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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



STOLEN TECH UNITS

Quickshifter
  • Cost: $2000
  • Speed: Teleport
  • Hitpoints: 250
  • Armor Class: Medium
  • Prerequisite: Allied War Fctr + MNU/SC/ROCC + Tech Cntr
  • Purpose: Chrono Assault, Transport
  • Weapons: 'Phalanx' Guided Missile Battery
  • Range: 9.5 / 10.5 (Anti-Air)






This unit requires infiltration of an enemy Tech Center and ConYard to be built.

For decades, the Allies have been haunted by the painful memory of having their prototype transport stolen by Stalin’s cybernetic underlings, and used against them. To make up for this failure, in the remote secret labs of SteinsTech, deep underground, where the Soviet agents could not get, many years later work on a new next-gen transport has begun.

To SteinsTech engineers, its design was to be a worthy successor to the experimental Chrono Tank from the Second Great War, and a natural evolution of the methods used for the transportation of troops: the Quickshifter's single passenger would have a wider usage than that of the Phase Transport's, due to its combination with the ability to chronoshift anywhere on the battlefield on its own. Even with its drawback of the passenger not being able to leave until the vehicle has fully teleported, the idea of transporting a capable soldier anywhere awakens imagination. Additionally armed with the advanced 'Phalanx' missiles, designed to mimic the powerful weapon of the Aegis Cruiser with an additional surface targeting system, the Quickshifter is a dangerous force to be reckoned with.

…or rather, it could have been. With limited funding and delays caused by the chaos of war the Soviets had started, the development did not go as well as expected. As time went on, and most resources got allocated to the Paradox Project, it became apparent that this new tank would never see the light of day. To no one’s surprise, the project was eternally sealed in one of the lost underground SteinsTech labs.


Allied Quickshifter (tech stolen from Allies)

Additional Information:
  • Has 1 passenger slot.
  • Cannot move into shroud.
  • Not affected by speed debuffers.
  • Not affected by cloak casters.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Passengers can't exit until the unit has fully chronoshifted itself.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).


Lionheart Bomber
  • Cost: $2000
  • Speed: 16 (Jet)
  • Hitpoints: 800
  • Armor Class: Light Aircraft
  • Prerequisite: AFCHQ + MNU/SC/ROCC + Tech Center
  • Purpose: Anti-Armor
  • Weapons: EMP/Fuel Bomb Hybrid
  • Range: 4






This unit requires infiltration of an enemy Soviet Lab and ConYard to be built.

The Lionheart is an exceptional aircraft in the Allied air force as, instead of missiles, it relies on simple, but effective fuel bombs with a heavily modified electromagnetic pulse warhead, that was seized from one of the Chinese-controlled labs during the war. Whatever the Lionheart does not kill, it will at least immobilize for a good while. This combination makes the Lionheart Bomber a very effective armor killer, which will help you in quickly blowing the enemy armored battalions and infantry squads to smithereens.


Allied Lionheart Bomber (tech stolen from Soviets)

Additional Information:
  • Automatically repairs itself.
  • The weapon has a lasting EMP effect on vehicles.


Chrono Prison
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 950
  • Armor Class: Heavy
  • Prerequisite: Allied War Fctr + MNU/SC/ROCC + Tech Cntr
  • Purpose: Unit Abduction
  • Weapons: Unknown
  • Range: 10






This unit requires infiltration of an enemy Pandora Hub and ConYard to be built.

Only a select few at the top of the Allied research division, and Siegfried himself, know exactly how the Chrono Prison works. It is said, that this unit uses advanced chrono technology to chronoshift enemy vehicles away into a distant unknown location, where the driver of the abducted unit is either brainwashed into obedience or completely replaced before sending the unit back, ready to fight for the Prison's owner.

Some say, that the Chrono Prison moves the vehicles into an alternate dimension, where techniques as vile as Yuri's mind control are used to make it fight for the Allied side, but unless you become the victim of the Chrono Prison you may never know..


Allied Chrono Prison (tech stolen from Epsilon)

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to abduction.
  • Immune to mind control.
  • Automatically repairs itself.
  • Not affected by firepower debuffers.
  • Has 3 passenger slots, but only for captured units.
  • Captured unit takes 1 passenger slot regardless of size.


