Psipsid Combine

Bright pink is a color associated with the Psipsid themselves in the Combine, and is always used to decorate their infrastructure in one way or another.

### Other Species

VivoviElctr

Zrtt

Muulguubuu

Agesta

## Contender Details

### Notable Nexuses

Malice Perpetuator 6Fifth Greatmother

Adu-Vryfra

## In-Game Details

### Race Bonus

Enemy weapons adjacent to the Psipsid Maginot Line have their shot damage reduced by 20.

### Strengths

- Good at harassment- Manipulative weaponry

- Fast expansion

### Weaknesses

- Lack of direct damage- Complex mechanics

The **Psipsid Combine** is a massive intergalactic civilization occupied by numerous intelligent alien species, all under the control of a manipulative race known as the Psipsid. Naturally endowed with the ability to control the minds of other creatures through force of will, the Psipsid project their influence through the underlings they bring into their fold. To the Psipsid, the Arena Conflict serves as an opportunity both to preserve their civilization, and to finally subjugate the mighty Oth once all other contenders have been eliminated, a goal the Psipsid have been trying to accomplish for millions of years.

## History

Very little is known about the Psipsid themselves or their origins. Despite being one of the oldest races in the known universe, they lack the same legacy as the Oth, and have always been reclusive. Scattered records suggest Psipsid civilization may be as old as the universe itself, making them a truly venerable species with an untold amount of power. However, the degree to which they have exercised this power has been minimal, and their intervention in the Arena Conflict is one of the only known instances where the Psipsid Combine has militarized against other civilizations to any significant degree. It is known that the Psipsid themselves, despite being the superiors of the Psipsid Combine, are not responsible for the Combine's level of technological development or territorial extent. Eons ago, the Vivovi, a race of silicon lifeforms that occupied the large and technologically advanced Vivovi Star Dominion, were conquered by the Psipsid. This species was the first major victim of Psipsid infiltration. After gaining control of their government officials and prominent figures, the Psipsid gradually asserted dominance over the entirety of Vivovi civilization, compelling them to construct gargantuan Psi Beacons that allowed the Psipsid to project their influence over large areas and bend huge populations of Vivovi to their will. The Vivovi Star Dominion eventually disintegrated as the entire Vivovi species was subjugated. With the help of Vivovi technology, the Psipsid expanded their control over several galaxies. They moved to subjugate the Elctr through somewhat less subtle means, as their mastery over particle emission technologies could greatly improve the effectiveness of Psipsid mind control. The feral Zrtt were next, as the latent psionic abilities of their matriarchs made the entirety of the Zrtt hordes easy for the Psipsid to control. From there, the influence of the Psispid increased exponentially as they brought more and more species into their fold, sometimes through subtle infiltration, and sometimes through direct warfare. These alien races conglomerated together into the Psipsid Combine, an intergalactic power of tremendous density and strength. While not as widespread or as populous as Transhuman, Halax or even Druko civilization, the Psipsid Combine has always been vastly more capable at defending its own borders than any of these three other races, mostly due to the terrifying effectiveness of their weaponized mind control technology. The inability for most other races to resist the effects of Psipsid mind control under normal conditions has led to much speculation as to why the Psipsid Combine has not chosen to antagonize the Transhumans, Halax or Druko up until the onset of the Arena Conflict. Many assume the Psipsid are keenly aware of their inferiority in direct combat against these other intergalactic powers, and are using the controlled environment of the Arena to fight their enemies on equal terms. Their high rate of success in skirmishes against the other contenders are evidence of how strategic this decision was.

Although their diplomats and communicants uphold the illusion that the Psipsid Combine is fighting in the Arena Conflict for survival (just like every other contender), most other races know that this is just a front. Owing to their innate, power-hungry nature, the Psipsid themselves most likely see the Arena Conflict as a chance to finally usurp the dominance of the mysterious Oth, who have remained the silent, ever-present overlords of the universe since time immemorial. Whether or not the Oth themselves can be subverted by Psipsid mind control is unknown, but this hasn't stopped the Psipsid from relentlessly pushing to win the Arena Conflict. Based on their behavior in the Arena Conflict, it is likely the Psipsid have been trying to conquer the Oth for a very long time. This means the entire Psipsid Combine itself may be nothing more than a means to an end, a medium through which the Psipsid can triumph over other intergalactic powers and eventually surpass the Oth. What possible reason (beyond a simple desire for power) the Psipsid could have for wanting to dominate the greatest civilization in the universe is unknown, but based on their consistent victories in the Arena Conflict, it is entirely likely that they will succeed. As much as the other contenders resist this menacing statement, the sonorous words of the Psipsid Overlords may indeed ring true.

