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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 UNITS

Ghost Miner
  • Cost: $1400
  • Speed: 4
  • Hitpoints: 1100
  • Armor Class: Harvester
  • Prerequisite: Epsilon War Factory, Ore Refinery
  • Purpose: Resource Collection
  • Equipment: Cloaking Device
  • Range: -







Miners have played an essential role in warfare since the First Great War. They collect raw minerals which can be processed at a refinery to generate revenue for the commander to fund his war effort. Heavily armored and immune to mind control due to being remote controlled, miners are difficult to destroy with conventional forces.

The Ghost Miner has a unique defense mechanism to protect itself from harrassment. Ghost Miners carry a small, onboard, Chimera Core to keep them permanently cloaked, much like Headquarters' Shadow Tanks. However, the bulky Ghost Miner, carrying heavy mining equipment, utilizes much more internal power to remain operational than the lightly armed Shadow Tank. This results in the Chimera Core powering down when the Miner's energy usage spikes, revealing the miner to the enemies.


Epsilon Ghost Miner

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to abduction.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Immune to mind control.
  • Cloaked. Reveals itself for short periods.


Gatling Tank
  • Cost: $600
  • Speed: 7
  • Hitpoints: 270
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Aircraft, Anti-Infantry
  • Weapons: Gatling Cannons (x2)
  • Range: 6 / 10







When the success of gatling weaponry became apparent, it was only logical that a mobile version was designed by Epsilon. The Gatling Tank is able to train its guns on ground targets, proving that not only is a hail of bullets effective against aircraft armor, but devastating against targets of the soft and fleshy variety as well. Unfortunately, the tank's effectiveness against armored units is minimal.

The Soviets received a nasty shock when they discovered that Gatling Tanks could destroy Terror Drones almost instantaneously due to the sheer amount of bullets being pumped into the Drone's fragile armor. This led to improvements in Drone armor to prevent such an embarrassing event for the Soviets from reoccurring.


Epsilon Gatling Tank

Additional Information:
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • The longer it fires, the stronger its attack gets.


Lasher Light Tank
  • Cost: $750
  • Speed: 6
  • Hitpoints: 360
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Armor
  • Weapon: 110mm Cannon
  • Range: 5.75







This unit is unique to PsiCorps.

Lasher Light Tanks were originally a Soviet design, designed as a complementary unit for the Rhino Tank, but in the end cast off before the Second Great War even started. When the incident of the Stalin's Fist theft became more public, Yuri had his troops aquire old Soviet blueprints for reverse engineering. Among the blueprints were the schematics for the Lasher. Now the tank has become the backbone of the PsiCorps armored divisions.

The Lasher has a special ammo reload system which allows it to rapidly fire 4 shells consecutively, before switching to the standard reload rate. This made the vehicle ideal for ambushes and first strikes. The Lasher has the best armor of all the Epsilon basic tanks.


PsiCorps Lasher Light Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Autoloader allows it to fire 4 shells at a faster rate.


Mantis Light Tank
  • Cost: $600
  • Speed: 7
  • Hitpoints: 260
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Armor
  • Weapon: 90mm Cannon
  • Range: 5.75







This unit is unique to Scorpion Cell.

Much like its namesake, the Mantis Tank can attack its prey in the blink of an eye. Being by far the cheapest main battle tank, they are quickly produced and can easily swarm an enemy. To further increase their speed and decrease costs, the hull of the Mantis is made up of a unique combination of 'smart' polymers and nanofibers, making the tank barely sturdy enough to withstand a few rounds.

What makes the Mantis truly amazing though is when it is destroyed. The materials the tank is made up of are fully malleable when not under a constant low voltage which keeps it in rigid shape. This allows for friendly Mantis Tanks to quickly scavenge debris off the wrecks of their brethern and replenish their own damaged armor.


Scorpion Cell Mantis Light Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Repairs all Mantis Tanks next to it when destroyed.


Opus Custom Tank
  • Cost: $700
  • Speed: 6
  • Hitpoints: 340
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Armor, Transport
  • Weapon: 100mm Cannon (x1/x2)
  • Range: 5.75







This unit is unique to Epsilon Headquarters.

