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Soldiers are made, not born.
—Rahn's creed

Rahn is the hero of Epsilon Headquarters.

Official description

The crowning achievement of the Epsilon's experiments with human genetic manipulation conducted in secret on the prisoners of the Alcatraz Island. Born from a powerful soldier imprisoned by Yuri's enemies in Zaragoza, Rahn is an actual superhuman who surpasses his Stalker and Brute predecessors by miles in weapon expertise, combat effectiveness, and tactical thinking. Further genetic enhancements on Rahn have given him extraordinary regenerative powers as well.

Rahn is a walking killing machine and has become the Headquarters' finest commando. He has been equipped with an experimental energy beam, infused with the Terranova mutation particles, which casually pierces through reinforced steel and can transform enemy infantry into loyal Brutes.

Though more intelligent than normal men, Rahn's eternal lust for destruction hides this fact rather well. Because of this facade, his foes see him as a mere mindless weapon of murder, rather than a squad leader capable of rivaling the finest of Yuri's proselytes in strategy - a trait he has seemingly inherited from his previous life. Seeing the average human as weak and frail beings, Rahn considers mutation into Brutes as a significant step up, not only for his victim's existences. Thus, while he is a great asset to the Epsilon army, Rahn has proven to be confrontational and sometimes even disobeys orders from his active proselytes at his own leisure, continuing his killing spree even in situations that could be his undoing.[1]


Death is not the end for you.
—Rahn engaging enemy infantry

Rahn acts as the pure muscle of Epsilon's commandos - while Libra is known for her flexibility against all targets and Malver is famed for his near-undetectable stealth, Headquarters's most powerful foot soldier utilizes unconventional yet deadly firepower in the form of his Terranova beam and respectable durability.

Epsilon HQ's specialty is genetic manipulation, and Rahn is perhaps the pinnacle of this doctrine. His primary weapon is a death sentence to any infantry he fires it upon: not only does it automatically slay all but the hardiest ground troops, it gives them a second wind in battle but as a Brute loyal to Rahn's current commanding proselyte. The presence of this genetically modified supersoldier is a threat to any infantry battalion as not only can he decimate them in a matter of seconds, but it will also greatly bolster the number of Brutes that an HQ proselyte can have at his/her disposal. Rahn's Terranova beam also deals quite a large amount of damage against buildings and vehicles too while possessing a respectable firing range that lets him outrange most base defenses, making him an exceptionally powerful hero unit that can tackle almost any ground-based threat that comes his way.

Rahn's durability also makes him one of the tougher hero units in the game. His passive healing ability is 3x more effective than others while his heavy armor makes him completely invulnerable to Dog bites and Spook claws. This grants him nearly unparalleled survivability, provided he isn't overwhelmed and has an opportunity to rejuvenate his health, especially if the HQ-exclusive support power Kinetic Barrier is applied to him. Just like all other hero units, he is immune to the crushing treads of all but the heaviest of vehicles, mind control, abduction, and the Foehn Revolt's confusion ray weaponry.

Join me! It's not too late!
—Rahn trying to convince enemies attacking him

While Rahn may appear to be an immortal supersoldier that knows no equal, there are some critical weaknesses that his proselytes should take note of. His Terranova beam cannot target air units so he is completely helpless against aerial threats if he is not covered properly. While he has no need to fear encroaching Dogs and Spooks, Terror Drones can and will eliminate him with one pounce - while he can easily destroy a single one, swarms will almost guarantee his demise considering the subpar firing rate of his weapon. Although casualties for the attacking parties are inevitable, he will fall against massed anti-infantry firepower of any kind. He is also vulnerable to magnetic weapons, meaning a rogue PsiCorps proselyte can lock him down with Magnetrons or the Magnetic Beam and render him immobile. Unlike Libra and Malver, who both have special tricks to allow them to escape from a fight if it is not in their favor (Libra's speed and amphibious nature, Malver's permanent stealth), Rahn has neither on his side. This means he must rely on his durability and hold his ground when escape is not an option.

