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I'll fight, I promise...
—An Archon AMC driver making a promise

The Archon AMC (Armored Multirole Carrier) is a versatile multipurpose combat support vehicle used by the European Alliance, much like the American Stryker IFV but tougher and slower.

Official description[]

The Archon Armored Multirole Carrier is a derivative of the original Stryker model used by the United States, designed for more intense combat situations. Now equipped with heavier armor, the Archon is the most durable of IFVs, making it a viable defense option. The additional weight however, does render it slower than its American cousin, making it less suitable for quick assaults.[1]

Overview[]

The Archon is exclusive to the European Alliance and replaces the Stryker IFV in the standard Allied arsenal.

The Archon AMC functions as an anti-aircraft, troop carrying and multipurpose combat support vehicle for the European Alliance. Compared to its counterparts, it favors armor over speed, making it more suitable for defensive tactics and infantry protection. One of the primary reasons for using the AMC is due to its Adaptation System as a multipurpose combat support unit. It is extremely versatile and capable of performing a variety of roles, such as vehicle repair, anti-infantry or anti-structure, depending on the loaded infantry unit within.

Loading an Engineer converts the Archon AMC into a mobile repair vehicle, enabling quick field repairs and effectively counters Terror Drones. Multiple Engineer-loaded AMCs can stack their repair effects, restoring the health of friendly vehicles with incredible speed, allowing the unit-under-repair to withstand huge amounts of damage. AMCs are unable to repair aircraft however.

The Sniper-AMC combo is a viable long ranged anti-infantry option. It grants Snipers much needed protection from anti-personnel fire that would normally kill them. It also enhances the mobility and rate of fire of a Sniper. Other useful combinations include Siege Cadres and Navy SEALS. Such infantry would benefit from the extra protection, and to a lesser extent, the extra mobility.

Configurations[]

