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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

NEUTRAL STRUCTURES


Tech Oil Derrick
  • Cost: -
  • Power: 0
  • Hitpoints: 1300
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Income
  • Armor Class: Heavy Structure





Capturing Tech Oil Derricks is the go-to option on the field to gather additional funds for the war-effort. Not only do Oil Derricks provide a continuous cash flow, but being the initial captor provides a bonus lump sum as well. The more Derricks you capture, the more cash you receive.


Tech Oil Derrick

Additional Information:
  • Provides $500 for the first player to capture a neutral one.
  • Provides $20 every 100 frames (~6 ingame seconds).
  • In 'Oil Control' it's the primary source of income and is indestructible.


Tech Deposit Bank
  • Cost: -
  • Power: 0
  • Hitpoints: 1500
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Income
  • Armor Class: Big Heavy Structure





The Tech Deposit Bank functions much like the Tech Oil Derrick, but provides double the cash flow and first capture bonus. This makes the Bank a structure sought after by all commanders.


Tech Deposit Bank

Additional Information:
  • Provides $1000 for the first player to capture a neutral one.
  • Provides $40 every 100 frames (~6 ingame seconds).


Tech Base Expansion Post
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Base
  • Armor Class: Heavy Structure





Tech Base Expansion Posts are small structures placed at important strategic locations, allowing for the speedy building and deploying of military structures in their area. It additionally repairs any nearby vehicles within range. The Tech Base Expansion Post is the only tech structure you can use to expand your base further.


Tech Base Expansion Post



Tech Power Plant
  • Cost: -
  • Power: +250
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Power
  • Armor Class: Heavy Structure





Tech Power Plants provide additional power for their owner. They also come with their own security features to prevent sabotage, making them secure sources of power.


Tech Power Plant

Additional Information:
  • Cannot be infiltrated by a spy or drained by an Invader.
  • The amount of power provided by this building in 'Fortress' mode may vary.


Tech Nuclear Plant
  • Cost: -
  • Power: +1000
  • Hitpoints: 1100
  • Prerequisite: 1 Engineer to capture
  • Purpose: Bonus Power
  • Armor Class: Heavy Structure





Tech Nuclear Plants provide even more for their owner. Just like the Tech Power Plants, they come with their own security features to prevent sabotage, making them secure sources of power. When destroyed, they explode just like the Soviet Nuclear Reactor, however the explosion is smaller.


Tech Nuclear Plant

Additional Information:
  • Explodes when destroyed.
  • Cannot be infiltrated by a spy or drained by an Invader.
  • The amount of power provided by this building in 'Fortress' mode may vary.


Tech Satellite Hack Center
  • Cost: -
  • Power: 0
  • Hitpoints: 900
  • Prerequisite: 1 Engineer to capture
  • Purpose: Base
  • Armor Class: Big Heavy Structure





Capturing the Tech Satellite Hack Center allows you to gain access to the brand new Global Positioning System satellite network in order to get a complete view of the battlefield. Keep in mind that the GPS is not complete and could have consequences if the center is destroyed or captured.


Tech Satellite Hack Center



Tech Secret Lab
  • Cost: -
  • Power: 0
  • Hitpoints: 1100
  • Prerequisite: 1 Engineer to capture
  • Purpose: Secret Technology
  • Armor Class: Big Heavy Structure





The Tech Secret Lab contains plenty of unique technological goodies coming from various weapon development groups around the world and useful weaponry. These buildings will grant you access to randomly chosen subfaction-specific "monster tanks".


Tech Secret Lab

Additional Information:
  • In missions this structure is used to provide units other than "monster tanks".


Tech Academy
  • Cost: -
  • Power: 0
  • Hitpoints: 1300
  • Prerequisite: 1 Engineer to capture
  • Purpose: Veteran Infantry
  • Armor Class: Big Heavy Structure





Tech Academy provides additional training for your recruits before they arrive on the battlefield. Any infantry trained or cloned with this building under your control will start as a veteran.


