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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






EPSILON UNITS

Ghost Miner
  • Cost: $1400
  • Speed: 4
  • Hitpoints: 1050
  • Armor Class: Harvester
  • Prerequisite: Epsilon War Factory + Ore Refinery
  • Purpose: Resource Collection
  • Equipment: Cloaking Device
  • Range: -






Miners have played an essential role in warfare since the Second Great War. They collect raw minerals which can be processed at a refinery to generate revenue for the commander to fund his war effort. Heavily armored and immune to mind control due to them being remote controlled, miners are difficult to destroy with lightly equipped conventional forces.

The Ghost Miner has a unique defense mechanism to protect itself from harassment. Ghost Miners carry a small, on-board Chimera Core to keep them permanently cloaked, much like Headquarters' Shadow Tanks. However, the bulky Ghost Miner, carrying heavy mining equipment, utilizes much more internal power to remain operational than the lightly armed Shadow Tank. This results in the Chimera Core powering down when the Miner's energy usage spikes, revealing the miner to the enemies.


Epsilon Ghost Miner

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to mind control.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Cloaked. Reveals itself at regular intervals.


Gatling Tank
  • Cost: $600
  • Speed: 7
  • Hitpoints: 300
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Aircraft, Anti-Infantry
  • Weapons: Gatling Cannons (x2)
  • Range: 6 / 10 (Anti-Air)






When the potential of gatling weaponry became apparent, it was only logical that the cannons would eventually be mounted on a tank. The Gatling Tank is able to train its guns on ground targets, proving that not only is a hail of bullets effective against aircraft armor, but devastating against targets of the soft and fleshy variety as well. Unfortunately, the tank's effectiveness against armored units is minimal.

The Soviets received a nasty shock when they discovered that Gatling Tanks could destroy Terror Drones almost instantaneously due to the sheer amount of bullets being pumped into the Drone's fragile armor. This led to improvements in the Terror Drone's armor to prevent such an embarrassing event for the Soviets from reoccurring ever again.


Epsilon Gatling Tank

Additional Information:
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • The longer it fires, the stronger its attack gets.


Lasher Light Tank
  • Cost: $700
  • Speed: 6
  • Hitpoints: 420
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Armor
  • Weapon: 110mm Cannon
  • Range: 6






This unit is unique to PsiCorps.

Lasher Light Tanks were originally a Soviet design, envisioned as a complementary unit for the Rhino Tank, but in the end cast off before the Third Great War has even begun. When the incident of a Stalin's Fist theft became more public, Yuri had his troops acquire a bunch of old Soviet blueprints for reverse engineering. Among the blueprints were the schematics for the Lasher, the tank that has become the backbone of the PsiCorps' armored divisions.

The Lasher has a special ammo reload system which allows it to rapidly fire 4 shells consecutively, before switching to the standard reload rate. This made the vehicle ideal for ambushes and attacking the enemies first. Additionally, the Lasher has the best armor of all the Epsilon basic tanks.


PsiCorps Lasher Light Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Autoloader allows it to fire 4 initial shells at a faster rate.


Mantis Scrap Tank
  • Cost: $600
  • Speed: 7
  • Hitpoints: 310
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Armor
  • Weapon: 90mm Cannon
  • Range: 6






This unit is unique to Scorpion Cell.

Much like its namesake, the Mantis Scrap Tank can attack its prey in the blink of an eye. Being by far the cheapest main battle tank, they are quickly produced and can easily swarm an enemy. To further increase their speed and decrease costs, the hull of the Mantis is made up of a unique combination of cheap 'smart' polymers and nanofibers, making the tank barely sturdy enough to withstand a few rounds.

What makes the Mantis truly amazing though is the materials the tank is made up of - fully malleable when not under a constant low voltage, which keeps it in rigid shape. This allows for friendly Mantis Tanks to quickly scavenge debris off the wrecks of their brethern and replenish their own damaged armor.


Scorpion Cell Mantis Scrap Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Repairs all Mantis Tanks nearby when destroyed.


Opus Custom Tank
  • Cost: $650
  • Speed: 6
  • Hitpoints: 395
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Armor, Transport
  • Weapon: 100mm Cannon (x1/x2)
  • Range: 6






This unit is unique to Epsilon Headquarters.

The research branch of Epsilon Headquarters have always attempted to take military technology one step further. Combining the best of the Lasher's and Mantis' features, it was supposed to be the most flexible MBT in the world and one of Epsilon's finest works in conventional weaponry.

However, the demands for the tank kept changing and when the time came to allocate all engineers and scientists to work on Yuri's main project in the Headquarters base, a tank emerged that sported a bizarre and untested experimental turret which would allow an additional passenger to operate a second barrel, similar to the Chinese Qilin Tank. The Opus was quickly put into production with only basic testing done.

