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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





FOEHN UNITS

Minermite
  • Cost: $800
  • Speed: 7 / 12 (Boosted)
  • Hitpoints: 450
  • Armor Class: Harvester
  • Prerequisite: Foehn War Factory, Ore Refinery
  • Purpose: Resource Collection, Repairs
  • Equipment: Nano Repair System
  • Range: 4






Minermites are small, AI-controlled drones designed to recover valuable ore from the ground and deliver it to Foehn refineries to increase the amount of Foehn commanders' already limited war funds. Under their little armor hides a smaller version of a windspin engine, capable of increasing their speed whenever a Minermite comes close to a Spinblade. This technology has resulted in the creation of many Spinblade mining paths around Foehn bases and at the expansion sites.

When a Minermite is on its own, it can be easily destroyed as it is incapable of taking too much damage. However, in groups they manifest their real power: they can easily fix any mechanical units including themselves, making larger groups of Minermites very hard to destroy. Keep in mind that possessing both a Windspin engine and a load of nanomachines for repairs means the Minermite has drastically decreased storage space. For each of your enemy's harvesters you should have two Minermites.


Foehn Minermite

Additional Information:
  • Cannot be hijacked.
  • Can fire on the move.
  • Immune to poison.
  • Immune to radiation.
  • Immune to mind control.
  • Driver cannot be killed.
  • Immune to confusion ray.
  • Automatically repairs itself.
  • Can receive speed boosts near Spinblades.


Teratorn
  • Cost: $800
  • Speed: 9
  • Hitpoints: 270
  • Armor Class: Light
  • Prerequisite: Foehn War Factory
  • Purpose: Anti-Aircraft
  • Weapons: 'Golden Rocket' Launcher
  • Range: 11






The Teratorn is Foehn's primary anti-aircraft drone unit, ready for action as soon as their War Factory is deployed on the battlefield. Compared to the basic anti-aircraft units of the other warring factions, it is not capable of targeting ground objects at all, meaning it is defenseless against tanks and infantry. Its only purpose is to target, lock-on and destroy enemy air force whenver it comes within its range.

Teratorn's weapon is a uniquely designed 'golden rocket' which is a fast, durable and highly explosive weapon. To ensure a hit, the Teratorn will take a moment to analyze its target's movements before firing the rocket. While it does create a short delay before the projectile is launched, the drone is still capable of targeting and firing on the move.


Foehn Teratorn

Additional Information:
  • Immune to poison.
  • Cannot be hijacked.
  • Immune to radiation.
  • Can fire on the move.
  • Immune to mind control.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.
  • Has to lock on target before firing its weapon.
  • Its firepower can be enhanced by 15% near a deployed SODAR Array.


Cyclops Walker
  • Cost: $900
  • Speed: 7
  • Hitpoints: 450
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory
  • Purpose: Anti-Armor
  • Weapon: 110mm Cannon w/ReLoader
  • Range: 7






This unit is unique to Haihead.

During the early design phases for the Haihead's main battle unit, a consensus was reached among the Foehn engineers that in order to maximize its combat potential, the idea of a classic tank on treads design must be scrapped and replaced with something more akin to a large, mass-produced mecha with enough specially designed equipment to become adaptable to most of the situations on the battlefield. Thus, the Cyclops was born, a "tank" like no other, capable of outclassing most of the competing machines on the battlefield if controlled by a skilled commander.

In accordance with the Haihead's objective to deal as much damage in a very short period of time, the Cyclops doesn't waste time on rotating its turret when picking a target: it can fire at any given moment. This special system becomes more effective if the chosen target is in Cyclops' direct reach: the closer targets a Cyclops picks, the longer its ability to deal more damage with a single shot lasts.


Haihead Cyclops Walker

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Receives 100% firepower bonus during close combat.


Draco Light Tank
  • Cost: $800
  • Speed: 5 / 9 (Boosted)
  • Hitpoints: 340
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory
  • Purpose: Anti-Armor
  • Weapon: 100mm Cannon w/ReLoader
  • Range: 5.75






This unit is unique to Wings of Coronia.

The weapon designs of the Wings of Coronia all share a similar trait: they were designed to be extremely mobile and capable of using the manipulation of winds to a maximum extent. Focused on launching deadly attacks from its main base hidden in the clouds, the Wings also heavily rely on flying units, which is prevalent even in the design of their main battle tank, the Draco.

Armed with a cannon capable of easily piercing through vehicle armor, the Draco has also been enhanced with a windspin engine, which allows them to keep up with other fast units on the battlefield during scouting missions and hit'n'run attacks on enemy positions.

The key piece in the Draco's design however, is the ability to release its turret as an autonomous flying drone in case of the vehicle's failure due to the damage taken. When this tank is destroyed, its turret will active its own engines and detach from the main body, allowing it to rise into the skies and continue the fight from above, much to Coronia's enemies' surprise. These drones can't resist too much damage but might give Foehn's commanders the advantage they need in fights against enemy forces, which are not supported by anti-aircraft weapons.