The research branch of Epsilon Headquarters have always attempted to take military technology one step further. Combining the best of the Lasher's and Mantis' features, it was supposed to be the most flexible MBT in the world and one of Epsilon's finest works in conventional weaponry.

However, the demands for the tank kept changing and when the time came to allocate all engineers and scientists to work on Yuri's main project in the Headquarters base, a tank emerged that sported a bizarre and untested experimental turret which would allow an additional passenger to operate a secondary barrel, similar to the Chinese Qilin Tank. The Opus was quickly put into production with only basic testing done.

Much to everyone's surprise, the tank turned out to be a perfect addition to Headquarters' infantry batallions, allowing the proselytes to bolster the firepower of their tanks while simultanously providing refuge and safe transport for their infantry.


Epsilon Headquarters Opus Custom Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Has 1 passenger slot.
  • Passenger will operate an additional barrel.
  • Level 1 passenger survivability rate (rookie: 50%, veteran: 65%, elite: 80%).


Stinger
  • Cost: $550
  • Speed: 8
  • Hitpoints: 250
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Infantry, Transport
  • Weapon: Acid Sprayer
  • Range: 5







Rashidi's great invention, the Stinger, is an unmanned, robotic walker used to swiftly transport infantry across the battlefield. Though it can only transport a single infantry, the Stinger makes up for it in versatality, armed with an acid sprayer to decimate infantry with and lightly damage vehicles. Along with sensors to detect stealth and disguises, the Stinger functions as the Epsilon's main repair vehicle when an Engineer is on board. As flexible as it is, the Stinger lacks in raw armor and firepower, its acid doing negligible damage to structures.


Epsilon Stinger

Additional Information:
  • Can enter Tank Bunkers
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to poison.
  • Immune to radiation.
  • Immune to mind control.
  • Has 1 passenger slot.
  • Can detect cloaked and submerged units (sensors range: 7).
  • Level 1 passenger survivability rate (rookie: 50%, veteran: 65%, elite: 80%).


Epsilon Mobile Construction Vehicle
  • Cost: $3000
  • Speed: 4
  • Hitpoints: 2000
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Radar Spire
  • Purpose: Base Construction
  • Weapon: -
  • Range: -







The Mobile Construction Vehicle, or MCV, is the most vital component in any military operation. The MCV is a massive vehicle with the ability to deploy into the Construction Yard, the heart of any base. With it, a commander can create any military building they see fit. Protecting the MCV is a must if you wish to maintain any presence on the battlefield. Due to the technology and resources used in an MCV, the cost of building one is incredibly high, but the expanding of your base using another MCV may prove more useful than you think. The Epsilon MCV provides all the necessary materials to build an Epsilon base.

Scorpion Cell has access to a fake decoy version of the Construction Yard once they build a Pandora Hub. That Fake Construction Yard can undeploy into a Fake Epsilon MCV.


Epsilon Mobile Construction Vehicle

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to abduction.
  • Immune to omni crush.
  • Immune to mind control.
  • Immune to confusion ray.
  • Driver cannot be killed.
  • Automatically repairs itself.


Driller APC
  • Cost: $800
  • Speed: 4
  • Hitpoints: 300
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Radar Spire
  • Purpose: Transport
  • Weapon: -
  • Range: -







Drillers are Epsilon's primary armored personnel carriers, with a twist! The Driller is equipped with a large, tungsten coated, titanium drill on the front, allowing it to quickly tunnel into the earth and avoid enemies and terrain obstacles altogether. Though this gives the Driller the ultimate element of surprise, it can only carry three infantry and is completely unarmed. The Driller's armor, though strong enough to withstand the dangers of subterranean travel, offers little resistance to enemy fire.


Epsilon Driller APC

Additional Information:
  • Subterranean.
  • Has 3 passenger slots.
  • Driller APC's movement can be heard when it's underground.
  • Level 2 passenger survivability rate (rookie: 70%, veteran: 80%, elite: 90%).