Much to everyone's surprise, the tank turned out to be a perfect addition to Headquarters' infantry batallions, allowing the proselytes to bolster the firepower of their tanks while simultanously providing refuge and easily accessible safe transport for their infantry.


Epsilon Headquarters Opus Custom Tank

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Has 1 passenger slot.
  • Passenger will operate an additional barrel.
  • Firepower increases with each tier of the infantry inside.
  • Level 2 passenger survivability rate (rookie: 70%, veteran: 80%, elite: 90%).


Stinger
  • Cost: $550
  • Speed: 8
  • Hitpoints: 330
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory
  • Purpose: Anti-Infantry, Transport
  • Weapon: Acid Sprayer
  • Range: 5.5






Another great Rashidi's invention, the Stinger, is an unmanned, robotic walker used to swiftly transport infantry across the battlefield. Though it can only transport a single infantry, the Stinger makes up for it in versatality, armed with an acid sprayer to decimate infantry with and lightly damage vehicles.

Along with sensors to detect stealth and disguises, the Stinger functions as the Epsilon's main repair vehicle when an Engineer is on board. As flexible as it is, the Stinger lacks in raw armor and firepower, its acid doing negligible damage to structures.


Epsilon Stinger

Additional Information:
  • Can enter Tank Bunkers
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to poison.
  • Immune to radiation.
  • Immune to mind control.
  • Has 1 passenger slot.
  • Can detect cloaked and submerged units (Sensors Range: 7).
  • Level 1 passenger survivability rate (rookie: 50%, veteran: 65%, elite: 80%).


Epsilon Mobile Construction Vehicle
  • Cost: $3000
  • Speed: 4
  • Hitpoints: 2000
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Radar Spire
  • Purpose: Base Construction
  • Weapon: -
  • Range: -






The Mobile Construction Vehicle, or MCV, is the most vital component in any military operation. The MCV is a massive vehicle with the ability to deploy into the Construction Yard, the heart of any base. With it, a commander can create any military building they see fit. Protecting the MCV is a must if you wish to maintain any presence on the battlefield. Due to the technology and resources used in an MCV, the cost of building one is very high, but the expanding of your base using another MCV may prove more useful than you think. The Epsilon MCV provides all the necessary materials to build a base.

Scorpion Cell has access to a fake decoy version of this vehicle once they they pack up a Fake Construction Yard, a building available after constructing a Pandora Hub with a Chemplug.


Epsilon Mobile Construction Vehicle

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to abduction.
  • Immune to omni crush.
  • Immune to mind control.
  • Immune to confusion rays.
  • Driver cannot be killed.
  • Automatically repairs itself.


Driller APC
  • Cost: $1000
  • Speed: 4
  • Hitpoints: 240
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Radar Spire
  • Purpose: Subterranean Transport
  • Weapon: -
  • Range: -






Drillers are Epsilon's primary armored personnel carriers, with a twist. The Driller is equipped with a large, tungsten-coated titanium drill on the front, allowing it to quickly tunnel into the earth and avoid enemies and terrain obstacles altogether. Though this gives the Driller the ultimate element of surprise, it can only carry up to three passengers and is completely unarmed. The Driller's armor, though strong enough to withstand the dangers of subterranean travel, offers little resistance to enemy fire.


Epsilon Driller APC

Additional Information:
  • Subterranean.
  • Has 3 passenger slots.
  • Cannot move into shroud.
  • Driller APC's movement can be heard when it's underground.
  • Level 2 passenger survivability rate (rookie: 70%, veteran: 80%, elite: 90%).


Invader
  • Cost: $1000
  • Speed: 32 (Flying)
  • Hitpoints: 440
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Radar Spire
  • Purpose: Anti-Infantry, Anti-Aircraft, Sabotage
  • Weapons: Dissolver Beam / Parasite Pull
  • Range: 6.5 / 7.5 (Anti-Air) / Close






Epsilon's primary aircraft and immediately one of the stranger weapons of Yuri, the Invader strongly resembles a classic U.F.O. from the late 40's. But these units have far more insidious intentions than just abducting cows and drunken farmers. These floating discs are armed with a unique beam weapon that dissolves organic material, causing flesh to deteriorate and armor to take substantial damage.

Even with this terrifying weapon, what truly makes the Invader unique is its ability to sabotage. Equipped with what most commanders call a 'Parasite Pull', the Invader can siphon credits from an opponent once it hovers above an enemy refinery or disable any kind of power plant or defensive structure.