Coronian Draco Light Tank and Draco Drone

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can receive speed boosts near Spinblades.
  • Likely to release its turret as an autonomous flying drone when destroyed.


Bison Tank
  • Cost: $900
  • Speed: 4
  • Hitpoints: 450
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory
  • Purpose: Anti-Armor
  • Weapon: 110mm Cannon w/ReLoader
  • Range: 5.75






This unit is unique to Last Bastion.

Last Bastion's Bison Tanks were designed in a way that prefers stationary combat rather than battling on the move. When the Bison Tank is heavily damaged, it releases its own nanomachines which will begin to rapidly repair the damaged areas. These nanomachines work faster and with increased effectiveness if the Bison Tank is not moving during the process. They are capable of restoring a Bison's armor and weapon systems completely to a fully operational state, however the duration of their effect is not infinite. If a Bison is continuously under fire and on the move, a moment will come when the nanoids will need to recharge, temporarily ceasing the repairs. This makes the decision of keeping a Bison division in one spot or on the move crucial to this tank's survival.


Last Bastion Bison Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Will release nanoids for self-repairs when heavily damaged.
  • Self-repairs are more effective when the Bison is not moving.
  • Repairs twice as fast from Nanocharge compared to other units.


Jackal Racer
  • Cost: $850
  • Speed: 8 / 12 (Boosted)
  • Hitpoints: 270
  • Armor Class: Light
  • Prerequisite: Foehn War Factory
  • Purpose: Anti-Infantry, Transport
  • Weapon: Sonic Wave
  • Range: 6.25






The Jackal Racer is widely considered as one of the more important units in the Foehn tank divisions and there are quite a few important factors that emphasize its position in the entire technology tree. First of all, while the Racer is initially quite fast, its true speed can be achieved with the use of Spinblades thanks to windspin engines equipped in this vehicle. Combined with an ability to levitate above the terrain, it becomes one of the faster units that can additionally cross water zones.

Moreover, the Jackal acts as a small transport for Foehn infantry, which is a huge advantage over the other factions as only a War Factory is required to start constructing these. The passenger is capable of shooting from inside of the Jackal Racer, making it a combat transport. Additionally, this unit's weapon, based on a unique amplifying crystal concept, allows it to create energy waves that will obliterate enemy infantry before they even blink. The wave will damage every object it goes through and it can be fired by the Jackal while it is on the move.

The Jackal is not without its drawbacks, it is an expensive unit and the unit's hull will not be able to take too much fire before falling to pieces. That's why the Foehn commanders try to make the best use of Jackals with hit'n'run tactics.


Foehn Jackal Racer

Additional Information:
  • Amphibious.
  • Can fire on the move.
  • Has 2 passenger slots.
  • Infantry can fire from the Jackal Racer.
  • Can receive speed boosts near Spinblades.
  • Level 1 passenger survivability rate (rookie: 50%, veteran: 65%, elite: 80%).


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






The Mobile Construction Vehicle 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 rather high, but the expanding of your base using another MCV may prove more useful than you think. The Foehn MCV provides all the necessary materials to build a Foehn base.


Foehn Mobile Construction Vehicle

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


SODAR Array
  • Cost: $1000
  • Speed: 5
  • Hitpoints: 660
  • Armor Class: Light
  • Prerequisite: Foehn War Factory + Cloud Piercer
  • Purpose: Stealth Detection, 'Golden Rocket' Enhancer
  • Equipment: SODAR
  • Range: 13






Yuri's psychic illusion technology is a major threat to the Foehn forces. Constant attacks with cloaked and subterranean units brought many casualties to their already limited armies. A dedicated unit for early detection and warning was required and the answer came with a unique SOnic Detection And Ranging system. Using a wind profiler based on Foehn's wind manipulation technology it became possible to measure and read the scattering of sound waves by atmospheric turbulence and detect any sort of suspicious activity from objects not noticeable with the human eye or standard radars. In order for the system to work, a SODAR Array must be deployed first, it does not work in its mobile form.

The SODAR Array is also capable of collecting and sending data on wind behavior to the units which rely on the so-called 'Golden Rocket' weapon. This data allows them to set the launch coordinates and modify the rocket's flight path more accurately so that it hits their targets with bigger precision and deals even more damage than usual.


Foehn SODAR Array

Additional Information:
  • Immune to omni crush when deployed.
  • Not affected by speed debuffers when deployed.
  • Will increase firepower of all units that use the 'Golden Rocket' by 15%.
  • Can detect cloaked and submerged units when deployed (sensors range: 13).


Raccoon
  • Cost: $1000
  • Speed: 9
  • Hitpoints: 220
  • Armor Class: Light
  • Prerequisite: Foehn War Factory + Cyberkernel
  • Purpose: Weapon & Support Power Jamming, Sabotage
  • Weapons: ECM Systems
  • Range: 9 / 9 (Anti-Aircraft)






Do not underestimate its size and appearance, the Raccoon is a crucial weapon in every Foehn army. Those buggies have an unusual method of dealing with their enemies: a jammer mounted on top is capable of shutting down most enemy units' weapon control systems. This weapon makes both enemy ground vehicles and aircraft unable to fire their weapons properly, essentially rendering their projectiles useless.

