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Long live Command & Conquer Red Alert 2 Yuri's Revenge!

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Epsilon Structures

Epsilon Construction Yard
  • Cost: $2500
  • Power: +50
  • Hitpoints: 2000
  • Prerequisite: Epsilon MCV
  • Purpose: Base Construction
  • Armor Class: Big Heavy Structure






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

Scorpion Cell has access to a fake decoy version of this structure.


Epsilon Construction Yard

Additional Information:
  • Stolen tech prerequisite for Deviator.
  • Automatically repairs itself in mobile form.


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






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

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


Epsilon Bio Reactor with and without infantry

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


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






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


Epsilon Barracks wih Epsilon infantry

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


Epsilon Ore Refinery
  • Cost: $2000
  • Power: -40
  • Hitpoints: 1000
  • Prerequisite: Construction Yard
  • Purpose: Resource Gathering
  • Armor Class: Big Light Structure






The Ore Refinery is a technologically complex building completely outfitted to receive and process raw ore from miners, turn it into valuable metals and alloys, and instantly receive monetary transactions for other products while on the battlefield. This makes this structure a vital asset to any base economy.


Epsilon Ore Refinery with a Ghost Miner

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


Epsilon War Factory
  • Cost: $2000
  • Power: -50
  • Hitpoints: 1200
  • Prerequisite: Barracks, Ore Refinery
  • Purpose: Unit Production
  • Armor Class: Big Light Structure






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


Epsilon War Factory with a Marauder

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


Epsilon Naval Shipyard
  • Cost: $1000
  • Power: -50
  • Hitpoints: 1500
  • Prerequisite: Ore Refinery
  • Purpose: Naval Unit Production
  • Armor Class: Big Heavy Structure






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


Epsilon Naval Shipyard with a Giant Squid

Additional Information:
  • Cannot be captured.


Epsilon Radar Spire
  • Cost: $1000
  • Power: -75
  • Hitpoints: 1000
  • Prerequisite: Ore Refinery
  • Purpose: Radar, Scout Raven
  • Armor Class: Light Structure






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


Epsilon Radar Spire with a Scout Raven

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



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





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


Psychvault / Chemvault / Genevault
  • Cost: $800
  • Power: -25
  • Hitpoints: 800
  • Prerequisite: Radar Spire
  • Purpose: Support Weapons
  • Armor Class: Light Structure






These buildings, unique to every Epsilon sub-faction, grant them a variety of support powers based on their own research. Psychvault unlocks the Mind Reader as well. Though relatively fragile, these structures and their accompanying support powers can give an Epsilon commander the edge he needs to overcome his enemies in battle.


Psychvault / Chemvault / Genevault

Additional Information:
  • Can be infiltrated to reset its support weapons' timers.



SUPPORT POWER #1A: Libra Clones

This support power is unique to PsiCorps.
  • Cost: $1000
  • Recharge Time: 5:30
  • Requires Power: Yes





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

SUPPORT POWER #1B: Molebomb

This support power is unique to Scorpion Cell.
  • Cost: 800$
  • Recharge Time: 6:00
  • Requires Power: Yes





Spawn a mobile subterranean bomb which will release chaos gas upon explosion.

SUPPORT POWER #2B: Infection

This support power is unique to Scorpion Cell.
  • Cost: 500$
  • Recharge Time: 6:00
  • Requires Power: Yes





Infect an enemy unit with dangerous toxin which will spawn poisonous clouds for a while.

SUPPORT POWER #1C: Kinetic Barrier

This support power is unique to Epsilon Headquarters.
  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes





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

SUPPORT POWER #2C: Mutation

This support power is unique to Epsilon Headquarters.
  • Cost: 1500$
  • Recharge Time: 6:30
  • Requires Power: Yes





A terragene particle outburst will deal damage to infantry and mutate the weakest into Brutes.


Epsilon Pandora Hub
  • Cost: $2500
  • Power: -175
  • Hitpoints: 1000
  • Prerequisite: War Factory, Radar Spire
  • Purpose: High Tech Access, Support Weapons
  • Armor Class: Light Structure






The Pandora Hub serves as a central research lab for the most powerful of Epsilon technologies. As well as providing blueprints for Epsilon’s most insidious machines, it also serves as an uplink for additional support powers and the unlocking of Epsilon’s superweapons. Such a vital building must be protected well and its secrets guarded safely from enemies.


Epsilon Pandora Hub

Additional Information:
  • Stolen tech prerequisite for Suppressor, Voltmortar & Virus.



SUPPORT POWER #1: Risen Railgun
  • Cost: $1000
  • Recharge Time: 6:00
  • Requires Power: Yes





Use this to instantly deploy a Railgun Tower anywhere for a short while. This 'risen' Railgun will also provide additional healing to units nearby.

SUPPORT POWER #2: Shadow Ring

  • Cost: -
  • Recharge Time: 6:00
  • Requires Power: Yes





Use this to make a selected group of infantry and units stealthed for a short while.