Invader
  • Cost: $1000
  • Speed: 32 (flying)
  • Hitpoints: 350
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Radar Spire
  • Purpose: Anti-Infantry, Anti-Aircraft, Sabotage
  • Weapons: Dissolver Beam / Parasite Pull
  • Range: 6 / Close







Epsilon's primary aircraft and immediately one of the stranger Epsilon weapons, the Invader strongly resembles a classic U.F.O. from the late 40's. But these units have far more insidious intentions than just abducting cows and drunken farmers. These floating discs are armed with a unique beam weapon that dissolves organic material, causing flesh to deteriorate and armor to take substantial damage.

Even with this terrifying weapon, what truly makes the Invader unique is its ability to sabotage. Equipped with what most commanders call a 'parasite pull', the Invader can siphon credits from an opponent once it hovers above an enemy refinery or disable any kind of defensive structure.


Epsilon Invader

Additional Information:
  • Can fire on the move.
  • Can disable any defensive structure.
  • Can disable a single power plant structure.
  • Can steal credits from Ore Refineries.



Marauder
  • Cost: $1100
  • Speed: 8
  • Hitpoints: 220
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Pandora Hub
  • Purpose: Anti-Armor
  • Weapon: 'Widowmaker' Thermal Beam
  • Range: 7.75







This unit is unique to PsiCorps.

Tasked with the gruellingly difficult mission of defending the hidden location of the PsiCorps head command from enemy forces combing the area, the top Epsilon scientists and engineers created a vehicle that would be able to react to almost any threat, be it land based or seafaring.

The Marauder Tank is equipped with a lethal thermal beam able to punch holes into any armor A powerful engine allows the vehicle to reach astounding speeds but sacrifices armor, and anti-gravity plates allow amphibious travel. This lightening fast tank is not only an ideal counter-offense against conventional forces, it lives up to its name as a brutal and swift instrument of death.

Due to its almost completely unarmored rear to accommodate for the powerful engine, Soviet commanders mockingly call it 'the tank without pants'.


PsiCorps Marauder

Additional Information:
  • Amphibious.
  • Can fire on the move.
  • Does not sink when affected by EMP.



Speeder Trike
  • Cost: $700
  • Speed: 11
  • Hitpoints: 150
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Pandora Hub
  • Purpose: Anti-Armor Hit'n'run
  • Weapon: RPG-S (x3)
  • Range: 9.5







This unit is unique to Scorpion Cell.

The first incarnation of the Speeder Trike was a simple motorcycle and sidecar from which a soldier could lob grenades while passing a target. Now the Trike is a state-of-the-art siege vehicle and one of the fastest units on the battlefield. The Trike can easily out-range most conventional weaponry with its long-range RPG-S launcher and is quick enough to out-maneuver most vehicles, making it a formidable foe in combat. Its armor is less than stellar though, so it should avoid direct hits from anti-tank weaponry.


Scorpion Cell Speeder Trike

Additional Information:
  • Minimum Range: 2
  • Can fire on the move.
  • Immune to EMP weapons.
  • Can enter Tank Bunkers.



Shadow Tank
  • Cost: $1000
  • Speed: 6
  • Hitpoints: 400
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Pandora Hub
  • Purpose: Anti-Armor, Anti-Infantry
  • Weapons: Dissolver Beam (x2)
  • Range: 6.5







This unit is unique to Epsilon Headquarters.

Deadly and completely hidden from sight. The most valued attributes a machine of war can possess. The Shadow Tank is one of Headquarters' greatest achievements, with its technology taking countless years to master. Much to the Allies' surprise, Yuri has somehow taken what was left of their unfinished stealth technology and progressed with it far enough to be utilized for mobile applications en masse. Only revealing themselves when diverting power to their weapons, the Shadow can otherwise remain unseen indefinitely.

Equipped with twin dissolver beam weapons, the Shadow is one of the most dreaded of Epsilon inventions, becoming a pivotal instrument of victory for Yuri's proselytes. Whenever their presence is suspected, detector units are quick to join the main Allied and Soviet forces. Without them, it is certain that HQ would achieve victory through their subversive tactics. While the Shadow's weapons inflict less damage to structures than upon units, no base should be left exposed to its assault.