Epsilon Invader

Additional Information:
  • Can fire on the move.
  • Can disable any defensive structure.
  • Can disable a single power plant structure.
  • Can steal credits from Ore Refineries.



Marauder
  • Cost: $1000
  • Speed: 8
  • Hitpoints: 240
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory + Pandora Hub
  • Purpose: Anti-Armor, Anti-Infantry
  • Weapon: 'Widowmaker' Pyrokinetic Beam
  • Range: 8






This unit is unique to PsiCorps.

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'.


PsiCorps Marauder

Additional Information:
  • Amphibious.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Does not sink when affected by EMP.



Speeder Trike
  • Cost: $750
  • Speed: 11
  • Hitpoints: 150
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Pandora Hub
  • Purpose: Anti-Armor Hit'n'Run
  • Weapon: RPG-S (x3)
  • Range: 10






This unit is unique to Scorpion Cell.

The first incarnation of the Speeder Trike was a simple motorcycle and sidecar from which a soldier could lob grenades while passing a target. Now the Trike is a state-of-the-art harassment vehicle and one of the fastest units on the battlefield. The Trike can easily outrange most conventional weaponry with its long-range RPG-S launcher and is quick enough to outmaneuver most vehicles, also capable of switching into firing its triple projectiles simultaneously at high altitudes, making it a formidable foe in combat. Its armor is less than stellar though, so it should avoid direct hits from anti-tank weaponry.


Scorpion Cell Speeder Trike

Additional Information:
  • Minimum Range: 3
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • EMP weapon duration time on this unit is cut by 75%.
  • Can switch between rapid/artillery firing mode with a deploy command.



Shadow Tank
  • Cost: $1000
  • Speed: 7
  • Hitpoints: 350
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory + Pandora Hub
  • Purpose: Anti-Armor, Anti-Infantry
  • Weapons: Dissolver Beam (x2)
  • Range: 6






This unit is unique to Epsilon Headquarters.

Deadly and completely hidden from sight - the most valued attributes a machine of war could possess. The Shadow Tank is one of Yuri's greatest achievements, with its technology taking countless years to master. Much to the Allies' surprise, Yuri has somehow taken what was left of their unfinished stealth technology and progressed with it far enough to be utilized for mobile applications en masse. Only revealing itself when diverting power to their weapons, the Shadow can otherwise remain unseen indefinitely. If explicitly ordered, the unit can withhold fire completely and stay in its cloaked mode.

Equipped with twin dissolver beam weapons, the Shadow is one of the most dreaded of Epsilon inventions, becoming a pivotal instrument of victory for Yuri's proselytes. Whenever their presence is suspected, detector units are quick to join the main Allied and Soviet forces. While the Shadow's weapons inflict less damage to structures than upon units, no base should be left exposed to its assault.


Epsilon Headquarters Shadow Tank

Additional Information:
  • Cloaked.
  • Can switch to a 'hold fire' mode with a deploy command.
  • Can detect cloaked and submerged units (Sensors Range: 7).



Dybbuk-Attacker
  • Cost: $1100
  • Speed: 22 (Jet)
  • Hitpoints: 260
  • Armor Class: Light Aircraft
  • Prerequisite: Epsilon Aerodome
  • Purpose: Anti-Armor
  • Weapons: ARO Launcher (x2)
  • Range: 8






The aircraft from the Dybbuk series were initially seen in the sky when the presence of the mobile Gehenna Platforms was noticed by the Allied forces. It was first reported that the Allied air force is continuously being engaged by some sort of unorthodox-looking jets, that would quickly take them down with the already known by then ARO projectiles.

It wasn't until later in the war against Yuri when the Dybbuks were revealed to be produced in various subclasses. The first one was the Interceptor, the one that was designed for dogfights and airspace defense. The second one was rumoured to be a transport, however this one was stealth and reports remained unconfirmed for a long time. The third type was the Attacker which confirmed that Yuri has established airfields of his own and was using fast aircraft to attack ground targets, especially tanks.

Dybbuk-Attacker's biggest difference compared to the jet fighters of the Allies and the Soviets is that it stores much more ammo than those, however its weapon's single attack is not as powerful as, for example, a missile from a Harrier. Nevertheless, in large numbers, the Dybbuk-Attackers are capable of destroying numerous target in just a single run if commanded properly.


Epsilon Dybbuk-Attacker

Additional Information:
  • Can fire on the move.
  • Automatically repairs itself.
  • Can damage units inside Tank Bunkers.



Mastermind
  • Cost: $1800
  • Speed: 4
  • Hitpoints: 505
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Hub w/Psychplug
  • Purpose: Multiple Mind Control
  • Weapon: Artificial Brain
  • Range: 7






This unit is unique to PsiCorps.