Epsilon Cloning Vats
  • Cost: $2500
  • Power: -200
  • Hitpoints: 1300
  • Prerequisite: Pandora Hub
  • Purpose: Cloning
  • Armor Class: Light Structure






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

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


Epsilon Cloning Vats

Additional Information:
  • For every infantry unit created from Barracks, its copy will appear at Cloning Vats.
  • Cannot be captured.
  • Build Limit: 1


Epsilon Grinder
  • Cost: $1000
  • Power: -25
  • Hitpoints: 900
  • Prerequisite: Pandora Hub
  • Purpose: Recycling
  • Armor Class: Big Light Structure






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


Epsilon Grinder

Additional Information:
  • Send infantry and units inside to recycle them for 50% of their initial price


Epsilon Rage Inductor
  • Cost: $2500
  • Power: -200
  • Hitpoints: 1000
  • Prerequisite: Pandora Hub
  • Purpose: Performance Enhancer
  • Armor Class: Big Heavy Structure






The Rage Inductor is a curious but dangerous device. The weapon utilizes a powerful mixture of aerosol steroids, bio-augmentative chemicals, and hormones known as Terminus. Terminus has been developed in several different strains, one being the famous hallucinogenic gas which elicits uncontrollable bloodlust in its victims and is used by a few Epsilon units for offensive purposes.

The Rage Inductor utilizes a heavily modified strain classified as ‘B’ to enhance the effectiveness of Epsilon units. When used on infantry out in the open, the affected units will quickly perish as a result of the enormous physical stress the body endures when exposed to the high dose of Terminus B. However, the special filters in Epsilon vehicles allow for a more optimal usage of the drug which results in increased situational awareness, performance and reflexes.

Upon discovering this effect, the Allies and Soviets were quick to implement reverse-engineered filters in order to take advantage of the Rage Inductor should they come into possession of one.


Epsilon Rage Inductor

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





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





All tanks affected by this support superweapon will have their speed increased by 25%, firepower by 50% and armor by 15% for 55 seconds. Kills infantry instantly.


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






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

Scorpion Cell has access to a fake decoy version of this structure.


Epsilon Psychic Dominator

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





OFFENSIVE SUPERWEAPON: Domination
  • Cost: -
  • Recharge Time: 10:00
  • Requires Power: Yes





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


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






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


Epsilon Citadel Walls



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






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


Epsilon Gates



Epsilon Gatling Cannon
  • Cost: $700
  • Power: -50
  • Hitpoints: 750
  • Prerequisite: Barracks
  • Purpose: Anti-Infantry/Anti-Air Defense
  • Armor Class: Defensive Structure






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

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


Epsilon Gatling Cannon

Additional Information:
  • Can gain experience.


Epsilon Tank Bunker
  • Cost: $300
  • Power: 0
  • Hitpoints: 800
  • Prerequisite: Barracks
  • Purpose: Garrisonable Defense
  • Armor Class: Big Defensive Structure






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


Epsilon Tank Bunker with an Opus Custom Tank

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


Epsilon Railgun Tower
  • Cost: $1200
  • Power: -75
  • Hitpoints: 700
  • Prerequisite: Radar Spire
  • Purpose: Advanced Defense
  • Armor Class: Defensive Structure






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

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


Epsilon Railgun Tower

Additional Information:
  • Can gain experience.


Epsilon Antares Battery
  • Cost: $2000
  • Power: -100
  • Hitpoints: 1500
  • Prerequisite: Pandora Hub
  • Purpose: Long-range Defense
  • Armor Class: Big Defensive Structure






Epsilon’s most advanced defense system, the Antares Battery, certainly shows Yuri’s different approach to technology than his ex-comrades have. Instead of utilizing conventional high-temperature weapons such as flamethrowers, the Antares uses concentrated thermal energy to annihilate groups of units at once. The weapon’s construction prevents close-range fire, making it an Achilles heel in its design.


Epsilon Antares Battery

Additional Information:
  • Can gain experience.


Epsilon Chimera Core
  • Cost: $1000
  • Power: -150
  • Hitpoints: 700
  • Prerequisite: Pandora Hub
  • Purpose: Stealth Generator
  • Armor Class: Light Structure






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

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


Epsilon Chimera Core



PsiCorps Mind Reader
  • Cost: $800
  • Power: -50
  • Hitpoints: 650
  • Prerequisite: Psychvault
  • Purpose: Movement Detection
  • Armor Class: Light Structure






This structure is unique to PsiCorps.

Another interesting technology Yuri took with him when he defected. PsiCorps developed the Mind Reader to be used for espionage in the field. The Sensor has the incredible capability of detecting and revealing the intentions of adversaries to move or attack within the range of the Sensor. This allows PsiCorps commanders to see attacks or infiltrations coming from miles away and adequately prepare themselves.


PsiCorps Mind Reader







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Mental Omega: Almost Perfect Yuri's Revenge is an expansion modification for Command & Conquer Red Alert 2: Yuri's Revenge
Mental Omega units, resources, missions, maps, graphics and all other subjects related to this mod are copyright Mentalmeisters 2004-2012
No unique content from Mental Omega: Almost Perfect Yuri's Revenge can be used in other mods, unless it has been released to the public.
Command & Conquer: Red Alert 2 Yuri's Revenge is copyright Electronic Arts
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