Epsilon Headquarters Shadow Tank

Additional Information:
  • Cloaked.
  • Deploy it to switch to a 'hold fire' mode.
  • Can detect cloaked and submerged units (sensors range: 7).



Dybbuk-Attacker
  • Cost: $1400
  • Speed: 22 (jet)
  • Hitpoints: 240
  • Armor Class: Light Aircraft
  • Prerequisite: Epsilon Aerodome
  • Purpose: Anti-Armor
  • Weapons: ARO Launcher (x2)
  • Range: 8







The aircraft from the Dybbuk series were initially seen on the sky when the presence of the mobile Gehenna Platforms was noticed by the Allied forces. It was first reported that the Allied air force is continuously being engaged by some sort of unorthodox looking jets that would quickly take them down with the already known by now ARO projectiles.

It wasn't until later in the war against Yuri when the Dybbuks were revealed to be produced in various subclasses. The first one was the Interceptor, the one that was designed for dogfights and airspace defense. The second one was rumoured to be a transport, however this one was stealth and reports remained unconfirmed for a long time. The third type was the Attacker which confirmed that Yuri has established airfields of his own and was using fast aircraft to attack ground targets, especially tanks.

Dybbuk-Attacker's biggest difference compared to the jet fighters of the Allies and the Soviets is that it stores much more ammo than those, however its weapon's single strike is not as powerful as, for example, a missile from a Harrier. Nevertheless, in large numbers, the Dybbuk-Attackers are capable of destroying numerous target in just a single run if commanded properly.


Epsilon Dybbuk-Attacker

Additional Information:
  • Can crush infantry.
  • Automatically repairs itself.
  • Not affected by firepower debuffers.



Mastermind
  • Cost: $1800
  • Speed: 4
  • Hitpoints: 505
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Hub w/Psychplug
  • Purpose: Multiple Mind Control
  • Weapon: Artificial Brain
  • Range: 7







This unit is unique to PsiCorps.

A mind is a terrible thing to waste. This seemingly innocent saying becomes horrific reality with the Mastermind. An Adept that perishes has his brain collected and kept alive with neuro-stimulants. Once enough brains have been harvested, the organs are spliced together into one gigantic cortex through rapid tissue regeneration. The new brain is then placed into a container filled with preservative fluids and grafted onto a huge tank chassis. This incredibly traumatic process often leads to the perishing of most of the brains' personalities, resulting in only the strongest mind remaining aware to control its mechanical cage. The overwhelming psychic power of multiple Adept brains is utilized to rapidly seize control of a large amount of foes.

This nightmarish monstrosity has one weakness though: the Mastermind can only take control of a maximum of three enemies before the strain on the brain becomes too much. More enemies controlled beyond the maximum amount result in more strain, resulting in the eventual destruction of the vehicle due to overheating.


PsiCorps Mastermind

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to omni crush.
  • Immune to mind control.
  • Immune to abduction.
  • Can fire on the move.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • EMP weapons free the controlled units.
  • Repairing with units takes twice as long.
  • Can gain experience by taking it from the units it controls.
  • After controlling more than 3 units it will start taking damage.


Magnetron
  • Cost: $1500
  • Speed: 5
  • Hitpoints: 420
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Hub w/Psychplug
  • Purpose: Siege, Unit Immobilizer
  • Weapon: Magnetic Coils
  • Range: 12 / 12







This unit is unique to PsiCorps.

The Magnetron is the result of PsiCorps' novel, yet succesful, venture into the field of magnetism. PsiCorps has been attempting to recreate the power that Libra and Epsilon Elites commanded over gravity through their psychic abilities in order to use for their vehicles. Though failing to achieve this goal with conventional technology, PsiCorps' researchers developed an alternative method, mimicking this power. Through the use of the Earth's natural magnetic field, the Magnetron can use powerful electromagnets in order to be 'repelled' by the Earth, allowing it to hover above the ground and traverse water.

