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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: 150
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks
  • Purpose: Anti-Infantry, Garrison
  • Weapons: Pyrokinetic Jab
  • Range: 5.5 / 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 ordinary soldiers 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: 140
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks
  • Purpose: Anti-Armor, Anti-Aircraft, Garrison
  • Weapon: Custom 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 their foes.


Epsilon Archer

Additional Information:
  • Can garrison civilian structures.


Epsilon Spook
  • Cost: $100
  • Speed: 9
  • Hitpoints: 75
  • 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 early 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 or bridges, 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 and tech structures instantly.


Epsilon Engineer

Additional Information:
  • Creates a repair vehicle inside an IFV or Stinger.
  • Can repair destroyed bridges by entering the Bridge Repair Hut.
  • Can find and disarm Ivan's and Arsonist's bombs (Bomb Sight: 7).
  • 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: 365
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Synthesis Vault
  • 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 and regenerative support weapons, or combined with the Epsilon Headquarters' Stalker's energy drain weapons, Brutes can become a true menace on the battlefield.


Epsilon Brute

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


Bloatick
  • Cost: $350
  • Speed: 10
  • Hitpoints: 100
  • Armor Class: Animal
  • Prerequisite: Epsilon Barracks + Synthesis Vault
  • 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 approaching Bloaticks from a distance, however, they are yet to figure out a method for dealing with the ones that ambush them from inside the tunnels and other holes in the ground.


Epsilon Bloatick

Additional Information:
  • Explodes when killed.
  • Heals in poison clouds.
  • Immune to mind control.


Dunerider
  • Cost: $600
  • Speed: 9
  • Hitpoints: 135
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Radar Spire
  • Purpose: Anti-Infantry, Anti-Structure
  • Equipment: Toxic Grenades
  • Range: 8






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.


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: 110
  • 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 and the successors of the original decades-old Soviet PsiCorps division, 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.
  • Automatically heals himself.
  • Can gain experience by taking it from the units it controls.


Epsilon Elite
  • Cost: $1200
  • Speed: 6
  • Hitpoints: 130
  • 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.
  • Automatically heals himself.
  • Cannot be crushed by normal vehicles.
  • Can gain experience by taking it from the units it controls.


Infiltrator
  • Cost: $1200
  • Speed: 6
  • Hitpoints: 140
  • Armor Class: Basic
  • Prerequisite: Epsilon Barracks + Upgraded Pandora Hub
  • Purpose: Infiltration & Bridge Demolition
  • Equipment: Makeup Kit / Demolition Kit
  • 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 factory units will be produced as veteran.
  • Enemy Radar: Battlefield will be reshrouded for the radar's owner.
  • Enemy Power Plant: The owner's power will be shut down for 1:30.
  • Enemy Nuclear Reactor: The owner's power will be shut down for 2:00.
  • Enemy Ore Refinery: You will steal $5000 from the refinery's owner.
  • Enemy Ecobooster: You will see the owner's current money amount.
  • Enemy ConYard: You will see the enemy's production and power amount.
  • Enemy Lab & ConYard: A new stolen technology unit will be unlocked.
  • Enemy Superweapon: Timer for the infiltrated superweapon will be reset.


Epsilon Infiltrator



Hijacker
  • Cost: $450
  • Speed: 7
  • Hitpoints: 120
  • Armor Class: Basic
  • Prerequisite: Pandora Hub w/Chemplug (Hijackers)
  • Purpose: Vehicle Theft
  • Equipment: Makeup Kit / Crowbar
  • Range: Whole Map / Close (Hijacking)






This infantry is unique to Scorpion Cell.

Despite acquiring the aid of Yuri's Epsilon Adepts themselves, the Scorpion Cell did not abandon its more ordinary ways of sabotaging its enemies' forces in the field. Some of their soldiers are still 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 Hijackers, deployed with the Cell's Cargo Planes, are 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.
  • Deployed with a support power.
  • Cannot be crushed by normal vehicles.


Scourge
  • Cost: $1050
  • Speed: 8
  • Hitpoints: 190
  • Armor Class: Plate
  • Prerequisite: Barracks + Pandora Hub w/Chemplug
  • Purpose: Anti-Armor
  • Equipment: Custom EMP Rod
  • Range: 7






This infantry is unique to Scorpion Cell.

With Rashidi's personal training and advanced weapon-crafting talents, the Scourges joined his ranks after the Scorpion Cell suffered a series of severe losses to heavy enemy armor on its own home territories. The custom weapon he is equipped with is extremely destructive to tanks, although its shots cannot be concentrated at a single point due to its strong recoil, making it a rather inaccurate weapon.