Future Tank Alpha
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 1300
  • Armor Class: Heavy
  • Prerequisite: Allied War Fctr + MNU/SC/ROCC + Tech Cntr
  • Purpose: Heavy Anti-Armor
  • Weapons: 'Future'-Grade Arsenal
  • Range: 8






This unit requires infiltration of an enemy Cloud Piercer and ConYard to be built.

After losing a significant amount of the Future Tank X-0 prototypes during the Okawa Falls incident, Kanegawa Industries continued their work on a fully automated battle tank at several different locations around Japan, which had not yet been stormed by the Chinese forces at that time.

However, even the remaining facilities were eventually forced to shut down, as the Soviets won the war, the blueprints stolen from the American research sites by the Pacific Front's agents were lost, and China took control of the remaining Seismic Stabilizers in the country. The executives of KI decided to cease their plans for mass production of the then proposed X-1 prototype, and destroy all data related to the vehicles, when they realized that they were soon going to be overwhelmed by the invaders.

Luckily, some of the newer units from the Future Tank Project have been preserved by those, who decided to escape the Chinese clutches, and later enhanced with the advanced tech they managed to develop in isolation. The Alpha version of the Future Tank can switch between two weapon sets: highly damaging lasers combined with HE grenade launchers, and a powerful particle collider cannon.


Allied Future Tank Alpha (tech stolen from Foehn)

Additional Information:
  • Immune to poison.
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to radiation.
  • Immune to omni crush.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Immune to mind control.
  • Driver cannot be killed.
  • Immune to confusion rays.
  • Automatically repairs itself
  • Can detect cloaked and submerged units (Sensors Range: 7).
  • Can switch between its two weapon modes with a deploy command.


Grumble
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 620
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory + Any Soviet Lab
  • Purpose: Heavy Anti-Aircraft
  • Weapons: 'Grumble' Rockets
  • Range: 26 (Anti-Air)






This unit requires infiltration of an enemy Tech Center and ConYard to be built.

The Grumble is the Soviet response to the continuously expanding Allied air force, available once the Allied jet engine technology has been carefully researched by Soviet spies. With a set of massive rocket launchers, the Grumble is capable of eliminating any type of aircraft at great ranges when deployed.

The Grumble has no means of defending itself against ground targets, so it requires support from other units. It also has a minimum firing range that the enemy aircraft can approach and stay safe in, so remember to create your Grumble defense line wisely, and don't leave any "dead zones".


Soviet Grumble (tech stolen from Allies)

Additional Information:
  • Minimum Range: 5
  • Can crush infantry.
  • Needs to deploy to fire.
  • Automatically repairs itself.
  • Immune to omni crush when deployed.
  • Not affected by speed debuffers when deployed.


Apocalypse Tank
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 1050
  • Armor Class: Heavy
  • Prerequisite: Soviet War Factory + Any Soviet Lab
  • Purpose: Heavy Assault, Anti-Aircraft
  • Weapons: 125mm TEC (x2) / 'Mammoth Tusk' (x4)
  • Range: 8 / 9 (Anti-Air)






This unit requires infiltration of an enemy Soviet Lab and ConYard to be built.

During the late stages of the Second Great War, conventional heavy tanks proved useless in countering the versatile aircraft and nimble tanks of the Allies, as they were gaining the upper hand over the Soviets. In response, the Soviet engineers set out to design a truly unstoppable tank. Unexpectedly, the Soviets lost the war before this 'super tank' could be produced. The blueprints for the vehicle were quickly hidden, and all prototypes were destroyed to prevent the Allies from stealing the project. Then, once the Soviets were free from the Allied occupation, the idea of a 'super tank' resurfaced. With the Mammoth Tank as the starting point for the new design renewed work progressed steadily, and after going through several less successful iterations, the new tank was ready to be unleashed from factories all over the Soviet Union.

