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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 BUILDINGS

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






The Epsilon Construction Yard is the single most important structure in Yuri's arsenal, providing all the construction options needed for Epsilon buildings and defenses. As such, it is a very high priority target for enemies. Destruction of your last construction unit means inability to continue base expansion. A Construction Yard provides a small amount of power as well.

Scorpion Cell has the access to a fake decoy version of this structure once they upgrade their Pandora Hub with a Chemplug. The decoy costs $700 and only one can be built, it includes the mobile form.


Epsilon 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.


Epsilon Bio Reactor
  • Cost: $600
  • Power: +150 / +400
  • Hitpoints: 750
  • Prerequisite: Construction Yard
  • Purpose: Power Production
  • Armor Class: Light Structure






Yuri's unethical technology begins at the very roots. The Bio Reactor is the main power supply for an Epsilon base, with a twist. The Bio Reactor can generate more power when infantry is placed inside it, drawing energy from their natural bio-electricity.

It is not uncommon for victims of mind control to end up as additional fodder for these structures. As the mind controlled subjects are sedated and remain unconscious while inside the reactor, this allows the controller to safely break the link and control another victim.


Epsilon Bio Reactor with and without infantry

Additional Information:
  • Can be infiltrated to shut down owner's power for 1.5 minute.
  • Can store 5 infantry units, each unit will increase power output by 50.


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






The Epsilon Barracks is a shrine dedicated to Yuri's vision, even so far as to be built in his likeness as Yuri's voice constantly echoes through the structure, bringing confidence and bravery to those who serve him. With the Epsilon Barracks, a commander can train basic and advanced Epsilon infantry. The more Barracks a commander has on the field, the faster infantries are trained.


Epsilon Barracks wih Epsilon infantry

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


Epsilon 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, turn it into valuable metals and alloys, and instantly receive monetary transactions for other products while on the battlefield. This makes this structure a vital asset to base economy.


Epsilon Ore Refinery with a Ghost Miner

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


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






The War Factory allows for the production of Epsilon's varied and often bizarre war machines on the battlefield. What strange technologies are used to produce these strange vehicles is anyone's guess. The more War Factories a commander has on the field, the faster vehicles are built.


Epsilon War Factory with basic Epsilon tanks

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


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






A must on any battlefield with large bodies of water. The Epsilon Naval Shipyard allows for the construction of Epsilon ships and submersibles, and easily repairs any damaged vessels. The more Shipyards a commander has on the field, the faster ships are built.


Epsilon Naval Shipyard with a Giant Squid

Additional Information:
  • Cannot be captured.


Epsilon Radar Spire
  • Cost: $1200
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: Bio Reactor + Ore Refinery
  • Purpose: Tech Access, Radar, Scout Raven
  • Armor Class: Light Structure






Radar Spires provide Epsilon commanders with the radar mini-map and clearance to use more potent technology. Additionally, it provides the use of genetically modified Ravens that function as advanced scouting units.


Epsilon Radar Spire with a Scout Raven

Additional Information:
  • Can be infiltrated to reshroud its owner's map.



SUPPORT POWER #1: Scout Raven
  • Cost: -
  • Recharge Time: 4:00
  • Requires Power: Yes





Use this to spawn a Scout Raven you can control to reveal shroud where it flies.

SUPPORT POWER #2: Vision
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Enemy






All information about enemy actions and movements towards the designated area will be revealed to you through the use of mind reading for a short while once the Vision is activated.


Epsilon Aerodome
  • Cost: $1400
  • Power: -150
  • Hitpoints: 1000
  • Prerequisite: Bio Reactor + Radar Spire
  • Purpose: Aircraft Production
  • Armor Class: Big Light Structure






Just like the Allies build their Air Force Command Headquarters and Soviets have begun deploying Airbases, the Epsilon has designed an airfield of their own. The Aerodome is where they construct, maintain and reload the aircraft from their Dybbuk series. Compared to the jet fighters and bombers of the other armies, Epsilon's require additional resources and research, which makes the Aerodome available somewhat later in the technology tree in comparison to the other two.


Epsilon Aerodome with Dybbuk-Attackers



Epsilon Pandora Hub
  • Cost: $1800
  • Power: -150
  • Hitpoints: 1200
  • Prerequisite: Bio Reactor + Ore Refinery
  • Purpose: High Tech Access, Support Weapons
  • Armor Class: Light Structure






The Pandora Hub serves as a central research lab for the most powerful of Epsilon technologies. As well as providing blueprints for Epsilon's most insidious machines, it also serves as an uplink for additional support powers. Such a vital building must be protected well and its secrets guarded safely from enemies. The Pandora Hub should be upgraded further to provide the complete technology coverage and additional support weapons. Each of the subfactions has its own unique upgrade.


