Dominion of Epsilon

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Dominion of Epsilon
The symbol of the Dominion
Playstyle Subversive Warfare
Faction Colour Dark Violet
Type Original Blue Alert 3 Faction
Dev. Status Conceptualized

"Leave your cares behind come with us and find
The pleasures of a journey to the center of the mind

Come along if you care
Come along if you dare
Take a ride to the land inside of your mind"

- "Journey to the Center of the Mind", the Amboy Dukes

The Dominion of Epsilon is the domain controlled by what was once the Epsilon Advanced Research Division, a top secret experimental science body within the Allied States that had come to expand and take control of many other advanced research divisions, planning their own conquests while seeming to serve as loyal members of the Allied States. But all while they seemed to be loyal and productive members of the Allies, they were constructing a great army backed by strange and exotic technology with never before seen methods of waging war; drawn from true believers in the ideals of the mysterious psychic known as Geoffrey, Allied forces who were disgruntled with the new path the Alliance was taking, or those who were simply indoctrinated or were even grown in a vat. In the midst of the third world war, the Dominion planted a vicious dagger in the back of the Allies, and fought as their own contestant in the third world war; trading blows with the Comintern, the Alliance, and the Empire and its partners in crime.

At the end of the war, Epsilon had even threatened to control the minds of the entire planet with the Cerebral Supremor device on Antarctica, only for a daring strike to put the weapon out of commission and forcing Epsilon to sue for peace before any of its enemies could focus upon it. Though officially only having de jure control over Anarctica and parts of Lemuria, the Dominion has cells and bases all around the world to this day, concentrated in areas largely skipped over by the rest of the world such as the Sahara, Amazonia, Central and North Asia, the Canadian wilderness, and inside the depths of middle eastern deserts as well as numerous underwater or island bases and a moon base. Even with the foiling of its plans in the third world war, the Dominion yet lives to try for another grab at ultimate power.

At a Glance

Faction Color Dark Violet
Playstyle Subversive Warfare
Preferred Theatre of Operations Any.
Strengths Mind control, potent submarines, large number of difficult to counter gimmicks, devastating to both horde and elitist armies, strong in every tier, and powerful stealth abilities.
Weaknesses Units tend to be weaker in straight up fights than their equivalents, short range is endemic to many units in the faction, many units need to be engaged for a while to reach their full potential, many of the armie's best tricks such as virus and evolution gas and telepathy are of far more limited use against robotic units.
Intended Players Players who like to mess with their enemies.
Motives World Domination, Human Ascension, Expansion of Religion


The Shady Subordinates

Epsilon began quite humbly as an advanced military research division that was meant to push the boundaries of what seemed to be possible. Originally meant to investigate paranormal phenomenon to see if there was any militarily useful data behind them, Epsilon made a break through when it analyzed the abilities of Tibetan monks, Indian gurus, and the most skilled of magicians. They came to the conclusion that psychic powers were real, and needed further investigation. And while they did get some research done in the 20s, it was with the ascension of Mosley and Rocques to power in Britain and France that caused their funding to skyrocket. Virtually any strategic asset available to the Alliance would be utilized to the fullest in the crusade against Russo-Latino-American communism, and this would include even what was considered to be quackery not too long ago.

The man who would come to lead this project was a mysterious figure known as Geoffrey. A personal friend of Mosley, the man; of apparently Transylvanian ancestry despite his French name and German accent, simply appeared from nowhere one day in Britain and integrated himself into Mosley's personal circle before his rise to power. Conferring extensively with an equally mysterious bald headed advisor by the name of Jacob; Geoffrey was in the perfect place to take over much of the Alliance's top secret research divisions once they were established. Unbeknownst to Mosley and the others, Geoffrey started to form a cult within the division, one that offered a path to enlightenment and human perfection.

He would form his own state within a state with other similarly mysterious figures who like him; simply appeared one day and managed to get on the good side of western European heads of state. These figures, Anca Albescu, Bashar al-Rashid, Lysandros, Dora Mendoza, Vlad Dracul, Omar Hussein, Attila Lakatos, Edina Sipos, Muhammed al-Addin, Pierre de Capet, Suarez Hernandez, Hannah Antionette, Horatio Nicolescu, and Aisha bin Assad and others would form the core of his Inner Circle, who would guide Epsilon to greater heights of research and glory as the years progressed. With their guidance, Epsilon went from a small research division into one of the largest and most powerful actors in the Alliance. A collection of fine men of thinking would gather to craft their vision of the Alliance.

Epsilon began to entangle other research divisions; arranged according to the Greek Alphabet, into itself as it expanded the scope and horizons of its research. Upsilon's studies into biology, Omega's electromagnetic research, Mu's seismology, Omicron's examination of unconventional energy phenomenon, and Sigma's advanced chemical warfare and more were all soon feeding into Epsilon. While some programs managed to evade Geoffrey's grasp, he still could claim to be providing much of the Alliance's most exotic capabilities. And when war did come in 1950, Epsilon's "battlefield experimentation" task forces were there in the thick of things to put into practice many of the Inner Circle and Geoffrey's ideas.

These task forces would acquire a ghoulish reputation for experimenting on POWs and occupied populations as well as an aura of dread for their strange and frightening weaponry. However, post-war Alliance secrecy made it hard for the enemies of the Alliance to determine the magnitude of whatever abuses Epsilon committed, and with the higher profile targets of Blackwatch to go after, it was rather easy for Epsilon to avoid a great deal of scrutiny. However, while they avoided the hammerfall that slammed many of Mosley's associates following his death, they would find that his replacement was significantly less amenable to their goals than he was.

