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Here to protect our forces.
—A Salamander pilot announcing their role on the battlefield

The Salamander is an Epsilon stolen tech unit acquired by infiltrating a Foehn Cloud Piercer and Construction Yard. It is a very powerful aerial assault craft armed with multiple ARO pods that can quickly destroy vehicles and aircraft.

The Salamander also possesses two types of confusion rays; one that functions like that of the Deviatress' and another constantly directed into an area around itself, allowing it to turn enemies who attempts to shoot it down against each other.

Official description

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.[1]


Being one of the only few units in the war to be strong against (just about) anything, gaining access to the construction schematics of the Salamander is as frustrating for a Foehn commander as it is satisfying for an Epsilon proselyte. They are best suited to clearing out dangerous areas that other Epsilon ground forces would struggle getting through, invalidating one of the Revolt's greatest strengths by turning it against them: Confusion. The mere presence of a Salamander can ensure that Epsilon ground forces will have an edge as long as their enemies fight amongst themselves.

These airborne battleships are incredibly durable by Epsilon standards, which is something the Basilisk can’t compete with. Not even a Sentinel or Aeroblaze can hope to deal enough damage to take it down quickly without either it or another unit getting destroyed first, as the Salamander's massive array of armor-rupturing object launchers pack incredible firepower and range. In fact, Basilisks synchronize well with Salamanders as they can cover each other's weaknesses and in sufficient numbers while supported with a strong ground army for support, they can become a nigh-unstoppable force with little counters available. The confusion rays carried by the Salamander means they will be able to always sow chaos and panic in their enemies, and the tremendous range of its single-target confusion ray will absolutely guarantee first strike. Swarming tactics are particularly dangerous, as it also carries an area-of-effect confusion ray generator to drive any units directly underneath it to start attacking their own forces in a frenzy.

Though powerful when supporting other Epsilon units, using it offensively can yield mixed results. They are slow to move and only available in the very late-game, so hostile forces will have time to organize and prepare for its fearsome arrival with plenty of anti-air units. While it is true that their confusion rays are still very potent in the event of storming a base, they are likely to get focused down by flak cannons or other air defenses and not be able to do much in return (as its AROs are not effective against buildings compared to the Basilisk's psionic energizer). Large amounts of anti-air units can prove to be a Salamander’s downfall, especially if they don‘t have friendly aircraft to shoot at if they become confused. For that reason, keep an eye out for them overlooking cliffs and engage convoys with caution, as anti-air units will likely be escorting a particularly important unit, such as an MCV or Stalin’s Fist. Their absurdly high costs will ensure that a proselyte will not have an entire armada of these in most circumstances.


Act Two

  • The first Salamander can be obtained as an easter egg in Unthinkable. Hidden in the icebergs south of the PsiCorps base is a Cruise Ship, which, when mind controlled by an Epsilon Elite, will automatically sink, and a Salamander will emerge from the wreck. This Salamander doesn't have confusion rays and is unvoiced.
  • If certain requirements are met in Babel (see the Easter Eggs section for more information), up to four elite Salamanders will show up for the Epsilon's last stand against the Allies and their last-ditch effort to destroy the Mental Omega Device. The Salamanders themselves cannot be controlled by the player and like its appearance in Unthinkable, they are not armed with the confusion rays.
    • A Salamander makes an appearance in the epilogue of this mission, where it oversees civilians being marched into Grinders during Epsilon's purging of individuals that were able to resist the worldwide mind control.


  • 7 Salamanders are part of the Golden Armada of Epsilon Headquarters in the Ascension Challenge which spawn every 14 minutes to attack the challengers' bases until the middle HQ base is destroyed. These Salamanders are not armed with confusion rays.


  • Powerful flying airship with amazing firepower.
  • Effective against armored units and aircraft.
  • Decent against structures and infantry.
  • Fires weapons at a rapid and continuous rate.
  • Capable of engaging multiple targets simultaneously.
  • Can fire on the move.
  • Easily outranges most enemy units.
  • Very durable, making it a flying tank.
  • Confusion rays cause havoc to enemy forces as they turn on one another.
  • Automatically repairs itself.
  • Confusion rays are separated from the ARO pods and can attack a different target.
  • Confusion rays can confuse a large amount of enemies under the Salamander.
  • Expensive ($2000).
  • Late game unit, only available after infiltrating a Cloud Piercer and a Foehn Construction Yard.
  • Slow flying speed compared to other Epsilon air units.
  • Vulnerable to massed anti-air units, especially powerful T3 ones.
  • Not as effective against buildings unless attacking in very large numbers.


See also

Other Epsilon stolen tech units:

External links