As long as the Raccoon's beam is trained on a vehicle, that vehicle will not be able to deal damage, but if it's a non-damaging weapon then the Raccoon's device will not affect it.

Additionally, the jammer can disable enemy structures, be it a power plant, war factory or a defense. They have quite a decent range so they're often seen on the battlefield during sieges, hiding behind the main strike force. Raccoons can not withstand too much damage, so they're never alone.

The Raccoon's ace up its sleeve is a smaller on-board signal inhibitor that blocks an enemy commander's ability to choose the target for a support power or superweapon launch near the Raccoon. Since the Raccoon is not powered by any external sources like the Signal Inhibitor, the only ways to get rid of this effect is to destroy the Raccoon, EMP it or kill its driver.


Foehn Raccoon

Additional Information:
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Can disable any powered structure.
  • Not affected by firepower debuffers.
  • Can make most of unit weapons which deal damage not work.
  • Will prevent the use of support powers around it in a radius of 6.
  • Only scout support powers can ignore Raccoon's jamming.



Buzzard
  • Cost: $1350
  • Speed: 24 (Flying)
  • Hitpoints: 450
  • Armor Class: Medium Aircraft
  • Prerequisite: Foehn War Factory + Cloud Piercer
  • Purpose: Assault, Anti-Aircraft, Land Traps
  • Weapons: VHMG (x2), Spikes
  • Range: 7 / 7 (Anti-Aircraft) / Close






The Buzzard exists to support the Foehn troops and tanks from above with its double set of powerful dual Very Heavy Machine Gun. It has two of these for dealing with enemy troops and light vehicles on the ground and two for eliminating the flying threats.

While the idea behind the Buzzard is straightforward, its importance in the Foehn army is unquestionable, especially in the strike forces of Haihead and the Last Bastion. Even though Foehn specializes in unique flying weapon designs, most of those have been assigned to the Wings of Coronia as they complement the nature of its main base, allowing it to perform devastating raids from the sky almost anywhere in the world.

The Buzzard however, is a simple but effective design which greatly works as a support to both frail but powerful attackers of Haihead and slow but well-equipped war machines of the Last Bastion. Additionally, the Buzzard can drop static spikes on the ground, which will damage any infantry or ground vehicles which come into contact with them.


Foehn Buzzard

Additional Information:
  • Automatically repairs itself.
  • Deploy to release spikes, which will damage any unit that goes through them.
  • The spikes will automatically self-destruct after a short period of time.



Irritator
  • Cost: $1400
  • Speed: 6
  • Hitpoints: 240
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory + Cyberkernel
  • Purpose: Unit Disruption, Target Marking
  • Weapon: Confusion Ray / Illumination Flare
  • Range: 10 / 14






This unit is unique to Haihead.

The Irritator is Haihead's peculiar 8-wheeler with a highly experimental weapon. Mere months before their launch, Haihead's scientists operating at the Last Bastion successfully performed a defense operation using a newly designed weapon which caused the attackers to lose sight of their target and start fighting each other instead. The weapon, half-jokingly dubbed the "confusion ray", does precisely what it says on the tin: it confuses the enemy in regards to who their real enemy is, which results in a likely friendly-fire scenario.

When deployed, the Irritator can fire an illumination flare which will make the targeted position more visible to the Foehn troops. All units which are in the designated area during the flare's detonation will be more prone to damage due to their positions being clearly revealed to the forces nearby. The Irritator has no damaging weapons otherwise and cannot fire either of its weapons on the move.


Haihead Irritator

Additional Information:
  • Immune to confusion ray.
  • Not affected by firepower debuffers.
  • When deployed, will fire an illumination flare that decreases strength by 25% for 6 seconds.



Roadrunner
  • Cost: $1200
  • Speed: 8 / 12 (Boosted)
  • Hitpoints: 500
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + Cloud Piercer
  • Purpose: Anti-Unit Hit'n'Run
  • Weapon: Power Explosion
  • Range: Close






This unit is unique to Wings of Coronia.

Watch out. This is not an ordinary ball. It's the Coronian Roadrunner, a spherical drone set to crush, kill and destroy anything that gets in its way. Its unorthodox design makes it capable of travelling at high speeds and additionally benefit from the use of Spinblades scattered on the battlefield. When a Roadrunner chases its target down, it will explode with tremendous power, damaging every soldier and tank nearby. The explosion will briefly disable its systems in order to recharge the weapon, making the Roadrunner immobile and completely defenseless for a few seconds.


Coronian Roadrunner

Additional Information:
  • Immune to poison.
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to radiation.
  • Immune to omni crush.
  • Can detect enemy spies.
  • Immune to mind control.
  • Driver cannot be killed.
  • Can receive speed boosts near Spinblades.
  • Will become temporarily disabled after firing its weapon.