A mind is a terrible thing to waste. This seemingly innocent saying becomes horrific reality with the Mastermind. According to the intel found in Romania by the Soviets, an Adept that perishes has his brain collected and kept alive with neurostimulants. Once enough brains have been harvested, the organs are spliced together into one gigantic cortex through rapid tissue regeneration. The new brain is then placed into a container filled with preservative fluids and grafted onto a huge tank chassis. This incredibly traumatic process often leads to the perishing of most of the brains' personalities, resulting in only the strongest mind remaining aware to control its mechanical cage. The overwhelming psychic power of multiple Adept brains is utilized to rapidly seize control of a large amount of foes.

This nightmarish monstrosity has one weakness though: the Mastermind can only take control of a maximum of three enemies before the strain on the brain becomes too much. More enemies controlled beyond the maximum amount result in more strain, resulting in the eventual destruction of the vehicle due to overheating. Regardless, shortly after its existence has been discovered, a realization came that the technology used for this unit could have horrifying implications for the future.


PsiCorps Mastermind

Additional Information:
  • Can crush infantry.
  • Cannot be hijacked.
  • Immune to omni crush.
  • Immune to mind control.
  • Can fire on the move.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Can gain experience by taking it from the units it controls.
  • After controlling more than 3 units it will start taking damage.
  • When hit by EMP weapons or frozen, it will release the controlled units.


Magnetron
  • Cost: $1500
  • Speed: 5 (Hover)
  • Hitpoints: 440
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory + Hub w/Psychplug
  • Purpose: Siege, Unit Immobilizer
  • Weapon: Magnetic Coils
  • Range: 13.5 / 13.5






This unit is unique to PsiCorps.

The Magnetron is the result of PsiCorps' novel, yet succesful, venture into the field of magnetism. PsiCorps has been attempting to recreate the power that Libra and Epsilon Elites commanded over gravity through their psychic abilities in order to use for their vehicles. Though failing to achieve this goal with conventional technology, PsiCorps' researchers developed an alternative method, mimicking this power. Through the use of the Earth's natural magnetic field, the Magnetron can use powerful electromagnets in order to be 'repelled' by the Earth, allowing it to hover above the ground and traverse water.

The weapon of the Magnetron works on a similar priniciple. The pull of the magnetic beam emanating from this siege weapon can rip structures apart piece by piece. When faced with enemy armor, the Magnetron can reverse the polarity of its weapon, resulting in the target becoming a magnet of its own. This causes the magnetized victim to slowly be pinned to the ground and pull adjacent units towards it. The more Magnetrons target a single unit, the stronger magnet it becomes. For all this power though, the Magnetron is harmless to most of the enemy infantry, as the amount of iron in human blood is too low for the Magnetron to manipulate. Its effects will only work on the heavily-armored troops.


PsiCorps Magnetron

Additional Information:
  • Amphibious.
  • Minimum Range: 3
  • Driver cannot be killed.


Gehenna Platform
  • Cost: $1500
  • Speed: 4
  • Hitpoints: 540
  • Armor Class: Medium
  • Prerequisite: Epsilon War Factory + Hub w/Psychplug
  • Purpose: Anti-Aircraft
  • Weapon: Dybbuk-Interceptor
  • Range: 18 (Anti-Air)






This unit is unique to PsiCorps.

The Gehenna Platform is another peculiar machine devised by PsiCorps' top researchers: a large mobile platform carrying a single aircraft designed to intercept and prevent enemy aircraft from carrying out their missions. Gehenna Platforms are outfitted with exceptionally powerful tracking systems, allowing them to detect aircraft from huge distances and safely target and engage them.

Once a Dybbuk has been launched, it will relentlessly pursue its prey until the Interceptor is shot down, runs out of ammo or the Gehenna that controls it is eliminated. Though outshining any other dedicated anti-air unit, the Platform itself is very slow and is an easy target for ground forces.


PsiCorps Gehenna Platform

Additional Information:
  • Driver cannot be killed.
  • Dybbuk-Interceptor - Speed: 40 (Jet), Hitpoints: 250, Armor Class: Light Aircraft


Tyrant
  • Cost: $1400
  • Speed: 7
  • Hitpoints: 410
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Hub w/Chemplug
  • Purpose: Subterranean Assault
  • Weapons: Toxic Pills
  • Range: 6






This unit is unique to Scorpion Cell.

The aptly named Tyrant of the Scorpion Cell dominates the field in the quick destruction of enemies that comes out of nowhere. Its heavily reinforced front armor, a mechanized grinder and powerful engine allow it to travel underground just like the Driller APC. A fixed turret rapidly fires large capsules containing highly explosive toxins and acids over a small area, decimating anything in the Tyrant's way as it advances to conquer the enemy territories in Rashidi's name.