***"ALL WILL BOW TO PSIPSID"***

## Civilization and Culture

In many ways, the society of the Psipsid Combine resembles that of a highly-stratified theocratic oligarchy. The various species that have been absorbed into the Combine occupy varying positions within a rigid hierarchy based on their natural skills and usefulness to the Psipsid. Species such as the Vivovi and Elctr are intelligent, adaptive and skilled in the creation and operation of advanced technology, and as a result, these species comprise the upper levels of the Combine's social structure. Other species, such as the Zrtt and Muulguubuu, are valued mainly for their physical labor, and comprise the Psipsid Combine's underclass. Despite strict class divisions, the Psipsid Combine does not suffer from internal unrest. Powerful Psi Beacons, placed all over their cities and military installations, constantly influence the thoughts and behavior of the Combine's subjects, always ensuring maximum obedience. Every race in the Psipsid Combine is conditioned to be completely subservient to the Psipsid themselves, who are considered gods by the mind-controlled aliens. While all Psipsid are treated with godly reverence, the Combine is ruled exclusively by a small cohort of Psipsid known only as the Psipsid Overlords. These few Psipsid command respect even from other members of their race, and are terribly enigmatic, speaking only through proxies and fragmented telepathic transmissions. The entire course of Psispid history has been shaped and orchestrated by the Psipsid Overlords, and it is widely believed that they are working to some greater end. The indecipherable rants of those affected most heavily by the mysterious Psipsid Memory Uploader hint at the immense knowledge contained within the minds of the Psipsid Overlords, knowledge that has most likely driven them to participate in the Arena Conflict.

Although they have been subjugated against their will, the alien races that inhabit the Psipsid Combine have much more independence than most would expect. They possess unique personalities, thoughts, desires, and live out their lives in relative normalcy. Having been under the control of the Psipsid for millions of years, individuals in the Psipsid Combine are not just indoctrinated into worshiping the Psipsid. The very nature of their consciousness is manipulated, from birth, to be absolutely subservient to the Psipsid Overlords. This mind control is so totally complete that nobody in the Psipsid Combine is capable of even imagining a life without the Psipsid Overlords to guide their actions. Due to the god-like reverence bestowed upon the Psipsid by their subordinates, many species create art and music to honor the Psipsid. Bright pink, the color of the energy forms assumed by the Psipsid, is featured as an element of most designs in the Psipsid Combine. Regardless of which race originally designed a technology or structure, their affiliation with the Psipsid Combine can always be identified thanks to the bright pink decals that are always present in one form or another.

## Gameplay

The Psipsid Combine is a complex, yet powerful faction in MAGINOT, capable of manipulating enemy forces to achieve victory through indirect means. Led by a race of psionic energy beings, the greatest weapons available to the Psipsid Combine do not outright destroy their foes, but rather, turn enemy weapons and structures against their original creators, sowing discord within enemy lines and weakening their resolve. Psipsid weapons tend to not deal very much direct damage, as their strengths lie mostly in the debilitating effects they can have on enemy forces. If hit by Psipsid weapons, enemy installations can be forced to repeat actions, attack friendly forces, or even relinquish control completely to the Combine. Psipsid structures follow a similar pattern, exploiting enemy fortifications and improving the ability for other Psipsid weapons to do the same. For a Psipsid player, it is often better not to destroy powerful enemy weapons and structures outright, as they can become excellent puppets if given enough time. In addition to their weapons and structures, the Psipsid Combine is also capable of influencing enemy forces through special **Psi Powers**, which draw from a secondary resource used by the Psipsid Combine, **Psi**. Psi is produced and used in a similar fashion to Halax Mana. Psipsid players must construct Psi Beacons to produce Psi, and then spend it either by firing Psi weapons or using Psi Powers. Psi Powers also work in a similar fashion to Halax Spells, just with limited range and stronger effects overall. Through a careful combination of weapons and Psi Power usage, the Psipsid Combine can annihilate their foes with the very same weapons they built to destroy the Combine.

Of course, this focus on indirect warfare causes the Psipsid Combine to have its fair share of weaknesses. Weapon and structure synergy must be carefully understood by a Psipsid player, as it is only through careful usage of the tools available to them that they can hope to be successful. Playing as the Psipsid Combine requires skill and plenty of foresight, as the long-term effects of some weapons and upgrades can be difficult to gauge depending on the circumstances of a particular skirmish. A poor understanding of the mechanics behind the Psipsid arsenal can lead to a quick demise at the hands of simpler, more aggressive races. In addition to this, the Psipsid Combine also runs the risk of having its power greatly reduced by a lack of key structures. Much like how the Halax rely on Amplifier Citadels to use their strongest military technology, the Psipsid Combine relies on Psi Beacons to use Psi Powers and some of the stronger weapons in the Psipsid arsenal. As a result, a lack of Psi Beacons can make it difficult for a Psipsid player to gain an advantage. A lack of Psi is not nearly as debilitating to a Psipsid player as a lack of Mana is to a Halax player, but the inability to use Psi Powers or Psi weapons prevents most of Psipsid Combine's strengths from manifesting in a game.