Epsilon Pandora Hub

Additional Information:



SUPPORT POWER #1: Risen Inferno
  • Cost: $800
  • Recharge Time: 6:00
  • Requires Power: Yes





Use this to instantly deploy an Inferno Tower anywhere for a short while. This 'risen' Inferno will also provide additional repairs to units nearby. It cannot be shielded with Force Shield or repaired at all.

SUPPORT POWER #2: Shadow Ring
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Team






Use this to make a group of infantry and units placed on a 3x3 cells area stealthed for 50 seconds.


Psychplug / Chemplug / Geneplug
  • Cost: $3000
  • Power: -200
  • Hitpoints: -
  • Prerequisite: Radar Spire + Pandora Hub
  • Purpose: High Tech Access, Support Weapons
  • Armor Class: -






These upgrades, unique to every Epsilon subfaction, grant them a full technology access and a variety of support powers based on their own research. Upgrading the Pandora Hub to acquire the complete weapons array and accompanying support powers can give an Epsilon Proselyte the edge he needs to overcome his enemies in battle. PsiCorps owns a Psychpug, Scorpion Cell has a Chemplug and Epsilon HQ uses a Geneplug.


Epsilon Pandora Hub with Psychplug / Chemplug / Geneplug


SUPPORT POWER #1A: Libra Clones

This support power is unique to PsiCorps and requires a Psychplug.
  • Cost: $1200
  • Recharge Time: 4:30
  • Requires Power: Yes





Instantly spawn 3 Libra Clones. Use them for offensive or distraction purposes. Libra Clones can't use the antigravity field. They're also much weaker than one true Libra.

SUPPORT POWER #2A: Magnetic Beam

This support power is unique to PsiCorps and requires a Psychplug.
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: All






This Magnetic Beam comes from an unidentified object high in the sky and will slow down and immobilize metal objects that belong to your enemies but will not leave your own units unaffected if they're nearby. The Magnetic Beam can change its location, you can do so by selecting the 'arrows' that appear at its bottoms and ordering it to move just like you would any normal unit.

SUPPORT POWER #1B: Bloatick Trap

This support power is unique to Scorpion Cell and requires a Chemplug.
  • Cost: $1500
  • Recharge Time: 6:00
  • Requires Power: Yes





Spawn 3 Bloaticks anywhere on the battlefield, which will release poisonous gas upon explosion.

SUPPORT POWER #2B: Toxic Strike

This support power is unique to Scorpion Cell and requires a Chemplug.
  • Cost: $1500
  • Recharge Time: 7:00
  • Requires Power: Yes
  • Requires Epsilon Aerodome.
  • Affects Players: Damages All.







Use this to call in 4 small Dybbuk-Striker series jets which will begin firing explosive toxic shells on the designated area for a while. Their weapons are highly effective vs infantry and light vehicles.

SUPPORT POWER #1C: Kinetic Barrier

This support power is unique to Epsilon Headquarters and requires a Geneplug.
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Team






A kinetic barrier will make affected infantry 50% more resistant to enemy fire for 40 seconds.

SUPPORT POWER #2C: Geneburst

This support power is unique to Epsilon Headquarters and requires a Geneplug.
  • Cost: $800
  • Recharge Time: 6:30
  • Requires Power: Yes
  • Affects Players: Enemies






A mutation particle outburst will deal damage to infantry and mutate the badly wounded into Brutes.


Epsilon Cloning Vats
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1300
  • Prerequisite: Upgraded Pandora Hub
  • Purpose: Cloning
  • Armor Class: Light Structure






Cloning used to be but a futuristic dream until Yuri turned it into a nightmarish reality. After defecting from the Soviets, Yuri took the technology for the Cloning Vats with him in order to quickly bolster his ranks. Producing near-perfect clones of already trained soldiers allowed Epsilon to effectively double the size of their infantry divisions.

The differences between a clone and a real soldier are not noticeable to a commander. However, the appearance of clones on the battlefield is known to unsettle Epsilon infantry as their doppelgangers possess an inherent 'wrongness' about them, like soulless versions of the original.


Epsilon Cloning Vats

Additional Information:
  • Build Limit: 1
  • Cannot be captured.
  • Heroes cannot be cloned.
  • Provides additional income like a single Tech Oil Derrick.
  • For every infantry unit created from Barracks, its copy will appear at Cloning Vats.
  • Can be infiltrated to reveal the owner's total money count.