Infantry Armament Picture
Default "Mist" missiles
Archon 00 HoverMissile
Repair beam
  • Repairs 50 hit points every 75 frames (5 in-game seconds)
  • Range: 5
Archon 01 RepairBullet
Machine gun – ineffective against vehicles
  • Ground attack: 30 * 2 (60 total)
  • Cooldown: 18 frames (1.2 in-game seconds)
  • Range: 6.5
Archon 02 CRM60
Crazy Ivan Ivan Bomb launcher – attaches Ivan Bomb to target
  • Takes 430 frames (28.7 in-game seconds) to detonate
  • Ground attack: 400-100
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 5, radius 1.5
Archon 03 FVIvanBomber
Submachine gun – ineffective against heavy vehicles
  • Ground attack: 36-5.4 * 2 (72-10.8 total)
  • Cooldown: 10 frames (0.7 in-game seconds)
  • Range: 7.5, radius 0.7
Archon 04 CRMP5
Sniper rifle
  • Ground attack: 135
  • Cooldown: 120 frames (8 in-game seconds)
  • Range: 11.5
Archon 05 CRAWP
Dual Tesla Coils – briefly disables vehicles
  • Ground attack: 30 * 2 (60 total)
  • Cooldown: 60 frames (4 in-game seconds)
  • Range: 6.5
Archon 06 CRElectricBolt
Pyro Flamethrower
  • Ground attack: 40-6
  • Cooldown: 30 frames (2 in-game seconds)
  • Range: 6, radius 1.5
Archon 07 FVFlamethrower
Psychic blasts
  • Ground attack: 250
  • Cooldown: 75 frames (5 in-game seconds)
  • Range: 1.73, radius 3.3
Archon 08 CRMindBlast
Rad cannon
  • Ground attack: 165
  • Cooldown: 30 frames (2 in-game seconds)
  • Range: 8
Archon 09 CRRadBeamWeapon
Chrono Legionnaire Temporal displacement device
  • Damage: 10
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 7.5
Archon 10 CRNeutronRifle
Riot Trooper Flash grenades – clears garrisoned structures
  • Damage: 100-25
  • Cooldown: 95 frames (6.3 in-game seconds)
  • Range: 9.5, minimum 2, radius 1
Archon 11 FVRiotGrenade
Siege Cadre Prism rifle
  • Ground attack: 45
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 10.5
Archon 12 CREnforcerGun
Dunerider Toxic grenades
  • Damage: 70-10.5
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 9.5, minimum 1, radius 1
Archon 13 FVHoverGrenade
Clairvoyant Stun beam – temporarily immobilizes target infantry
  • Lasts for 120 frames (8 in-game seconds)
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 9.5
Archon 14 ClairIFVWeb
Tanya Laser gun
  • Ground attack: 110
  • Cooldown: 8 frames (0.5 in-game seconds)
  • Range: 9
Archon 15 FVTanyaLaser
Guardian GI "Seeker" missiles – ineffective against infantry
  • Ground and air attack: 35-17.5 * 2 (70-35 total)
  • Cooldown: 32 frames (2.1 in-game seconds)
  • Range: 7 ground, 11 air, radius 0.5
Archon 16 CRMissileLauncher
Bloatick Toxic warhead – detonates on attack, releasing poison clouds
  • Ground attack: 300-75
  • Range: 1.73, radius 3.3
Archon 17 FVSpiderBomb
Duplicant Nanoid warhead – detonates on attack, turning infantry killed into Duplicants; does not heal Foehn infantry
  • Ground attack: 825
  • Range: 1.73, radius 2.6
Archon 18 FVDuplicantAttack
Virus Virus sniper rifle
  • Takes 160 frames (10.7 in-game seconds) to detonate
  • Ground attack: 200-60
  • Cooldown: 130 frames (8.7 in-game seconds)
  • Range: 11.5, radius 1
Archon 19 FVVirusgun
Field Medic Heal bullets
  • Heals 50 hit points every 15 frames (1 in-game second)
  • Range: 5
Archon 20 HealBullet
Archer Long bow with AROs
  • Ground and air attack: 36-18 * 2 (72-36 total)
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 7 ground, 11 air, radius 0.5
Archon 21 FVLongbow
Initiate Psychic jab
  • Ground attack: 32 * 2 (64 total)
  • Cooldown: 18 frames (1.2 in-game seconds)
  • Range: 6.5
Archon 24 CRPsychicJab
Suppressor Negation Field
  • Lasts for 120 frames (8 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 11, radius 0.7
Archon 25 FVSuppressorBomb
Explosive warhead – detonates on attack; does not create radiation as in the vanilla Red Alert 2
  • Ground attack: 300-150
  • Range: 1.73, radius 2.3
Archon 26 FVPilotBomb
Mortar Quad Mortar
  • Ground attack: 60-12
  • Cooldown: 65 frames (4.3 in-game seconds)
  • Range: 11, minimum 2, radius 0.8
Archon 27 FVQuadMortar
Flak Trooper Flak cannon – can only attack air targets
  • Air attack: 20-12 * 2 (40-24 total)
  • Cooldown: 20 frames (1.3 in-game seconds)
  • Range: 7, radius 0.3
Archon 28 FVFlakWeapon
Brute "Jagdpanther" cannon – more effective against infantry than regular tank cannons
  • Ground attack: 90-45
  • Cooldown: 70 frames (4.7 in-game seconds)
  • Range: 7, radius 0.3
Archon 29 FVTankCannon
Stalker Imploder – cannot target infantry
  • Ground attack: 100-50
  • Cooldown: 150 frames (10 in-game seconds)
  • Range: 12.5, radius 1.2
Archon 30 FVStalkerGrenade
Arsonist Napalm charges – attaches napalm charges to buildings
  • Takes 880 frames (58.7 in-game seconds) to detonate
  • Cooldown: 150 frames (10 in-game seconds)
  • Range: 5
Archon 31 FVArsonistWeapon
Morales Incendiary sniper rifle – deals damage in a line; depilots Tier 1 and Tier 2 vehicles
  • Ground attack: 300
  • Cooldown: 120 frames (8 in-game seconds)
  • Range: 15
Archon 32 FVSuperSniper
Malver Kinetic blade – effective against infantry and vehicles; cannot target buildings
  • Ground attack: 250
  • Cooldown: 15 frames (1 in-game second)
  • Range: 7
Archon 33 FVUnderBlade
Libra Custom explosive darts – effective against all targets
  • Ground and air attack: 132 * 3 (396 total)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 10.5, radius 1
Archon 34 FVPsychicDarts
Libra Clones Fake custom explosive darts – deals less damage than the real version
  • Ground and air attack: 16 * 3 (48 total)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 10.5, radius 1
Archon 35 FVFakeDarts
Volkov Chain lightning Tesla cannon – cannot target buildings
  • Ground attack: 60/50/40/30
  • Cooldown: 25 frames (1.7 in-game seconds)
  • Range: 9, chain radius 4
Archon 36 FVVolkovBolt
Yunru Immobilizer
  • Lasts for 360 frames (12 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 13, minimum 3, radius 2.5
Archon 37 FVYunruEMP
Rahn "Terranova" beam
  • Ground attack: 250 target, 75 pass-through
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 9.5
Archon 38 MutationRailgun
Knightframe Dual VHMG – cannot attack air targets
  • Ground attack: 40-12 * 2 (80-36 total)
  • Cooldown: 50 frames (3.3 in-game seconds)
  • Range: 6.5, radius 0.7
Archon 40 FVKnightGun
Kingsframe Dual power cannon
  • Ground attack: 50-25 * 2 (100-50 total)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 7.5, radius 0.7
Archon 41 FVKingsGun
Lancer Pressurizer lance
  • Ground attack: 75-22.5 main, 60-18 fragment
  • Cooldown: 40 frames (2.7 in-game seconds)
  • Range: 4.5, radius 0.55, fragment range 2, fragment radius 0.5
Archon 42 FVLancerAirslash
Railguneer Plasma railgun
  • Ground attack: 80-28
  • Cooldown: 100 frames (6.7 in-game seconds)
  • Range: 7.5, minimum 1.5, radius 1
Archon 43 FVRailguneerBlast
Huntress Nanoid container gun – has an exceptionally long range
  • Ground attack: 230
  • Cooldown: 60 frames (4 in-game seconds)
  • Range: 8.5, minimum 1
Archon 44 FVHuntressAttack
Deviatress Confusion rifle – cannot attack air targets
  • Lasts for 105 frames (7 in-game seconds)
  • Cooldown: 90 frames (6 in-game seconds)
  • Range: 10
Archon 45 FVConfuseRifle
Syncronin Bond breaker
  • Lasts for 85 frames (5.7 in-game seconds)
  • Cooldown: 75 frames (5 in-game seconds)
  • Range: 13
Archon 46 FVBondBreaker
Syncronaut Area bond breaker – ranged attack
  • Lasts for 240 frames (16 in-game seconds)
  • Cooldown: 80 frames (5.3 in-game seconds)
  • Range: 10
Archon 47 FVBondEruption
Zorbtrotter Personal windflow manipulator
  • Ground attack: 100
  • Cooldown: 55 frames
  • Range: 8
  • Constantly damages the target
Archon 48 FVZorbAttack
Zorbfloater Personal windflow manipulator
  • Cooldown: 100 frames
  • Range: 8
  • Can lift all tier 1 and 2 units and part of tier 3 units
    • The lifted units can be attacked by most anti-air weapons
Archon 49 FVZorbTractorWind
Fin Auto sniper rifle - with longer cooldown
  • Ground attack: 300
  • Cooldown: 10 frames
  • Range: 8.5
Archon 50 FVFinAutoSniperGun
Alize Blast rifle
  • Ground attack: 500
  • Cooldown: 150
  • Range: 8.5
Archon 51 FVAlizeGun
Eureka Plasma wave
  • Ground attack: 90
  • Cooldown: 320
  • Range: 9.5, minimum 2.5 / 12.5(the farest attack range of the waves) / 1.5 (radius of each plasma explosion)
  • One unit in a single grid can be affected by multiple plasma explosions
Archon 52 FVEurekaBlast
Giantsbane Golden Rocket launchers
  • Ground attack: 50*2
  • Air attack: 50*2
  • Cooldown: 140
  • Range: 9.5
Archon 53 FVGiantsbaneMissile
Godsbane Nanofiber threads
  • Ground attack: 45*4
  • Cooldown: 75
  • Range: 10.5
  • Attack twice, the thread for each launch will splits into two, and the second thread that splits out has a 65% probability of hitting the original target
Archon 54 FVGodsbaneMissile
Scourge Custom EMP rods
  • Ground attack: 30*2
  • Cooldown: 25
  • Range: 7.5, minimum 2 / 0.25 (offset range) / 0.8 (explosion radius)
Archon 55 FVDoubleCannon
Repulsor AG charge
  • Ground attack: 180
  • Cooldown: 140
  • Take 300 frames to detonate
  • Range: 5
  • Toss AG charge at target vehicles
Archon 56 FVRepulsorWeapon

