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No brakes on the murder train!
—A Marauder driver cannot help himself beyond going to fight

The Marauder is an amphibious, lightly armored, anti-armor attack vehicle used by the PsiCorps.

Official description

Tasked with the gruellingly difficult mission of defending the hidden locations of the PsiCorps' proselytes from enemy forces combing their surroundings, the top Epsilon scientists and engineers created a vehicle that would be able to react to almost any threat, be it land-based or seafaring.

The Marauder is equipped with a lethal pyrokinetic beam able to punch holes into any armor. A powerful engine allows the vehicle to reach astounding speeds but sacrifices armor, and anti-gravity plates allow amphibious travel. This lightning fast tank is not only an ideal counter-offense against conventional forces, it lives up to its name as a swift instrument of death. Due to its almost completely unarmored rear to accommodate for the powerful engine, Soviet commanders mockingly call it 'the tank without pants'.[1]


One of PsiCorps' specialties is all-terrain assaults, and the Marauder is the definitive example of a lightning-fast vehicle that can zip across any terrain and deliver highly damaging attacks to enemy forces from locations they are not expecting to be struck from. Like the Speeder Trike and Shadow Tank, speed is one of this lightly armored tank's greatest assets and while lacking the range of Scorpion Cell's tri-wheeled bike and the element of surprise of Epsilon Headquarters's stealthy tank, this peculiar-looking vehicle compensates with sheer firepower in the form of its pyrokinetic beam designed to puncture tank armor and incinerate infantry.

Marauders are often used as escorts for PsiCorps' Magnetron divisions - the Tier 3 artillery unit, while a lethal structure demolisher, cannot do much against enemy tanks and certain infantry units aside from locking them down with its magnetic beam. The Marauder on the other hand can often skirmish with them on equal footing, using its range and speed to continuously outmaneuver its adversaries - since its firing range is quite long in contrast to most non-artillery vehicles (outrange all MBTs), they can easily do battle and not take any damage in retaliation. One thing to keep in mind is some naval units (such as Destroyer) will be locked in place and cannot turn around when incapacitated by Magnetrons, making them an easy target for the Marauder to chew through their armor from the rear.

Since they are also amphibious, they can also support Piranha Minisubs and Nautiluses in naval operations. Since both units only deal average damage to infantry units, the Marauder can help deter infantry retaliation against naval assaults in the form of units such as Navy SEALs and Crazy Ivans. They also do not sink if affected by EMP or cryogenic weapons.

While it is the definitive unit that defines the fast and the furious when it comes to all-terrain warfare, Marauders are lightly armored and will have to rely on their speed and dodging skills of their commanding proselyte to retain their survivability. They also cannot respond to attacks directed against them from the skies.

AI behavior

Marauders controlled by the AI have the following attack patterns:

All difficulties

  • 1x entering Tank Bunker
    • This task force may be accompanied by 1 additional Marauder
  • 4x targeting vehicles


  • 4x targeting ore miners


  • 2x targeting infantry, accompanied by 2 Invaders
  • 2x targeting vehicles, accompanied by 4 Lasher Tanks

It is worth noting that all task forces here will only be built when the AI owns a Radar Spire, which is not its prerequisite building.


The new amphibious Marauder will help you guard the island at the shores. Its beam can pierce through any kind of armor on enemy tanks and ships.
—Epsilon intel during Operation: Dance of Blood

In campaign, the Marauder is a unit shared by the PsiCorps and the Epsilon Headquarters. But for other factions, only capturing the PsiCorps base can obtain Marauder.

Act Two


  • Chronologically, Marauder also debuts in Metaphor along with Dance of Blood, as reinforcement units.


  • Destructive against armored units.
  • Beam deals splash damage, even the area is very small.
  • Fast movement speed.
  • Can fire on the move.
  • Amphibious.
  • Does not sink when disabled over water.
  • Decent attack range.
  • Very fragile for a tank.
  • Cannot attack air units.
  • Vulnerable against aerial and anti-armor threats.
  • Fairly slow rate of fire.
  • Not very effective against structures.

Behind the scenes

Marauder's railgun in 3.0.

  • In 3.0 the Marauder used a railgun as its weapon and was only effective against vehicles. In 3.3 however, it uses a pyrokinetic beam which was now effective against both vehicles and infantry since railguns are now used by Foehn.
  • The Marauder is the successor to the Kaamos Cannon from the 2.0 series.[2]

See also