Tech Academy



Tech Heavy Machinery
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Veteran Vehicles
  • Armor Class: Big Heavy Structure





Tech Heavy Machinery provides additional equipment for your vehicles before they come out from the factory. Any ground vehicles constructed with this building under your control will start as a veteran.


Tech Heavy Machinery



Tech Aeronautics
  • Cost: -
  • Power: 0
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Veteran Air Force
  • Armor Class: Big Heavy Structure





Tech Aeronautics provides additional equipment for your aircraft before they come out from the War Factory or appear at the airfields. Any jets or other flying units constructed with this building under your control will start as a veteran.


Tech Aeronautics



Tech Defense Bureau
  • Cost: -
  • Power: 0
  • Hitpoints: 1300
  • Prerequisite: 1 Engineer to capture
  • Purpose: Upgraded Defenses
  • Armor Class: Big Heavy Structure





Tech Defense Bureau provides additional equipment for your defenses before they are placed on the battlefield. Any defenses constructed with this building under your control will gain an initial upgrade.


Tech Defense Bureau



Tech Military Docks
  • Cost: -
  • Power: 0
  • Hitpoints: 1400
  • Prerequisite: 1 Engineer to capture
  • Purpose: Upgraded Ships
  • Armor Class: Big Heavy Structure





Tech Military Docks provide additional equipment for your ships and other aquatic units before they are released into the waters. Any naval units constructed with this building under your control will start as a veteran. This building is not placed on water.


Tech Military Docks



Tech Airfield
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Aircraft Production, Paratroopers
  • Armor Class: Big Heavy Structure





Capturing a Tech Airfield grants access to additional paradrop reinforcements. Additionally, the building can house and reload up to 4 fighter units.


Tech Airfield

SUPPORT POWER: Paradrop
  • Cost: $1200
  • Recharge Time: 4:00
  • Requires Power: Yes





Use this to drop a group of paratroopers anywhere on the battlefield: 6 GIs with 2 Guardian GIs as the Allies, 8 Conscripts with 4 Flak Troopers as Soviets, 6 Initiates with 2 Archers as Epsilon and 2 Knightframes with 1 Lancer as Foehn.


Tech Reinforcement Pad
  • Cost: -
  • Power: -
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Reinforcement
  • Armor Class: Big Heavy Structure





Tech Reinforcement Pad is a unique strategic building, which, once captured, will provide you with additional armored forces through a paradrop every few minutes. Unlike the Airfield, the delivery of reinforcements is automatic and free, but will only happen near the Reinforcement Pad itself.


Tech Reinforcement Pad

SUPPORT POWER: Reinforcement
  • Cost: -
  • Recharge Time: 3:30
  • Requires Power: Yes





An automatic drop of several Tier 1 vehicles, its size differs depending on the owner's allegiance.


Tech Missile Bunker
  • Cost: -
  • Power: -100
  • Hitpoints: 1200
  • Prerequisite: 1 Engineer to capture
  • Purpose: Missile Strike
  • Armor Class: Big Heavy Structure





The Tech Missile Bunker houses a tactical missile and is a power weapon versus weaker enemy structures and units. Capturing it allows a player to fire a missile upon anywhere on the battlefield for a price and at the cost of power.


Tech Missile Bunker

SUPPORT POWER: Missile Strike
  • Cost: $1000
  • Recharge Time: 7:30
  • Requires Power: Yes





A powerful tactical missile will heavily damage anything in its small area of effect.


Tech Maintenance Facility
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Advanced Structure Repairs
  • Armor Class: Big Heavy Structure





The Tech Maintenance Facility provides a highly specialized maintenance and repair crew that can quickly repair any structural damage at regular intervals.


Tech Maintenance Facility

SUPPORT POWER: Maintenance
  • Cost: -
  • Recharge Time: 4:30
  • Requires Power: Yes





For a short period of time, all structures within this support power's radius will receive rapid repairs.


Tech Machine Shop
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Active Unit Repairs
  • Armor Class: Big Heavy Structure





The Tech Machine Shop ensures that all ground, naval, and air units owned by the commander are repaired automatically. The more Tech Machine Shops you capture, the faster your units are repaired.


