: Whole Map / Close (Hijack)







This infantry is unique to Scorpion Cell.

The Scorpion Cell is the Epsilon sub-faction that got the short end of the stick when it came to getting new advanced technologies. This has lead to some soldiers being trained and specialized in the art of hot wiring empty vehicles and capturing manned enemy vehicles on the field in order to bolster the Cell's numbers. The Hijacker is capable of capturing almost any manned vehicle. In order to get close enough, he is able to disguise as enemy infantry as well. He is also skilled enough to avoid getting crushed. Combined with the Shadow Ring, he can become an unexpected game changer.


Scorpion Cell Hijacker

Additional Information:
  • Can hijack vehicles.
  • Cannot be crushed by normal vehicles.


Infiltrator
  • Cost: $1000
  • Speed: 6
  • Hitpoints: 140
  • Armor Class: Basic
  • Prerequisite: Epsilon Barracks + Upgraded Pandora Hub
  • Purpose: Infiltration & Bridge Demolition
  • Equipment: Makeup Kit / Demolition Set
  • Range: Whole Map / Close







The Infiltrators are Epsilon's agents of espionage and intelligence gathering, slipping through enemy ranks, 'borrowing' important technology, stealing money, or sabotaging facilities. Much like their Allied and Soviet cousins, the Infiltrator can disguise himself as an enemy soldier in order to sneak into guarded buildings. What sets an Infiltrator apart from the rest though, is their ability to covertly destroy bridges, allowing them to limit an enemy's movement on the battlefield.

When your Infiltrator enters..
  • Enemy Barracks: All your infantry will be trained as veteran.
  • Enemy Factory: All your War Factory units will be produced as veteran.
  • Enemy Radar: Battlefield will be reshrouded for the radar's owner.
  • Enemy Power Plant: Owner's power will be shut down for 1:30.
  • Enemy Nuclear Reactor: Owner's power will be shut down for 2:00.
  • Enemy Refinery: You will steal $5000 from the refinery's owner.
  • Enemy Ecobooster: You will be able to see enemy's money count.
  • Enemy Laboratory: Additional technology will be unlocked.
  • Enemy Superweapon: Counter for the infiltrated superweapon will be reset.
  • Enemy ConYard: You will be able to see enemy's building production and power count.


Epsilon Infiltrator



Virus
  • Cost: $1500
  • Speed: 4
  • Hitpoints: 180
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Cloning Vats
  • Purpose: Anti-Infantry
  • Weapon: Virus Sniper Rifle
  • Range: 12







Beautiful yet deadly, these female snipers, code named Virus, are an offshoot of the genetic manipulation project originally meant to create beings with superhuman strength. However, Viruses have been specifically trained in marksmanship and are effective assassins, picking off multiple infantry with great ease.

The Virus fires special darts filled with a biologically engineered pathogen, causing the victim to rapidly develop large sores and blisters, as well as severe organ damage and necrosis. When the pathogen has reached critical mass within a victim’s body, the skin ruptures, ejecting toxic gasses and killing the host. The produced gas clouds can spread to other soldiers who will become infected when inhaling it. Luckily, the gas clouds dissipate as the pathogen cannot exist for long outside of a host. Thanks to their manipulated genes, Viruses are immune to toxins, and even seem reinvigorated when near it.


Epsilon Virus

Additional Information:
  • Immune to poison.
  • Heals in poison clouds.


EPSILON HEROES

Libra
  • Cost: $1500
  • Speed: 10
  • Hitpoints: 300
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Pandora Hub w/Psychplug
  • Purpose: Assault, Anti-Aircraft
  • Weapon: Custom Darts / Gravity Field
  • Range: 10 / 11 (Anti-air) / Area-of-effect







This commando works for PsiCorps.
Libra. The apple of Yuri's eye. The one who would tip the balance of world power in the favor of Epsilon. According to scarce intel available on her, she is the most powerful psychic in the Epsilon ranks, possibly even rivaling Yuri himself. However, the information that costed many agents' life suggests that she is incapable of using her mind to create a mind control link with targets because she has serious personality issues. Instead, she concentrates on destructive telekinesis and object manipulation, having custom made explosive darts which she moves freely with her abilities as a weapon of choice.

Libra has both active and passive psychic abilities. The passive ones are kinetic shield around her which makes her resistant to small arms fire and physical damage, and the ability to levitate herself in the air allowing her to cross water just like Epsilon Elites do. A device known only as the Cerebral Amplifier/Suppressor is permanently connected to her spine and is presumably responsible for amplifying her powers and thinking processes. Paradoxically, it also keeps her abilities in check.

When surrounded by many enemy tanks, Libra's CAS may be partially deactivated by her active proselyte in order for her to unleash a powerful gravity field which will destroy the attackers. While useless against infantry, the field works just as well against enemy ships, only to further state how powerful her abilities truly are.