Keep Your Thoughts to Yourself

The new Chairman, Thornley; was not a personal friend of Geoffrey nor did he desire such friendship. And with most of Mosley's more secretive advisors purged, Geoffrey found his influence declining in the new alliance. He still got the funding he needed but scientists like Lydia Winters and militarymen like Bingham continually found their stars ascending at his expense, a state of affairs that Geoffrey would not long tolerate. Was it not Epsilon that made the Alliance great in the first place? Epsilon's plans would need to be altered and accelerated. Epsilon was not yet ready to launch a coup, Thornley's position was too strong and consolidated, but Epsilon had plenty of room to grow in the forgotten corners of the world, grants to work in the depths of the black forest, the lonely alps, frozen Antarctica, the searing Sahara and Arabian, the humid landscapes of the Amazon, and deep in the jungles of southeast Asia and the peaks of the Himalayas were used as an opportunity to build an army in secret.

Epsilon became even more insular, neither seeking out nor particularly wanting extensive contact with much of the rest of the Alliance save for recruitment, budget requests, and continuing to demonstrate why it was worth the Alliance's continued investment. This suited the growing cult that Epsilon was becoming, the Syndicate was godless and could never be expected to attain true enlightenment; the Union of Anti-Communists was overly focused on petty questions of economics and primitive tools of keeping control; the Confederacy of Nationalists moribound on "purging" their nations of communism. The Technocratic Combine? What could they know of true knowledge while they tinkered with children's toys? The Raj? A bloated creature eternally needing to stuff its belly to avoid starvation. The Pahits? Primitive amateurs who struggle against backwards insurgents. And the Contingent? A collection of weak political nonentities.

All around, they could see that the Alliance was spiritually weak. Their quest for material advantages had left in its place a poverty of the Psyche. And these moves towards liberalizing the Alliance? May as well be written surrender documents addressed to the anarchist rabble of the Comintern. The world had become too concerned with questions of the community, the individual, the nation, the bottom line, and when they looked to faith, they looked to faiths with an incomplete at best understanding of the metaphysical. After all, how can anyone claim to match the spiritual and mental achievements of Epsilon when Epsilon was advancing so far and fast in the fields of biology and psionics? And armed with this superiority of mind, soul, and body Epsilon; Geoffrey argued, would be the deliverers of the world from darkness and ignorance.

And so they grew, a malignant cancer in the very heart of the Alliance that dreamed of nothing less than complete world dominance. A world made up of not just men, but supermen; unified of thought and prepared for transcendance. All under a faith that saw Geoffrey as its prophet and messiah. The Alliance proceeded largely unaware of the threat to the entire world that was building underneath its very nose. Epsilon's deepset roots in the rest of the Alliance and its own nigh on impossibility to infiltrate let it build its army in peace. Alliance planners around the world counted on Epsilon formations to aid them in the war to come. And not one of them, not ACIN, not SPIDER, not anyone was aware of the magnitude of the danger.

Complexes big and small began to sprawl all over the forgotten corners of the Earth. A network of mysterious devices was spread across the globe wherever Epsilon was able to. Secret pacts were made with with all manner of terrorists, pirates, loose cannon mercenaries, and other malcontents to both addittional recruits and make new allies. As ever, Epsilon's allies in the Cult of Acorpion would provide whatever assistance they were able to. Particularly when it came to dealing with attentions from a mysterious religious order that seemed hellbent on thwarting Epsilon's plans. But soon all would be in place as Epsilon's army of fanatics, clones, creations, and mind controlled puppets marched off to war with the start of World War 3.

Instant Chaos, Just Add Betrayal

At first all seemed normal with the war. With the Alliance advancing deep into the International in the face of increasingly stiffening defense in depth meant to draw them in for destruction. The Alliance advanced significantly farther than it did in the last war, though the International was counting on overstretch. A surprise entrance into the war by the Axis the Solar Empire had formed around itself briefly delayed Epsilon's timetables, but soon enought they planted the dagger deep into the Alliance's back. While the Majestica, Empire, League, and Guardians were unforeseen elements, the Inner Circle was confident that they would crush them as well. Aided by overt support from the World Liberation Army formed out of the malcontents they contacted and covertly by the Cult, the newly declared Dominion vowed to bring the world to its knees.

With an arsenal unlike anything else in the world and the advantage of surprise, Epsilon's emergence from its hidden bases and its carefully timed betrayals of the Alliance units they were paired with proved to be devastating. What was once a war with cleanly dileneated frontlines became a shattered mess of engagements all over the world. Regions that were supposed to be far away from the frontlines suddenly came under devastating attack as the Axis Powers and the Dominion, Totania, and WLA ran rampant. And indeed, Epsilon's forces acquired a fearful reputation as an army of monsters and ghouls with fiendish powers. The Alliance in particular suffered heavily from both having to fight an enemy they had never made plans to, was unfamiliar to them, and having lost all the assets represented by Epsilon.

Whole branches of Alliance research were closed off to the blue army as the purple legions of Geoffrey carved their way across the planet and numerous divisions were essentially wiped out in Epsilon's great betrayal. Geoffrey was hardly foolish enough to believe that any would have accepted his demand to surrender at once and join with him, but he and the Inner Circle were confident that the world could be theirs soon. However, the failure to anticipate the Axis' participation had lead to numerous costly engagements with the Axis Forces who upon realizing the magnitude of Geoffrey's threat, turned numerous forces over to deal with them. Furthermore, they failed to anticipate how quickly the Alliance and International would rally to fight them. With no one willing to surrender to Geoffrey's mind control, Totania's fanatical religion, or the WLA's barbarism, Epsilon inexorably found its initial zeitgeist fading.