Though their structure is sturdy enough to dig through ground, the quality overall of the Tyrant's armor is rather lacking compared to the Allied and Soviet heavy tanks. While it's not the most powerful advanced tank there is, Tyrants are built to outrun their enemies and overwhelm them with sheer numbers.


Scorpion Cell Tyrant

Additional Information:
  • Subterranean.
  • Can fire on the move.
  • Immune to omni crush.
  • Can crush infantry.
  • Explodes when killed.
  • Driver cannot be killed.
  • Cannot move into shroud.
  • Automatically repairs itself.
  • Tyrant's movement can be heard when it's underground.


Plague Splatter
  • Cost: $750
  • Speed: 6
  • Hitpoints: 270
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Hub w/Chemplug
  • Purpose: Siege
  • Weapon: Toxic Barrels
  • Range: 14






This unit is unique to Scorpion Cell.

An age-old concept reborn: the Plague Splatter strongly resembles the highly effective siege engines of ancient Greece. Plague Splatters can catapult containers of highly corrosive agents and explosives across the battlefield, blasting open structures and eating away at the foundations. The projectiles leave poisonous vapors behind as a dangerous threat to infantry, causing respiratory distress and damage to internal and external organs. Cheaply produced, relatively quick, and lightly armored, the Plague Splatter is a powerful tool against both structures and infantry as long as it is placed out of harm's way. Be wary that the noxious gasses are just as lethal to your own forces!


Scorpion Cell Plague Splatter

Additional Information:
  • Minimum Range: 4
  • Can crush infantry.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.
  • Immune to poison.
  • Corrodes the armor of enemy units, making it 10% weaker for 10 seconds.


Oxidizer
  • Cost: $1000
  • Speed: 7
  • Hitpoints: 300
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory, Hub w/Chemplug
  • Purpose: Anti-Aircraft Support
  • Weapons: Oxidizer (x4)
  • Range: 13 (Anti-Air)






This unit is unique to Scorpion Cell.

The Oxidizer is the Scorpion Cell's dedicated anti-air support system. Oxidizers are primarily made up of salvaged parts of other vehicles, haphazardly soldered and bolted together in order to cut down on costs taxing the Cell's fluctuating budget. The resulting contraption is capable of moving on water with help of simple suspension materials, and fires capsules containing a highly potent cocktail of hydrogen peroxide, hydrochloric acid, and nitric acid, which literally eats away at aircraft.

Due to the threadbare interiors, a dangerous mix of chemicals used, and a rather unstable construction of the Oxidizer, the position of pilot or gunner of one of these death traps is considered a lowly position among the Scorpion Cell forces, reserved usually for disciplinary action. The Oxidizer is designed purely for anti-aircraft warfare and so is very vulnerable to any other forces.


Scorpion Cell Oxidizer

Additional Information:
  • Amphibious.
  • Can fire on the move.
  • Can enter Tank Bunkers.
  • Driver cannot be killed.
  • Does not sink when affected by EMP.
  • The weapon decreases aircraft armor by 25%. The effect is stackable.



Colossus
  • Cost: $1550
  • Speed: 5
  • Hitpoints: 670
  • Armor Class: Heavy
  • Prerequisite: Epsilon War Factory + Hub w/Geneplug
  • Purpose: Anti-Armor, Anti-Aircraft
  • Weapons: Psionic Blasters (x2) / Heavy AA Gun (x2)
  • Range: 7 / 12 (Anti-Air)






This unit is unique to Epsilon Headquarters.

The Colossus is certainly one of the larger Epsilon ground units, towering over most tanks. Surprisingly mobile and well-armored, it can easily take on multiple foes with its psionic blaster cannons. Thanks to a streak of ingenuity of Headquarters' scientists, the Colossus not only functions effectively as a heavy assault vehicle, but as an excellent mobile anti-air defense as well.

After switching into its uniquely-designed dual anti-air gun, it can rapidly take the enemy aircraft down. Slower or stationary aircraft are especially susceptible to the rounds, rapidly fired by the Colossus at high velocity, taking even more damage the closer they are to the vehicle. This makes this behemoth of a tank a versatile weapon for the Epsilon Headquarters to take the Allied and Soviets head-on.


Epsilon Headquarters Colossus

Additional Information:
  • Can crush infantry.
  • Can fire on the move.
  • Immune to omni crush.
  • Automatically repairs itself.
  • Anti-air gun deals more damage to close and immobile targets.
  • Can switch between ground/anti-air firing mode with a deploy command.