Epsilon Rage Inductor
  • Cost: $3000
  • Power: -200
  • Hitpoints: 1000
  • Prerequisite: Upgraded Pandora Hub
  • Purpose: Performance Enhancer
  • Armor Class: Big Heavy Structure






The Rage Inductor is a curious but dangerous device. The weapon utilizes a powerful mixture of aerosol steroids, bio-augmentative chemicals, and hormones known as Terminus. Terminus has been developed in several different strains and is used by the Epsilon Army for offensive purposes.

The Rage Inductor utilizes a heavily modified strain to enhance the effectiveness of Epsilon units. With a proper and optimal usage of the drug, it results in increased situational awareness, performance and reflexes. Additionally, a portion of the chemicals is used to strongly enhance the regenerative abilities of the Epsilon infantry. Upon discovering this effect, the Allies and Soviets were quick to implement reverse-engineered filters in order to take advantage of the Rage Inductor on their own units and infantry should they come into possession of one.


Epsilon Rage Inductor

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





SUPPORT SUPERWEAPON: Rage
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes
  • Affects Players: Team






All infantry and tanks affected by this support superweapon in a 4 cell radius will have their firepower increased by 50% for 60 seconds. Infantry will also receive a rapid regenerative power for the time.


Epsilon Psychic Dominator
  • Cost: $5000
  • Power: -400
  • Hitpoints: 1250
  • Prerequisite: Upgraded Pandora Hub
  • Purpose: Domination
  • Armor Class: Big Heavy Structure






The Psychic Dominator is perhaps one of the greatest known threats to the freedom of humankind, developed to mind control vast amounts of subjects at once and capable of emitting psionic blasts that can cause wholesale destruction in a large radius. Rumors have spread that these beacons of Yuri's will are being constructed all over the world in order to form a network to achieve global mind control. Pray that such a network does not exist, let alone comes online.

Scorpion Cell has access to a fake decoy version of this structure once they upgrade their Pandora Hub with a Chemplug. The fake can create a false Domination activation alert every 10 minutes.


Epsilon Psychic Dominator

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





OFFENSIVE SUPERWEAPON: Domination
  • Cost: -
  • Recharge Time: 10:00
  • Requires Power: Yes
  • Affects Players: All (Mind control affects Enemies)






A powerful psionic blast will destroy structures in the superweapon's range and permamently mind control units in the center of explosion.


EPSILON ARMORY

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






Citadel Walls are the last line of defense for an Epsilon proselyte. Cheap and quickly built, they serve as an early deterrence to infantry and light vehicles. Essential for protecting vulnerable structures against infiltration or capture.


Epsilon Citadel Walls



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






Automatic gates are used to keep enemies out while still allowing friendly units to pass by defenses. Great for keeping spies from getting into your base too easily, but don't rely on them too much.


Epsilon Gates



Epsilon Gatling Cannon
  • Cost: $700
  • Power: -50
  • Hitpoints: 800
  • Range: 6 / 12
  • Prerequisite: Barracks
  • Purpose: Anti-Infantry & Anti-Air Defense
  • Armor Class: Defensive Structure
  • Weapon: Gatling Cannon (x2)







Gatling Cannons are the primary defense emplacement of all Epsilon forces. A versatile and powerful rotary cannon capable of pumping out several thousand rounds a minute, it functions as both the main anti-infantry and anti-aircraft defense.

Though this dual purpose gives it a major advantage over its Allied and Soviet counterparts, it requires power to operate, making an Epsilon base much more dependant on a constant power source to protect itself from enemies.


Epsilon Gatling Cannon

Additional Information:
  • Can gain experience.


Epsilon Tank Bunker
  • Cost: $300
  • Power: 0
  • Hitpoints: 900
  • Range: Various
  • Prerequisite: Barracks
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure
  • Weapon: Various






Tank Bunkers are structures which most turreted vehicles can enter to gain additional protection from enemy fire while still being able to retaliate. Though the occupier of a Bunker will become a much more difficult target to destroy for ground forces, aerial attacks will still easily bypass these entrenchments.


Epsilon Tank Bunker with a Mantis Light Tank

Additional Information:
  • Can be garrisoned by most of turreted ground vehicles.


Epsilon Inferno Tower
  • Cost: $1200
  • Power: -75
  • Hitpoints: 700
  • Range: 8
  • Prerequisite: Radar Spire
  • Purpose: Advanced Defense
  • Armor Class: Defensive Structure
  • Weapon: 'Inferno' Thermal Beam







Inferno Towers are complex defenses which utilize a beam of highly concentrated thermal energy to punch through armored forces and instantly dismember infantry. The exact technology behind the weapon is kept in secret by Epsilon, however the effects of it are obvious.

Additionally, unlike Tesla Coils or standard Prism Towers, the Inferno Tower is capable of hitting a number of units at once in a small radius. A special version of Inferno Tower can be spawned with the Risen Inferno support power, which will additionally provide healing for nearby units.