While major successes were had, and the Psychic Dominator network that drew so much initial fear proved to be a distraction for Epsilon's real plans that its enemies bought hook line, and sinker, the squeeze was increasingly put on the newfound Dominion. By the late stage of the war, even with successes (smashing or limited) like the raid on Kukuoka to take out many of the Axis' high commanders, the assault on Lisbon and the battle of Acapulco, Epsilon found itself confronted by enemy strength it could not overwhelm. But this would all be for naught if Epsilon managed to activate the Cerebremor Supremor, a device that could control the minds of the entire planet at once. All the Psychic Dominators and Beacons in the world were meant as a cover for this, which would deliver Epsilon ultimate victory.

However, the Comintern forced an assault on the Antarctic Peninsula upon detecting the Supremor and landed a massive amphibious assault to destroy the device at any costs. At the same time, the Alliance launched an assault on Geoffrey's personal fortress after managing to land at Antarctica while the Axis began a daring assault elsewhere in Antarctica to destroy one of the most important production and research complexes for Epsilon's war effort. Occuring at nearly the same time the last major operations against the Empire were launched, these battles would see Geoffrey go missing in action, Epsilon's great hope to rule the world in ruins, and a major leg of its industrial base kicked out. However, Epsilon managed to fight hard enough to convince its foes that total capitulation could not reasonably be achieved, and so instead signed a cease fire agreement, and was present at the final armistice.

With the disappearance of Geoffrey, Epsilon's Dominion has had to undergo heavy rethinks of its plans and layout. Geoffrey never designated a successor, and none of the Inner Circle were willing to allow the other to advance to that station. They would welcome Epsilon's finest commander into the ranks of the Inner Circle to help break ties and introduce someone outside their standard politicking to provide a new viewpoint, and authority now went from the Messiah to the Disciples. Similarly, their prior plans for world domination would need to be altered. No longer could they count on surprise and now their installations were subject to nearly constant monitoring by overt and covert means to ensure they weren't going to try for the plan to control everyone again. Similarly, the loss of secrecy hampered their ability to proselytize.

Under the co-dictatorship of the Inner Circle, Epsilon has managed to recover from the drubbing dealt to it in the Third World War, and it eagerly awaits another chance to bring in the new age. Though a pariah state, Epsilon still exerts great external influence; enough to be considered one of the world's superpowers, upon whose decisions the course of history can rest on. And while the world has all manner of new actors; whether in the open such as the menace of Green China or secretive like the cloistered forces of the Protectorate or Ecumene, the Dominion is regaining its confidence in its mission to deliver the world from darkness.

Missionaries of Epsilon

"There is a fundamental difference between the appeal of a mass movement and the appeal of a practical organization. The practical organization offers opportunities for self-advancement, and its appeal is mainly to self-interest. On the other hand, a mass movement, particularly in its active, revivalist phase, appeals not to those intent on bolstering and advancing a cherished self, but to those who crave to be rid of an unwanted self. A mass movement attracts and holds a following not because it can satisfy the desire for self-advancement, but because it can satisfy the passion for self-renunciation."

- From The True Believer by Eric Hoffer


"Geoffrey is master"

-Ominous whispers heard inside a suspected Epsilon compound
Construction Yard The centers of Epsilon Command and Control and the center from which their bases are built up, construction yards for Epsilon Function much like anyone else's.
Bio-Reactor Though seemingly average in terms of power generation at first, Bio-Reactors can garrison up to four squads of infantry to greatly increase their power generation capabilities as they draw energy from the processes of the very living body.
House of Geoffrey The Center from which Epsilon's infantry are created from, the house of Geoffrey can also have captured infantry brought to it to be brainwashed into serving Geoffrey.
60px Military Factory Quite simply the place from which one creates the tanks of Geoffrey
Psychic Radar Needed to advance to tier two, Psychic Radars can also point out stealthed units and predict the path of incoming units whose paths will intersect their field, allowing a Proselyte to properly prepare for incoming attack.
Skybase The center from which Epsilon creates its air forces, Skybases are necessary if one wants to expand their operations into the skies
Seapen The housing facility for the mighty navy of Epsilon, Seapens are durable structures also capable of repairing ships as needed.
Recycling pit Repairing or healing units brought to them and reclaiming corpses or vehicle husks for resources, Recycling pits are an important facet of Epsilon's economy and also produce their support vehicles.
Bioplant Producing the nightmarish monstrosities of Epsilon's genetic engineering programs, Bioplants are the place from which you may produce biobeasts.
Mission The nerve centers of Epsilon expansion centers, Missions allow one to build a base outside of your zones of control
Temple of Transcendence Necessary for advancing to tier three, Temples of Transcendence also unlock a number of upgrade protocols
Church of Apotheosis Where Epsilon creates its Commando and its Epic Unit, the Church of Apotheosis provides the Commander with their most powerful units.
Genetic Mutator Epsilon's fearsome secondary superweapon, the Genetic Mutator transforms infantry units into Ghasts, larger forms of ghoul, who will tear apart everything in front of them until they're all killed
Psychic Dominator Firing a mind controlling pulse and a telekinetic burst that mind controls units and flattens buildings, the Psychic Dominator is the ultimate superweapon of Geoffrey's armies.