AI behavior

Rahn controlled by the AI have the following attack patterns:

All difficulties

  • 1x targeting everything, accompanied by 2 Brutes


Terranova activated. Rahn has been successfully created. Use him to mutate enemy troops.
—Epsilon intel during Operation: Huehuecoyotl

Act Two

After Epsilon Infiltrators enter the Latin Confederation's Cloning Vats, Rahn is born alongside an endless horde of Brutes, and together they wreak havoc on the Latin Confederation HQ in Zaragoza, Spain. Rahn must survive throughout the mission.

Rahn is sent with Malver and four Duneriders to the PsiCorps base near an abandoned Chronosphere. Both of them must survive until they reach the base.

  • See: Divergence

  • In the final period of this mission, Rahn will enter the battlefield with the last forces to attack the Soviets, the player needs to defeat him.

  • See: Juggernaut

  • During the Scorpion Cell's treachery, after the Proselyte establishes a base, Rahn paradrops into the base to help subjugate the traitors. He can die without compromising the mission.

  • See: Obsidian Sands

  • Right after the second wave of Time Freeze ends, Rahn will enter the battlefield to attack the Allies, the player needs to defeat him.

  • See: Insomnia

  • After the Paradox Engine destroys the Epsilon bases, at the bottom left corner, Rahn waits with a Driller for Libra, who must be brought to his position.

  • See: Unthinkable

  • Rahn makes a brief appearance both at the beginning and the conclusion of this mission. In the former, he drops off Libra and instructs her to find Yuri's gift before departing to continue the resistance against the Allied advance elsewhere in Antarctica. In the latter, he reunites with Libra and the duo move out along with a large convoy of HQ forces to confront the last of the Allies assaulting the Mental Omega Device.

  • See: Reality Check

  • Rahn appears in these two missions, where he leads the vanguard HQ forces in reestablishing a foothold and destroying the Southern Cross base in the process. In Stage IV of Babel, he becomes available to train normally as in skirmish. In the final phases of both missions, he joins Libra and elite Epsilon forces in the standoff against the Paradox Engine.

  • See: Babel and Hamartia

  • Rahn arrives on the site of the Paradox Engine Wreckage through a Dybbuk Transport and kills Siegfried. Afterwards, in the Epsilon Epilogue, he witnesses the activation of the Mental Omega Device.

    Special Ops

    • In Nightcrawler, Rahn is required to reactive the abandoned Psychic Amplifier in Zaire, and he immediately rushes to Antarctica when Epsilon received data that the Paradox Engine is heading towards South Africa. He must survive until he reach the nearest outpost.


    • In Metaphor, Rahn and his forces invade a new Chinese naval base. He is controlled by the player starting in the 1st position, who must guide him to the Atomheart and then evacuate him to a Driller.




    • Terranova weapon mutates enemy infantry into loyal Brutes.
    • Can mutate multiple infantry at the same time by hitting them in a straight line.
    • Effective against armored units, infantry and structures.
    • Quite durable, which can be further enhanced with the Kinetic Barrier.
    • Immune to Dogs and Spooks.
    • Good attack range.
    • Cannot be crushed by normal vehicles.
    • Can detect cloaked and submerged units.
    • Can self-heal.
    • Being a hero, cannot be mind-controlled and abducted, as well as immune to confusion rays.
    • Cannot attack aircraft.
    • Vulnerable to magnetic weapons.
    • Can easily be killed by Terror Drone swarms.
    • Only one may be trained at a time.


    • Rahn literally means "slim" or "skinny" in German.
    • Rahn's cameo image was taken from the cancelled Tiberium.
    • In order to prevent killing one's own units to produce cheap Brutes, Rahn does no damage to friendly infantry. As a side effect, he cannot harm friendly units and structures in any way even when force-firing. The same applies with all genetic mutation weapons.
    • Rahn's firing sound is reused from the Obelisk of Light's firing sound in Renegade.

    See also