Hazequad
  • Cost: $900
  • Speed: 9
  • Hitpoints: 260
  • Armor Class: Light
  • Prerequisite: Epsilon War Factory + Hub w/Geneplug
  • Purpose: Stealth Generator
  • Equipment: Mobile Chimera Core
  • Range: -






This unit is unique to Epsilon Headquarters.

Wherever it's impossible to build a Chimera Core, the engineers of Epsilon Headquarters just take one of its heads, mount of on a small 4-wheeled buggy, add some navigation control mechanism and call it a Hazequad. Then they send those into the battle zone in order to have them deploy and start generating a psychic illusion field of a decent size, enough to turn HQ's units invisible and prepare an ambush. The Hazequad's presence does not get concealed though, so it will most likely become the first target of an enemy attack. It might be wise to deploy more than one at the designated position.


Epsilon Headquarters Hazequad

Additional Information:
  • Immune to mind control.
  • Driver cannot be killed.
  • Cannot be hijacked.
  • Immune to poison.
  • Immune to radiation.
  • Immune to omni crush when deployed.
  • Not affected by speed debuffers when deployed.
  • Provides cloak to units around it in a 7 cell radius.


Ruiner
  • Cost: $1100
  • Speed: 30 (Flying)
  • Hitpoints: 600
  • Armor Class: Heavy Aircraft
  • Prerequisite: Pandora Hub w/Geneplug (Ruiner)
  • Purpose: Troop Disarmament
  • Weapons: Amnesia Ray
  • Range: 10






This unit is unique to Epsilon Headquarters.

Yuri truly seems to have an affinity for the UFO, as the Ruiner is yet another one of them in his arsenal. Just like the War Rig, the Ruiner uses an accurately-named 'Amnesia Ray', which effectively makes the enemy infantry "forget" how to use their weapons. The beam contains a complex combination of some of Yuri's finest chemicals, designed thanks to his careful studies on human genetics, in order to manipulate their senses and state of mind where it affects them the most. Paralyzed by the chemically-induced amnesia, the affected troops will not be able to fire as long as they are under the Ruiner's effect.

However, Yuri's ingenious invention goes deeper than that. Anyone infected with the Ruiner's chemical becomes a catalyst, spreading the effect further to anyone that comes close by, making entire squads powerless. To prevent his own Brutes from falling victim to this effect in combat, Yuri has altered them to make them immune to the Amnesia Ray completely, making the Ruiner their excellent support. Unlike the other units, Ruiners are deployed with a support power by one of the Synthesis Vaults.


Epsilon Headquarters Ruiner

Additional Information:
  • Can fire on the move.
  • Automatically repairs itself.
  • Deployed with a support power by a Synthesis Vault.
  • Amnesia ray will disable infantry weapons and make them disable others'.


Basilisk
  • Cost: $1750
  • Speed: 25 (Flying)
  • Hitpoints: 360
  • Armor Class: Medium Aircraft
  • Prerequisite: Epsilon War Factory + Hub w/ Plug
  • Purpose: Anti-Structure
  • Weapon: Psionic Energizer
  • Range: 10.5






The Basilisk harnesses a cutting-edge engine that converts psychic waves into raw power. The resulting energy is then used for the propulsion drives. With psychic encapsulation technology and electromagnetic fields, waste psychic energy can be molded and used as energy projectiles to bombard ground targets from an incredible range. These psionic energizers have proven to be exceptionally potent against infantry and buildings alike, making the Basilisk one of the most powerful units an Epsilon army can possess.

Unfortunately, the enormous weight of the Basilisk's engine, armor, and armaments has made this craft rather sluggish. Though the Basilisk was once intended to engage airborne targets as well, the placement of anti-aircraft defenses has been removed due to the weight slowing the Basilisk to a crawl, making it vulnerable to anti-aircraft fire. Basilisk cannot outrange stationary anti-air defenses so be careful with it.


Epsilon Basilisk

Additional Information:
  • Minimum Range: 3
  • Automatically repairs itself.


Aerial Fortress Irkalla
  • Cost: $3000
  • Speed: 6 (Flying)
  • Hitpoints: 1750
  • Armor Class: Heavy Aircraft
  • Prerequisite: Epsilon War Factory + Hub w/Geneplug
  • Purpose: Territorial Control
  • Weapons: Dissolver Beams (x6) / 'Supernova' (x3)
  • Range: 11 / 12 (Anti-Air) / 11






This unit is unique to Epsilon Headquarters.