The weapon of the Magnetron works on a similar priniciple. The pull of the magnetic beam emanating from this siege weapon can rip structures apart piece by piece. When faced with enemy armor, the Magnetron can reverse the polarity of its weapon, resulting in the target becoming a magnet of its own. This causes the magnetized victim to be pinned to the ground and pull adjacent units towards it. The more Magnetrons target a single unit, the stronger magnet it becomes.

For all this power though, the Magnetron is in effect harmless to infantry as the amount of iron in human blood is too low for the Magnetron to manipulate.


PsiCorps Magnetron

Additional Information:
  • Amphibious.
  • Minimum Range: 3
  • Driver cannot be killed.


Gehenna Platform
  • Cost: $1500
  • Speed: 4
  • Hitpoints: 500
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory + Hub w/Psychplug
  • Purpose: Anti-Aircraft
  • Weapon: Dybbuk Interceptor
  • Range: 18







This unit is unique to PsiCorps.

The Gehenna Platform is another peculiar machine devised by PsiCorps' top researchers; a large mobile platform carrying a single aircraft designed to intercept and prevent enemy aircraft from carrying out their missions. Gehenna Platforms are outfitted with exceptionally powerful tracking systems, allowing them to detect aircraft from huge distances and safely target and engage them.

Once a Dybbuk has been launched, it will relentlessly pursue its prey until the Interceptor is shot down, runs out of ammo or the Gehenna that controls it is eliminated. Though outshining any other dedicated anti-air unit, the Platform itself is very slow and is an easy target for ground forces.


PsiCorps Gehenna Platform

Additional Information:
  • Driver cannot be killed.
  • Cannot be cloaked to prevent Dybbuk from crashing.
  • Dybbuk-Interceptor - Speed: 35 (jet), Hitpoints: 220, Armor Class: Light Aircraft


Tyrant
  • Cost: $1500
  • Speed: 7
  • Hitpoints: 360
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Hub w/Chemplug
  • Purpose: Assault
  • Weapons: Toxic Pills / Poisonous Gas
  • Range: 6 / Close







This unit is unique to Scorpion Cell.

The aptly named Tyrant dominates the field in the quick destruction of enemies that comes out of nowhere. Its heavily reinforced front armor, a mechanized grinder and powerful engine allow it to travel underground just like the Driller APC. A fixed turret rapidly fires large capsules containing highly explosive toxins and acids over a small area, decimating anything in the Tyrant's way as it advances to conquer terrain in Rashidi's name.

Though their front armor is powerful enough to crumple tanks under the weight, the quality overall of the Tyrant's cheap armor is rather lacking in comparison to the Allied and Soviet advanced tanks. This led to the Tyrant having poison gas canisters installed that it can deploy in order to hinder pursuers. Though not the most powerful advanced tank, Tyrant's are built to outrun their enemies and overwhelm them with sheer numbers.


Scorpion Cell Tyrant

Additional Information:
  • Subterranean.
  • Can fire on the move.
  • Immune to omni crush.
  • Can crush infantry.
  • Explodes when killed.
  • Cannot move into shroud.
  • Driver cannot be killed.
  • Cannot move into shroud.
  • Automatically repairs itself.
  • Deploy to release a poisonous gas stream.
  • Tyrant's movement can be heard when it's underground.


Plague Splatter
  • Cost: $900
  • Speed: 6
  • Hitpoints: 210
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Hub w/Chemplug
  • Purpose: Siege
  • Weapon: Toxic Barrels
  • Range: 14







This unit is unique to Scorpion Cell.

An age-old concept reborn. The Plague Splatter strongly resembles the highly effective siege engines of ancient Greece. Plague Splatters catapult containers of highly corrosive agents and explosives across the battlefield, blasting open structures and eating away at the foundations.The projectiles leave poisonous vapors behind as a dangerous threat to infantry, causing respiratory distress and damage to internal and external organs.

Cheaply produced, relatively quick, and lightly armored, the Plague Splatter is a powerful tool against both structures and infantry as long as it is placed out of harm's way. Be wary that the noxious gasses are just as lethal to your own forces!


