universe at war alliance

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*Credit is due where credit is due. I own none of these, and the rights belong Petroglyph Games and SEGA, and to the people who put the time and effort into making the videos and images. And many thanks to the UAW Wiki, without it, I would never be able to find out most of this information. **Units shall be listed through faction by the color of their names. Novus Blue, Hierarchy Red and Masari Green, and for the rare moments Human units are used, Brown. ***And as a forewarning, I apologize for image/video quality or lack thereof, there is a shocking lack of images and videos on the internet for these factions, especially for the Masari. Universe at War Alliance In the year 2012, Earth had first contact with an alien race known as The Hierarchy. The Hierarchy completely devastated the Planet, destroying country after country through orbital bombardment and vicious infantry and walkers. During what appeared to the American military’s last stand, in Washington, D.C, a new faction entered the fray: The Novus, a race of machines made by a now (somewhat) extinct race (caused by the Hierarchy) and now battle the Hierarchy at every world they encounter.

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*Credit is due where credit is due. I own none of these, and the rights belong Petroglyph Games and SEGA, and to the people who put the time and effort into making the videos and images. And many thanks to the UAW Wiki, without it, I would never be able to find out most of this information.

**Units shall be listed through faction by the color of their names. Novus Blue, Hierarchy Red and Masari Green, and for the rare moments Human units are used, Brown.

***And as a forewarning, I apologize for image/video quality or lack thereof, there is a shocking lack of images and videos on the internet for these factions, especially for the Masari.

Universe at War Alliance

In the year 2012, Earth had first contact with an alien race known as The Hierarchy. The Hierarchy completely devastated the Planet, destroying country after country through orbital bombardment and vicious infantry and walkers. During what appeared to the American military’s last stand, in Washington, D.C, a new faction entered the fray: The Novus, a race of machines made by a now (somewhat) extinct race (caused by the Hierarchy) and now battle the Hierarchy at every world they encounter.

After a few rocky encounters, various human militaries allied themselves and formed the United Earth Alliance before allying themselves with the Novus to try and stop the Hierarchy from strip-mining the planet Earth, although this plan went into disarray when the primary Novus leader, The Founder, was killed trying to protect the portal to the Novus homeworld.

In one battle in Egypt, a Hierarchy Walker accidentally fired at one of the Pyramids, displaying the final, and most powerful, faction of them all: The Masari, a race of aliens that originally supplied the Hierarchy with their technology (and possibly created the race itself) before being driven to near-extinction via a mass revolution and sent retreating to Earth, becoming the basis for various mythologies (Egyptian, Greek/Roman, etc.). The awakened Masari promptly allied themselves with Humanity, and by extension the Novus, to defeat the Hierarchy.

One Hierarchy General, Orlok the Eternal, saw the return of the Masari as a sign of the Hierarchy returning to greatness and planned a coup to kill the local Hierarchy commander, Kalma Rex. To do this, he captured a member of the Masari royalty, Prince Zessus, in order to bargain for an alliance.

And, in this tournament, this is when The Portal Master intervenes. He transports the various survivors to a great hall, and tells them he can grant them their wishes, if they can survive his tournament. Humanity could be rebuilt to new heights, The Novus could have their creators back, The Masari could return to their former greatness and the Hierarchy could become defenders of peace instead of vicious interplanetary scavengers. But again, the only way this will happen is if they can survive.

Let The Assault Begin.

Key Terminology:The Flow: An ability that affects only The Novus, the Novus are able to make any unit transform into a form of energy and transport from one location to another via Flow Conduits. However, to do this, they must be in proximity to Flow Generators and Conduits, for most Novus structures and technology (excluding units, unless otherwise stated) are unable to function without being hooked-up to a power grid of sorts. And if a transit line is destroyed before a Novus unit is able to reach its destination, it is destroyed.

Light/Dark: A Masari only ability, the Masari have technology that could almost be on the verge of being called magic. One such example of this would be the fact on how their technology can change from a Light mode to a Dark mode. The differences are as following:

Light mode allows: Masari units to be resurrected via the Phoenix (more on that later), Improved Ranged firepower and Upgraded Vehicles. Essentially, the offense route.

Dark Mode: All Air units become land units, Defenses are more effective, all healing abilities become more potent and Masari units and structures gain a “Dark” field around them, making them more difficult to kill.

These affect only Masari units, and when modes are switched, all Masari units on the battlefield are affected. Also when modes are switched, they lose all negative effects (through proper research).

Patches: Being a race of sentient machines and hardware, it only makes sense that the Novus would require a Patch here and there. Patches allow various little benefits to Novus units, but only one can be active at a time (unless they construct a Science Centre, in which case it’s bumped up to 2.) The list of Novus patches and benefits are:

Backup System: All Novus units and structures become more durable. Coolant Boost: All Novus units and structures are less affected by damage from fire

sources by 50%. Emergency Flow: In the case a Flow Generator is destroyed, all structures will

continue working for around half a minute. Optimized Assembly: Production rates are doubled in speed. For example, takes a

minute to create a set of Ohm Robots? Now it takes 30 seconds. Optimized Collection: Collectors can now collect 25% more resources. Overclocking: Doubles the effects of weaponry and doubles overall speed for units,

although they are now 50% less durable. Radiation Shielding: Improves Electro-Magnetic shielding, and Radiation now affects

them 50% less. Reboot: All Novus units and structures are turned off for 6 seconds, ridding negative

effects (Hacked Units, for example). Spectrum Cycle: All Novus units can now detect cloaked units. Viral Cascade: If an enemy unit hacked Novus unit travels through the Flow

Network, they’ll be affected by a unique virus (See Vertigo for more). Somewhat not needed, as with proper research, all Novus units that travel through the flow lose negative effects.

Viral Reboot: All units/structures affected by a virus are shut down and rebooted for 16 seconds.

Visual Amplifier: All Novus units/structures now have a moderate sight bonus.

Walkers: Whereas all the other factions need to build structures in order to produce units or do research, the Hierarchy likes to stay on the move and make everything a

weapon. Therefore, instead of creating buildings (with the exception of an Arrival Site), they summon down Walkers. These Walkers can also double as Armor Units, and shall be listed as so.

The list of Walkers are:

Assembly Walker: Produces Saucers, Phase Tanks and Defilers. Habitat Walker: It teleports down Grunts, Brutes and Lost Ones. Science Walker: Is used for scientific research and can be outfitted with the

Cascade Reactor, a super weapon that launches a vast tide of deadly radiation that can destroy in its path.

An interesting note for Walkers is their ‘hardpoint nodes’ (Habitat Walker has 8 [4 body, 4 leg], Assembly Walker has 7 [3 body, 4 leg] and the Science Walker has 6 [3 body, 3 legs], giving them various effects. For example, a Science Walker could obtain 3 Sight Amplifiers, making them aware of all enemy movements and positions, a Habitat Walker could get Lost One/Brute pods to produce said units and the Assembly Walker can obtain a Mass Driver, which is essentially an Artillery Cannon.

To fully destroy a Walker, the hardpoint items need to be destroyed, followed by the shell, the shield generators (internal only, no external generators) and then the Walkers core. However, when any of the Walkers are destroyed (and any Hierarchy vehicle in general) is destroyed, they emit large clouds of radiation (Can be Gamma radiation with an upgrade), able to heal Hierarchy soldiers and kill just about everything else.

All three factions have their very own tech trees, which are listed here.

Now, with these key terms out of the way, onto the units.

Recon: For reconnaissance, the UAW Alliance is powerful. The Hierarchy has units that can simply teleport into enemy bases or phase through any kind of security field, showing their masters the enemy, while the Novus also can teleport via The Flow Network or cloak their units, surprise attacking the enemy. The Masari have units that can see the enemy from afar through their own eyes, and through Prince Zessus, can cloak an entire battlefield in darkness.

Infantry:

‘Why are we always the first to die?’

Grunt

Weapon Type: Plasma Shotgun (Optionally Irradiated)Armor Type: Body ArmorMobility: 4Training: 4Max Range: ShotgunPreferred Range: ShotgunClassification: Heavy Basic Infantry

With most armies, your basic infantry is one of 2 things: High Numbers of High Powered. The Hierarchy’s most basic infantry, called Grunts, are both. Grunts are genetically modified in order to survive in any type of environment, and are armed with a basic power suit in order to help them survive. They are mainly used as cannon fodder and suicide missions, due to their durability and are the most prominent unit the Hierarchy has. However, Orlok is very casualty-conscious, and won’t make unnecessary risks of his men.

Loadout: They are armed with a large Plasma Shotgun, able to buckshot three large globs of Corrosive Plasma, and if an infantry unit gets too close, they are able to ‘bash’ back the infantry. It is possible for it to be upgraded,

making the weapon irradiated, causing radioactive damage, and plasma damage, to whatever it hits. If the Hierarchy research into the ‘Assault’ Tech Tree, Grunts can also be outfitted with Plasma Grenades, an effective anti-armor weapon.

Additional Factors:- Are easily the strongest Basic Infantry in the profile.- Hierarchy Grunts (and all organic Hierarchy units) are able to be healed by Radiation.- They are, as earlier mentioned, able to survive in any type of environment, from Urban to Desert to

Tundra or Jungles.- Rad Radiation: A nice little genetic quirk that almost all Hierarchy infantry has, Hierarchy soldiers are able

to regenerate damaged or lost muscle tissue by excessive amounts of Radiation, Gamma Radiation having the strongest effect.

- ‘I Claim This, For Us’: Any unit with this factor is able to claim an unused piece of equipment (Turrets, Unused Vehicles, Oil Pumps, Nuclear Reactors, etc.) and claim it to their own, making it a unit in their profile. This does not apply to anything organic in nature.

‘’Raaaaaagh!’ ‘Eugh!’ ‘Glagh!’ ‘*Untranslatable screaming*’ and etc.’

Mutant Slave

Weapon Type: Teeth and FistsArmor Type: NothingMobility: Varies from Organic to OrganicTraining: 3 (Instinctual)

Max Range: MeleePreferred Range: Melee (Close enough to bite)Classification: Irradiated zombie mutant

While radiation is a regenerative blessing for Hierarchy soldiers, it is less so for any other organics unlucky enough to be affected by it. When organic life is exposed to Hierarchy radiation, the organic creature goes through the typical, and now vastly sped-up, symptoms of Radiation Poisoning (Hair/skin falling off, Vomiting, Blood from open orifices, Tumours, etc.), although when the victim dies, they come back to life.

Enter the Mutant Slave.

Somehow subservient to Hierarchy commands, Mutant Slaves are essentially mindless zombies, attacking any living creature their insidious masters want. These creatures are also highly radioactive. Emitting a toxic cloud around them, and whatever creature they kill will come back from the dead, like them. When a Mutant Slave dies, it explodes into a cloud of blood, viscera and a radioactive cloud, poisoning/reanimating the enemy unless they have some form of defense against this.

- Subtypes:

Human/Masari Mutant:

Mutant slaves in varying condition

Weapon Type: Fists, Claws, Teeth, Radioactive Cloud

Classification: Swarming Melee Grunt

The result of Masari/Humans being affected by Hierarchy/Gamma Radiation, they are your typical zombie. They are somewhat slow although can run at their targets if nearby, are mindless, eat flesh, whatever they kill becomes a zombie, etc. They can easily be mind-controlled, if their enemy has the methods to do so.

Mutant Cow:

‘An ‘udder’ terror to organics’- Actual quote from the official wikia.

Weapon Type: Teeth, Horns, Radioactive Cloud

Humans and Masari aren’t the only creatures that can be affected by radiation. Yes, even cows can be affected by this radiation and have the same result. Acting like bloodthirsty hell-bulls from the depths of Chernobyl, a Mutant Cow is far more powerful than a Mutant Human/Masari, and has the same properties as a Mutant Slave (what they kill comes back, death cloud, etc.). They also are much faster, at the speed of a charging bull and have a ‘ram’ ability, able to kill large chunks of infantry.

Additional Factors

- Both subtypes of Mutant Slaves will be rather rare, for Orlok would have to rely on the native populace/enemy to infect, and the fact that his allies would likely not condone the use of such creatures, unless absolutely necessary.