Sweeper
  • Cost: $1200
  • Speed: 6 / 10 (Boosted)
  • Hitpoints: 250
  • Armor Class: Light
  • Prerequisite: Foehn War Factory + Nanofiber Loom
  • Purpose: Anti-Unit Ambush
  • Weapons: 'Golden Rocket' Multilauncher
  • Range: 9






This unit is unique to Last Bastion.

Sweepers hide in the snows surrounding the Last Bastion's base, waiting for their targets to approach before firing a volley of 'Golden Rockets' straight at them. Its turret has been specifically designed to allow it to fire the projectiles without revealing its position. However, a watchful commander will still be able to deduce where the missiles came from by carefully observing the battlefield. Even so, Sweepers make an excellent addition to the Last Bastion's defensive positions.

With a set of windspin engines of its own, it can cross water areas and then burrow in the ground and conceal its presence when ordered to the deploy. Naturally, the windspin engine will boost the unit's speed when near a Spinblade on the battlefield.

While the Sweeper is equipped with 'Golden Rockets', its turret's design does not make it possible for this drone to target aircraft. For that you must rely on the Teratorn and other anti-aircraft weapons available in the arsenal of Foehn. Keep in mind that the Sweeper cannot fire on the move.


Last Bastion Sweeper

Additional Information:
  • Amphibious.
  • Immune to poison.
  • Cannot be hijacked.
  • Immune to radiation.
  • Cloaked when deployed.
  • Immune to mind control.
  • Needs to deploy to fire.
  • Driver cannot be killed.
  • Does not sink when affected by EMP.
  • Immune to omni crush when deployed.
  • Not affected by speed debuffers when deployed.
  • Can receive speed boosts near Spinblades.
  • Its firepower can be enhanced by 15% near a deployed SODAR Array.



Megalodon
  • Cost: $1800
  • Speed: 9
  • Hitpoints: 720
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + Cyberkernel w/Exp
  • Purpose: Close Combat
  • Weapon: Plasma Blade
  • Range: Close






This unit is unique to Haihead.

The powerful mechanical warmachine that is the Megalodon is an important piece of the Haihead's strike forces all over the globe. With their doctrine to destroy as many enemy installations and forces as possible in a very short time window, it should be no surprise that the designers of this particular weapon focused on its firepower and speed, rather than durability or range.

The Megalodon is an unmanned humanoid robot walker with an apparatus in its right hand, which lets it form a blade made of plasma that Foehn utilizes in its many weapons thanks to the manipulation of the gasses. The blade can cut through most materials with ease, making it a formidable weapon for the Megalodon against all targets, as long as they're on the ground. It is said that the Megalodon's left arm contains a device whichslows its targets down, making them easier targets for the blade cuts, but if such a device exists, it has been concealed very well within the design of the robot.

As the Megalodon's combat style is melee and it performs best in a one-on-one combat, an additional weapon has been designed to increase its battle potential even further. The Haihead commanders can create so-called "Megaarenas" on the battlefield, where the Megalodons will perform the best. Whenever a Megalodon enters the Megaarena Projector's range, a reactive energy field will be created around the walker's body, which will vaporize enemy infantry that comes into touch with it and also give the Megalodon additional resistance to enemy weapons.


Haihead Megalodon

Additional Information:
  • Immune to poison.
  • Cannot be hijacked.
  • Can crush infantry.
  • Immune to radiation.
  • Immune to omni crush.
  • Immune to mind control.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Megaarena will give it an active energy field which kills infantry on touch.
  • This shield will also make Megalodon faster and tougher but won't kill any of the heroes.


Shadray Sonic Tank
  • Cost: $1650
  • Speed: 4
  • Hitpoints: 300
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory + Cyberkernel w/Exp
  • Purpose: Siege, Anti-Aircraft
  • Weapon: Enhanced Sonic Wave
  • Range: 11 / 12 (Anti-Aircraft)






This unit is unique to Haihead.

An alteration and modular enhancement to the crystals previously used in Jackal Racers resulted in the birth of a weapon much more powerful than before. By combining four screens that are used individually in its lower tier counterparts, inverting the piece vertically and removing its back protection panels, a stronger weaponized amplifier was created for the emission of sonic waves. When this enhanced design was mounted on a durable tank hull, the Shadray Sonic Tank was created.

Its improved emitter screen design allows the Shadray to create sonic waves that can theoretically last indefinitely and reach targets further than the Jackal's ever could. Much to the surprise of its designers, the range of the emitter became so great that it could affect aircraft and thus additional targeting systems have been installed onto the Shadray. With the advanced equipment it has, the Shadray shares the role of a siege unit and a heavy anti-aircraft weapon.


Haihead Shadray Sonic Tank

Additional Information:
  • Minimum Range: 2
  • Can crush infantry.
  • Driver cannot be killed.


Diverbee
  • Cost: $1100
  • Speed: 33 (Flying)
  • Hitpoints: 200
  • Armor Class: Light
  • Prerequisite: Foehn War Factory + Cyberkernel w/Exp
  • Purpose: Anti-Unit
  • Weapon: Plasma Discharge
  • Range: 7






This unit is unique to Haihead.