However, in the end it turned out that the tank, now called the Apocalypse, was not very cost-efficient. Even with its amazing firepower and reasonable mobility, the modern successor to the Tesla Tank, the Tesla Cruiser, and even the Latin Confederation's budget version of this 'super tank', the Catastrophe, proved to be much more effective in battle for the price required. Thus, the Apocalypse was reluctantly retired. While some can still be found in larger Soviet bases, the tank is no longer in active production. Some of the Soviet generals still keep a few units around for the nostalgia factor, and the symbolic importance of the vehicle. Rumours say some of the remote-controlled models are still kept somewhere.

The Apocalypse Tank is equipped with twin 125mm Tesla-enhanced cannons, which are lethal to all that stand in its path, and the unit's many 'Mammoth Tusk' missile pods make this monstrous machine a viable threat to aircraft and infantry alike. The idea of 'throwing everything you have at your opponent' is well-represented by the Apocalypse, as it will use all of its weapons at once against the enemy. Due to its turret's excellent design, the Apocalypse Tank can fire while on the move without losing much accuracy.


Soviet Apocalypse Tank (tech stolen from Soviets)

Additional Information:
  • Can crush infantry.
  • Automatically repairs itself.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Can fire on the move.
  • Heals infantry units around it.
  • EMP weapon duration time on this unit is cut by 50%.


Syckle
  • Cost: $2000
  • Speed: 25
  • Hitpoints: 200
  • Armor Class: Light
  • Prerequisite: Soviet War Factory + Any Soviet Lab
  • Purpose: Quick Assault
  • Weapons: Rad Cannons (x2), Mobile Iron Curtain
  • Range: 8






This unit requires infiltration of an enemy Pandora Hub and ConYard to be built.

The Syckle is not so much an example of stolen or reverse-engineered technology, as it is a study of the Epsilon's design philosophies and tactics. The Syckle is a marriage of the speed and versatility of the Epsilon's tanks, with the Soviet firepower, resulting in a vehicle that excels in harassment and chasing down enemy units. Two powerful rad cannons and one-of-a-kind mobile Iron Curtain device make the Syckle an almost perennial threat to the Epsilon tank divisions and infantry squads, and is quite possibly one of the fastest hit'n'run units out there, especially when it can't be damaged during the "run" part of it.

But the truth probably is, the Soviets wanted to have a cool bike of their own.


Soviet Syckle (tech stolen from Epsilon)

Additional Information:
  • Immune to radiation.
  • Can fire on the move.
  • Driver cannot be killed.
  • Takes 2 passenger slots.
  • Can enter most of transports.
  • Automatically repairs itself.
  • Can deploy to make itself invulnerable for 8 seconds.
  • EMP weapon duration time on this unit is cut by 75%.
  • Can't use its weapons when in the invulnerability mode.


Iron Dragon
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 640
  • Armor Class: Medium
  • Prerequisite: Soviet War Factory + Any Soviet Lab
  • Purpose: Long-range Anti-Armor
  • Weapons: 'Iron Dragon' Cannon
  • Range: 14






This unit requires infiltration of an enemy Cloud Piercer and ConYard to be built.

Ever since China was affected by a series of external intrusions, including the incident on the Korean Peninsula, they've been determined to convene the scientist teams residing at the many of their research bases to design a myriad of new weapons, to deal with any possible adverse situations in the future. Their Iron Dragon was one of the most prominent, albeit incredibly resource-consuming ones - a powerful experimental weapon developed in a secret facility in Kashmir, through a combination of the Iron Curtain effects and a type particle collision technology of then unknown origins.

Dealing with trespassing intruders, and performing destructive long-range attacks on enemy positions, the Iron Dragon could tear apart all sorts of targets in mere seconds with its immense cannon. Initially only deployed for protection of the most important research facilities in China, the Iron Dragon units have unfortunately been mostly destroyed by their enemies, before the Chinese could turn the tide.


Soviet Iron Dragon (tech stolen from Foehn)

Additional Information:
  • Minimum Range: 7.
  • Can crush infantry.
  • Driver cannot be killed.
  • Automatically repairs itself.