- Rad Radiation: See Grunt- Limited Time Offer: Both Mutant Cows and Slaves degenerate over time, eventually suffering permanent

death via exploding into a cloud of radiation. While staying in radiation slows this effect, and research can be made into making degeneration slow down, Orlok is not likely one who would care for the fates of these creatures. Nufai however seems to have an interest in these creatures, and the radioactive technology based around them…

Ohm Robot:

‘How may we serve?’

Weapon Type: Rifle, Flechette, Built-in explosive

Armor Type: Light Armor Frame

Mobility: 7 (Leap Ability)

Training: 5

Max Range: Assault

Preferred Range: Assault

Classification: Inorganic Cannon Fodder

Whereas the Grunts are specialized units, Ohm are the opposite. A unit specifically designed to be simple to produce and be effective, with weapons that can be highly effective against more heavily armored units, although usually when in large numbers. They are so easy to create, they have a specific function in them to leap onto non-organic or flying units and self-destruct. They are the most basic infantry of the Novus, and march on, with silent feet.

Loadout: A Novus Ohm Robot is outfitted with a pair of Flechette Rifles (The Round objects on their arms), and are able to fire a volley of 5 monomolecular darts per volley. They are only useful in large numbers, which is obviously what the Ohm come in. They are also able to overload their cores, causing them to self-destruct, which they use for their ‘leap’ ability.

Additional Factors:

- Since they are inorganic, they never tire and are able to be used in any environment- With the ‘Swarm’ ability, masses of Ohm Robots will leap onto any inorganic and non-infantry unit and

self-destruct, as previously said.- Unlike a B-1 Battle Droid or similar mass-produced units, the Ohm Robot is fully self-aware, acting as

cannon fodder out of a sense of duty and seeing nothing wrong with dying to support the Novus war campaign.

- Due to their dedication of fighting for the Novus, they will accept any order they take from a Novus sort, even if it means their own destruction.

- The Flow: Like all Novus units, an Ohm Robot is able to travel through Flow Conduits, acting as a form of teleportation.

- ‘I claim This, For Us’: See Grunt

Avenger

‘I don't like walking’

Weapon Type: Energy Pistol

Armor Type: Light Armor/Dark Matter Shields

Mobility: 5

Training: 6

Max Range: Assault

Preferred Range: Assault

Classification: Pilot without his/her vehicle

The Avenger is what happens when a Masari vehicle is destroyed but the pilot is still alive. Acting as a form of infantry, they are able to fire at aircraft or infantry with their energy pistol, although the weapon is mostly ineffective against both.

Additional Factors:

- We Swore an Oath: See Disciple

- If an Avenger is the passenger on a Sentry, the vehicles weapon power is doubled in strength - If the Masari do research into the Balanced Tech Tree, the Architect is able to recreate the Avengers

vehicle around them, at no cost in resources.

Lost One

‘*Insane Cackling*’

Weapon Type: Plasma Rifle

Armor Type: Collar/Gloves

Mobility: 5

Training: 3

Max Range: Assault

Preferred Range: Pistol

Classification: Indoctrinated/Tortured Light Infantry

The Lost Ones are the most despised of the Hierarchy’s soldiers. The Lost Ones’ are simply criminals or misfits of society that have been captured, tortured and indoctrinated into serving the Hierarchy, making them into bloodthirsty (and insane) fanatics. Even Orlok seems to not care for them, suing them as cannon fodder or scouts on suicide missions, and holds them in very low regard.

Loadout: All Lost Ones are outfitted with a Plasma Rifle, similar to the Grunts Plasma Shotgun ammunition-wise, and is also able to act as an anti-aircraft weapon. Some Lost Ones are also able to use a form of Plasma Grenade, similar to Covenant ones. They are also able to use a form of Phasing Technology, making them unable to be hurt

or affected by any objects for 15 seconds, with a cool down mode of 25 seconds. If they materialize within something solid however, they will explode.

Additional Factors:

- Due to the Phase ability, Lost Ones can act as excellent hit-and-run soldiers or scouts, being unable to be damaged for the short amount of time they have.

- Curse Your Sudden, But Inevitable Betrayal!: They are not the most trustful of soldiers. Even though they’ve been tortured/indoctrinated into believing they are worthless and must fight for the Hierarchy, due to Orlok’s dissent of them, it’s more than likely they would switch sides in a battle, even more so since Nufai seemed to help train them, and The Keeper of Secrets is not to be trusted.

- Rad Regeneration: See Grunt

Marines

‘You Yell, We Shell’

Weapon Type: Varies

Armor Type: Infantry Uniform (European and North American in design, mostly)

Mobility: 5

Training: 5

Max Range: Sniper

Preferred Range: Assault

Classification: Surviving Soldiers of Humanity

In the few months before The Hierarchy invaded, human scientists were able to spot the incoming warships and warn the general populace. Seeing their mutually assured destruction, the nations of Earth allied into the ‘United Earth Alliance’, to try and fend off the vicious invaders.

They lost. Badly.

The Marines are the weakest of infantry in this faction, with armor that can only fend off 2 shots from a Lost One’s plasma rifle, and weapons that, although effective against infantry, are woefully inadequate when compared to the rest of the faction.

However, now mankind is back again, with the assistance of powerful alien races, and although they may not be the most powerful, there are certainly the most cunning and innovative. That might just save them.

- Subtypes:

Flamethrower Infantry

Weapon Type: Back-mounted Flamethrower

Classification: Anti-Infantry Specialists

‘Set the world on fii-iiiire, we can make it brighter!’

For when a basic marine just isn’t enough (or when dealing with radioactive zombies), the United Earth Alliance remnants have a special kind of soldier to deal with them: Flamethrower Infantry. These soldiers are highly effective against infantry of all kinds and wear heat-resistant armor, able to take 4 shots from a Lost One rifle isntead of 2, making them at least on par with the rest of the infantry in this profile. However, their only called for Special Operations or Back-Up instead of full on front line duty.

Rocket Soldier

Weapon Type: UEA designed Rocket Launcher

Classification: Anti-Armor Specialists, Explosive Specialists

1. Aim towards enemy

Men and Women after Michael Bay’s own heart, Rocket Soldiers are outfitted with most of the same equipment as an average marine (including armor), although instead of getting a Steyr Aug (Most likely AUG A3) (with Grenade Launcher), they are given a custom-made Rocket Launcher. This is a very powerful weapon, able of downing Hierarchy Armor with a pair of shots. They are however equipped with poor armor, meaning they need to have their comrades distract their target, unless the Rocket Soldier is either a) lucky, b) highly skilled or c) wanting to end up dead.

Elites

Brute

‘Run, it’s Godzilla!’ ‘Actually, due to international copyright laws, it only looks like Godzilla, but it actually isn’t.’ ‘But we should still run like it is Godzilla!’ ‘But it isn’t!’ ‘AAAAAAAAAAAAAAAAH!’

Weapon Type: Fists, Jaw

Armor Type: Hardened Hide

Mobility: 5

Training: 3 (Are near-mindless Berserkers)

Max Range: Moderate (Are able to jump onto far away units, like The Hulk)

Preferred Range: Melee

Classification: Berserker

The Brute is exactly what it sounds like. A violent, predatory creature, Brutes are extensively mutated aliens (It’s implied Grunts and Brutes are of the same species, just Brutes being radically more mutated), given bulging muscles, razor sharp claws and a hide thick enough to ignore basic infantry weaponry, Brutes are some of the most vicious soldiers the Hierarchy has.

Loadout: The only weapon a Brute needs are its enormous hands, able to smash aside tanks and infantry with similar ease, they also have a very powerful jaw equipped with countless razor sharp teeth. Their tough hide is able to withstand most basic infantry weaponry, although sustained fire will break through it. They also have the ability to leap into the air and come crashing down on enemy units, or charge like a rabid bull through heavy armor.

Additional Factors:

- They are sentient despite what one would expect, shown being ‘inspired’ by Orlok’s speech, although more of them seemed to side with Kalma Rex after the failed rebellion. In other words, if they find someone stronger, they follow that person.

- Unlike Grunts or Lost Ones, Brutes do not require radiation to heal themselves, instead having a natural healing factor, although only applies when out of combat.

Blade Troopers

‘I will engage the enemy’

Weapon Type: Energy Blades

Armor Type: Heavy Infantry Frame

Mobility: 7

Training: 6 (More Advanced A.I)

Max Range: Melee

Preferred Range: Melee

Classification: Heavy Infantry

Blade Troopers are the answer to the Hierarchy’s heavier infantry, like Brutes. Designed to be a vast improvement of Ohm Robots, Blade Troopers are much faster, intelligent and deadly, outfitted with a pair of energy-blades on both arms. They are fearsome opponents to fight, and are essentially a robotic Protoss Zealot, minus psychic powers.

Loadout: Each Blade Trooper is outfitted with the aforementioned energy blade arms and also a ‘Blackout Bomb’, making enemy communications and orders undeceivable for a total of 8 seconds. So normal infantry won’t be able to call back to base, and (hypothetically) make hive-minded species, such as Tyranids/Zerg, go rabid or even cease to do anything.

And, on another note, all Blade Troopers have the astonishing ability to make clones of themselves, via Nanites. These clones can only exist to a maximum of 24 seconds and have access to none of the special abilities of a legitimate Blade Trooper, but are still able to fight just as effectively.

Additional Factors:

- Blade Troopers are superior to the Ohm Robot in many ways and if Ohm Robots are to prove ineffective against a current foe, they are replaced with Blade Troopers.

- Unlike Ohm Robots, Blade Troopers are able to think tacitly, and even act as advisors.- The Flow: See Ohm Robot

Sky Lord

‘Altea Rules The Sky!’

Weapon Type: Large Energy Cannon

Armor Type: Sky Lord Vehicle Frame/Dark Matter Shield

Mobility: 5 (10 When in Light Mode, due to flight)

Training: 6

Max Range: Sniper

Preferred Range: Assault

The Sky Lord is a perfect example of how much the Light and Dark modes affect the Masari. When in Light Mode, a Sky Lord counts as an Aerial unit, able to harass enemy units and make the enemy fear the skies. In Dark Mode however, they become a walking tank, destroying enemy infantry with ease. They are a force to be feared, for they enforce Altea’s might. They are also a rather rare sight, as they can only be summoned via research into Forbidden Knowledge (Tech Tree Upgrade).

Loadout: Sky Lords are equipped with a large Energy Cannon of sorts, that changes depending on how it is used. In Light Mode it acts as an Aerial Shotgun of sorts, only able to hit ground targets. It shoots out 3 globs of energy, which cause splash damage and cause damage over time. In Dark Mode however, it becomes a beam weapon, still with splash damage but instead of causing lasting damage, it slows down its target so allies can get a shot in. All Sky Lords are also able to give off a loud shriek, which repels air units.

Additional Factors

- Sky Lords also have a special ability, called Phoenix. It’s a gamble with only a 50% chance, but when it does work, a Sky Lord that was just killed is instantly reformed at Half-Health.

- We Swore An Oath: See Disciple. They, along with a select group of Disciples, also act as Altea’s personal honor guard.

Disciple:

‘I am a Disciple of Altea’

Weapon Type: Anti-Vehicle Energy Cannon (Light mode 1 shot, Dark Mode 3)

Armor Type: Combat Armor (Dark Matter Shield when in Dark Mode)

Mobility: 4

Training: 6

Max Range: Sniper

Preferred Range: Assault

Classification: Honor Bound Basic Infantry

The Disciples form the main backbone of the Masari military, and as their name suggests, are extremely loyal to their queen, having sworn an oath to defend her and their people. They are a very loyal group of soldiers, carrying out any order their Queen (or chosen representative, like General Charon) commands. They also serve as Gunners/Pilots for nearly all Masari Vehicles, although when that vehicle is destroyed, they shed their armour and become an Avenger (Shall be discussed in Misc. Units).

Loadout: All Disciples are outfitted with a ‘Energy Reflex Cannon’, a weapon specifically designed for taking down vehicles, via an energy pulse, and is able to this more effectively in Dark Mode, where it shoots 3 bolts instead of 1, each with a chance of slowing down a vehicle. However, it is abysmal against infantry, usually requiring backup to deal with basic infantry. Of note is that when in Dark Mode, Masari Disciples (and all Masari units) have a Dark Matter shield, similar to the UNSC Energy Shields, although much tougher, able to tank shots from a Phase Tank.