Castle Wall Walls with a distinct gothic design to them, Castle Walls can keep out the enemy and delay their advances.
Castle Gate Opening and closing as needed to ensure that only the right people can get in and out of Epsilon's bases, Castle Gates continue the gothic design of their counterparts.
Citadel Wall Citadel walls are capable of garrisoning friendly infantry inside every certain length of wall to provide for defence with a bite.
60px Castle Wall Each castle gate may garrison two squads of infantry inside, providing for even more defence.
Pyrokine Eye Small turrets capable of firing Pyrokinetic bursts, the Pyrokine Eye is also tall enough to fire over castle walls.
Gatling Cannon Deadly to both light ground targets and air targets, the Gatling Cannon shreds everything it sees with twin 30mm gatling guns whose rate of fire increases the longer they fire until they effectively fire a continuous beam of bullets, and over defensive walls too.
Telekine Tower Projecting telekinetic shields around selected friendly units and slapping away incoming projectiles, the Telekine Tower is a defence that defends other defences.
Thermal Tower Firing deadly thermal rays that strike areas of enemies at once, melting tanks to slag and burning men to ash, the Thermal Tower stands proudly next to the Spectrum, Wave Force, and Tesla towers.
Psychic Illusion Tower Psychic Illusion Towers can cloak units near them in fields of Psychic Illusion that telepathically convince those approaching them that nothing is there, though psychic illuson fields can be pierced by certain units.
Telepath Tower Telepath towers can either screw with the morale, discipline, and accuracy of a large number of units simultaneously; or mind control a substantially smaller amount; making them the most feared (and expensive) defense of the Dominion of Epsilon
Cloning Vat Building a double of every infantry or biobeast squad you produce; even that of Epsilon's Commandos, only one cloning vat can be produced at a time, but they quickly pay for themselves, especially when they provide income like an oil derrick.
Thermal Battery Firing powerful arcing capable thermal implosion beams that can carve through enemy units, the Thermal Battery is the ultimate in Epsilon base defense; capable of striking enemies at a great distance, well before they approach Epsilon's bases.


"Looks like you've had a bit too much to think!"

- Adept Olimpia Vãduva, in a telepathic message to an Alliance commander
60px Long Legs A genetically engineered creature that never lived on the planet until it was created in Epsilon's dark laboratories, the Long Legs is a vicious animal scout whose most horrific abilities is revealed when it bites a victim, causing them to explode into clouds of Virus gas, and they can burrow too.
Initiate The basic soldiers of Geoffrey's army are the initiates, newfound recruits who are just beginning to awaken their psychic abilities in the form of powerful Pyrokinetic bursts that serve as their main means of damaging units. To clear out garrisons and deal a large bumper crop of damage, they can fire a charged burst instead with an area of effect.
Archer Genetically augmented men and women who wield compound bows with a draw strength far beyond what any human could manipulate to fire srrows with HEAT warheads attached to destroy armored vehicles and take out aircraft with their enhanced reflexes and eyesight. They can also fire deadly trickshots that can immediately disable a vehicle, leaving it vulnerable
Eparch The Engineer of Epsilon have enhanced physiology to help them run faster, and are capable of throwing themselves with their telekinetic abilities to make large leaps that they can cushion with their abilities so as to ensure that repairs or building captures get done on time and can floor enemy infantry trying to stop them with their minds
Magnetans Using magnetic fields to do their work, Magnetans serve not only as anti-structure and anti-vehicle support, but also provide defenses to other units via being able to project shields that can repel projectiles and disrupt energy weaponry.
60px Biocrafter Fiendish doctors wrapped around in Epsilon biohazard battlesuits with metallic tentacles emerging from their back that can carry their weight across the battlefield and pick up the wounded for administer treatment or lash out at those who would interrupt their science. Their most disturbing ability is their ability to reverse clinical death with the biotech and biokinesis abilities that all of their dark guild have, raising soldiers in an area to fight once again, and those who fought against Geoffrey will now fight for him.
Virus Using special sniper rifles that fire hypodermic syringe rounds, these deadly mercenaries turned acolytes of Epsilonism can not only kill their initial target, who explodes into Virus gas, but also kill their friends as the gas spreads. If cornered, they can also throw deadly Virus gas grenades to ensure that none of their attackers will be making it out alive.
Messenger Assault Infantry armed with thermal implosion weapons, Messengers can carve through enemies at close range and press forward the assault with powerful telekinetic shields to protect themselves as they advance
Adept Chaplains, missionaries, officers, and terrifying tools of the battlefield all at the same time; Adepts have highly advanced psychic powers that can either tear through a target's morale until the target is nothing more than a vegetable; an attack that bypasses all forms of armour (or against non-organic targets, unleash a pyrokinetic attack to try and do the same), or mind control a single target at a time; turning them over to the side of Epsilon.
Acolyte Deadly flying infantry wearing special battlesuits, Acolytes rain death upon enemies with powerful dissolver beams that are effective against most targets or they can use their minds to let out a great telekine pulse that can knock even tanks back, dealing little damage but being highly disruptve
Shadow Epsilon's infiltrators are the shadow order, who combine the usage of a telekinetically enhanced short sword that can pass through nearly any armour with virus gas silenced shotguns and pistols to hack their way through the forces of the foes they were ordered to infiltrate. And if they give them trouble, they can create real seeming; also stealthed illusionary doubles who the enemy will undoubtedly waste time on.
Mentor Using telekine lance grenades against vehicles, telekine pulse grenades against structures, and special rifles meant to enhance their pyrokinetic powers against infantry (or telekine bayonets in melee), Mentors are swift, silent and stealthy special forces warriors who can cause a tremendous amount of panic behind the lines; often literally as they invade the minds of enemy troops to incite a primal terror reaction.


"He who fights monsters must make damn sure that he himself doesn't get feasted on by these freaks."