The key characteristic of the Scourge's weapon is that, shockingly to the Cell's enemies, it actually makes use of a short EMP effect. The Allies whose outposts' have already been raided by these troops believe that the Scorpion Cell may have scavenged a Soviet base of their failed African campaign, and reverse-engineered the looted EMP equipment. However, there are those who believe Rashidi has received help from someone even more familiar with the EMP technology.


Scorpion Cell Scourge

Additional Information:
  • Immune to Dogs and Spooks.
  • Automatically heals himself.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Rod immobilizes enemy vehicles temporarily.


Stalker
  • Cost: $1300
  • Speed: 5
  • Hitpoints: 360
  • Armor Class: Plate
  • Prerequisite: Epsilon Barracks + Pandora Hub w/Geneplug
  • Purpose: Siege, Support
  • Equipment: 'Meteor' Cannon / Drain Cannon
  • Range: 12 / 12






This infantry is unique to Epsilon Headquarters.

The hulking behemoths known as the Stalkers are the more successful counterparts of the many genetic experiments by the 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 protective metal suits with two integrated weapons.

Serving as mobile artillery platforms, Stalkers can withstand the recoil of their 'Meteor' cannon, allowing them to easily bring down structures as they collapse upon themselves. Their secondary arm-cannon temporarily drains psychic energy from their infantry targets, allowing 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.
  • Automatically heals himself.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Drain Cannon creates an energy wave on targets which heals your infantry.


Virus
  • Cost: $1500
  • Speed: 4
  • Hitpoints: 180
  • Armor Class: Flak
  • Prerequisite: Epsilon Barracks + Cloning Vats
  • Purpose: Anti-Infantry
  • Weapon: Virus Sniper Rifle
  • Range: 11






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 are specifically trained in marksmanship and are effective assassins, picking off multiple infantry with great ease.

Originally members of Rashidi's elite guard force, the Viruses fire 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. Through further body enhancements at Yuri's genetic labs, Viruses have become immune to toxins, and even seem reinvigorated when near it.


Epsilon Virus

Additional Information:
  • 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.
According to scarce intel available on her, Libra 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, as she appears to have 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 a 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 the Epsilon Elites do. A floating 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 she truly is.

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.


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, Debuff
  • 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 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 so sharp, it can cut through even the thickest of armor like cloth.

Additionally, Malver specializes in dampening 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.


Malver

Additional Information:
  • Cloaked.
  • Build Limit: 1
  • Automatically heals himself.
  • Immune to confusion rays.
  • Immune to mind control.
  • Can garrison civilian structures.
  • Can damage units inside Tank Bunkers.
  • Cannot be crushed by normal vehicles.
  • Will not reveal himself when using his weapons.
  • EVA will not report "Unit lost!" once 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: 390
  • Armor Class: Plate
  • Prerequisite: Epsilon Barracks + Pandora Hub w/Geneplug
  • Purpose: Mutation, Assault
  • Weapon: Terranova Particle Beam
  • Range: 9.5






This commando works for Epsilon Headquarters.
The crowning achievement of the Epsilon's experiments with human genetic manipulation conducted in secret on the prisoners of the Alcatraz Island. Born from a powerful soldier imprisoned by Yuri's enemies in Zaragoza, Rahn is an actual superhuman who surpasses his Stalker and Brute predecessors by miles in weapon expertise, combat effectiveness, and tactical thinking. Further genetic enhancements on Rahn have given him extraordinary regenerative powers as well.

Rahn is a walking killing machine and has become the Headquarters' finest commando. He has been equipped with an experimental energy beam, infused with the Terranova mutation viral particles, which casually pierces through reinforced steel and can transform enemy infantry into loyal Brutes.

Though more intelligent than normal men, Rahn's eternal lust for destruction hides this fact rather well. Because of this facade, his foes see him as a mere mindless weapon of murder, rather than a squad leader capable of rivaling the finest of Yuri's proselytes in strategy - a trait he has seemingly inherited from his previous life. Seeing the average human as weak and frail beings, Rahn considers mutation into Brutes as a significant step up, not only for his victim's existences. Thus, while he is a great asset to the Epsilon army, Rahn has proven to be confrontational and sometimes even disobeys orders from his active proselytes at his own leisure, continuing his killing spree even in situations that could be his undoing.


Rahn

Additional Information:
  • Build Limit: 1
  • Immune to confusion rays.
  • Immune to mind control.
  • Immune to Dog and Spooks.
  • Vulnerable to magnetic weapons.
  • Cannot be crushed by normal vehicles.
  • Automatically heals himself with 3x the default effect.
  • The weapon does not affect Rahn's owner allies' infantry.
  • Can detect cloaked and submerged units (Sensors Range: 7).

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