Additional Factors:

- Dark Matter shields can be very powerful. In-Game terms, when the ‘Dark Matter Tech Tree’ is fully researched into, the shields will be able to regenerate as the enemy is destroying them. So, much later in a battle, if the Masari have embraced darkness, they will be very difficult to kill.

- The shield the Disciple is shown carrying is apparently an aesthetic choice.- We Swore an Oath: Disciples will serve Queen Altea to the letter, doing anything to assist - ‘I Claim This, For Us’: See Grunt

Heroes

Orlok the Eternal

‘There is only honor in battle.’

Height: 20 feet

Weight: A few tons

Age: Unknown (Lived long enough to gain the title The Eternal)

Type of Hero Bonus: Assault/Siege Weapon, Armor, Inspiration, Leadership

Classification: Hierarchy General, Now Rebel Leader

Orlok the Eternal was one of, if not THE, greatest soldier the Hierarchy has ever had at its disposal, Orlok was once a living Hierarchy General with a natural ability to inspire his soldiers into any battle.

During one battle on an enemy homeworld, he was mortally wounded, near the point of death. The Hierarchy Overseers, the unseen rulers of the Hierarchy, saw that his death would cause crippling blows to morale and cause them to lose the battle and possibly more, saved his life by using technology from a long-defeated race and burning his consciousness into a battle platform. With his new mechanical body, Orlok was able to defeat the enemy and inspire his soldiers even more.

Orlok continued to serve the Hierarchy, dutifully serving them. When he arrived to Earth and accidentally reawaken the Masari via Shooting the Pyramids, however, he began to question the Hierarchy, wondering if he should serve a faction that would want to eradicate the race that made them what they are. He started a rebellion, with the assistance of the Skinwalker, Nufai. In the original timeline, Orlok was betrayed by Nufai, who’d been working for Kalma Rex, the leader of the local Hierarchy division. Here however, that is not to be.

Now, Orlok leads his small tag of Hierarchy soldiers, inspiring them to fight for freedom and justice, not to scavenge on worlds. Whether his dream of a better Hierarchy will come true or not, is up to the hands of fate.

Loadout:

- Ranged: Orlok is armed with a pair of plasma turrets on each ‘shoulder’, similar to a Phase Tank. See Additional Factors for more.

- Melee: He has a pair of large manipulator claws, and could very well just step on anyone foolish enough to get in his way.

- Defense: He is an incredibly hard metal, able to shrug off modern Earth weaponry and withstand barrages of energy weapons. See Additional Factors for more.

Additional Factors

- Is the most powerful unit In the Hierarchy, behind the enormous Walkers- Isn’t regenerated by Radiation due to his mechanical nature.- Endure: Orlok loses his weapons and becomes even slower, but also gains a large mechanical shell, which

makes him more durable to almost all forms of attack (Basically, to kill at this point, you need a couple of artillery barrages), and is also able to slowly regenerate in this form. Speaking of artillery…

- Assault: Orlok the Eternal gains a massive artillery cannon and a tractor beam. Essentially, he walks up to something (A building, Tank, Tree, Particularly large animal, infantry, whatever) and sucks them in. And then he shoots them away in a trio of shots, causing mass damage.

Picture of him in Assault form for reference

Nufai

‘What sin shall Nufai commit?’

Height: 12 feet tallWeight: 200+ (?) LightAge: UnknownType of Hero Bonus: Infiltration/Assassination, Intimidation, Espionage, AdvisorClassification: Treacherous Skinwalker, Hierarchy Accomplice, Rebel (?)

Nufai is the last surviving member of an alien race the Hierarchy eradicated some time before invading Earth. Nufai saw that allying with the Hierarchy would be better than defending his own race, he gave the Hierarchy information on his races weaknesses and strengths, allowing them to destroy the species, with the only exception being himself, earning himself the title Skinwalker. Using the remaining technology from his races’ nightmarish past, Nufai is a skilled butcher under Hierarchy control, and was the one who suggested to Orlok of rebellion, although his true loyalties and what he hopes to gain from this are unknown.

And now, with the Planetary Conquest Tournament, he has many foes to fight. Or make dealings with…

Loadout:- Ranged: Nufai has no true ‘ranged’ weaponry, instead using types of auras created from his

species advanced technology. These include ‘Paranoia’, which make enemy soldiers go insane and attack their comrades (for a duration of 12 seconds) or ‘Tendrils’, which for 10 seconds makes all aircraft crash to the ground, susceptible to ground attacks.

- Melee: Nufai utilizes his ‘Phase Claws’, another weapon of his kind’s creation. They are powered energy claws that phase in and out of reality on a moment to moment basis, allowing him to slash through any material with ease, and are covered in an energy field making them even more powerful. They also can let him latch onto enemy vehicles, draining the ‘health’ out of them and healing himself. While he does this, he’s temporarily invincible, as long as the vehicle is functioning.

- Defense: Nufai has no true defenses, his only true defense being his ‘consumption’ ability and his speed.

Additional Factors:

- Nufai appears to be a technical genius in the Hierarchy, as he’s usually tasked with repairing, operating or maintain some type of device.

- Nufai is absolutely insane, obsessed with torture, killing and general chaos. He’s also a treacherous individual, and would gladly betray Orlok or any other member of the faction if he were to be properly compensated (His life, a promise of power, etc.).

- Nufai will be the most untrusted individual in this faction, and likely kept away from the important individuals and on front lines.

- Rad Regeneration: See Grunt

Mirabel and Viktor

'Two minds are better than one.’

Height: 15 FeetWeight: UnknownAge: Unknown (Mirabel has been cloned many times although physically she’s likely in her early 20’s, Viktor is just a very specialized unit for her).Type of Bonus: Assault, Armor, LeadershipClassification: Last ‘Surviving’ Novus Creator w/a Mecha

The Novus’ creators were once a mighty race, creating The Novus for unknown reasons. The Hierarchy eventually found the creators and exterminated them, leaving only their machines in the wake. However, there was a ‘survivor’, of sorts. Mirabel had been a soldier defending the Novus homeworld before dying, but however, her body was the only one in (relatively) condition, for there were still scant genetic traces of her. The Founder, one of the original Novus constructs, was able to clone her. Seeking to avenge the extinction of her people, Mirabel began to work alongside the Novus in order to defeat the Hierarchy, through Viktor, a specific form of Novus machine made to help her do exactly that.

Now, with the Founder dead trying to protect the Portal to the Novus Homeworld, Mirabel is the leader of the Novus, using them in hit-and-run attacks, and was the one that formed the alliance between the Novus and the United Earth Alliance.

Loadout:

- Ranged: Viktor is armed with a rather large Flechette Rifle, which is able to act as either a particularly powerful Sniper Rifle (capable of downing Walkers, if hitting them in an exposed location) or a type of Battle rifle. She also has a series of rocket pods stored in her wings, which she is able to use as missiles.

- Melee: She has no known melee weapons, although if needed, Viktor could logically physically attack someone.

- Defense: Mirabel and Viktor have no true defense mechanisms, relying more on their power and overall speed to avoid attack.

Additional Factors:

- Waterwalker: Viktor doesn’t truly ‘walk’, hovering a few feet over the battlefield instead, meaning she can cross any terrain.

- Survivor Guilt: Mirabel has this, due to being the last surviving member of her species and the fact that she’s not even herself, but a clone (or possibly a clone of a clone or a clone of a clone of a clone or a…. You get the point). She is a bit of an outsider in social situations, due to being surrounded by machines her entire life(s), although can think rather logically, because, again, living around machines her entire life(s).

- Respawn-GAME OVER: Mirabel isn’t able to stay dead for long, due to the Novus able to use her organic tissue to re-clone her and simply build another Viktor to replace the destroyed mecha. However, with each and every cloning, less and less organic tissue remains. Eventually, she’ll either have to become a cyborg or when she’s cloned one last time, she’ll be dead for good.

Vertigo

‘I can remain unseen’

Height: Around the size of a small fighter jet.

Weight: Unknown (Light)

Age: Non-Applicable

Type of Bonus: Support, Recon, Air Unit, Communications/Data Decrypter

Classification: Sentient Novus Stealth-Fighter

At one point in Vertigo’s existence, he was but a simple cryptography and data-communications protocol (a self-aware one, of course), designed by the Novus to be a land-based detection system to intercept and decrypt enemy transmissions. However, when the Hierarchy began to shield and localize their transmissions, Vertigo realized he would need to be much closer to the enemy to understand them. Thus, he created himself a lightweight, but fast, aircraft frame with stealth technology and uploaded his consciousness into it. Now he is always silently watching the enemy, alerting his allies of their plans.

Loadout

- Ranged: Vertigo is outfitted with a state of the art Railgun, able to attack both air and ground units, although it’s weak against infantry and heavy armor.

- Melee: He’s an airplane, and a stealth one at that. He doesn’t exactly do melee.- Defense: All he really has for defense is his rather frail body. True, he can simply “re-upload” himself into

a new body if it’s destroyed, but still.

Additional Factors

- Cloaked: Vertigo is always cloaked, only breaking it (temporarily) whenever he fires his weapon or moves (and even then, he can be either a faint shimmer to outright visible, depending on how fast he’s moving).

- Assuming Direct Control: Any enemy unit controlled by a Novus virus (most mechanical units/armor) can be directly controlled by Vertigo, acting as an ‘avatar’ of his. He can still operate his true body in this mode as well.

- Upload/Download: One of Vertigo’s most curious traits, due to him being originally a protocol designed to upload/download communication, he is able to ‘upload’ units into a type of personal flow unit and then ‘download’ them somewhere else. He is able to do this with also organic tissue, so he could act as a kidnapper.

Queen Altea

‘I am here to help’.

Height: 8 feet

Weight: Unknown

Age: Unknown (Middle-Aged, possibly)

Type of Bonus: Support, Diplomat, Leadership

Classification: Queen of the Masari

Throughout history, there has been countless Queen Altea’s, for all Queen of the Masari take on the name when accepting the honor of leadership. This Queen Altea has been ruler of the Masari since the early days of mankind, before the City-Ship Atlantea submerged to hide itself from the Hierarchy. She is a notorious bringer of peace, who abhors killing even going so far as to not kill Kalma Rex during the finale of the game, but instead trapping him in his own mind and making him believe himself to be a literal God.

And now she must lead her people into war, so they may rise again. She will do so with a heavy heart.

Loadout

- Ranged: Due to her peaceful nature, Altea does not have any true ‘weapons’. She has however an ‘aura’ around her, making soldiers fight harder, builders construct faster and can heal any kind of wound. It also makes such effects such as poising, mind-control/corruption, and phasing impossible. And, through the power of the City-Ship Atlantea, she is able to alter reality (shall be discussed in Additional Factors).

- Melee: NOTHING.- Defense: Outside of ‘Dark Mode’, Altea has no defenses, meaning she is constantly guarded by an honor

guard.

Additional Factors

- Peace: For a maximum of 10 seconds, Altea is able to conjure an ‘energy field’ that:o Protects nearby units and structures from attackso Prevents nearby units and structures from acting aside from movemento Removes phase effectso Neutralizes super weapons

- Unmake: One of her most powerful abilities via Atlantea, she is able to literally unmake anything within 10 seconds, although over time. The resources that one would get from those units are returned to the respective faction. So, say she uses unmake on a swarm of Tyranid Hormagaunts; they are erased from existence, but suddenly the Tyranids have the biomass you would get from approximately that number of Hormagaunts. Or, if she were to use it on an Imperial AT-AT, The Galactic Empire would find the necessary materials to rebuild one in their base.

- We Swore An Oath: All members of the Masari army follow her wishes without question.

Lord Charos

‘One murder makes a villain. Millions, a hero.’

Height: 9 feet

Weight: Unknown (300+?)

Age: Unknown (Relatively ancient)

Type of Bonus: Military Leader, Assault, Morale, Advisor

Classification: Masari General

Lord Charos is the Supreme Commander of the Masari Military and their ‘assault hero’, known for his savage assaults on enemy forces. The apparent reason for this is that at some point in history, he shamed his family

through an unnamed incident, and not only to redeem his family name but become a beacon, or a hero, to the Masari people. Some of his most notable feats are including that he was able to free the control of the entirety of Africa and South America from Hierarchy control in a matter of days, before leading a frontal assault on the Hierachy’s control in North America. He favours frontal assaults and is a highly effective commander.