Scavenger
  • Cost: $2000
  • Speed: 6
  • Hitpoints: 1300
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Hub w/ Plug
  • Purpose: Multi-Purpose Combat
  • Weapons: Drain Beam / Altered Adaptation System
  • Range: 8






This unit requires infiltration of an enemy Tech Center and ConYard to be built.

The exotic combination of the Epsilon's magnetic technology and the Allied weapon adaptation system resulted in the Scavengers appearing in Yuri's tank divisions, after the Epsilon forces have successfully raided several Allied bases. This unit's massive size might deceive you into thinking it is bulky and slow, however, do not be mistaken as the Scavenger has enough engine power to chase down some of the faster vehicles seen on the battlefield, in order to dismantle them using this unit's unique drain beam.

The drain beam was designed to take the enemy vehicles apart and rapidly incorporate their weapon technology into a new custom weapon. With the unleashed talents of an Epsilon technician crews in every Scavenger, it is possible to quickly repurpose the scraps and remains of the destroyed unit's body into a completely new weapon, that the Scavenger can begin using in combat.

These new weapons taken from the Epsilon's enemies usually have a twist to them, as their engineers are able to come up with adjustments to the acquired technologies, with surprising results. A Scavenger can only acquire one weapon and will use it for the remainder of its lifetime. The initial weapon, the drain beam, that the Scavenger uses cannot be fired while the unit is moving, unlike any newly acquired one.


Epsilon Scavenger (tech stolen from Allies)

Additional Information:
  • Immune to abduction.
  • Immune to omni crush.
  • Driver cannot be killed.
  • Can crush infantry and units.
  • Automatically repairs itself.
  • Minimum Range: 1, on all weapons.


Wormqueen
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 350
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory + Hub w/ Plug
  • Purpose: Siege, Anti-Armor
  • Weapons: Psionic Bolt
  • Range: 11






This unit requires infiltration of an enemy Soviet Lab and ConYard to be built.

Ever since Yuri joined the Soviet army, he's been interested in its tesla technology. The result of Nikola Tesla's marvellous work has been weaponized and used in the Soviet army ever since the Second Great War, and has always been feared by the Allied forces. In the early years of his work in Moscow, Yuri was focused on furthering his mind control research. However, as his technology developed and he began to understand more and more about the human mind, he realized that the psychic powers can be used for more than just controlling the masses.

The Wormqueen is a result of the combined psychic and tesla technologies. The abilities of Yuri's enhanced psychics can be used to boost the power of even lightning itself, creating a devastating energy weapon. The lightning generated through traditional tesla coils is converted through the use of psychic tech, to give it features previously considered impossible - the Wormqueen can fire multiple bolts at great ranges, and can deal plenty of damage to enemy structures as well.

The Wormqueen's design is complemented by the use of drills and a sturdy design, to give it the ability to travel underground, just like the Driller or the Tyrant. The turret of this tank is equipped with special coils, that absorb almost any tesla energy directed at it. These unique features make it an extremely dangerous weapon to encounter on the battlefield, especially if you are a Russian.


Epsilon Wormqueen (tech stolen from Soviets)

Additional Information:
  • Subterranean.
  • Minimum Range: 5.5
  • Can crush infantry.
  • Cannot move into shroud.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Automatically repairs itself.
  • Tesla weapons don't damage it, they repair it instead.
  • Wormqueen's movement can be heard when it's underground.


Dybbuk-Seizer
  • Cost: $2000
  • Speed: 38 (Jet)
  • Hitpoints: 440
  • Armor Class: Light Aircraft
  • Prerequisite: Epsilon Aerodome + Hub w/ Plug
  • Purpose: High-Altitude Mind Control
  • Weapons: Three Brains, Terminus Drugs
  • Range: 9 / 10 (Anti-Air)






This unit requires infiltration of an enemy Pandora Hub and ConYard to be built.

In the complicated process of weapons-developing, Yuri's scientists have come up with the most bizarre of designs and the most unorthodox of tactics. As Yuri's gift of mind control has been spread to the many of his Adepts and Elites, and has further been built upon in the form of the advanced Masterminds and efficient Psychic Towers, step by step, his vision of worldwide mind control was getting closer to reality.