Where the Shadray or Megalodon cannot reach, the Diverbee will. This seemingly harmless little drone aircraft is the reason the Epsilon has deployed many more anti-aircraft weaponry in recent times than ever before. The Diverbee is a single-strike demolition drone that will quickly identify its enemy once given the command, and then launch itself at the target, creating a powerful explosion that will heavily damage anything in its range. These units have been employed by Haihead to destroy valuable objects in enemy tank divisions and infantry batallions, however their effectiveness against buildings is average at best. Given the choice, they should avoid anti-air units rather than directly engage them.


Haihead Diverbee

Additional Information:
  • Will launch itself at the enemy with a suicidal attack when ordered to fire.


M.A.D.M.A.N.
  • Cost: $3000
  • Speed: 3
  • Hitpoints: 2500
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + Cyberkernel w/Exp
  • Purpose: Mutually Assured Destruction
  • Weapons: M.A.D. Warhead Supreme
  • Range: 16 (Area-of-effect)






This unit is unique to Haihead.

If you thought the destructive potential of the Haihead strike forces ends at the Megalodon, Shadrays or the Diverbee drones, you were wrong. What really proves how much Haihead is set on destroying their enemies is this design: the fearsome heavy metal monster codenamed 'M.A.D.M.A.N'.

Having analyzed the short but incredibly dynamic history of weapons development throughought the 20th century, Haihead's engineers have decided to attempt to ressurrect the infamous M.A.D. Tank project and rely on the Foehn's ability to manipulate the air and weaponize plasma to create a bomb so powerful it could level entire bases, taking down the sturdiest of structures.

The M.A.D.M.A.N works on the same principle the original vehicle that inspired it did back during the days of the Second Great War. Once deployed, the driver will trigger the detonation and exit the vehicle. After several short seconds, the unit will explode, creating a large shockwave that will sweep everything in its way. The warhead's design subverts some of the expectations regarding a powerful shockwave, as it is actually the weakest in its very center. This results in M.A.D.M.A.N.'s drivers surviving the few detonations of the vehicle that have already taken place.

As the M.A.D.M.A.N.'s warhead is extremely dangerous and devastating, the driver requires an explicit order for detonation before activating the weapon. This means that the vehicle can only explode once given the deploy command. M.A.D.M.A.N.s are highly experimental, expensive and very limited in numbers, however they pose the highest threat to Haihead's enemies, who have entire taskforces designated for dealing with these machines.


Haihead M.A.D.M.A.N.

Additional Information:
  • Build Limit: 1.
  • Cannot be hijacked.
  • Immune to abduction.
  • Immune to omni crush.
  • Immune to Blasticade.
  • Immune to mind control.
  • Driver cannot be killed.
  • Immune to confusion ray.
  • Cannot enter transports.
  • Cannot be chronoshifted.
  • Does not explode when killed.
  • Can crush infantry and units.
  • Automatically repairs itself.
  • Not affected by firepower debuffers.
  • Cannot be covered with Invulnerability.
  • Needs an explicit deploy order to activate its weapon.


Pteranodon
  • Cost: $2000
  • Speed: 26 (Flying)
  • Hitpoints: 850
  • Armor Class: Heavy Aircraft
  • Prerequisite: Foehn War Factory + Cloud Piercer w/Exp
  • Purpose: Anti-Tank
  • Weapon: Pressurizer Battery (x2)
  • Range: 7.5






This unit is unique to Wings of Coronia.

While one could argue whether the decision to not rely on a heavy ground vehicle is something one would expect from the Wings of Coronia, the fact is that the Pteranodon is their heavy 'flying tank', a battlefield equivalent of designs such as the American Abrams or Scorpion Cell's Tyrant. Its main purpose is the elimination of mechanical forces directly threatening or in the currenty vicinity of Coronia itself. With two large pressurizer batteries, which are mounted on each side of this massive aircraft, the Pteranodon makes quick work of enemy tanks no matter how durable their armor is. Compared to its equivalents in the other armies however, it is not very effective against either the troops or buildings. It is also defenseless against aircraft that can target it.


Coronian Pteranodon

Additional Information:
  • Minimum Range: 2
  • Can fire on the move.
  • Automatically repairs itself.


Tarchia Cannon
  • Cost: $1700
  • Speed: 4 / 7 (Boosted)
  • Hitpoints: 660
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory + Cloud Piercer w/Exp
  • Purpose: All-Terrain Siege
  • Weapons: Plasma Cannon
  • Range: 15






This unit is unique to Wings of Coronia.

Whenever an attack from the sky is impossible or difficult to execute, the Wings of Coronia deploy their reliable Tarchia Cannons on the battlefield. These bulky artillery units can float above all types of terrain and water areas and while initially the engine that makes them hover can't achieve high speeds, the Tarchia is another one of the units which can use the Spinblade to their advantage.

After marking its target, the Tarchia will fire its long range plasma cannon that will pulverize most enemy defenses and structures hidden behind them, making this particular unit a perfect siege machine. Be advised though, as this vehicle cannot fire on the move and will have to recalibrate its cannon whenever it changes its position.