Loadout:

- Ranged: He isn’t much of a Ranged individual, preferring to attack at melee.- Melee: In ‘Light Mode’, his weapon (The ‘Flaming Scythe’) acts exactly how it sounds like: A giant, burning

scythe, glowing with Light Energy. Like all Light Mode weaponry, it does damage over time. In ‘Dark Mode’, his weapon (The ‘Frost Scythe’) does not only damage but also slows down the enemy.

- Defense: He is outfitted in heavy armor of unknown (but durable) material, and like all Masari units, in Dark Mode has a powerful energy shield.

Additional Factors:

- Blaze of Glory: In Light Mode and for a total of 12 seconds, Lord Charos is able to give off an aura of energy that can light enemy soldiers on fire, which then spreads to nearby infantry.

- Dark Vortex: In Dark Mode and for a total of 10 seconds, all nearby units (enemy and friendly alike) are thrown into the air by a damaging Dark Matter field and then thrown across the battlefield.

- Frenzy: In either Dark or Light, Lord Charos can enter a berserker state, attacking 25% faster and taking 75% less damage.

- Blitzkrieg: His route to fighting. He gets all of his strongest units, and just has them charge in, guns blazing. Surprisingly effective against his enemies.

Prince Zessus

‘A battle lost is a lesson learned.’

Height: 7 feet

Weight: Unknown (200+?)

Age: Unknown (Still young, perhaps his species equivalent to Early Twenties)

Type of Bonus: Scout, Morale, Royalty, Leadership

Classification: Half-Human, Half-Masari Psychic Prince

Prince Zessus is the young and brash son of Queen Altea, and is also one of the most powerful psychics in the Masari species. He’s a born fighter, somewhat like Anakin Skywalker in some regards. He also allied himself with Orlok the Eternal during his Indochina Campaign, although only after Orlok was able to pin him down. He was later captured after Orlok’s defeat and death (Original timeline, before Portal Master plucked them out), and was able to find General Moore. He eventually escaped and was able to tell Lord Charos were the Hierarchy Purifier was and help destroy it.

Loadout:

- Ranged: Prince Zessus primary ranged weapon is a Flying Glaive, able to hit numerous targets before returning to him. The only downside to it is that he can’t move until the weapon comes back to him. However, with its speed and damage, this is usually not a problem.

- Melee: The aforementioned Glaive can also double as a melee weapon, hitting the target and coming back to him instantly.

- Defense: Dark Mode shields if in Dark Mode, and if not, he’s only got Masari durability on his side (so in other words, can take 5 shots from a Hierarchy Grunt’s plasma shotgun before dying).

Additional Factors:

- Dark Miasma: Only able to be used in Dark Mode, the Dark Miasma is able to form a Dark-Matter storm roughly the size of Downtown Washington, that

Reduces enemy sight by 40% (Sniper is now forced to Assault, etc.) Reduces enemy overall speed by 50% Dark Matter shields are doubled in strength and regeneration.

Sadly, it only lasts for 20 seconds and is lifted if the mode to switched to light or if Zessus moves. It has a cooldown period of 55 seconds.

- Explode: Exactly what it sounds like. At the cost of some of his health, Zessus is able to cause an explosion of light that damages nearby enemies. He won’t use this effect if that explosion will kill him.

- Teleport: Prince Zessus is able to teleport himself and anything nearby him to anywhere on a battlefield. And I mean anything, even BLACK HOLES. It’s his most fearsome ability, meaning he could teleport himself and an army right into an enemy base.

- Next in Line: If Altea were somehow to die, Zessus would become the King of the Masari and take on the duties (and hypothetically the reality altering powers of Atlatea) of royalty.

- We Swore an Oath: The Masari also follow the orders of Prince Zessus.

General Moore

‘Ah, hell’

Height: 6’5

Weight: 235

Age: Mid-40’s

Type of Bonus: Medic, Diplomat (A crude one, but still), Leadership

Classification: De-facto leader of the United Earth Alliance

General Randal Moore is the now leader of the United Earth Alliance, having created the alliance between Humanity and The Novus, and later, the Masari. He was able to assist the Novus and Masari in their battle against the Hierarchy, giving them information on various locations the Hierarchy knew little of, or lending support with his men. He’s a natural leader, gaining respect in his soldiers and allies. His only downfall would be his rather brash attitude (At one point, when Zessus gloated of humanity’s ancestors worshipping them as gods, Moore asked Zessus if he’d been the Tooth Fairy), he makes up for it in his determination and skill.

Loadout:

- Ranged: General Randal Moore always carries a Heavy Minigun into battle, and is very adept at using it, although due to his military training could logically use any other weapon if needed.

- Melee: Moore has no weapons dedicated to melee, although again, due to his military training would logically know hand-to-hand combat.

- Defense: Moore has no defenses against enemy weaponry, although is an experienced Field Medic.

Additional Factors:

- Moore prefers aggressive tactics over stealthy, and is a very passionate man. The only member of the Alliance he actually is friendly with would be Mirabel, while he seems rather unimpressed by the Masari and hostile to their leader’s peaceful ideals.

- Due to humanity never having made a formal alliance with the Hierarchy, his relationship with Orlok’s forces will be strained, to put it lightly.

Light Calvary:

Variant

‘I can be many things’

Type of Armor: Light Photo-reactive Armor

Speed: Medium Speed

Calvary Purpose: Hit-and-Run Attacks, Espionage, Harassment

Classification: Light Stealth Tank

The Variant is an especially useful tool of the Novus, allowing them to surprise attack an enemy. The large orb on its chassis is a ‘mirage generator’, allowing the Variant to blend in with the environment. A good example of this is when Orlok (before rebelling) was leading an escort mission before being attacked by a patrol of Variants, disguised as Cattle. Like all Novus technology, it can also teleport via the flow network.

Armament: The various globes on the side of the Variant are various Flechette Cannons, firing at full-automatic speeds, although this feature can be toggled on or off. These weapons are especially good against infantry but weaker against heavier armored units.

Figment:

‘I’m just a Figment’

Type of armor: Medium Armor/Dark Shields (in Dark Mode)

Speed: High Speed

Calvary Purpose: Support, Espionage, Harassment

Classification: Light Hover-Tank

A Masari stealth vehicle, able to cloak itself. It is primarily used to spy on enemy units and take out light infantry. It acts as a ground-based bomber jet, and can even act as one in Light Mode, being more of an armor unit in Dark Mode.

Armament:

Light Mode: In Light Mode, the Figment releases ‘Column Mines’, which are essentially energy napalm bombs. They do damage over time and are highly effective against infantry. This weapon does damage over time.

Dark Mode: The Figment now drops ‘Disruption Mines’, which are a stun weapon. They stop a unit, any kind, from attacking or moving for 5 seconds. The attack also slows down enemies on the verges of its effect.

Sentry:

‘We are gods once more’

Type of Armor: Light

Speed: High Speed

Calvary Purpose: Support, Depending on Passenger, Troop Movement

Classification: Scouting Vehicle, Support/Assault Unit

The Sentry is an interesting vehicle, as it changes depending on what Masari unit is riding it (it can only transport one). Architects repair nearby units and structures by 2% per second, Avengers radically increase weapon power, Disciples serve as a second turret that attacks air and ground, and Seers improve sight and weapon range while also detecting stealth and emitting the Seer aura. If the Sentry is destroyed while transporting a unit, the passenger is also destroyed. It can also act as a scout with an upgrade, being unable to be seen on enemy radar or similar systems.

Armament:

Light Mode: It fires an anti-ground energy beam that cannot be redirected. The weapon is strong against turrets, infantry and energy fields but weak against structures or heroes.

Dark Mode: The Sentry is even faster and more durable in this form, firing missiles now. They are powerful against turrets, but weak against heavier vehicles and structures.

Humvee

‘How about a lift?’

Type of Armor: Thin armor plating

Speed: Medium

Calvary Purpose: Harassment, Troop Movement

Classification: HMMWV (High Mobility Multipurpose Wheeled Vehicle)

The Scout Vehicle for Humanity, the Humvee is able to hold up to 4 United States Marines, a passenger, driver and gunner, and is one of the United States Governments most reliable military vehicles, able to be modified to serve in numerous environments. It’ll be used sparingly, and mainly for human movement.

Armament: It is outfitted with a 12.7 mm M2 Browning machinegun, useful against light infantry and vehicles, but near-useless against heavier vehicles, heavier infantry and turrets.

Armor:

Field Inverter:

‘Revoking their existence’

Weapon Type: Rail Gun

Armor Type: Heavy Armor

Speed: Slow (Slightly faster when with gun, slightly slower than infantry with shield)

Classification: Heavy Novus Walker

The Field Inverter is the most powerful unit available to the Novus (After Mirabel and Vektor, of course), acting as their equivalent to a heavy tank. It is outfitted with a powerful single shot Rail Gun as its primary weapon, firing from the horseshoe-shaped device on top of the machine. It is also able to toggle its weapon for a protective energy shield effective against other armor weaponry, and with research, the shield is able to fire enemy projectiles back at their targets and cloak any units underneath it.

Loadout:Armament: A powerful Rail Gun, able to do significant damage against all but the most heavily fortified of opponents. It’s the Field Inverters only weapon however, and can’t fire at skybound enemies.

Defense: Standard Heavy Armor, although they can swap between their main gun and an energy field within a span of 2 seconds.

Special: Like all Novus units, can travel through The Flow.

Antimatter Tank:

‘Particles in flux’

Weapon Type: Antimatter Cannon

Armor Type: Heavy Armor (Novus standards)

Speed: Medium

Classification: Light Main Novus Tank

The Antimatter Tank is basically a large antimatter reactor mounted on a mobile, hovering platform able of crossing any terrain. For the Novus, it is their ‘jack of all trades’, a vehicle that isn’t too fast or strong on its own, but dangerous in numbers. The Novus are also able to mass-produce them in great numbers, even using some of left-over ones and giving them to their allies (In the second mission of the Hierarchy campaign, humans are shown piloting some of the Antimatter Tanks, and are given a green military color to it instead of traditional blue).

Loadout:Armament: The Tank's turret holds a small pellet of antimatter encased in a containment field that, once fired, will slowly decay and cause the antimatter to detonate. The Antimatter Tank is also able to "vent" its antimatter core, sending pellets of antimatter in a wide arch around the vehicle and creating a massive explosion once the containment spheres fade.

Defense: All it has is its armor, which is able to handle light infantry weapons but susceptible to more powerful weaponry.

Special: Flow Travel

Amplifier:

‘I avoid silence’

Weapon Type: The ‘Sonic Resonance’ and ‘Harmonic Pulse’.

Armor: Heavy Armor (Novus standards)

Speed: Same speed as Antimatter Tank

Classification: Siege Unit ’

The Amplifier is an interesting machine under Novus control (although it could be theoretically piloted by anyone). It has two forms of attack, Sonic Resonance and the Harmonic Pulse, where in the second mode it acts as a turret, of sorts. They are one of the most fragile machines the Novus have, but are also one of their most versatile.

Loadout:

Armament:

Sonic Resonance: The primary sonic resonator attack deals damage over time to a targeted ground object (can attack multiple if their closely concentrated) and gains power the longer it focuses on said target, going through three stages. It also prevents the target from activating special abilities or firing. It’s powerful against Structures and Energy Fields, but less so on infantry and abysmal on Heroes.

Harmonic Pulse: Its harmonic pulse deals high point blank area of effect damage and knocks back infantry, although the Amplifier cannot move while using it. This attack is especially strong against structures and infantry while dealing fair damage to most other targets that enter the pulse.

Defense: All it has is its armor, which on itself isn’t anything spectacular.

Special: Flow Travel and able to toggle between weapons.

Phase Tank:

‘*Electronic Sound*’

Weapon Type: Plasma Missile

Armor Type: Medium Armor

Speed: Medium

Classification: Patrol Hover-Tank

Phase Tanks are the Hierarchy’s answer to the Antimatter Tank, able to travel over any sort of terrain, and do sufficient damage against infantry, although it can’t attack air units. It is also outfitted with a phasing device, making it temporarily able to travel through any form of matter without damaging it or itself, and unable to take damage, while still being able to attack.