When Yuri was informed about the possibility of his enemies constructing gargantuan weapons in secret, for the first time in his life he felt like his grasp for world domination could be legitimately challenged. An autonomous mechanical monstrosity packed with incredible firepower, as well as potential immunity to mind control could prove to be the Epsilon’s undoing. Therefore, deep within the bowels of the Epsilon Headquarters' hangars, a weapon of unimaginable proportions was being built - capable of not only providing the Headquarters with massive firepower support, but guarding Yuri’s ultimate weapon as well.

Since its devastating sudden first appearance, the flying war machine codenamed 'Irkalla' has become a symbol of Yuri’s utter dominance over his enemies. Practically, the Aerial Fortress Irkalla is the Epsilon’s ace in the hole: capable of engaging multiple targets in the air with its numerous dissolver beams, and lay waste upon ground targets, not just with the beams alone but also with three powerful 'Supernova'-type long range cannons. Since its initial deployment, much to the Allies' and the Soviets' horror, many more of these flying machines have been sighted, resulting in an exhausting battle on every encounter.


Epsilon Headquarters Aerial Fortress Irkalla

Additional Information:
  • Build Limit: 1
  • Can fire on the move.
  • Immune to Blasticade.
  • Immune to mind control.
  • Immune to confusion rays.
  • Automatically repairs itself.


Dybbuk-Evolver
  • Cost: $1700
  • Speed: 18 (Jet)
  • Hitpoints: 440
  • Armor Class: Light Aircraft
  • Prerequisite: Epsilon Aerodome + Cloning Vats
  • Purpose: Mutation
  • Weapons: Genobombs
  • Range: 6






The ability to control and connect minds is the major factor behind Yuri's rapidly growing knowledge database that largely exceeds that of even the most advanced nation on Earth. With his elaborate research and methods of acquiring it, which are unreachable by the others, at the dawn of the 80s Yuri was already able to figure out certain secrets of the human DNA. This insight allowed him to create a vast array of weapons capable of real-time genetic mutation, based on the Terranova DNA-altering viral particles his scientists have invented during the experiments on Alcatraz Island. The Dybbuk-Evolver is one of the most dangerous weapons based on this technology which is currently at Yuri's disposal.

It is said that the Evolvers are only used against his enemies as a last resort, but the rumours of their presence are enough to send shivers up and down of a soldier's spine. The Dybbuk-Evolver equals to an impending doom for the infantry batallions not adequately equipped with anti-aircraft weapons. If these bombers are able to get in a position right above them and drop their entire load, it is a death sentence for many, the first out of two. The soldiers killed by the Dybbuk-Evolver's genobombs will enter a second life, life as a Brute loyal to Yuri who will instantly turn against its former comrades.


Epsilon Dybbuk-Evolver

Additional Information:
  • Automatically repairs itself.
  • Weapon doesn't affect Dybbuk-Evolver's owner's team.



Mandjet Transport
  • Cost: $800
  • Speed: 8 (Hover)
  • Hitpoints: 950
  • Armor Class: Medium
  • Prerequisite: Epsilon Naval Shipyard
  • Purpose: Transport
  • Weapon: -
  • Range: -






The ability to transport large amounts of forces over one of the most common environmental obstacles, water, has always been a deciding factor in war. Bodies of water of any size no longer prove to be a problem when amphibious transports are used. Easily gliding over water with their powerful turbines, they can transport both infantry and armor to any location. Keep in mind though that these transports are only lightly armored, and should not be put in major harm's way to prevent severe losses.

Unlike the Allied and Soviet transports, Mandjets sacrifice any defensive measures in favor of advanced propulsion drives, resulting in a higher cruise speed. Its main advantage reveals itself whenever a Shadow Ring is cast on it, turning it into a stealth vehicle transport temporarily.


Epsilon Mandjet Transport

Additional Information:
  • Amphibious.
  • Can crush infantry.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Immune to omni crush.
  • Immune to EMP weapons.
  • Has 12 passenger slots.
  • Cannot be chronoshifted.
  • Level 3 passenger survivability rate (rookie: 90%, veteran: 95%, elite: 100%).
  • 3 slots: Tier 1 & Tier 2 units, 6 slots: MCVs, Driller, Tigr APC, Demo Truck, Bomb Buggy, Tier 3 units, 9 slots: Borillo, 12 slots: Battle Tortoise, Armadillo, Drakuv, Stalin's Fist, Mastodon, Gharial, Boidmachine, Chrono Prison, War Rig, Orcinus, too big for transport: Centurion, M.A.D.M.A.N.