Scorpion Cell Plague Splatter

Additional Information:
  • Minimum Range: 4
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.
  • Immune to poison.
  • Corrodes the armor of enemy units, making it 10% weaker for 10 seconds.


Oxidizer
  • Cost: $1100
  • Speed: 7
  • Hitpoints: 240
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory, Hub w/Chemplug
  • Purpose: Anti-Aircraft Support
  • Weapons: Oxidizer (x2)
  • Range: 12







This unit is unique to Scorpion Cell.

The Oxidizer is the Scorpion Cell's dedicated anti-air support system. Oxidizers are primarily made up of salvaged parts of other vehicles, haphazardly soldered and bolted together in order to cut down on costs taxing the Cell's fluctuating budget. The resulting contraption fires capsules containing a highly potent cocktail of hydrogen peroxide, hydrochloric acid, and nitric acid, which literally eats away at aircraft. Due to the threadbare interiors, dangerous chemicals, and unstable construction of the Oxidizer, the position of pilot or gunner of one of these death traps is considered a lowly position, reserved for disciplinary action. The Oxidizer is designed purely for anti-aircraft warfare and so is very vulnerable to any other forces.


Scorpion Cell Oxidizer

Additional Information:
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.
  • The weapon decreases aircraft armor by 40%. The effect is stackable.



Colossus
  • Cost: $1600
  • Speed: 5
  • Hitpoints: 585
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Hub w/Geneplug
  • Purpose: Anti-Armor, Anti-Aircraft
  • Weapons: Plasma Blasters (x2) / Heavy AA Gun
  • Range: 7 / 14







This unit is unique to Epsilon Headquarters.

The Colossus is certainly one of the larger Epsilon ground units, towering over most tanks. Surprisingly mobile and well armored, it can easily take on multiple foes with its plasma cannons. Thanks to a streak of Headquarters ingenuity, the Colossus not only functions well as a heavy assault vehicle, but as an excellent anti-air defense as well.

Deploying into a stationary anti-air gun, it can rapidly take down aircraft. Slower or stationary aircraft are espescially susceptible to the plasma rounds fired by the Colossus, taking even more damage the closer they are in proximity to the Colossus. This makes this leviathan of a tank a versatile weapon in order for Headquarters to combat the Allied and Soviets head-on.


Epsilon Headquarters Colossus

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Immune to omni crush.
  • Automatically repairs itself.
  • AA gun deals more damage to close and immobile targets.


Hazequad
  • Cost: $600
  • Speed: 9
  • Hitpoints: 250
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Hub w/Geneplug
  • Purpose: Stealth Generator
  • Equipment: Mobile Chimera Core
  • Range: -







This unit is unique to Epsilon Headquarters.

Wherever it's impossible to build a Chimera Core, the engineers of Epsilon Headquarters just take one of its heads, mount of on a small 4-wheeled buggy, add some navigation control mechanism and call it a Hazequad. Then they send those into the battle zone in order to have them deploy and start generating a psychic illusion field of a decent size, enough to turn HQ's units invisible and prepare an ambush. The Hazequad's presence does not get concealed though, so it will most likely become the first target of an enemy attack. It might be wise to deploy more than one at the designated position.


Epsilon Headquarters Hazequad

Additional Information:
  • Immune to mind control.
  • Driver cannot be killed.
  • Cannot be hijacked.
  • Immune to poison.
  • Immune to radiation.
  • Immune to omni crush when deployed.
  • Not affected by speed debuffers when deployed.


Basilisk
  • Cost: $1800
  • Speed: 15 (flying)
  • Hitpoints: 330
  • Armor Class: Medium Aircraft
  • Prerequisite: Epsilon War Factory + Hub w/ Plug
  • Purpose: Anti-Structure
  • Weapon: Plasma Generator
  • Range: 10.5







The Basilisk harnesses a cutting-edge engine that heats natural gas. The resulting plasma is then used for the propulsion drives. With plasma encapsulation technology and electromagnetic fields, waste plasma can be molded and used as energy projectiles to bombard ground targets from an incredible range. These plasma warheads have proven to be exceptionally potent against all targets, making the Basilisk one of the most powerful units an Epsilon army can possess.