Loadout:

Armament: It is outfitted with a Plasma Missile Launcher, which gives out five shots per burst. They are able to be irradiated, via research.

Defense: Its armor and the ‘phase’ ability are its only defenses.

Special: The aforementioned ‘phase’ ability.

Defiler:

Does this remind you of anything?

Weapon Type: Radiation Beam Emitter and a pair of Radiation ‘Bleeders’.

Armor Type: Heavy Armor

Speed: Medium

Classification: Radioactive Hierarchy Tripod

Radiation. The lifeblood of the Hierarchy, every machine the Hierarchy has is able to emit a specific form of Radiation beneficial to Hierarchy soldiers, or even more healing Gamma Radiation. However, not all beings find radiation as helpful, and that’s where the Defiler comes in.

The Defiler holds a deadly irradiated plasma orb on the forefront of it, able to emit a deadly and radioactive beam of energy. It can also, if in close combat or surrounded by Hierarchy troops, bleed out it’s canisters, emitting a poisons and mutagenic gas, that kills and reanimates Humans/Masari as Mutant Slaves and promote tissue growth in all Hierarchy soldiers (excluding Brutes). The Defiler is a machine to be feared.

Loadout:

Armament: The previously discussed Plasma Beam and Bleeding vents.

Defense: The Defiler is able to take a surprising amount of damage despite what its frail look suggests. The only true way to fight back it is to use anti-armor weaponry or other armor units.

Special: The ‘Bleed’ function, which makes it a Hierarchy medic of sorts. It can also charge its main beam and fire a vast cloud of Radioactive Material into a given area.

Conqueror:

‘I will defend my people!’

Weapon Type: Light/Dark Cannon

Armor Type: Medium Armor/Dark Shields

Speed: Medium

Classification: Masari Tank

The Conqueror is the Masari’s all-trades vehicle, armed with a powerful weapon and moderate speed, being a support and assault unit in both Light and Dark modes. It is only able to travel on land, and is one of the more easily produced vehicles in the Masari inventory.

Loadout:

Armament: The Conqueror is equipped with a much larger version of the Disciple’s energy cannon, with the same effects in both modes. It also has an Energy Vortex attack (unlocked via research), that makes the vehicle stop and emit a powerful and burning energy field around the surrounding area for 5 seconds. It can only be used in Light Mode however.

Defense: It’s armor or Dark Shields.

Special: Nothing special about this

Peacebringer:

‘Our might is unmatched’

Weapon Type: Three (3) Anti-Ground and Anti-Air Light/Dark Cannons, Tractor Beam

Armor Type: Heavy/Dark Shields

Speed: Slow

Classification: Masari Mammoth Tank

The Peacebringer is, barring the Hierarchy Walkers, the most powerful unit the Alliance has to offer. It is only able to be produced when the Masari research into Forbidden Knowledge (Tech Tree Upgrade), The Peacebringer is

essentially unstoppable. It is able to attack ground and air targets simultaneously, and is also able to crush enemy units, including tanks. The only bright side is that the energy required to make a Peacebringer is costly, and one can guess from the fact that the Masari need to look into Forbidden Knowledge for it, it is only brought out when absolutely needed.

Loadout:

Armament: The Peacebringer is outfitted with 3 Anti-Ground and Air Light/Dark Cannons, and behave similar to the Disciples weapon, although much more powerful (think comparing an RPG to a Tanks Main Cannon). It also has a tractor beam of sorts outfitted on it, able to attack individual units, freezing them and completely disintegrating them over time.

Defense: It has heavy armor, able to survive numerous attacks from other Armor units, and is nearly unstoppable with a fully charged Dark Shield.

Special: It can literally crush enemies beneath its massive wheels, and has a tractor beam that acts similar to Altea’s unmake ability, but does not give resources to the enemy.

M1A2 Abrams Tank:

‘The Tank that cannot be stopped’

Weapon Type: Heavy Cannon and Machine Gun

Armor Type: Heavy Armor Plating

Speed: Slow

Classification: The American Tank

The Abrams Tank is the main battle tank of the Human military, and was useful against the Hierarchy’s armies, able to effectively pound back infantry, although abysmal on a Habitat Walker, being unable to destroy its armor.

Loadout:

Armament: The main weapons of the M1A2 Abrams Battle tank are the 120mm L44 M256 smoothbore cannon and 2.7 mm M2HB heavy machine gun (on turret). The smoothbore cannon is an absolutely devastating weapon, able to fire through almost any kind of surface (on Earth), and was effective against Hierarchy armor for the most part (Was able to weaken Habitat Walker armor, but not fully destroy). The 2.7mm H2HB machine gun is also a devastating weapon, able to slice through infantry with ease. This is most certainly the most powerful unit humanity brings to the field.

Defense: The Abrams Tank’s only defense is ‘Chobham’ armor, which is a mix of Steel, Plastic, Ceramic Materials and Kevlar. Useful against small arms and some heavier weapons, but abysmal when used against an energy weapon of some kind.

Special: Will be relatively rare due to humanity’s low numbers.

Habitat Walker

Picture for size reference (120 metres tall)

Weapon Type: Default Plasma Cannons, can acquire via hardpoints:

Radiator Artillery: Radioactive artillery cannon(s) [Main Body only] Plasma Turret: Anti-Infantry/Vehicle plasma turrets [Legs only] Arc Turret: An anti-aircraft weapon, it attacks enemy aircraft with a volt of electricity

[Legs only]

Armor Type: Heavy armor (Armor Plating via Hardpoint)

Speed: Slow (Can be bumped to ‘Medium’ with an upgrade)

Classification: Hierarchy Heavy Walker/Infantry Production Unit

The Habitat Walker is one of the older models of Hierarchy vehicles, and easily the most powerful. Standing over 120 metres tall, The Habitat Walker is summoned from orbit via a Glyph Carver, coming down like a massive meteorite and destroying anything in its path. The Habitat Walker also has the interesting trait of being able to summon infantry (in groups of 3 or 5 at a time), via Pods on its hardpoints (although no pod is required to create/teleport Grunts). Orlok seems to prefer the Habitat Walker over the Assembly Walker, for unknown reasons.

Loadout:

Armament: The Habitat Walker is outfitted with a hexagonal set of Plasma Cannons, each of which able to destroy an Abrams tank in 2 shots. The Habitat Walker can also be outfitted with Radiator Artillery, similar to the Defiler’s Emit Radiation attack, but on a much larger scale. It can also acquire on its leg points anti-infantry Plasma Turrets or Arc Turrets.

Defense: The Habitat Walker is outfitted with Heavy Armor, which can be degraded by human weaponry but not broken. It can also be equipped with Armor Plating on all of its hardpoints, making it even more durable.

Special: As previously stated, the Habitat Walker is able to summon down Hierarchy infantry, although need’s special Pod Hardpoints to summon Brutes or Lost Ones. The full list of what the Habitat Walker can acquire on its hardpoints (and which hardpoints they can go to) (description of newer ones will be in [] brackets) is:

- Lost One Pod (Body only)

- Brute Pod (Body only)

- Armor (Body/Legs) Body Armor Leg Armor- Weapon Accelerator [Reduces reload and recharge times of Walker weapons and abilities by 20% per

accelerator]) (Body only)

- Range Enhancer [Increases the range of all Walker weapons and abilities by 20% per Enhancer] - Radiator Artillery [Allows the Habitat Walker to launch a radiation warhead that emits radiation in the

area around it upon landing for 16 seconds.] - Repair Chamber [Generates 3 plasma orbs that conduct repairs on Hierarchy/Allied vehicles near the

walker] (Leg only)

- Teleporter Accelerator [Reduces unit build times by 12% per Accelerator] (Leg only) - Plasma Turret [Is a single shot Plasma Weapon with a cooldown of 3 second, Land only] (Leg only)

- Arc Turret [Anti-Air Electricity weapon] (Leg only)

Assembly Walker

‘Yo dawg, we heard you liked vehicles so we made a vehicle that can crush vehicles, while also able to create vehicles, which destroy other vehicles!’

Weapon Type: Blob of Plasma, and via hardpoints:

- Mass Driver: An inaccurate but powerful turret that knocks back small targets and cannot be redirected. Highly effective against vehicles and structures.

- Beam Cannon: Allows the walker to fire a powerful beam that sweeps the targeted area, dealing massive direct damage to objects touched by the beam and causing secondary explosions along the ground behind the beam.

Armor Type: See Habitat Walker

Speed: See Habitat Walker

Classification: Vehicle Production Unit

A newer model of Hierarchy Walker, the Assembly Walker is much smaller than the Habitat Walker, seemingly standing at 16 metres tall, although larger models could be possible. The Assembly Walker is like the Habitat Walker in many respects, with similar weaponry and function, but whereas the Habitat Walker summons Hierarchy Infantry/Elites, the Assembly Walker summons Hierarchy Armor and Aircraft, in the same way a Habitat Walker does. The vehicles it can produce are

- Saucer (Naturally, No pods required)- Defiler (Defiler pod required)

- Phase Tank (Phase Tank Pod required)

Orlok seems to be hesitant on using Assembly Walkers, possibly preferring the larger and more powerful Habitat Walkers. However, if he needs to, he will use an Assembly Walker as an Armor unit, albeit sparingly.

Loadout:

Armament: See Habitat Walker/Assembly Walker Weapon Type

Defense: See Habitat Walker

Special: Like the Habitat Walker (and all of the Hierarchy’s ‘Mega-Walkers’), the Assembly Walker has multiple hardpoints across its surface. Whereas the Habitat Walker has 8, the Assembly Walker has seven. The machines the Assembly Walker can materialize onto these hardpoints are

- Defiler Pod (Crown/Arms only)

- Phase Tank Pod (Crown/Arms only)

- Armor Plating Crown Armor Arm Armor Leg Armor- Range Enhancer (See Habitat Walker)- Weapon Accelerator (See Habitat Walker)

- Mass Driver (Crown/Arm only)

- Beam Cannon (Crown/Arm only) - Repair Chamber (See Habitat Walker)- Teleport Accelerator (See Habitat Walker)

- Plasma Turret (Legs only) [Same as the Habitat Walkers’, but different appearance] - Arc Turret (See Habitat Walker)

Novus Blackhole Generator

‘Black Holes: The Galaxy’s Drainage Pipe’

Weapon Type: Black Hole Bomb

Armor Type: Heavy

Speed: Stationary

Classification: WMD

A Novus superweapon, the Black Hole Generator is used when against enemy forces too large for conventional infantry, aircraft or armor to battle. When used however, it is a force to be reckoned with.

Loadout:

The most powerful weapon in the Alliance’s hands, the Black Hole Generator is a Novus invention that, with a charge up period of a minute, can create a Black Hole Bomb. It can then fire this Black Hole Bomb to anywhere on the battlefield, creating a sufficiently large Black Hole. This will disappear within 20 seconds, but when active, everything is sucked into it and destroyed, even the largest Hierarchy Walker isn’t safe from its grasp. The weapon itself has a cooldown period of 3 minutes.

Defense: The armor on the Black Hole generator is sufficiently armored, requiring armor units to destroy.

Additional Factors:

- The Black Hole Generator needs to be connected to a Flow power grid to actually work. If it is disconnected, the countdown is halted, and will restart when reconnected to the flow.

EM Destabilizer

‘Lights out’

Weapon Type: EMP wave

Armor Type: Heavy

Speed: Stationary

Classification: WMD

The Black Hole Generator is not the only superweapon the Novus have: meet the EMP Generator. Able to disable anything electronic in nature, it is in many ways similar to the Black Hole Generator: Armored, Must be connected to the flow, etc.

Loadout: The EMP Generator has a charge-up period similar to the Black Hole Generator and acts the same way as well. The only difference being the EMP Generator, which is able to disable all electronic machinery (or machines in general, due to its effectiveness against Masari technology) for a total of 20 seconds. Like the Black Hole Generator, 3 minute cooldown.

Matter Controller

‘They were able to create resources from NOTHING, and destroy anything’

Weapon Type: Varies (Remote beam of energy in Light Mode, Energy Storm in Dark Mode)

Armor Type: Heavy (Dark Matter shields in Dark Mode)

Speed: Stationary

Classification: WMD

The Matter Controller is a very powerful weapon employed by the Masari, able to use a set of different attacks, depending on whether the local Masari Force are in Light Mode or Dark Mode.