Coronian Tarchia Cannon

Additional Information:
  • Amphibious.
  • Minimum range: 5.
  • Driver cannot be killed.
  • Can receive speed boosts near Spinblades.
  • Needs to lock on target before firing its weapon.



Alanqa Skystation
  • Cost: $2500
  • Speed: 12 (Flying)
  • Hitpoints: 440
  • Armor Class: Medium Aircraft
  • Prerequisite: Foehn War Factory + Cloud Piercer w/Exp
  • Purpose: Anti-Aircraft, Area Denial
  • Weapons: Windflow Manipulator
  • Range: 8.5 / Close






This unit is unique to Wings of Coronia.

It should not be surprising that what the Wings of Coronia initially aim for is a complete domination of the sky. With advanced techniques of wind manipulation and heavy reliance on powerful flying machines, the soldiers that guard the floating motherbase strive to make the air theirs alone. The first and probably most important step to achieve that is preventing Coronia's enemies from the effective use of their own air force.

The Alanqua Skystation is Coronia's answer to this predicament. With a set of four powerful turbines, this machine has the strongest potential of all Foehn units to shape the air current around itself. This ability allows the Alanqa to quickly ground enemy aircraft with ease. While this powerful weapon can't be used against ground targets, the Alanqa Skystation will alter the winds with a different method to create strong tornadoes under its body.

These devastating twisters will last for a short while, killing or at least heavily damaging ground troops and vehicles in its vicinity. While the Alanqa will not be able to fire its anti-aircraft weapon while it is controlling the twister, the strong change in the current will not leave them unaffected: the tornado will damage the flying objects as well.

Despite its terrifying weapons, the Alanqa is not without its weaknesses. The machine is very fragile due to its advanced and delicate construction and will not be able to withstand too much anti-aircraft fire on its own. Additionally, the wind manipulations it performs both in the sky and on the ground might be a problem for the Alanqa's allies, making it less of a teamwork piece and more of a loner unit.


Coronian Alanqa Skystation

Additional Information:
  • Automatically repairs itself.
  • Cannot attack ground targets with main weapon.
  • Can deploy to create a hurricane, very effective vs infantry, decent vs everything else.


Harbinger
  • Cost: $3000
  • Speed: 20 (Jet)
  • Hitpoints: 2000
  • Armor Class: Medium Aircraft
  • Prerequisite: Harbinger Tower
  • Purpose: Aerial Bombardment
  • Equipment: Particle Collider Cannon (x2)
  • Range: 18






This unit is unique to Wings of Coronia.

The Harbinger's legend began during the days when it was just a project in the research facilities of Kanegawa Industries. Before the Chinese attacked, research on particle collision-based weaponry was well underway and the weapon itself was supposed to give the Pacific Front the ultimate advantage over their enemies and perhaps even the ace up their sleeve during the Allied leadership negotiations. After most KI facilities fell into Chinese hands so did the project and laboratories where the tech was being developed. However, due to unforeseen circumstances, the weapon wasn't finished by the Chinese either and the project remained frozen for a long time.

Many years later, the legend was turned into reality. The Harbinger now acts as Coronia's most powerful flying fortress, using its powerful particle colliders to level enemy bases with ease and eliminate enemy units of any type, be it on the ground, water or in the sky. The Harbinger can be summoned onto the battlefield to bombard an area through a support power after its tower has been built.


Coronian Harbinger

Additional Information:
  • Immune to Blasticade.
  • Explodes when killed.
  • Not affected by firepower debuffers.
  • Summoned with a support power from the Harbinger Tower.


Mastodon
  • Cost: $2500
  • Speed: 3
  • Hitpoints: 1500
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + Nanofiber Loom w/Exp
  • Purpose: Anti-Unit
  • Weapon: Plasma Railgun
  • Range: 11






This unit is unique to Last Bastion.

It is said that the Mastodon was the very first tank designed for the Foehn Revolt shortly after it was formed. However, various photos exist taken by recon drones and spy sat cameras that confirm the presence of a very similar design in the Chinese bases during the Russian invasion on their soil.

The Mastodon is quite likely the largest and the heaviest battle tank currently present on the world's battlefield, which is not only noticeable by looking at its hull but the turret as well. The turret itself takes 1/3 of the tank's size and weight and for a good reason: it is literally packed with technology. Its main weapon is a long-range plasma railgun which, after finding an enemy, needs to charge up for several seconds before unleashing its power. The railgun's primary purpose is to eliminate enemy tanks at great ranges, while the Mastodon draws most of their firepower, allowing the other Last Bastion's units to realize their purpose effectively.

Hidden in Mastodon's turret are also containers with nanomachines, which will be released to repair the tank if it's taken too much damage. With the use of Nanocharge, the Mastodon will also be able to use those nanomachines to repair nearby vehicles and Foehn infantry in times of danger.


Last Bastion Mastodon

Additional Information:
  • Minimum Range: 3
  • Can crush infantry.
  • Immune to omni crush.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Will release nanoids for self-repairs when heavily damaged.
  • Self-repairs are more effective when the Mastodon is not moving.
  • Needs to lock on target and charge before firing its weapon.
  • Nanocharge support power will repair all units nearby for a while.