- Peacemaker Ladislaus Rasmussen
Ghouls Some of Epsilon's most common and most horrific genetic creations, ghouls are disposable assault troops who tear apart enemies with simple weapons and brute strength, and can eat the dead to trigger regeneration in their bodies to heal themselves, a sight that shocks, horrifies, and disgusts those who see it.
Blutghulf Terrifying genetically engineered assault beasts with strength enough to tear apart tanks, make great bounding leaps, and fanged jaws that can crush just about any form of armor, lutghulfs combine thick natural armour and healing abilities with special cybernetic enhancements made to them to make them even deadlier. And the more a blutghulf kills in a span of time, the faster, stronger, and deadlier it gets. And right before they attack, they can fire frag grenades from devices on their shoulders right before they leap onto a target with a vicious fury that can shatter defensive lines
Blutgeist Resembling horrific manbats that fly in the air with a taste for blood, Blutgheists are enormous cybernetically enhanced carnivorous and bloodsucking genetically engineered predators who can regain health as they kill enemies whether on the ground or in the air while acid slobbering jaws can take care of vehicles. What truly earns them the "out of hell" moniker though, it their ability to spray their acid and then ignite it to produce impressive incendiary displays to burn their enemies to the ground.
Harpoon Biologically engineered monster men and cyborgs, Harpoons carry powerful gatling guns that can shred through infantry and aircraft, ensuring that the foes of Geoffrey put their heads where they should be; down and out of their master's way. They can also load up explosive rounds and unleash a deadly storm of rounds in a sweep that can devastate infantry.
60px Dune Wraith Using hover capable magnetic packs and boards, Dune Wraiths are extremely fast infantry who slip in and out of battle as they please, their bodies heavily modified to deal with such great speeds, over land or water as well as to be immune to the virus gas grenades they throw; while their illusion packs let them hide from the enemy. They can also fire powerful singleshot telekine guns, good against vehicles they've flanked.
60px Brutalizer Using large thermal imploders on their back; Brutalizers are devastating to vehicles and structures alike while those who try to get close have to deal with two cybernetically enhanced fists attached to a hulking frame encased in heavy armour, Brutalizers can also stop and charge up to fire a five shot burst to affect a wide area of enemies who would seek to get in their way
Envenomators Snake like amphibious creatures, Envenomators can not only move about on land or sea and move about on terrain obstacles like mountains, they exhale deadly clouds of virus gas or can deliver instantly deadly doses with a bite even through battlesuit armour and with time; they can worm their way into vehicles. They can also burrow to create usable tunnels for other units to pass through.
Speaker Genetically engineered beings with automatic mortars at their disposal, Speakers will shell an area with telekinetically impregnated shells or with virus gas shells at their Proselyte's command, hammering the enemy with a rain of shells that gets faster and faster the longer they remain under their attentions
Infernal Horror Nightmarish flying creatures created from the traits of a huge number of creatures, Infernal Horrors open up all attacks with a spray of virus gas, and can serve as a mount for an Adept, or Eparch, who will ride on its back, allowing it to take the hits for them while enhancing their attacks.
Catastrophian A stealth capable creature filled with virulent toxins and combustibles, the Catastrophian at first seems underwhelming for its price with its teeth and claws; though the dissolver energy it can vomit out of cybernetic implants is much more up to snuff, but it truly comes to its own when biological triggers inside are activated to make it explode violently, devastating enemy units in the way.
Furchtgeist Huge and horrific vaguely bat like creatures, Furchtgheists are well known for letting out psychically enhanced sonic screams that can literally scare a man to instantaneous death, or just rupture his ear drums and liquefy his brains in his skull and shatter delicate electronics; and are more than large enough to bowl over whole formations of infantry at a time when they crash onto the ground to make their landings, eating everything in their way.
Dread Infernal Constantly emitting a constant aura of psychic fear and capable of breathing virus gas ladened flame at enemies and fire deadlier dissolver beams from their cybernetic helmets in their way or crushing foes to death beneath their claws while hovering due to their telekinetic abilities, Dread Infernals are the deadliest biobeasts in the Dominion's arsenal, and can float over water. They may also mount a squad who fires at greatly enhanced destructive ability while on it, and pair up especially well with Midna.


Dunerider A cheap combat car useful at the start of hostilities, Duneriders open fire with miniguns that only get faster as they fire longer and longer; and to get away they can release deadly virus gas in all directions that not only obscure them but kill infantry and open topped vehicles nearby.
Spinster Tank A light tank packing twin 75mm guns, the Spinster can bury an enemy in weight of fire as its wind up autoloaders pick up the pace as it engages the enemy; allowing it to devastate targets it has gotten the rear armor of. If the machine guns it has aren't cutting it against infantry, it can fire virus gas ladened shells to finish the job.
Phobia Tank A fast and deadly main battle tank, the Phobia also has a windup autoloader. Once meant to be a vehicle in the alliance army as a speedy all purpose light tank, it now serves Epsilon, and can cloak itself with a psychic illusion field to let it get to where it needs to go quietly and unseen.
60px Stalker Gatling Tank Firing a storm of lead from their twin 20mm gatling guns, the Stalker Gatling tank can rip through light vehicles, infantry, and aircraft alike with terrifying ease and the awe inspiring rate of fire only increases the longer they fire. And if they need to, they can use virus shells that turn infantry killed into more virus gas clouds.
Alip Transport An APC capable of burrowing beneath the ground and remaining stealthed while above it, the transport is only lightly armed with machine guns (or ramming targets wth the drill) but is a way of getting infantry across obstacles and through danger in nearly absolute safety.
Maneater Assault Gun Crushing enemy targets with a thermal imploder cannon that burns its way through nearly everything put in front of it, the Maneater assault gun is quite fast and deadly and invaluable for providing support, and can fire a charged blast that will kill everyone taking shelter inside of it.
Frenzy Light Artillery A quick firing light artillery weapon that makes use of twin skyward pointed guns, the Frenzy is very good at forcing an enemy to keep their heads down as they just fire and fire and fire and never, ever seem to stop or let up. If need be, the Frenzy can cut the power to its motors and instead focus all power to making the guns fire as fast as they can.
Grinder Tank Firing up powerful magnetic harpoons to either drag targets towards it or drag it towards targets, the Grinder Tank is capable of tearing through most forms of armour at melee ranges and absorbing heavy punishment while earning you some cash as it grinds enemies into parts...or perhaps mind control units you wish to deny to the enemy. They can also fire genetic mutator rays to transform enemy infantry into monstrous mutants that can be used against the enemy or grinded up for cash.
Inversion Tank Destroyer A stealth capable tank destroyer, the Inversion can either fire a telekinetic lance capable of punching through tank armour with ease, or a telekinetic beam that flips targeted tanks over to incapacitate them.
Firestorm Artillery Armed with two four barelled gatling artillery guns, all of them being 105mms, the Firestorm makes up for its lack of initial firepower with sheer saturation and can even load up some flak shells to temporarily serve as extremely dangerous heavy anti-aircraft vehicles.
Trebuchet Strategic Artillery A burrowing capable strategic artillery piece capable of hitting targets from nearly anywhere on the map so long as line of sight is provided for them; at which point they fire devastating telekine pulse shells that smack everything in their area of effect with a devastating shockwave, the Trebuchet makes for a powerful argument in the late game.
Mastermind Tank Devastating vehicles for the late game, Mastermind tanks tear apart enemies with telekinetic and telepathic attacks that tear through mind and body alike; or they can instead mind control up to four targets and direct them to the Proselyte's bidding.