Loadout:

Light Mode: Uses Burning Wrath, creating a burning pillar of light energy that damages enemy units and structures. Its damage lies in its ability to be moved around freely, able to be directed around the battlefield and do more damage (Masari can do research into making its duration last a full minute).

Dark Mode: Uses Matter Storm, creating a large area where enemy units are immobilized and damaged while friendly units have their Dark Matter Armor regenerated, or in the cases of Non-Masari, give them temporary Dark Matter shields (can be researched to also heal Masari units).

Air:

Saucer:

‘We Come in Peace’

Type of Aircraft: UFO

Fighter or Bomber: Fighter/Bomber

Weapon Type: Plasma Orbs (‘Foo Fighters’)

Armor Type: Light Armor

Classification: Unpiloted Hierarchy Aircraft

The Hierarchy’s main air-unit, the Saucer allows for the Hierarchy to rule the skies and protect its allies.

Loadout: The Saucer is outfitted with a trio of Plasma orbs, contained in the three notches around itself. Each of these orbs acts as a seeking missile of sorts, finding its target and latching onto it, eating through armor, as long as the Saucer is in range. If the enemy retreats, the orbs will either latch off the unit and return to the Saucer to recharge or explode, making the Saucer produce another one.

Additionally, these Plasma orbs can also be shifted into a repair mode, which can latch onto vehicles and repair them.

Defense: It’s only defenses are its relatively light armor and repair orbs.

Dervish

‘The skies look friendly’

Type of Aircraft: Automated Fighter Jet

Fighter or Bomber: Fighter

Weapon Type: Antimatter Bombs

Armor Type: Medium Armor

Classification: Speedy Bomber Jet

The Dervish is a high-speed air unit employed by the Novus, flying at speeds and making turns that would kill any organic pilot, the Dervish is piloted by a Sentient A.I.

Loadout: The Dervish is equipped with a full silo of antimatter bombs, able to be fired like missiles through the thin ports on its wings. These bombs then stick to the enemy units and explode in a burst of antimatter. The Dervish is equipped with a ‘Death Bloom’ attack as well, making it hover in the air for 10 seconds and perform a point-blank area of effect attack for 3 seconds, spinning randomly in the air and launching bombs.

Defense: It’s only defense is its speed and relatively light armor.

‘I offer refuge for the humble.’

Type of Aircraft: Flying Infantry

Fighter or Bomber: Fighter

Weapon Type: Pulse Cannon

Armor Type: Light Armor, Dark Matter Shields (becomes infantry unit)

Classification: Light Air Unit, Dark Infantry

Essentially a Disciple with wings, the Inquisitor patrols the skies for Altea and can act as light fighter in air combat.

Loadout: The Inquisitor’s pulse cannon is a powerful weapon, easily able to wipe out infantry, Walker Hardpoints and is also powerful against Dark Shields, but is less powerful against structures, heavy vehicles and Hero units. The Cannon does damage over time in Light Mode, and slows down enemies in Dark Mode.

Defense: The Inquisitor has no true defenses besides their light armor, and if they acquire Dark Shields they are changed into Infantry units.

Apache Helicopter

‘There’s nothing stronger then love. Except an Apache Helicopter. An Apache Helicopter has Machine Guns AND Missiles.’

Type of Aircraft: Attack Helicopter

Fighter or Bomber: Primarily a ‘Fighter’

Weapon Type: Heavy machine guns and Missiles

Classification: Anti-Armor Air Unit

The Apache Helicopter is one of the most famous military helicopters in the western world, if not the entire world, having been used in countless battles across the planet. The Apache Helicopter is also the most effective weapon against Hierarchy Walkers, as their missiles/machine guns are able to deteriorate their armor much faster than an Abrams Tank.

Loadout:

M230 chain gun that fires 625 rounds per minute 30mm; carries 1200 rounds of ammunition. The chain gun is located on the bottom of the helicopter.

Advanced Precision Kill Weapon System with 70mm rockets; carries up to 76 rockets Can carry air-to-air missiles such as Stinger, AIM-9 Sidewinder, Mistral and Sidearm

Defense: Armor on the Apache protects it from up to 12.7 mm rounds while the rotor blades can survive 23mm rounds. The engines are also armor protected.

Misc. Air:

Storm Mother (Has no official name)

Transport Saucer

Browser (Has no official name)

From a UAW-inspired full conversion mod for Star Wars: Empires at War, only picture I could find. Still accurate representation however

Since all of these serve the same purpose and have identical stats, the following will summarize all of them.

Type of Aircraft: Shuttle/Dropship

Purpose of Aircraft: Supply ships, Dropship, Infiltration Craft, etc.

Classification: Heavy-duty transport ships

The Storm Mother, Transport Saucer and Browser all serve the same function in their respective sub-factions: To collect and deploy soldiers or vehicles into a warzone or act as supply ships. These ships are all able to carry 30 Infantry members and 4 Armor units each, and are surprisingly fast (A Transport Saucer can get from Washington, DC to Nigeria in under 30 minutes). Their only downside is that none of these machines have built-in weaponry, although compensated by their thick armor.

Corruptor:

DATA CORRUPTED

Type of Aircraft: Stealthcraft

Purpose of Aircraft: Espionage and Spreading Viruses

Classification: Virus Drone

The Corruptor is the airborne counterpart to The Hacker. Armed with a single minor laser, the Corruptor is created to be assault enemy bases and plant a virus into them, which will then spread across the base, making turrets attack their users, buildings shut down, generators fail, etc. It is a floating viral weapon, and one of the simplest

Novus units. It itself is also immune to viruses, unable to be hacked, controlled or forcibly shut down unless completely destroyed.

Monolith

Cue the 2001: A Space Odyssey jokes

Type of Aircraft: A Floating Monolith

Purpose of Aircraft: Support, Recon, Hit-and-Run

Classification: Hierarchy Device

The Monolith is a fearsome scout, able to teleport instantly over a battlefield, although it has a stationary mode, making it defenseless for the first few moments after teleportation. The Monolith is outfitted with a Radioactive Beam Weapon, which can degrade the effectiveness of whatever it’s firing (production lines are less effective, turrets have half their normal range, etc.), and is able to fire on either air or ground units. And, with a certain upgrade, it can phase out of reality, being unable to be damaged, but still able to fire, although if it rematerializes within a solid object, it explodes.

Support:

Manipulator

Armor Type: None

Type of Support: Communications Officers, Advisors, Strategists

Classification: Lost One without Modification (?), Hierarchy Officer

What Bonus Do They Give?: Moderator, Strategist, Advisor to Orlok and Allies (Less so with others).

Manipulators are a curious being, being simultaneously in and not in the final game. They appear, but don’t do anything although they have built-in commands and animations. For the purpose of this profile, their apparent role in the Hierarchy and in-game coding will be taken into consideration. In other words, loose canonicity.

Manipulators appear to be the Hierarchy’s command and espionage role, giving tactical suggestions to their higher-ups, controlling local areas competently and understanding the enemy psyche. Manipulators also seem to have some latent psychic powers, one of them being similar to the main attack of the Gravitic Turret. They are never seen in open combat, mostly due to their frail nature.

Science Walker:

‘Knowledge is Power’

Armor Type: Heavy Armor

Type of Support: Research

Classification: Massive Walker

What Bonus Do They Give?: Access to a Hierarchy WMD, Mind-Control/Hacking Technology, and Research.

The Science Walker is the Hierarchy’s research unit and a secondary superweapon, and is the last of the 3 Hierarchy Mega-Walkers. It is roughly the same size as the Habitat Walker, and is the most ‘fragile’ of the walkers. Instead of having a thick metal core around its power source, the Science Walker has a large energy field, continuously regenerating as long as one of the three ‘horns’ is still intact. It is outfitted with 6 hardpoints (3 horns, 3 legs), which are the following:

- Cascade Reactor [Enables Radiation Cascade superweapon, which fires a wave of radiation that vaporizes everything in its path, and irradiates what's left. Requires each socket (3) to have a Reactor in order for the superweapon to function. If used properly the weapon can easily level entire fortifications of turrets or entire armies should they be in the way of the wave.] (Body only)

- Mind Magnet [Controls up to 2 nearby organic enemy units as long as they remain in range.] (Body only)

- Machine Magnet [Controls up to 2 nearby inorganic enemy units, such as vehicles or droids, as long as they remain in range.] (Body only)

- Visual Optimizer [Increases sight range; 3 Optimizers allow the Walker to view the entire battlefield, making it an excellent spotter. When combined with range enhancer hardpoints, these can also make the Science Walker an effective artillery unit.] (Body only)

- Weapon Accelerator [See Habitat Walker] (Legs only)- Repair Chamber [See Habitat Walker] (Legs only)- Targeting Jammer [Renders the enemy unable to target the area around the Walker or friendly units at

the location for 20 seconds] (Legs only)- Range Enhancer [See Habitat Walker] (Legs only)- Arc Turret [See Habitat Walker] (Legs Only)

The Science Walker is the most versatile of the Hierachy’s walkers, but also the rarest. Orlok will barely use this.

Hacker:

‘I am the Ghost in the Machine’

Armor Type: None (Is an ‘insignificant’ unit however, meaning turrets and such won’t attack it outright unless told to).

Type of Support: Is able to hack enemy mechanical units, and cause general electronic mayhem

Classification: Lightweight Novus Machine

What Bonus Do They Give?: Electronic Sabotage, Decrypting, Stealth

Being a race of machines, the Novus are no surprise to viruses or hacking, and have even learned the way to perfect it. The Novus Hacker is a relatively light unit, having no armor or weapons to speak of. Its only defense is

it’s exploitation of machinery, and that’s where it shines. It is able to hack through even the most guarded of Hierarchy databases, and with a built in ‘Virus Bomb’, it can disable even a mighty Hierarchy Walker.

Detection Drone:

‘Signal detected’

Armor Type: Light

Type of Support: Radar Drone

Classification: Hierarchy

What Bonus Do They Give?: Recon, Intelligence, Support

The Detection Drone does exactly as the name entails: It detects. To be more specific, it is essentially a walking radar drone, able to give out a pulse of radio waves that reveals enemy units, cloaked or not. It can also dispel negative effects (Mind Control/Hacking) through these bursts. It has no weaponry to speak of, although it could trample an unarmoured unit.

Seer:

‘My Vision is clear’

Armor Type: Light

Type of Support: Radar Drone Person

Classification: Masari

What Bonus Do They Give?: Recon, Intelligence, and Support

The Seer is able to see through The Fog of War (so in PC, areas where no UAW Alliance units have taken), and see areas through an enemy’s eyes (and with an upgrade, any units and structures it sees take damage), so she could have an enemy-point view of either a base or could detect a squad of soldiers about to lay an attack. This link can be connected at a maximum of 500 metres, and maintained form 1600 metres. She also doubles as a support units, as her aura cleanses friendly units and structures within 100 metres of mind control and virus infections. And, as a nice bonus, in Light Mode, when she uses her ‘Sight’ ability, everything within it is immediately burnt and set aflame. So, a recon unit could be trying to sneak up on an allied base, get spotted by the Seer and are set aflame.

With further upgrades, she can also cloak Friendly Units and structures from any kind of detection

Constructor:

‘My designs are impeccable’

Armor Type: Heavy Armor Frame

Type of Support: Medic/Construction

Classification: Nanite-Spraying Robot

What Bonus Do They Give?: Creates Novus structures, can repair said structures and units.

The Constructor is the builder unit for the Novus, spewing out a cloud of Nanites that can be programmed to create any Novus structure, or reinforce existing materials. A maximum of 3 Constructors can work on a single structure or unit at a time.

Additional Factors:

- They are unable to be hacked into or controlled by enemy forces.- Is sentient and can give suggestions on what should be created or how it can be improved.- Flow Travel: See Ohm Robot

Glyph Carver

‘This is for The Brutes, The Grunts, and The Glyph Carver!’