### Play Tips (As Psipsid Combine)

* Always attack stronger enemy weapons/structures with Psi weapons, especially the Mindraper and Antagonist. Friendly fire is a great way to damage enemy forces without any effort on your behalf, and often leads to more lasting damage than if you destroy their weapons outright.
* Take into consideration the special abilities of enemy weapons and structures before choosing those that you wish to control or otherwise manipulate. Remember that any upgrades acquired by your enemy still apply to their respective weapons/structures even when you are controlling them.
* Be very careful where you place your Psi Beacons. Psi Powers can only be used within a limited range around your Psi Beacons, so placing them closer to the front lines is usually a better option if you intend to use lots of Psi Powers. However, remember that you are putting them at a greater risk of being destroyed by enemy fire if you do this.
* Many other races have structures or upgrades that allow their forces to resist Psipsid mind control, negating the effects of Psi Powers and Psi weapons. Pay attention to whether or not your enemy is fielding any technology that could render their forces immune to mind control, and remember to invest in a few non-Psi weapons and technology that can supersede this immunity.

### Play Tips (Against Psipsid Combine)

* Be wary of where and when you build certain weapons and structures. The Psipsid Combine can turn virtually any of your forces against you, including superweapons. Design your emplacements around the notion that your strongest weapons can, at any point, rebel against you.
* Constantly push the offensive, even if some of your own forces are being manipulated or taken control of. The Psipsid Combine cannot withstand a direct assault for long, especially if you focus your attacks on Psi-related structures.
* Prioritize the destruction of Psi Beacons, and keep your own forces a safe distance away from them so as to prevent Psi Powers from being used against you. Although they cannot be attacked directly, area damage is an effective means of destroying Psi Beacons.
* Acquire upgrades or structures that provide mind control immunity as soon as possible. At the same time, destroy Zrtt Matriarch Pits whenever they are built so as to ensure your immunity is not negated.

## Tech Catalog

### Weapons

#### Escalation Level 1

* Prism Cannon (2 RP, 50 DUR, 40 ENG, +2)
* Laceration Array (3 RP, 40 DUR, 30 ENG, o2)
* Amnesia Blaster (5 RP, 60 DUR, 30 ETH, +3 (1 Psi firing cost))

#### Escalation Level 2

* Pulse Gun (5 RP, 50 DUR, 30 ENG, o3)
* Mindraper (6 RP, 70 DUR, 50 ETH, x3 (2 Psi firing cost))

#### Escalation Level 3

* Quantum Flare Launcher (6 RP, 70 DUR, 30 ENG, o4)
* Antagonist (Limit: 2) (7 RP, 80 DUR, o3 (3 Psi firing cost))
* Subconscious Uplink (Limit: 1) (8 RP, 70 DUR, 60 ETH, x4 (4 Psi firing cost))

#### Escalation Level 4

* Psi Nova (Limit: 1) (10 RP, 80 DUR, o4 (5 Psi firing cost))

### Structures

#### Escalation Level 1

* Probability Engine (2 RP, 40 DUR)
* Beam Conduit (3 RP, 50 DUR)

#### Escalation Level 2

* Psi Beacon (5 RP, 60 DUR)
* Barrier Apparatus (6 RP, 50 DUR)

#### Escalation Level 3

* Zrtt Matriarch Pit (7 RP, 70 DUR)
* PsiGlare Station (Limit: 1) (8 RP, 80 DUR)

#### Escalation Level 4

* Psipsid Memory Uploader (Limit: 1) (Requires Will of the Overlords) (10 RP, 90 DUR)

### Psi Powers

Subvert (ESC 2) (2 Psi)

Embolden (ESC 3) (3 Psi)

Conquer (ESC 4) (4 Psi)

Confuse (ESC 4) (5 Psi) (Requires Will of the Overlords)

### Upgrades

#### Escalation Level 2

Quadratic Laser Focusing

Redundant Probability Calculations

Precise Laceration

QAI Interference Storm

#### Escalation Level 3

Matriarch Growth Hormones

Psionic Flares

Gift from the Overlords

Radiant PsiGlare

#### Escalation Level 4

Will of the Overlords (Requires Gift from the Overlords)

Nexus PsiCore

Maximum Fury

False Intuition