Tech Machine Shop



Tech (Field) Hospital
  • Cost: -
  • Power: 0
  • Hitpoints: 1000
  • Prerequisite: 1 Engineer to capture
  • Purpose: Active Infantry Healing
  • Armor Class: Big Heavy Structure





The Tech (Field) Hospital ensures all infantry units owned by the commander are healed automatically. The more Tech (Field) Hospitals you capture, the faster your units are healed.


Tech Field Hospital / Tech Hospital



Tech HMG Tower
  • Cost: -
  • Power: 0
  • Hitpoints: 1050
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Infantry Defense
  • Armor Class: Defensive Structure





The Tech HMG Tower is a powerful anti-infantry defense. With a large range and being able to fire over walls due to its height, it makes for a potent defense without requiring any power.


Tech HMG Tower

Additional Information:
  • Can gain experience.


Tech Turret
  • Cost: -
  • Power: 0
  • Hitpoints: 1050
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Armor Defense
  • Armor Class: Defensive Structure





An anti-armor turret used to destroy vehicles. A cheap, maintainable defense that requires no power.


Tech Turret

Additional Information:
  • Can gain experience.


Tech SAM Site
  • Cost: -
  • Power: 0
  • Hitpoints: 1050
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Air Defense
  • Armor Class: Defensive Structure





A simple SAM Site for anti-air defense. Unlike it’s bigger, more powerful brother, the SAM Bunker, it requires no power.


Tech SAM Site

Additional Information:
  • Can gain experience.


Tech Cannon Bunker
  • Cost: -
  • Power: -50
  • Hitpoints: 1750
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Armor Defense
  • Armor Class: Big Defensive Structure





The Tech Cannon Bunker provides immense anti-armor defense at the cost of some base power. A great danger to every vehicle as long as the units don't move too close to the bunker, taking advantage of its minimum range.


Tech Cannon Bunker

Additional Information:
  • Can gain experience.


Tech Artillery Bunker
  • Cost: -
  • Power: -100
  • Hitpoints: 1750
  • Prerequisite: 1 Engineer to capture
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure





The Tech Artillery Bunker is a powerful long range artillery cannon that can devastate oncoming enemy forces. Unfortunately, it has a big minimum range and requires base power in order to operate.


Tech Artillery Bunker

Additional Information:
  • Can gain experience.


Tech SAM Bunker
  • Cost: -
  • Power: -75
  • Hitpoints: 1750
  • Prerequisite: 1 Engineer to capture
  • Purpose: Anti-Air Defense
  • Armor Class: Big Defensive Structure





Tech SAM Bunkers are massive anti-air defenses that can easily take down almost any aerial threat. A great defensive structure that only costs some base power.


Tech SAM Bunker

Additional Information:
  • Can gain experience.


Tech Irradiator
  • Cost: -
  • Power: -25
  • Hitpoints: 1150
  • Prerequisite: 1 Engineer to capture
  • Purpose: Advanced Defense
  • Armor Class: Defensive Structure





Built as an experimental device seemingly only for the purpose of spreading a large field of radiation around it, the Tech Irradiator is an odd defensive structure, yet lethal to infantry and lightly armoured units, perfect for stopping early rushes.


Tech Irradiator



Tech Concrete Bunker
  • Cost: -
  • Power: 0
  • Hitpoints: 2000
  • Prerequisite: Garrison with infantry
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure





Bunkers are important fortifications in order to allow infantry to fire upon opponents while protecting them from enemy firepower. These bunkers can withstand an incredible amount of damage and are repairable to boot.


Tech Concrete Bunkers

Additional Information:
  • Can be garrisoned by 8 infantry units.


Tech Concrete Fortress
  • Cost: -
  • Power: 0
  • Hitpoints: 4000
  • Prerequisite: Garrison with infantry
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure





The Tech Concrete Bunker’s larger cousin. Capable of housing an entire infantry battalion, they are incredibly tough and are often vital defenses at strategic locations and chokepoints.


Tech Concrete Fortress

Additional Information:
  • Can be garrisoned by 20 infantry units.

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