Armor Type: Light

Type of Support: Construction

Classification: Hierarchy Builder Unit

What Bonus Do They Give?: Build/Summon Hierarchy structures and Walkers

The Glyph Carver is a smaller hexapod unit equipped with a powerful cutting laser for etching glyphs (crop circles) into the ground. These Glyphs are then scanned by orbiting supply ships (are allowed in PC, as they’ll just pop in, drop their cargo and go away) to determine what is needed on the ground below and then the object is either dropped (as per a Walker or Reaper/Detection Drone) or teleported in (as per turrets and structures).

Architect

‘Reality bends to our will.’

Armor Type: Light Armor

Type of Support: Construction/Repair Expert

Classification: Psychic Mechanic and Engineer

What Bonus Do They Give?: Creates/Repairs Masari structures and vehicles

The Architect are one of the most powerful units the Masari have, as they are able to literally will objects into existence. The highest limit to this power is that they are able to create Masari structures, which in turn are able to summon Masari units from somewhere to fight in battle.

Additional Factors:

- The Architect is also able to repair damaged Masari structures, and have a passive field around them, making production speed rise, Matter Controllers have larger stores of energy, and increase the range of turrets.

- In Light Mode, a Masari Architect has a larger visual range which also increases the size of their passive field (10 feet instead of 5).

- In Dark Mode, a Masari Architect gains a slight boost in movement (Roughly the speed of a Lost One as opposed to a Disciple), and gain Dark Matter shields.

Reaper Drone:

Reaper Drone by Defiler for size reference

Armor Type: Medium

Type of Support: Resource Collector

Classification: Hierarchy Resource Drone

What Bonus Do They Give?: Resource Collector for Hierarchy

The Reaper is a fearsome Hierarchy invention, standing tall over Hierarchy Defilers. The Reaper Drone is an automated machine equipped with a tractor beam, able to suck up resources (organic or inorganic) and send them into the Hierarchy base, where those materials are used as a resource to buy/create new Hierarchy units. The Reaper Drone can be used as a light armor unit, by disintegrating enemy units, whose base components can be used for other needs, but due to its light armor this is would be unlikely.

Recycling Center:

Type of Support: Resource Collector

Classification: Novus Resource Platform

What Bonus Do They Give?: Funds

The Recycling Center is a Novus structure created for the storing and collection of resources to create new Novus machines. It does this by releasing a trio of drones called Collectors which zoom across the battlefield and collect the base components of inorganic material until nothing is left, and then returning to the Recycling Center and dropping them off. If disconnected from the flow network, it is unable to function.

Picture of Collector Drone

Matter Engine

Type of Support: Resource Collector

Classification: Masari Resource Platform

What Bonus Do They Give?: Funds

The Masari are a fully-independent civilization, having no need to live off the needs of their current location, instead simply creating their resources. A Matter Engine is able to store a total of 80 units of resource, to an upgraded total of 120 and 360 (to give you a clue how much resources are, a COW is worth 360 resources). It can however be upgraded to drain/damage enemies who approach it, collecting the resources one would get from it.

However, the Matter Engine is also highly unstable, meaning if it receives excessive damage or outright destroyed, it’ll let off a massive explosion, roughly the power of an artillery gun. So Matter Engines are always spread far apart from another, to avoid catastrophic damage.

Aircraft Assembly Plant:

Type of Support: Aircraft Assembly

Classification: Novus construction platform

What Bonus Do They Give?: Produce Novus aircraft

The Aircraft Assembly Plant is a Novus structure, capable of creating Corruptors and Dervish Jets (need’s upgrade to do so). If disconnected from the Flow network, it is unable to function.

Vehicle Assembly Plant:

Type of Support: Vehicle Assembly

Classification: Novus

What Bonus Do They Give?: Creates Novus vehicles

The Vehicle Assembly Plant is a Novus structure that can produce the Antimatter Tank, Amplifier (Wave Amplifier upgrade) and Field Inverter (Inversion Processor upgrade). If disconnected from the flow, the structures cease to function.

Robot Assembly Plant:

Type of Support: Infantry Production

Classification: Novus construction platform

What Bonus Do They Give?: They create Novus infantry/elite units.

The Robot Assembly Plant is capable of creating Ohm Robots, Hackers (need Science Center) and Blade Troopers (Blade Trooper Assembly upgrade). If disconnected from the flow, it ceases to function.

Science Center

Type of Support: Scientific Research Station

Classification: Novus research platform

What Bonus Do They Give?: Various Novus upgrades

The Science Center is the main research and scientific structure for the Novus, allowing them to upgrade or create new machines or understand the various species/planets they encounter. The upgrades the Science Center can acquire are:

- Allows the application of two patches at once- Allows production of Hacker at Robotic Assembly Plant- Allows Dervish Assembly upgrade of Aircraft Assembly Plant

- Allows Inversion Processor upgrade of Vehicle Assembly Plant- Allows Wave Amplifier upgrade of Vehicle Assembly Plant- Allows construction of Redirection Turret- Allows construction of EM Destabilizer

Flow Generator

Type of Support: Power Generator

Classification: Novus

What Bonus Do They Give?: Powers Novus Structures

The Flow Generator power Novus structures and the flow network, as most structures cannot be built or function without a Flow Generator on the field. All Novus structures must be placed near a Flow Generator or a Flow Conduit attached to the network in order to function (barring patches).

Flow Conduit

Type of Support: Generator/Teleportation Array

Classification: Novus

What Bonus Do They Give?: Power generator/teleport Novus units

The Flow Conduit acts as, well, a conduit for the flow, able to extend the power grid of a Novus base, enabling more structures to be built. Also, Novus units are able to move across this grid, meaning a set of conduits could be lead into an enemy base (an easy feat, as Conduits are cloaked) and have a group of Field Inverters or Blade Troopers travel across the flow, surprise attacking the enemy.

Novus Command Core

Type of Support: Command Centre/Main Base

Classification: Novus

What Bonus Do They Give?: Creates Constructors and summons heroes, Acts as Flow Generator, Prerequisite for Novus structures

The beating heart of any Novus base, the Command Core is the first structure to be created in a Novus base, and the first target by any savvy enemy. The Command Core is equipped with its own power grid, meaning it has no worry of being shut down, and is able to producing Novus Constructors to create new structures.

Citadel

Type of Support: Command Centre/Main Base

Classification: Masari

What Bonus Do They Give?: Produces Architects/Heroes, Prerequisite for Masari structures

The Citadel is the main keep of a Masari base, acting as their headquarters in any battlefield. Like all Masari structures and units, the Citadel can be protected by a Dark Matter shield whilst in Dark Mode. Another interesting perk however, that all Masari structures have, is that while in Light Mode (with proper research), it can give off a burning light that sets enemy units on fire. Without a Citadel, no Masari structures can be built.

Knowledge Vault

Type of Support: Research/Information Centre

Classification: Masari

What Bonus Do They Give?: Gives Masari access to rarer/powerful units and abilities

Although the Masari are convinced they are Gods, all-knowing and such, even they will need to keep track of this knowledge, and study things even they may be unaware of. That’s where the Knowledge Vault comes in, a temple deciated to containing and pursuing knowledge. Through the Knowledge Vault, the Masari can

- Allows production of Seers at Skirmisher Portal

- Allows production of Conquerors at Machina

- Allows production of Oracle

- Allows production of Flight Machina

- Allows production of Sky Guardian

And, with upgrades into the Dark, Light and Balanced Tech Tree’s, they can also

- Allows the Matter Sifter upgrade for Matter Engine (Contains more energy)

- Allows the Two-Faced upgrade for Guardian

- Allows the Energy Screen upgrade for Sky Guardian

- Allows the Detection of Motion upgrade for the Oracle (Detect Non-Stealth Units on the map)

- Allows production of Sky Lord at Flight Machina

- Allows production of Peacebringer at Machina

- Allows The All-Seeing Eye upgrade for the Oracle (Reveal Stealth Units on the map)

The loss of all Knowledge Vaults means any units, structures, and upgrades enabled by the Vaults may no longer be produced. Any Flight Machinae already built may still produce Inquisitors, as only the structure itself is enabled by the Vault.

Machina

Type of Support: Masari Vehicle production

Classification: Masari

What Bonus Do They Give?: Produce Masari Vehicles

The Machina is the cousin of the Flight Machina, producing Masari vehicles such as the Conqueror, Peacebringer and Figment through an open portal (See Skirmisher Portal). Speaking of the Skirmisher Portal, it is a prerequisite for the Machina, for without one it cannot be produced.

Flight Machina

Type of Support: Masari Air Production

Classification: Masari

What Bonus Do They Give?: Produce Masari Aircraft

The Flight Machina is the Masari Aircraft Production unit, able of summoning the Inquisitor and Sky Lord (if the Forbidden Vault is accessed, of course). With proper upgrades, it can be equipped with a Dark Shield or the ‘Burning Light’, as previously discussed.

Oracle

Type of Support: Radar Structure/Defensive Unit (Upgrade)

Classification: Masari

What Bonus Do They Give?: Detects Stealth Units, Shows Enemy Movement on the Battlefield, Can use a Beam Weapon (Upgrade)

The Oracle is a Masari Radar Structure, able to detect Stealth Units in a large radius of its immediate location, and with an upgrade can detect any kind of enemy movement within the same radius. The Oracle can also be upgraded to have a beam weapon while in Light Mode, acting as a type of Heat Ray, for lack of a better term.

Skirmisher Portal

Type of Support: Masari Infantry Production

Classification: Masari

What Bonus Do They Give?: Produces Masari Disciples and Seers

The Skirmisher Portal is a Masari structure, resembling a much smaller Masari Citadel, and is able to open up its main gate, where Masari Disciples (and Seers, if the upgrade is taken) travel through, from somewhere. Like all Masari structures, in Light Mode it is able to give off a bright light that can harm enemy units. With proper upgrades, it can be equipped with a Dark Shield or the ‘Burning Light’, as previously discussed.

Arrival Site

Type of Support: Main Hierarchy Base, Support Unit production

Classification: Hierarchy

What Bonus Do They Give?: Serves as Hierarchy Command Centre, Resource Depot and Support Production

The Arrival Site is the Hierarchy Main Base on any battlefield, acting as a command centre and an area to teleport the collected resources to gain funds. The Arrival Site isn’t the most important structure for the Hierarchy due to its limited use, but if it’s destroyed and a new one isn’t summoned by a Glyph Carver (beforehand), the Hierarchy will be practically useless, as they won’t be able to transport their resources.

Defense:

Gravitic Turret

‘We all fall down’

Type of Defense: Anti-Air Turret

The Gravitic Turret is a powerful Hierarchy invention, made specifically for enemy aircraft. When an enemy aircraft enters it’s (relatively) short range, it hits the aircraft with a powerful beam, altering gravity around the vehicle and holding it in place, while gravity begins to crush the vehicle. It can be further upgraded into a Manipulator Turret (pictured), lowering the enemy aircraft so ground-based units are able to fire at the vehicle.

Spitter Turret

‘Say it, don’t spray it’

Type of Defense: Anti-Surface Turret

The Spitter Turret is the Hierarchy’s ground defense system, and is comprised of a single radioactive gun on top a thin metal frame. The Spitter Turret fires powerful streams of some sort of radioactive substance at enemies, but due to its firing arc faster enemies can evade its blasts. The beam is said to be very painful, and as a result the turrets are a favorite of Kamal Re'x the Abductor, although Orlok will still use them.

The Spitter turret can also be further upgraded into a Desolator Turret (pictured) giving it a separate container of radiation, venting radiation around the turret as a type of defense (can stop melee attacks), while also healing Hierarchy troops.

Redirection Turret

‘Right back at you’

Type of Defense: Anti-Air/Ground Turret

The Redirection Turret is an interesting Novus weapon, able to ‘fling’ globs of Antimatter at enemy units, sticking to them before exploding in a mass of antimatter energy. As an interesting bonus, it is also able to redirect enemy projectiles back to its firer, with the only exception being beam weapons or Spreadshot weapons (Shotguns or weapons similar to them).

Guardian

‘I am the one who guards the home’

Type of Defense: Anti-Ground Turret

The Guardian is the Masari Surface Turret and is relatively simple. It fires a burst of energy that does damage over time while in Light Mode, while acting like a Snare in Dark Mode. The Guardian is highly effective against Armor units, and can even cripple a Hierarchy Walker, but is rather ineffective when used against traditional infantry. The Guardian pictured is a Two-Faced Guardian, giving it a second ‘gun’, doubling its fire rate and damage.