Support Vehicles

Magnetron Tank Magnetron tanks are immensely useful utility vehicles that can lift enemy vehicles into the air to be torn apart by anti-aircraft fire, drag ships to their doom on land, drop vehicles in water, tear out the metal from structures, or perform its most necessary role of vehicle recovery where it can recover vehicle husks or abandoned vehicles for reclamation or push away vehicles to keep them out of range.
Hive Miner Deployable vehicles that can park in front of an ore mine and release a number of genetically engineered creatures to quickly pick up the valuable ore, the Hive Miner defends itself with a number of gatling guns against infantry and low flying aircraft.
Mobile Illusion A mobile psychic illusion device that can cloak your troops as long as they remain near it, it can deploy and tap into the power grid to create a much wider array of stealth to hide your forces even better
60px Earthbreatker TBM A militarized tunnel boring machine meant to create a hole for your troops to be able to follow on through, letting you pass mass numbers of warriors underground in safety
Psychic Barrier Tank Capable of using its telekinetics to slap away incoming projectiles and project shields around friendly tanks, the Psychic Barrier Tank provides for crucial defense of Epsilon's assets, and the low range psychic radar it projects can also detect those who would try to sneak past Geoffrey's holy army.
MCV Epsilon's MCV is much like those of the other factions, capable of deploying on water or land or crushing impudent vehicles that get in its way to set up additional bases for the glory of Geoffrey.
60px Oxidizer Anti-Air Epsilon's advanced anti-air unit is the Oxidizer; firing chemicals repurposed from Alliance research into means to safely dispose of heavy metal waste and fitted onto a vehicle with twin cannons that fire out clouds of gas that rapidly oxidize the structures of aircraft that pass through them, greatly weakening their armour; allowing for the Dominion of Epsilon's forces to tear them apart more easily.
60px Deviator Firing forth a mass of chemical warheads in MRLS fashion is the deviator; primarily firing Virus gas ladened warheads that can reduce infantry armies into clouds of poison in seconds, though they can also fire off evolution gas warheads that make monsters out of men and beasts.
Convert The Convert is a means of setting up Missions which can spread the building zones of Epsilon and thus spread the word and the will of Geoffrey.


Nightflare The premier air superiority fighter of Epsilon, the Nightflare strikes with twin dissolver beams that can carve through most forms of armour and by injecting their engines with special fuels, can launch back to base at alarming speeds on command, activating a cloaking field to hide itself as it does so.
Nightmare A vicious tactical bomber aircraft that carpets an area with the proselyte's choice of thermal pulse spheres, virus gas bombs or air launched torpedoes, the Nightmare is also stealthed which helps disguise the weakness of its single 13.2mm gatling gun as a means of defense, or its relatively lackluster speed even when in return to base mode
Nightscare A meanspirited ground attack aircraft for meanspirited people, the Nightscare opens up on ground targets with a large gatling cannon and thermal pule spheres that can shred infantry and vehicle formations it catches on the ground after popping out of stealth, while the return to base command not only makes it go faster, but also cloaks it.
Nightheart A tremendously fast, tremendously powerful interceptor uses similar weapons to the Nightscare, but instead of being built for durability and low and slow flight, the Nightheart is built for balls out speed to tear apart bombers and airships (and it also switches out the spheres for dissolver beams) and like most Epsilon fixed wing aircraft, cloaks as it returns to base.
Nightraider An alternative for strategic destruction to the Aenigma, the Nightraider is stealthed and lightly defended with gatling guns, but the payload of self-combusting virus gas bombs can absolutely devastate massed formations; and on the ground it can be loaded with infantry or light vehicles to paradrop over the enemy's head. The Virus gas bombs can be replaced with evolution bombs, that mutate those slain by them into ghasts to fight for Geoffrey.
60px Dreamer A transport aircraft armed with a pair of twin gatling gun turrets, and capable of carrying a large number of infantry, two light vehicles, or a tank, the Dreamer is very fast and versatile
Reviver The Primary form of repair vehicle for Epsilon, the Reviver can both repair and regenerate your own units as well as deal some annoyance by firing a dissolver ray to ward off light units trying to interrupt its job and fire its repair rays on itself to repair damage suffered.
Invader A widely feared floating disc, the invader strikes with three dissolver rays to rip through light units while it maneuvers around the battlefield looking for opportunities to use its most disruptive ability; the siphon, which can disable a power plant's contributions to a power grid, shut down defensive structures and production buildings, or drain cash from refineries to put into your pocket.
Cleaner Deadly to just about any ground target, the Cleaner uses both Dissolver rays and thermal pulse spheres to engage both slower air units as well as nearly anything on the ground and can activate psychic guidance to allow for perfect accuracy for five seconds; ensuring nothing escapes its attentions.
Mandjet Manta ray like airships that defend Aenigmas from lighter aircraft, Mandjets strike with several gatling guns that can turn any aircraft into swiss cheese, and may bring up telekinetic fields to shove incoming attacks away.
Riddle Built to deal with other airships, Riddles fire thermal pulse rays that simply melt their way through most of the enemy's defenses to burn through these targets, while helicopters are targeted for annihilation by magnetic beams that literally pull their rotors off to let them fall to the ground. The Riddle can also magnetically attach itself to other airships; where they will be devastated by its prow grinders.
Aenigma A strange sort of airship designed like some kind of futuristic floating armoured vehicle, the Aenigma bombards the ground with a carpet of thermal pulses to devastate ground structures and large, massed formations of enemy units incapable of escaping this strategic aircraft. While usually only firing at an area at the end of its arc, it can also fire at everything from the edge of its range to directly underneath it in a cone of devastation, though such an act requires immediate cooling to prevent the ship from melting itself.