One of its side projects was a concept for an aircraft in the Dybbuk series: equipped with advanced artificial mind control systems akin to those of the Mastermind, adjusted for aerial long-range use, and further enhanced with targeting apparatus, that would allow this new Dybbuk to even take control of most of the enemy air force. The unit could then be enhanced by special precise long-range emitters, suited for supplying the captured forces with a dose of the Terminus Drugs, to temporarily enhance their fighting capabilities, and make them more powerful than they were before the capture. Dybbuk-Seizer was to be a complex, technologically advanced solution to Yuri's notorious issues with using his mind control units in dangerous environments, where they would fall to the likes of enemy snipers or EMP weapons.

And then they realized they can just put three Epsilon Adepts on a plane and call it a day.


Epsilon Dybbuk-Seizer (tech stolen from Epsilon)

Additional Information:
  • Automatically repairs itself.
  • Can control most of the flying units.
  • Can control up to 3 units at the same time.
  • Can gain experience by taking it from the units it controls.
  • Controlled unit will have its firepower increased by 60% for 60 seconds.


Salamander
  • Cost: $2000
  • Speed: 9 (Flying)
  • Hitpoints: 1200
  • Armor Class: Medium Aircraft
  • Prerequisite: Epsilon War Factory + Hub w/ Plug
  • Purpose: Long Range Anti-Unit, Anti-Aircraft
  • Weapons: Multiple A.R.O. Pods / Confusion Rays
  • Range: 10.5 / 10 (Anti-Air) / Close






This unit requires infiltration of an enemy Cloud Piercer and ConYard to be built.

It's a terrifying thought what the Epsilon Army could do, if they acquired full access to the Foehn Revolt's technology. Thanks to the advanced encryption and complex techniques utilized by the Foehn forces to mask their data, little of it has ever leaked to its enemies. Regardless, there have been several successful attempts at reverse-engineering this advanced technology. One of its results were the enhancements to the Salamander, Epsilon's massive and slow airship deployed late in war in limited numbers, which relies on anti-gravity technologies similar to the ones applied to the Basilisks to stay in flight.

What makes the Salamander different from the Basilisk is not only its size, but the offensive equipment used in the Salamander. This airship has multiple A.R.O. pods at its disposal, making it easy for the Salamander to bombard both enemy ground forces and shoot down enemy aircraft rather quick, due to the massive amount of projectiles it is capable of shooting in a short amount of time. Still, what truly completed the Salamander's design, was the confusion ray and a confusion field generator mounted on the bottom of the airship. These Foehn technologies, which have inadvertently fallen into the Epsilon's hands, are used to disrupt the activity of enemy forces both at a distance and right below the Salamander, where one could falsely assume is its weakest point.


Epsilon Salamander (tech stolen from Foehn)

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


Phantasm MLRS
  • Cost: $2000
  • Speed: 6
  • Hitpoints: 520
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory + CK/CP/NL Expansion
  • Purpose: Anti-Armor, Anti-Aircraft
  • Weapons: 'Golden Rocket' Multi-Launcher
  • Range: 10 / 11 (Anti-Air)






This unit requires infiltration of an enemy Tech Center and ConYard to be built.

To Foehn, the availability of the technology used for camouflaging vehicles, like that of the Mirage Tank, is limited compared to all the other they make use of and continue to develop daily. That, however, did not stop their engineers from designing a concept for a tank to utilize the tech to its fullest, using the Mirage components recovered during the Revolt's expeditions.

The Phantasm MLRS is the Foehn's most-excellent ambush unit, which compared to the Mirage Tank, is a much more flexible vehicle, capable of firing while moving thanks to its distinctive rotating turret. With a powerful weapon in the form of a powerful 'Golden Rockets' multi-launcher, the Phantasm can take both enemy vehicles and aircraft down with an element of surprise.


Foehn Phantasm MLRS (tech stolen from Allies)

Additional Information:
  • Invisible on radar.
  • Can crush infantry.
  • Can fire on the move.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Disguises itself as a tree when not moving.
  • Its firepower can be enhanced by 15% near a deployed SODAR Array.