Unfortunately, the enormous weight of the plasma engine, armor, and armaments has made this craft rather sluggish. Though the Basilisk was once intended to engage airborne targets as well, the placement of anti-aircraft defenses has been removed due to the additional weight slowing the Basilisk to a crawl, making it very vulnerable to anti-aircraft fire. Basilisk cannot outrange stationary anti-aircraft defenses so be careful with it.


Epsilon Basilisk

Additional Information:
  • Minimum Range: 3
  • Automatically repairs itself.


Dybbuk-Evolver
  • Cost: $2300
  • Speed: 18 (jet)
  • Hitpoints: 420
  • Armor Class: Light Aircraft
  • Prerequisite: Epsilon Aerodome + Cloning Vats
  • Purpose: Mutation
  • Weapons: Genobomb Run (x2)
  • Range: 6







The ability to control and connect minds is the major factor behind Yuri's rapidly growing knowledge database that largely exceeds that of even the most advanced nation on Earth. With his elaborate research and methods of acquiring it, which are unreachable by the others, at the dawn of the 80s Yuri was already able to figure out certain secrets of the human DNA. This insight allowed him to create a vast array of weapons capable of real-time genetic mutation. The Dybbuk-Evolver is one of the most dangerous weapons based on this technology which is currently at Yuri's disposal.

It is said that the Evolvers are only used against his enemies as a last resort, but the rumours of their presence are enough to send shivers up and down of a soldier's spine. The Dybbuk-Evolver equals to an impending doom for the infantry batallions not adequately equipped with anti-aircraft weapons; if these bombers are able to get in a position right above them and drop their entire load, it is a death sentence for many, the first out of two. The soldiers killed by the Dybbuk-Evolver's genobombs will enter a second life, life as a Brute loyal to Yuri who will instantly turn against its former comrades.


Epsilon Dybbuk-Evolver

Additional Information:
  • Automatically repairs itself.
  • Weapon doesn't affect Dybbuk-Evolver's owner allies' infantry.



Aerial Fortress Irkalla
  • Cost: $3000
  • Speed: 5 (flying)
  • Hitpoints: 1600
  • Armor Class: Heavy Aircraft
  • Prerequisite: Epsilon War Factory + Hub w/Geneplug
  • Purpose: Territorial Control
  • Weapons: Dissolver Beams (x6) / Imploders (x3)
  • Range: 11 / 11







This unit is unique to Epsilon Headquarters.

With the advent of the Soviet built Centurion Siege Crawler, for the first time, Yuri’s grasp for power was legitimately challenged. A machine that could take and give damage, as well as being immune to psychic trickery could prove to be Epsilon’s undoing.

Therefore, deep within the bowels of the Epsilon Headquarter’s hangars, a weapon of leviathanic proportions was being built. A weapon capable of not only providing Headquarter’s armies with massive firepower support, but guard Yuri’s ultimate weapon as well.

Since its devastating first appearance, the flying war machine codenamed ‘Irkalla’ has become a symbol of Yuri’s utter dominance over his enemies. Practically, the Aerial Fortress Irkalla is the Epsilon’s ace in the hole: capable of engaging multiple targets in the air and lay waste upon ground targets. Since its deployment, no Allied or Soviet force alone has been able to set foot on Antarctica.

Irkalla rises!


Epsilon Headquarters Aerial Fortress Irkalla

Additional Information:
  • Build limit: 1.
  • Immune to Blasticade.
  • Immune to confusion rays.
  • Automatically repairs itself.