Gharial
  • Cost: $2000
  • Speed: 5
  • Hitpoints: 620
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + Nanofiber Loom w/Exp
  • Purpose: Anti-Structure, Anti-Infantry, Transport
  • Weapons: Power Cannon & HE Grenades
  • Range: 8 & 8






This unit is unique to Last Bastion.

Last Bastion's Gharial is a companion to the Mastodon, it's been designed to fill in for all the roles that the Bastion's heaviest tank cannot, with the exception of engaging enemy aircraft. Striking a balance between armor and speed, the Gharial is equipped with two weapons against ground targets: a powerful dual cannon similar to the one used by Kingsframes and several grenade launches, both of which make short work of enemy defenses and all other types of structures.

Gharial's hull design allows its to swim, while additional space within its body works as a transport for the Foehn troops. Whenever a Gharial appears on the battlefield, it comes with two Knightframes inside and already ready to battle. All of these features are not all that Gharial comes equipped with. This tank is probably the only one that has been designed with preventing the effects of as many battlefield hazards and dangerous sabotaging weapons as possible. Among many others, the Gharial is immune to EMP, radiation, poison and freezing. It also can't be mind controlled by Yuri's forces or thrown into confusion with Foehn's weapons.


Last Bastion Gharial

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Immune to omni crush.
  • Can fire on the move.
  • Immune to confusion rays.
  • Has 4 passenger slots.
  • Immune to mind control.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Does not sink when affected by EMP.
  • Appears with 2 Knightframes on board.
  • Immune to all battlefield hazards (poison, radiation, freeze, EMP etc.).
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).



Boidmachine
  • Cost: $3000
  • Speed: 3
  • Hitpoints: 1600
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + Nanofiber Loom w/Exp
  • Purpose: Full Range Artillery Strike
  • Weapons: Particle Collider Artillery
  • Range: Entire Map






This unit is unique to Last Bastion.

The infamous bow of light, the Boidmachine has already engraved its status on the world, thanks to its particle collider artillery with an incredible range by obliterating many of Last Bastion's enemies' tank divisions and infantry squads, without ever letting them see the cannon itself.

The Boidmachine is a mobile artillery platform, which can only fire once it's been deployed and the projectile prepared. The warhead of the Boidmachine works on a similar principle to the Harbinger's one, it's very effective on ground units and infantry and will still deal a lot of damage to buildings and even aircraft. What makes it different from the Harbinger however, is the fact that the Boidmachine can fire almost anywhere on the battlefield. However, if the vehicle undeploys in order to move, in case of emergency or just normal relocation, the weapon stops charging and will only resume the process once the Boidmachine deploys and rises its cannon once again.


Last Bastion Boidmachine

Additional Information:
  • Build limit: 1.
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to abduction.
  • Immune to omni crush.
  • Immune to Blasticade.
  • Immune to mind control.
  • Immune to confusion ray.
  • Driver cannot be killed.
  • Cannot be chronoshifted.
  • Automatically repairs itself.
  • Not affected by firepower debuffers.
  • Needs to deploy to begin charging its weapon.














SUPPORT POWER: Boid Blitz
  • Cost: -
  • Recharge Time: 6:30
  • Requires Power: Yes
  • Affects Players: All






The Boidmachine will perform its powerful particle collider artillery strike at the designated location. Boid Blitz is particularly effective at destroying large amounts of infantry and lightly armored vehicles with a single strike, but will also deal lots of damage to other target types, including aircraft. If the target is located at a height higher than the Boidmachine's, the weapon's accuracy decreases harshly.


Quetzal
  • Cost: $2300
  • Speed: 18 (Flying)
  • Hitpoints: 500
  • Armor Class: Medium Aircraft
  • Prerequisite: Foehn War Factory + Any Expansion
  • Purpose: Siege
  • Weapon: Orbital Strike
  • Range: 14






The Quetzal is a drone control airship, there is no simpler way to explain what it is. Underneath its body, three eye-shaped drones will continuously scan the area nearby for enemy threats, giving the Quetzal quite an impressive line of sight that exceeds most of the vehicles or aircraft currently in service. Additionally, these drones will conceal the Quetzal's presence on enemy radars.

The real purpose of the Quetzal's drone however, is target marking. The airship can send its drones at great ranges to scout and mark the spot where an orbital strike will be performed. These attacks, especially effective against enemy structures, involve hybrid bombs, which are released at high velocity and explode violently upon impact. The drones can be destroyed with anti-aircraft weapons, however the Quetzal will replace them shortly after the currently used set is no longer functional.


Foehn Quetzal

Additional Information:
  • Invisible on radar.
  • Automatically repairs itself.
  • Quetzal Shield will multiply its armor 5 times for 20 seconds.
  • Quetzal Drones - Speed: 24 (Jet), Hitpoints: 180, Armor Class: Light Aircraft


Warturtle
  • Cost: $800
  • Speed: 8 / 12 (Boosted)
  • Hitpoints: 900
  • Armor Class: Medium
  • Prerequisite: Foehn 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 harm's way in order to prevent severe losses. The Warturtle can benefit from windspin, its speed will be boosted near a Spinblade.