Giant Squid Genetically altered monsters from the briny deep modified to an even larger size than what they already were, the Giant Squid is a monster capable of dragging smaller ships and amphibious infantry and vehicles into the bottom of the ocean and chewing threw even heavy ship armour with enormously powerful beaks, and can of course release an ink cloud to make a quick get away as you'd expect from a squid.
Mariner Torpedo Sled A fast and dangerous torpedo carrying boat also armed with a thermal pulse cannon to deal some additional damage, Torpedo sleds can stealth themselves temporarily to prepare an ambush.
Gatling Submarine Armed with two sets of twin gatling cannon turrets and four torpedo tubes, the Gatling Submarine is well suited to dealing with both enemy submarines and with enemy air units, which it can shred with gatling cannon fire (along with shore based targets and smaller boats)
60px Vindaloo Destroyer Armed with three twin 120mm wind up guns and magnetic renders, the Vindaloo is a highly useful combatant on the seas that can twist and pull at the structures of enemy ships with its magnetic rending devices to enforce Epsilon's air superiority
60px Megas Submarine A powerful full sized submarine armed armed not only with powerful torpedoes but also a prow mounted telekine gun that can; when fired up, deal damage to multiple ships in a line, the Tercio submarine is a terror for enemy ships lacking the proper escort.
Rashidun Cruiser Packing six thermal pulse cannons and four magnetic renders and the feared "Grumbler" magnetic deharmonizer, while the Rashidun's ordinary armament is destructive enough to ships caught in its way, when it activates the deharmonizer it can devastate all units caught in a cone as the deharmonizer tries to literally pull them apart.
Iskander Transport A fast hover transport with twin dissolver beams and a thermal pulse cannon, the Iskander can ferry large numbers of units, even including superheavies, in style and speedy comfort.
60px Boomer Submarine A heavy submarine armed with powerful torpedoes and very powerful and dangerous long ranged thermal pulse launchers that can fire their orbs with range to rival that of any other bombardment ship, Boomers are a menace to coastlines the world over and its unknown how many Epsilon wolfpacks with these operate around the world; waiting for the order to strike. And to ensure that they remain intact, they can surface to use internal repair rays to ensure that they function at peak capacity, though while repairing their thermal pulses are inoperable.
60px Control Ship A huge, floating version of the mastermind, the controls ship can either rip through enemies with its telekinetic and energokinetic powers that can demoralize whole crews at a time, or they can control the minds of up to six units at a time; making them one of the most feared units Epsilon has to offer.
60px Inquisitor Carrier Epsilon's aircraft carrier can launch both Firefly fighters and Scarab attack craft to project Epsilon's power across the big wide ocean as well as provide a home to land based epsilon aircraft so that they can provide quick and immediate air support. With CIWS gatling cannons and dissolver rays, the Inquisitor can further provide for Epsilon's dominance by activating a psychic radar to predict the paths enemy units will take.