Sky Guardian

‘I am also the one who guards the home’

Type of Defense: Anti-Air Turret

The Sky Guardian is the Masari’s Air Turret, and its ways of attack vary on Mode. For example, in Dark Mode, the Sky Guardian lets out a ‘shotgun’-esque blast of Dark Energy, slowing and damaging the enemy, although its range is closer than Light Mode and does less damage on a single enemy. In Light Mode, it shoots a continuous beam of Light Energy with sniper level of range, doing damage over time on enemy aircraft.

An interesting note is that the Sky Guardian can be upgraded to have an energy field around it, able to deflect most enemy projectiles, and can also gain a Gust ability in Dark Mode, repelling nearby Air Units.

Human Laser Turret

The turret being ‘commandeered’ by a group of Hierarchy Grunts.

Defense Type: Crude Energy turret

Created by the combined forces of mankind, the Laser Turret is a feat of human engineering, able of firing a high-powered beam of energy at enemy units, air or ground. The only downsides are that the turret is no match for a dedicated "siege" unit (Like the Defiler, Amplifier, or Peacebringer) nor is it able to effectively deal with swarms of units due to its long cool down in between attacks, and could easily be hijacked/hacked by enemy units.

LeadershipSimilar to the Citadel Alliance, there is no ‘one’ leader in this faction. Instead, this faction shall be led by a council of each respective sub-factions leaders/advisors. This council will be in the Masari Cityship of Atlatea, due to it being the most protected structure in the alliance, and its sheer power (it can survive orbital bombardments of plasma).

(The Transport Saucer is 30 metres wide, and roughly 15 Transport Saucers could cover Atlatea, length wise.

In other words, Atlatea is roughly 450 metres in width)

This council will be the respective leaders and advisors of the various sub-factions, acting as a small ‘wartime congress’ in how to deal with enemy forces, or native factions. It’ll be an uneven leadership no doubt, but it will be the only kind of leadership they can receive. The leaders/advisors will consist of:

Orlok the Eternal (Nufai Advisor) Queen Altea and Prince Zessus (Lord Charos Advisor) Mirabel (Viktor Advisor)

o General Moore (He and Humanity primarily assist the Novus, with some care in the Masari)

On the bright side, the inside of Atlatea look’s rather nice.

Almost all of these leaders will be bringing with them countless years of experience, likely in the thousands (or in Mirabel’s case, decades or in Moore’s, a quarter of a century). The ‘council’ will also be rather shaky, as the factions are only loosely allied to another, and in the case of Orlok and the Novus/Humanity, not at all. While they won’t be at open war with another, insults will be exchanged during meetings, and ‘accidents’ may occur.

Leader X-FactorsAdaptive Creativity: 72/100: This entire alliance is a testament to this, as they will ally with unlikely sources if needed to battle the enemy. If they see a problem, they will find a way around it (Hierarchy will use radiation or monsters, Novus will create a new unit and the Masari will shift between modes and see how that goes).

Tactics: 45/100: None of these leaders are true tactical geniuses, using relatively straight-forward tactics: “Hierarchy Walkers coming our way? Blackhole/EMP them.” “Decimate them with radioactive artillery, monsters and firepower.” “Giant army in the way? Walk right through them and slow them down or Fly over them and burn them.”

Strategy: 70/100: This faction is filled with countless strategies, varying from the sub-factions. The Masari can have some of their heavier infantry and armor simply fly over the enemy when switched to Light Mode, The Novus can have stealthy convoy line sin and out of enemy bases, able to efficiently surprise-attack the enemy, and the Hierarchy can simply wipe out enemies in vast barrages of radioactive plasma or infect them with Defilers.

Intuition: 40/100: A lot of these leaders aren’t exactly great at it. For example, Orlok seemed surprised by Nufai’s betrayal, Zessus as well being far too brash and Mirabel was able to get tricked onto the Hierarchy Mothership, leaving her forces behind to get surprise attacked. To be fair however, these are all in ‘heat of the moment’ situations, were rational thinking is thrown out the window and replaced with desperation, something all of these people can suffer from.

Experience: 70/100: Orlok has went through countless battles and campaigns in his service in the Hierarchy, having personally seen the destruction of many civilizations, and is the most experienced warrior in the field, as the Masari were asleep for a few thousand years, the Novus being relatively new to the galactic scene (and their oldest and most powerful unit recently destroyed), and the United Earth Alliance only went through a handful of battles against the Hierarchy, losing.

Audacity: 45/100: The Alliance is unlikely to do anything rash, although they certainly have the potential. Nufai especially heightens up this score, as he’d be willing to betray or slaughter any of his comrades, just for the thrill of it.

Discipline: 65/100: These leaders carry a tight-knit group. The Novus cannot disobey orders unless under an enemy’s control, the Hierarchy is genetically made to follow their leaders, the Masari are sworn by an oath, and Humanity has no one else to go to.

Leadership: 65/100: Although all of the units in these sub-factions follow their leaders (almost) without question, the reason this isn’t a full 100, or even an 80, is that the various leaders have no control of the other. Unless Altea wishes so, Orlok can’t order a group of Disciples around, nor could Charos order a set of Ohm Robots. The only factions that could do anything remotely close to that would be the Humans and Novus, mainly because the Novus have (more or less) absorbed humanity into their fold.

Corruption: 35/100: All of the factions here are doing their causes for (more or less) good reasons. The Novus do it to avenge their masters and protect all forms of life, Orlok does it to make the Hierarchy honorable or outright destroyed and the Masari, although their means are questionable, pose as Gods to uplift humanity and other species, similar to The Forerunners (before the book trilogy threw a wrench in that idea). Lowered even more so as Altea would never kill a foe who fought to the end, honorably or not (she didn’t even kill Kalma R’ex, who’d murdered billions for his own personal gain… although his eventual fate wasn’t much of an improvement). However, some members of this alliance (Nufai) heighten the ‘corruption’ factor.

UAW Alliance X-Factors

Morale: 61/100: All of the forces here are filled with hope, influenced by their leaders and the fact that they have survived worse. However, with Earth near destroyed and little chances of reinforcements, hope is relatively fragile.

Logistics: 69/100: This is a rather mixed bag, as the Masari have no need for logistics, able to simply create anything they need. The Hierarchy and Novus however will be dependent on resources to create what they need. Overall, not bad but the Masari are what really helps this score.

Espionage: 78/100: The Novus have the ability to make essentially all of their robots cloaked, The Masari can use Seer’s to secretly spy on enemy operations and the Hierarchy can use scouts nearly without equal, with their phasing abilities and Detection Drones. Overall, when it comes to stealth they can and will be a powerful opponent.

Discipline: 68/100: The various sub-factions are all decently disciplined, with the Masari following their queen’s every command, the Novus being machines, the Hierarchy soldiers born to do the wishes of their leaders even if it means their own death and the human forces being a mix of various militaries and the last members of their species (excluding the small pockets of surviving civilians on Earth).

Overall Army Intimidation: 55/100: The Hierarchy is the most intimidating faction here, sending out physically intimidating soldiers and nightmarish weaponry. The other factions will only be truly ‘feared’ if they do ferociously well in a battle.

Reinforcements: Low to Moderate to High: Humanity will have low reinforcements due to their weaker units and being-near extinct, the Masari and Hierarchy will both have moderate reinforcements while the Novus shall simply build more and more units from the resources they collect.

Quantity vs. Quality: Medium Quality, Medium Quantity: The Masari are able to ‘summon’ there units through the various portals they have, The Novus can simply create more units and the Hierarchy can mutate local life to their needs, or teleport down units from their overseers (less for Orlok, due to him having rebelled against, meaning only a few people in Hierarchy High Command will sympathise with him).

Offensive vs. Defensive: Heavy Offense, Moderate Defense: Although the Masari have a more defensive-stance, with their Dark Shields and playing the waiting game in conflicts, the Novus and Hierarchy are more heavy-hitters and will not just lie back and wait for an opponent.

Reasons for Battle: Defeat the Hierarchy/A Better Life: The only reason this alliance even exists is due to the Hierarchy’s attack on Earth. Because of it, the Novus lost their leader, The Founder, Orlok was able to finally get fed up with the Hierarchy’s ideals, The Masari were able to reawaken and humanity was driven to near-extinction. The reason they fight is to

destroy the Hierarchy and make the universe peaceful again, and they will fight to the bitter end to achieve that goal.

Past Opponents:

Each otherAll of these factions in this profile have at one point been at each other’s throats. The Hierarchy nearly drove humanity and The Masari to extinction, the Novus have been dueling the Hierarchy for untold years and The Masari and Humanity have had small skirmishes with the Novus before allying properly. The only thing that keeps them together is Mutually Assured Destruction and the promises the Portal Master has given them.

Humanity: All of the factions here have at one point had small skirmishes (or in the Hierarchy’s case, outright war) with humanity. The humans were always able to do well against their foes, especially if equipped with heavy armor or aircraft, but the humans would usually have a much higher casualty rate then the opponents.

Other Alien Species: Due to the fact that the Novus state that they’ve made entire planets into tombs for the dead the Hierarchy have killed, it’s clear that the Hierarchy has driven countless species into extinction (The Novus Creators, for example). On an interesting note however, Humanity is the only species to last long enough for the Novus to come to the species aid, for usually the planet is picked clean by the time the Novus arrive.

Additional Factors:Uncertain Bedfellows: The only factions in this alliance that actually like each other would be The Novus and Humanity, when Mirabel approached Moore with the suggestion of an alliance. As previously stated, the other factions only allied due to natural enemies or because Orlok is disgusted by what the Hierarchy is now. So naturally, they will bump heads on how to deal with threats or diplomacy, and will be wondering if one of the others is going to say true to

their word. And Nufai would be more than willing to try and create these kind of problems amongst the faction.

A God is Us (but not really though): As Arthur C. Clarke is infamously quoted saying,

"Any sufficiently advanced technology is indistinguishable from magic", And the Masari are an interesting take on this. Their technology is sufficiently advanced enough that most primitive cultures would naturally assume the devices to be magic, and their users Gods.

The problem is that even the Masari are under this belief, as they frequently call it magic, and themselves Gods, with Zessus even going so far to say Moore should treat him like a God. The only upside is that most Masari don’t enforce this ideal (only real exception being Zessus, and even he isn’t too insistent on it, just a bit bratty), and even when they do insist they are Gods, they are rather benevolent ones with the best intentions of other species at hearts, and they don’t demand to be worshipped as gods, merely respected.

Again, most, not all, although the number of Masari who enforce this ideal are exceedingly rare.

However, this still could cause problems if the Alliance tries to make friends with a highly religious faction/group (Dune Empire, Imperium of Man), or any intolerant faction (Galactic Empire, UNSC).

Victory Gains:

Technological-Moderate/High: Orlok may be willing to use other technology although sparingly. The Novus and humanity will use every chance they can to examine/use alien technology, with the Novus upgrading and replacing inefficient models, or creating new ones. Even the Masari will claim native/enemy technology for their own purposes, but not as frequently, due to their ‘Godly’ nature. On the front lines however, infantry will be certainly willing to claim vehicles or structures for their respective factions.

Biological-Moderate/Low: The Hierarchy is devoted to mutating local species and using them as infantry, and would likely ‘adopt’ a few species into their sway if they thought them suitable or able to create new kinds of mutations from thm. And as stated previously, all forms of organic life can be mutated into a Mutant Slave. The Novus are machines, enough said

there, and the Masari may be witnessed as gods by some more primitive species, meaning they could potentially follow the Masari and act as a (primitive) infantry unit.

Also, some concept art showed them having a thing for horses, so there’s that.

Allies: The Alliance was made out of desperation, in an attempt to destroy the Hierarchy. Now with them being able to go across anywhere in time and space, with the promise of being able to destroy the True Hierarchy once for and all, they’ll try and make allies at every turn. And with allies, may come new technology to booster the other sub-factions.

Mingling?: With the various technologies under these factions disposal, it’s only a matter of time before they become willing to trade ideas or share technology amongst each other, although it’ll be a significant amount of time before they are even close to considering such ideas.

‘A union between Gods, Machines, Monsters and Man.’