AI behavior[]

Archon AMCs controlled by the AI have the following attack patterns:

All difficulties[]

  • 4x targeting anything
    • This task force will only be constructed if a Tech Center is not present
    • Archon AMCs already present in the battlefield are recruited to form this task force, so infantry composition will vary
  • 4x guarding Allied Ore Refineries, Air Force Command Headquarters and Allied War Factories

Medium/Hard[]

  • 1x loaded with GI or Guardian GI
  • 1x loaded with Navy SEAL or Sniper, then proceed to target infantry
    • This task force may be accompanied by 1 additional IFV with the same passenger
  • 1x loaded with Chrono Legionnaire, then proceed to target ore miners
    • This task force may be accompanied by 1 additional IFV with the same passenger
  • 1x loaded with Siege Cadre, then proceed to target structures
    • This task force may be accompanied by 1 additional IFV with the same passenger

Hard[]

  • 2x targeting anything, accompanied by 2 Cavalier Tanks and 2 Robot Tanks
    • The AI may use Chronoboost on this task force
    • If available, Shadow Ring may also be applied

Appearances[]

We've managed to steal these from the Allies. Our troops may find them useful. Inside of the Archons, they can operate more powerful variant of their weapons.
—Soviet intel during Operation: Recharger

Act One[]

  • Archon AMC first appears as European enemy in Accelerant.
  • Archon AMC is introduced as a controllable unit in Wrong Side, after the player reaches the Radar Dish. It becomes buildable in the next mission Zero Signal.

Assessment[]

Pros Cons
  • Decent against infantry, light vehicles and aircraft.
  • Versatile unit due to a variety of configurations and quick weapon switches.
  • Multiple Engineer-loaded AMCs can repair friendly vehicles at an incredible rate.
  • Good escorts for fellow Allied vehicles with a mix of loaded and unloaded AMCs in different configurations.
  • Improves the mobility and weapons of on-board infantry.
  • More durable than Strykers and Tsurugis.
  • Fragile and easy to kill.
  • Vulnerable against anti-armor threats and aircraft.
  • Default weapon is not very effective against armored tanks and structures.
  • Micro intensive.
  • Low survivability passenger rate.
  • Cannot crush infantry.

Trivia[]

  • Archon is a Greek word meaning "ruler", often used as the title of a public office.

See also[]

References[]

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