Though perhaps one of the most powerful psychic forces in the world, her violent mood swings and viciously sadistic streak make her a potential threat to all forces. Libra is almost always accompanied by her, inferior, genetic clones on the battlefield, as they are the only beings that can tolerate her moods and psychic presence without adverse side effects for longer periods of time. The clones act as a diversion or as bait for Libra, being considerably weaker and not possessing the gravity burst.

Watch Hero Spotlight about Libra!


Libra and her clones

Additional Information:
  • Amphibious.
  • Build Limit: 1
  • Automatically heals herself.
  • Immune to mind control.
  • Immune to confusion rays.
  • Vulnerable to magnetic weapons.
  • Resistant to bullet weapons by 50%.
  • Cannot be crushed by any vehicles.
  • Libra Clones are weaker and cannot use the Gravity Field.
  • Can detect cloaked and submerged units (sensors range: 9).
  • When the gravity field is used, her resistance increases by 50%.


Malver
  • Cost: $1500
  • Speed: 6
  • Hitpoints: 200
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Pandora Hub w/Chemplug
  • Purpose: Anti-Infantry, Anti-Armor, Suppression
  • Weapon: Kinetic Blade / Brain
  • Range: 5 / Area-of-effect







This commando works for Scorpion Cell.
A man who conquered the dunes by himself and lived out most of his life in solitude in the Western Sahara. A man most people speak of only in whispers and whose enemies dare not name at all. Malver's existence has only been recently uncovered due to past encounters with him almost never leaving any survivors behind. He is believed to have been affiliated with the first leader of the Scorpion Cell, Rashidi, from the beginning as well as being introduced to Yuri through him after the Cell had been included in the Epsilon Army. Since then, Malver follows the orders of Yuri's proselytes, but he is not afraid to remind them that, given Scorpion Cell is ever betrayed, their lives would be forfeit.

Malver has retained a special place among Yuri's ranks as he is one of the few people in the world to have mastered psychic abilities completely on his own through intense meditation. He spent years trying to learn how to move objects with his mind, which resulted in him creating a weapon made purely with psychokinesis. He perfected the psychic movement of matter down to the molecular level with this power manifesting itself as a blade. This blade is so thin, it can cut through even the thickest of armor like cloth.

Additionally, Malver specializes in dampening and even suppressing the cognitive abilities of others, allowing Malver to physically and mentally compromise his opponents, making them slower, weaker and more susceptible to damage. To further augment his abilities as an assassin, Epsilon has granted Malver the exclusive use of a man-portable Chimera Core, permanently rendering him invisible to the naked eye and radar. Naturally, Yuri is not one to leave such a powerful piece of equipment in the hands of a potential enemy and has therefore ordered 'failsafes' to be installed in the core in the event of Malver turning against the Epsilon.

Watch Hero Spotlight about Malver!


Malver

Additional Information:
  • Cloaked.
  • Build Limit: 1
  • Automatically heals himself.
  • Immune to confusion rays.
  • Immune to mind control.
  • Cannot be crushed by normal vehicles.
  • Will not reveal itself when firing its weapon.
  • EVA will not report "Unit lost!" if Malver kills a unit.
  • Can detect cloaked and submerged units (sensors range: 7).
  • Suppression decreases armor and firepower by 40% in 12 cell radius.


Rahn
  • Cost: $1500
  • Speed: 7
  • Hitpoints: 400
  • Armor Class: Plate
  • Prerequisite: Epsilon Barracks + Pandora Hub w/Geneplug
  • Purpose: Mutation, Assault
  • Weapon: 'Terranova' Beam
  • Range: 9.5







This commando works for Epsilon Headquarters.
The crowning achievement of Epsilon's experiments with human genetic manipulation, overseen by Yuri himself. Rahn is an actual superhuman who surpasses his Stalker and Brute predecessors by miles in weapon expertise, combat effectiveness, and tactical thinking. Rahn is a walking killing machine and Headquarters' finest commando. He is equipped with the experimental 'Terranova' beam, which casually pierces through reinforced steel and can mutate infantry into Brutes.

Though more intelligent than normal men, Rahn's eternal lust for destruction hides this fact very well. Seeing the average human as weak and frail beings, Rahn considers mutation into Brutes a step up for his victim's existences. Though a great asset to the Epsilon army, Rahn has proven to be confrontational and sometimes even disobeys orders from his superiors at his own leisure, continuing his killing spree even in situations that could be his undoing.

Watch Hero Spotlight about Rahn!


Rahn

Additional Information:
  • Build Limit: 1
  • Automatically heals himself.
  • Immune to confusion rays.
  • Immune to mind control.
  • Immune to Dog and Spooks.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • The weapon does not affect Rahn's owner allies' infantry.
  • Can detect cloaked and submerged units (sensors range: 7).

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