Foehn Warturtle

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Has 12 passenger slots.
  • Cannot be chronoshifted.
  • Can receive speed boosts near Spinblades.
  • 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 Warturtle can be built from Foehn War Factory.


Swordfish
  • Cost: $950
  • Speed: 6 / 10 (Boosted)
  • Hitpoints: 460
  • Armor Class: Medium
  • Prerequisite: Foehn Naval Shipyard
  • Purpose: Naval Engagement, Anti-Aircraft
  • Weapons: Pressure Lance / Shrike Drone
  • Range: 5 / 9 (Anti-Aircraft)






Swordfishes form the cornerstone of every Foehn naval formation. These agile military boats have been armed with an enhanced version of the pressure lance, similar to the one utilized by the Lancers in their combat with enemy tank divisions. With more space for equipment and the engine, the raw firepower of Swordfishes' lances vastly exceeds that of a single Lancer, making it capable of taking on the largest of enemy warships. Additionally, while Spinblades are not as common at the shores and on islands as they are inland, the engine of a Swordfish can benefit from its wind manipulation and acquire speed boosts if need be.

Between its windspin engines there is a small space where a single Shrike resides, ready to engage enemy aircraft at any time. The Swordfish is an excellent naval engagement unit, but its true potential is achieved with its ability to fight both ships and the air force at once. While the Swordfish attacks its enemies with the lance, the Shrike will do its job of protecting the Foehn navy in the sky.


Foehn Swordfish

Additional Information:
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Can receive speed boosts near Spinblades.
  • Can detect cloaked and submerged units (sensors range: 7).
  • Shrike - Speed: 30 (Jet), Hitpoints: 200, Armor Class: Light Aircraft
  • Shrike's firepower can be enhanced by 15% near a deployed SODAR Array.


Angelshark
  • Cost: $1400
  • Speed: 7
  • Hitpoints: 460
  • Armor Class: Medium
  • Prerequisite: Foehn Naval Shipyard + Cyberkernel
  • Purpose: Unit Disruption
  • Weapon: Confusion Torpedoes & Mines
  • Range: 9 / Close






If, after hearing the memorable name of the Angelshark, you expected a tamed animal in the Foehn navy, you will be surprised to learn there is none. The Angelshark is a submarine which has not been designed for direct combat, but for the sabotage of enemy naval formations instead.

The Angelshark has two weapons. The first is a homing torpedo-drone hybrid that, when fired from the Angelshark, begins to pursue its target and upon impact releases an impulse which throws it into great turmoil. The affected unit will begin to fire at its allies instead of engaging the Angelshark's side. The second weapon is a unique mine that the Angelshark can release at the spot it currently resides at. This mine will float on the water's surface for a brief moment, while emitting the confusion ray in all directions. Any enemy unit that comes within the mine's vicinity while its active will begin targeting its allies instead of following its original commands.

Being a support naval unit, the Angelshark has no other offensive weapons but as long as there is no detector unit nearby it will remain hidden even when firing any of its weapons.


Foehn Angelshark

Additional Information:
  • Cloaked.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to confusion ray.
  • Can detect cloaked and submerged units (sensors range: 7).
  • Can deploy confusion mines that will float on water for a while.


Leviathan
  • Cost: $2800
  • Speed: 3 / 5
  • Hitpoints: 1500
  • Armor Class: Heavy
  • Prerequisite: Foehn Naval Shipyard + Any Expansion
  • Purpose: Siege
  • Weapon: Plasma Cannon Drones (x2)
  • Range: 23






The legendary majestic sea monstrosity that is the Leviathan takes form as the capital ship of the Foehn Revolt. Combining the best features of an Allied Aircraft Carrier and the Soviet Dreadnought, this massive ship houses two large attack drones under its deck, which when released will begin bombardment of the enemy position with numerous destructive plasma bombs. While these attack drones can be shot down and have a very limited range, meaning that they have to reach their target first, most of the targets it will manage to land its attack on will not survive the explosion.

The incredible firepower is not the only feature that makes the Leviathan stand out from the capital ships seen on the world's seas. With what is definitely the largest windspin engine, the Leviathan can increase its speeds by two thirds whenever it moves to a position near a Spinblade. It is also equipped with several nanomachine containers, which its crew will release in order to repair the damages done to the ship. Under the Last Bastion's command, those nanoids can be used to repair other units nearby as well, thanks to the Nanocharge.


Foehn Leviathan

Additional Information:
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Can receive speed boosts near Spinblades.
  • Will release nanoids for self-repairs when heavily damaged.
  • Self-repairs are more effective when the Leviathan is not moving.
  • Nanocharge support power will repair all units nearby for a while.
  • Leviathan Drones - Speed: 30 (Jet), Hitpoints: 300, Armor Class: Light Aircraft

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