Seitaad Ballista
  • Cost: $2000
  • Speed: 5
  • Hitpoints: 500
  • Armor Class: Medium
  • Prerequisite: Foehn War Factory + CK/CP/NL Expansion
  • Purpose: Siege, EMP
  • Weapons: Nanofiber Threads & EMP Cannon
  • Range: 12 & 12






This unit requires infiltration of an enemy Soviet Lab and ConYard to be built.

The Seitaad Ballista combines two of the most sophisticated technologies from the Soviet and the Foehn workshops: the electromagnetic pulse, and the weaponized nanofiber threads. The EMP weapon created for the Seitaad Ballista is more similar to the one unleashed through the Chinese EMP Control Station, as it affects multiple units in a small area, making them all vulnerable to the attack that comes next: a barrage of sharp, hardened nanofiber threads, which are also used for combat by the Last Bastion. The nanofiber threads can pierce through all sorts of enemy armor and structures with little effort, making the Seitaad Ballista a threatening weapon, with little to no weaknesses.


Foehn Seitaad Ballista (tech stolen from Soviets)

Additional Information:
  • Minimum Range: 2.
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.
  • Automatically repairs itself.


Archelon
  • Cost: $2000
  • Speed: 4
  • Hitpoints: 2000
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + CK/CP/NL Expansion
  • Purpose: Anti-Infantry
  • Weapons: Nanite Launcher
  • Range: 4.5






This unit requires infiltration of an enemy Pandora Hub and ConYard to be built.

With limited access to the Epsilon's psychic illusion technology, the antithesis to the Shadow Tank has been created in secret by the Foehn scientists: a tank, cloaked, but extremely tough and difficult to break with standard weaponry, and to make things more troublesome for its opponents, amphibious. Contrary to the Shadow Tank, the Archelon's purpose is not to run away, but to withstand as much damage as it can, in case its location gets revealed. Small arms weapons do little to no damage to the Archelon, which often forces its enemies into bringing the heaviest of armor-piercing units to deal with it. On top of that, the technologies previously utilized in Gharial's advanced chassis have been reused in the Archelon's design, to make it the most durable tank of all time.. thus far.

Equipped with an unprecedented weaponized nanite launcher, the Archelon can use them to disintegrate enemy infantry in a large radius, and use the materials recovered by the nanomachines to heal the Foehn troops nearby, just like the Huntress does with her weapon of smaller caliber.


Foehn Archelon (tech stolen from Epsilon)

Additional Information:
  • Cloaked.
  • Amphibious.
  • Can crush infantry.
  • Immune to omni crush.
  • Immune to mind control.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Can switch to a 'hold fire' mode with a deploy command.
  • Can detect cloaked and submerged units (Sensors Range: 7).
  • Immune to all battlefield hazards (poison, radiation, freeze, EMP etc.).
  • Unusually resistant to damage from standard gun and cannon weapons.
  • Foehn infantry can briefly heal in nanoclouds created by Archelon's kills.


Ramwagon
  • Cost: $2000
  • Speed: 7
  • Hitpoints: 1000
  • Armor Class: Heavy
  • Prerequisite: Foehn War Factory + CK/CP/NL Expansion
  • Purpose: Anti-Structure, Hacking
  • Weapons: Plasma Cutters / Hacking Equipment
  • Range: 7 / Close






This unit requires infiltration of an enemy Cloud Piercer and ConYard to be built.

The Ramwagon is a Neutralizer on tracks and more. With two large plasma cutters, the Ramwagon can quickly eliminate enemy infrastructure before they can even react. If any defenses nearby are threatening your forces, a Ramwagon can approach it, and use a blackout pulse to shut them down for several seconds. The same effect can be applied to any other powered structure in its surroundings.

Despite not having a rotating turret, the Ramwagon's unique design and shape allow it to turn almost instantaneously, and its speed gives it everything it needs to quickly rush into an enemy base, shut down or destroy several of their buildings and drive away safely.


Foehn Ramwagon (tech stolen from Foehn)

Additional Information:
  • Can crush infantry.
  • Immune to omni crush.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Deploy to disable structures in its vicinity for 20 seconds.
  • Cannot fire its main weapon for 20 seconds after the hack is used.



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