Piranha Minisub
  • Cost: $800
  • Speed: 9
  • Hitpoints: 255
  • Armor Class: Medium
  • Prerequisite: Epsilon Naval Shipyard
  • Purpose: Naval Engagement, Ambush
  • Weapons: ARO Launcher
  • Range: 6.5 / 9.5 (Anti-Air)






The Piranha-class Minisub is a small and very fast submarine, designed as a general purpose combat vessel. Capable of a multitude of roles such as anti-aircraft and submarine warfare as well as shore assaults and ship killing, the Piranha is one of the most flexible naval units ever produced.

Cheap and very lightly armored, Piranhas rely on group tactics and quickly emerging to surprise their enemies. To make faster maneuvering possible, the Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward their destination. This allows Allied Destroyers to use their cannons instead of the Osprey's depth charges to effectively destroy schools of Piranhas.


Epsilon Piranha Minisub

Additional Information:
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Cloaked, but its water trail is visible on the move.
  • Can detect cloaked and submerged units (Sensors Range: 9).


Giant Squid
  • Cost: $1000
  • Speed: 8
  • Hitpoints: 440
  • Armor Class: Light
  • Prerequisite: Epsilon Naval Shipyard + Radar Spire
  • Purpose: Anti-Armor, Tentacle Wrap
  • Weapon: Tentacles
  • Range: Close






Legendary among seamen for their size and strength, Giant Squids have been the subject of sea monster stories the world over. Only recently have live specimens been discovered. Whether through genetic cloning and mind control or by actually training the beasts, Giant Squids make up a special division in Epsilon's naval forces. Used for reconnaissance and smashing ships with their tentacles, they are ideal for hunting submerged enemies as they swim deep beneath the waves.


Epsilon Giant Squid

Additional Information:
  • Driver cannot be killed.
  • It cannot be hijacked.
  • Automatically heals itself.
  • Cannot be mind controlled.
  • Slows down the target harshly.
  • Will not reveal itself when using its weapon.
  • Can detect cloaked and submerged units (Sensors Range: 9).


Nautilus Magnetic Sub
  • Cost: $2000
  • Speed: 5
  • Hitpoints: 1000
  • Armor Class: Heavy
  • Prerequisite: Epsilon Naval Shipyard + Hub w/ Plug
  • Purpose: Naval Engagement, Ambush
  • Weapon: 'Type-M' Torpedoes, Magnetic Field
  • Range: 9 / 4






Yuri's development of his own submarine did not stop at the Piranha and their fearsome psionic submarine Resheph. After his naval engagements with the Allies in the Atlantic, he has soon realized that the small and fast minisubs were not enough to engage the more powerful naval units of his enemies.

The Nautilus-class is a project based on a previously terminated concept of a massive submarine designed for naval combat with the use of highly explosive torpedoes, the devastating power of which far exceeded that of the Soviet Typhoon. Launched in two at a time, Nautilus' Type-M torpedoes can sink the heavier ships much quicker than the fragile Piranha ever could, thanks to their magnetic enhancements. A deeply submerged submarine that it is, the Nautilus does not reveal its own position when moving or firing.

Nautilus' ace in the sleeve is its magnetic field, similar to that created by the Magnetic Beam used by the PsiCorps forces. If an enemy unit comes too close to the Nautilus, it will activate the field and trap anything that's near the sub at said moment, making it a sitting duck for other Yuri's underwater units.



Epsilon Nautilus Magnetic Sub

Additional Information:
  • Cloaked.
  • Cannot be hijacked.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Can detect cloaked and submerged units (Sensors Range: 9).
  • Will automatically activate a magnetic field if enemy units come nearby.

Resheph Ballistic Sub
  • Cost: $2800
  • Speed: 4
  • Hitpoints: 950
  • Armor Class: Heavy
  • Prerequisite: Epsilon Naval Shipyard + Hub w/ Plug
  • Purpose: Siege
  • Weapon: Psionic Decimator
  • Range: 23







If it is the unknown we fear, then the Resheph is the unknown. No one precisely knows what happens when a Resheph attacks, because none can fathom the technology behind its powerful weapon. While it has been confirmed that it is possible to dissipate the mysterious energy projectile that's fired by this submarine, the power a single Resheph harnesses is enough to flatten a base in seconds.

Though the Resheph-class submarines are heavily based on the blueprints of the Russian Akula according to scavenged reports, the differences are vast according to the few times visual contact has occurred. Trading in armor for more speed in order to make its sudden strikes all the more terrifying.


Epsilon Resheph Ballistic Sub

Additional Information:
  • Cloaked.
  • Minimum Range: 6
  • Cannot be hijacked.
  • Immune to mind control.
  • Driver cannot be killed.
  • Automatically repairs itself.
  • Projectile can be shot down with anti-air weapons.
  • Can detect cloaked and submerged units (Sensors Range: 7).

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