Epsilon Inferno Tower

Additional Information:
  • Can gain experience.


Epsilon Mind Reader
  • Cost: $700
  • Power: -100
  • Hitpoints: 600
  • Prerequisite: Radar Spire
  • Purpose: Movement Detection
  • Armor Class: Light Structure






Another interesting technology Yuri took with him when he defected. The Epslon developed the Mind Reader to be used for espionage in the field, basing its design on the original Psychic Sensor. The device has the incredible capability of detecting and revealing the intentions of adversaries to move or attack within the range of the Reader. This allows Yuri's commanders to see attacks or infiltrations coming from miles away and prepare themselves.


Epsilon Mind Reader



Epsilon Chimera Core
  • Cost: $1000
  • Power: -200
  • Hitpoints: 650
  • Prerequisite: Pandora Hub
  • Purpose: Stealth Generator
  • Armor Class: Light Structure






The Chimera Core is one of Epsilon's most groundbreaking inventions in terms of stealth and obfuscation of their activity. Using a combination of powerful mental feedback and optical illusions, they can create an effect of vehicles and infantry not being at their actual position.

Unfortunately, the Chimera is not powerful enough to cloak buildings as the energy demand would become utterly impossible to fulfill for the larger Epsilon bases. If you do not have sensor units on hand, the Chimera Core should be your first target.


Epsilon Chimera Core



Epsilon Grinder
  • Cost: $800
  • Power: -25
  • Hitpoints: 900
  • Prerequisite: Pandora Hub
  • Purpose: Recycling
  • Armor Class: Big Light Structure






Another one of Yuri's inhumane inventions is the Grinder. A structure capable of breaking down both mechanical and organic material in order to be recycled as raw resources to fill Epsilon's coffers. Many victims of mind control have met an untimely and grisly fate being fed to the Grinder when a commander deems them as no longer of use.


Epsilon Grinder

Additional Information:
  • Cannot be captured.
  • Send infantry and units inside to recycle them for 50% of their initial price
Epsilon Antares Battery
  • Cost: $1800
  • Power: -150
  • Hitpoints: 1650
  • Range: 14
  • Prerequisite: Upgraded Pandora Hub
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure
  • Weapon: 'Antares' Thermal Beam







Epsilon's most advanced defense system, the Antares Battery, uses a simpler but more intense version of the Inferno Tower's weapon. Instead of utilizing conventional high-temperature values, the Antares uses concentrated thermal energy to the max to annihilate groups of units at once. Its construction prevents close-range fire, making it an Achilles heel in its design.


Epsilon Antares Battery

Additional Information:
  • Can gain experience.


PsiCorps Psychic Tower
  • Cost: $1800
  • Power: -150
  • Hitpoints: 1050
  • Range: 8
  • Prerequisite: Psychplug Upgrade
  • Purpose: Mind Control Defense
  • Armor Class: Defensive Structure
  • Weapon: Mind Control (x3)







This structure is unique to PsiCorps.

The Psychic Tower is feared by Yuri's enemies. It is the pinnacle of his mind control technology as while it can control multiple targets just like the Mastermind, it does not share its weakness in the form of willing to control more than it is capable of. Its mind control apparatus does not overload and will not result in a sudden self-destruction.

Once the Psychic Tower captures 3 objects, that's it, no more will be mind controlled until they are killed or the tower itself is disabled through some means, like low power or hacking. This has led to Allies and Soviets attempting to sacrifice the most expendable of their troops in order to render a Psychic Tower useless or sabotage the base's power before they attack.


PsiCorps Psychic Tower

Additional Information:
  • Can gain experience by taking it from the units it controls.


Epsilon Headquarters Genomine
  • Cost: $500
  • Power: 0
  • Hitpoints: 200
  • Range: Close
  • Prerequisite: Geneplug Upgrade
  • Purpose: Advanced Hidden Defense
  • Armor Class: Land Mine
  • Weapon: Mutation Gas







This structure is unique to Epsilon Headquarters.

It is said the snows of the Antarctic are full of these. The Genomines are dangerous contraptions hidden deep underground with their presence additionally hidden with the use of Yuri's psychic illusion tricks. Whenever an infantry batallion approaches one of those, the Genomine explodes violently releasing large amounts of deadly Terminus strain which causes rapid mutation of humans and turns them into Brutes, loyal to the Genomine's owner. Compared to the Chinese EMP Mines, the Genomine is standalone; you can place only one, however, its power compensates for that.


Epsilon Headquarters Genomine

Additional Information:
  • Cloaked.
  • The weapon does not affect Genomine's owner allies' infantry.

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