Heroes and Epic Unit

Midna One of Geoffrey's favourites and a dreadfully powerful psychic herself; flying above the air with contempt for her enemies and capable of wiping out whole armies and flattening cities, burning her way through opponents with almost impossibly hot pryokinetic lances that can reduce tank armour to steaming plasma or pyrokine blades that carve through even gotterdammerung armour like air if engaged in melee, rounds stopping before her courtesy of a telekinetic shield around herself that can stop the impact of Dreadnought missiles or melting before they can touch her thanks to her pyrokineis; and she can mind control units near her in a telepathic burst to make targets in a significant radius around her slaves of Epsilon.
Mordred An operative who draws on the image of a wicked black knight, Mordred is a heavily armoured psychic combatant who carves through all opponents with a telekine blade that can slash through even the toughest armour, killing just about all infantry in a single hit at close range and carving apart most vehicles in a few swings and capable of reaching out to some distance by extending the telekinetic field of her blade. While already inhumanly fast; especially as she leaps and charges at enemies in range, crossing great distances in a single pounce; Mordred can stop those who seek to flee her with the "get over here!" telekinetic technique, dragging an enemy regardless of its size closer to her blade.
The Lurker One of Anca Albescu's favourite creations, the Lurker is quite simply an abomination; a wholly new form of life fitting into no known taxa. With six limbs; the top two of which are held high and carry a mutation inducer beam on one that can also be used to heal friendly infantry and a telekine railgun on the other; while the primary "arms" are large, burly and have deadly clawed pincers that can project telekine wrist blades or simply smash things to pieces with its fists that can crumple high grade steel like foil. Obstacles such as walls and cliffs are no obstacle as the creature can simply jump above them. When ordered to, it makes a large leap that ends with it slamming its fists into the ground to create a large telekine shockwave. As if it were not any more frightful; it can swim.
Izmail A disciple of Rashid, Izmail is a stealthy warrior of the night. With a stealth device and his own prowess he can evade nearly any notice and then eliminate his foes with his telekine daggers, each thrown with enough force to shear through a tank and cleanly kill the crew. Though he prefers to strike from afar, when pressed up close he will make use of deadly punch daggers attached to his wrists. Like rashid, he is a trained mechanical prodigy, and also carries a small version of the repair beams used by Epsilon's discs to ensure vehicles to be seized by Epsilon are in optimal condition when he targets neutral or friendly vehicles, though this only works on a few at a time. He can focus this mechanical knowledge into the discipline of Technopathy, and in doing so immobilize even robotic units in a cone in front of him and allow the commander to briefly use them to fire at other units.
Cochava Epsilon's most decorated fighter pilot flies in her Yagon aircraft, zipping around with magnetic propulsion enhanced engines with world class speed to strike down enemies with thermal batteries that are effective against all targets; however Cochava's great ability is her status as a Psychic, with but a command she switches her concentration from aiming her gun to reaching out into the mind of enemies, and is capable of mind controlling a number of enemies at once; allowing her to instantly end dogfights by placing her quarry under her thrall and turning them into her own wingmen.
Wormking Driving the latest in Epsilon armoured technology, Wormking drives an impressive vehicle with a weapon much like that used in the Aenigma airships; spitting forth blazing hot spheres from twin barrels on the turret in very rapid succession, rapidly eating its way through most enemies while gatling guns can sweep away many of the rabble. The Wormking's vehicle however has a very nasty surprise it can show to any aircraft who would think it vulnerable due to its relatively short range; capable of deploying and extending the barrels of its guns to turn it into one of the most vicious anti-air platforms in the world; ripping through enemy aircraft with ease and punishing long ranged enemies with extended reach.
Scorpio Omega An enormous and obscene fusion of flesh and metal in the rough shape of a scorpion, the Scorpio Omega is the most devastating unit in Epsilon's arsenal. With telekine railguns in its pincers, dissolver rays in its "eyes", and a heat battery cannon in its tail, it can devastate high value targets at range or tear them apart in melee with its pincers and tail, and while generally weak against large groups of units, the Scorpio Omega can release a burst of psychic mutagenic energy that can turn armies into part of the war machine of Geoffrey. Powerful beyond belief, the Scorpio Omega is resilient and can cross water as well as the land, but only one can be built by an Epsilon commander at a time.

Assassination Target

60px Mindbender Flying Fortress Providing the space for Epsilon's command staff, Mindbenders enter the battlefield when the engagement is sufficiently critical enough for their presence to be required. Striking with nine dissolver beams, three imploders, and a powerful telekinetic megabrain, the Mindbender tears through those who would seek to threaten the proselyte, and can use telekinetics to lift an enemy and move them around as the Mindbender pleases, or just drop them to their death.
Missionaries of the Luminous Dominion of Epsilon
Blue Alert Faction
Infantry Long LegsInitiateArcherEparchBiocrafterVirusMessengerAdeptAcolyteShadowMentorMordred
Bio-Beasts GhoulsBlutghulfBlutgeistHarpoonDune WraithBrutalizerEnvenomatorSpeakerInfernal HorrorCatastrophianFurchtgeistDread Infernal
Vehicles DuneriderSpinster TankPhobia TankStalker Gatling TankAlip TransportManeater Assault GunFrenzy Light ArtilleryGrinder TankInversion Tank DestroyersFirestorm ArtilleryTrebuchet Strategic ArtilleryMastermind Tank
Support Vehicles Magnetron TankHive MinerMobile IllusionEarthbreaker TBMPsychic Barrier TankMCVConvert
Aircraft NightflareNightmareNightscareNightheartNightraiderDreamerReviverInvaderCleanerMandjetRiddleAenigma
Navy Giant SquidMariner Torpedo SledGatling SubmarineVindaloo DestroyerMegas SubmarineRashidun CruiserIskander TransportBoomer SubmarineInquisitor Carrier
Structures Construction YardBio-ReactorHouse of GeoffreyMilitary FactoryPsychic RadarSkybaseSeapenRecycling pitBioplantMissionTemple of TranscendenceGenetic MutatorPsychic Dominator
Defenses Castle WallCastle GateCitadel WallCastle WallPyrokine EyeGatling CannonTelekine TowerLance TowerPsychic Illusion TowerTelepath Tower Cloning VatThermal Battery
Protocols Scout RavensRing of IllusionsRisen DefensesMidna ClonesDigging BombDaddy Long Legs HiveMore Gatling!Telekine BarrierMutagenic burstVirulenceMagnetic SatellitePsychic MessagingMagnetic SingularityOrbital DropSecret CellNox Order dropExcelsior Gas DropConvertsOre EmergenceGenetic Ascension
Technologies PsionicsTelekine WeaponsVirus GasBiological EngineeringMagneticsThermal WeaponryDissolver BeamsPsychic IllusionsBurrowingEpsilon Small Arms and Equipment
Detailed Information Epsilon TanksEpsilon VehiclesEpsilon AircraftEpsilon NavySubdivisions of EpsilonEpsilonismEpsilon CharactersEpsilon CellsA Cold ParadiseAnalysis of the Epsilon Missionaries