Mandjet
  • Cost: $800
  • Speed: 8
  • Hitpoints: 950
  • Armor Class: Medium
  • Prerequisite: Epsilon Naval Shipyard
  • Purpose: Transport
  • Weapon: -
  • Range: -







The ability to transport large amounts of forces over one of the most common environmental obstacles, water, has always been a deciding factor in war. Bodies of water of any size no longer prove to be a problem when amphibious transports are used. Easily gliding over water with their powerful turbines, they can transport both infantry and armor to any location. Keep in mind though that these transports are only lightly armed, and should not be put in major harm's way to prevent severe losses. Unlike the Allied and Soviet transports, Mandjets sacrifice any defensive measures in favor of advanced propulsion drives, resulting in a higher cruise speed. Its main advantage reveals itself whener a Shadow Ring is cast on it, turning it into a stealth vehicle transport temporarily.


Epsilon Mandjet

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Has 12 passenger slots.
  • Cannot be chronoshifted.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).
  • 3 slots: T1 & T2 units, 6 slots: MCVs, Driller, Tigr APC, T3 units, 9 slots: Borillo, 12 slots: Battle Tortoise, Armadillo, Drakuv, Stalin's Fist, Mastodon, Gharial, Boidmachine, Chrono Prisontoo big: Centurion, M.A.D.M.A.N.
  • In Islands Mandjet can be built from Epsilon War Factory.


Piranha Minisub
  • Cost: $700
  • Speed: 9
  • Hitpoints: 255
  • Armor Class: Medium
  • Prerequisite: Epsilon Naval Shipyard
  • Purpose: Naval Engagement, Ambush
  • Weapons: ARO Launcher
  • Range: 7 / 9 (anti-air)







The Piranha Minisub is a small and very fast submarine, designed as a general purpose combat vessel. Capable of a multitude of roles such as anti-aircraft and submarine warfare as well as shore assaults and ship killing, the Piranha is one of the most flexible naval units ever produced.

Cheap and very lightly armored, Piranhas rely on group tactics and quickly emerging to surprise their enemies. To make faster maneuvering possible, the Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward their destination. This allows Allied Destroyers to use their cannons instead of depth charges to effectively destroy schools of Piranhas.


Epsilon Piranha Minisub

Additional Information:
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Cloaked. The water trail is visible on the move.
  • Can detect cloaked and submerged units (sensors range: 9).


Giant Squid
  • Cost: $900
  • Speed: 8
  • Hitpoints: 440
  • Armor Class: Light
  • Prerequisite: Epsilon Naval Shipyard + Radar Spire
  • Purpose: Anti-Armor, Unit Immobilizer
  • Weapon: Tentacles
  • Range: Close







Legendary among seamen for their size and strength, Giant Squids have been the subject of sea monster stories the world over. Only recently have live specimens been discovered. Whether through genetic cloning and mind control or by actually training the beasts, Giant Squids make up a special division in Epsilon's naval forces. Used for reconnaissance and smashing ships with their tentacles, they are ideal for hunting submerged enemies as they swim deep beneath the waves.


Epsilon Giant Squid

Additional Information:
  • Slows down the target.
  • Cannot be mind controlled.
  • Driver cannot be killed. There's no driver. It's an animal.
  • It cannot be hijacked either. It's a untamed animal.
  • Can detect cloaked and submerged units (sensors range: 9).


Resheph
  • Cost: $2200
  • Speed: 4
  • Hitpoints: 900
  • Armor Class: Heavy
  • Prerequisite: Epsilon Naval Shipyard + Hub w/ Plug
  • Purpose: Siege
  • Weapon: Psychic Decimator
  • Range: 23







If it is the unknown we fear, then the Resheph is the unknown. No one precisely knows what happens when a Resheph attacks, because no can fathom the technology behind its powerful weapon. While it has been confirmed that it is possible to dissipate the mysterious energy projectile that's fired by this submarine, the power a single Resheph harnesses is enough to flatten a base in seconds.

Though the Resheph is heavily based on the blueprints of the Russian Akula according to scavenged reports, the differences are vast according to the few times visual contact has occurred. Trading in armor for more speed in order to make its sudden strikes all the more terrifying.


Epsilon Resheph

Additional Information:
  • Cloaked.
  • Minimum Range: 6
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Projectile can be shot down with anti-air weapons.
  • Can detect cloaked and submerged units (sensors range: 7).

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