You are on page 1of 105

*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
militarys 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 its 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, theyll 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 Armor
Mobility: 4
Training: 4
Max Range: Shotgun
Preferred Range: Shotgun
Classification: Heavy Basic Infantry

With most armies, your basic infantry is one of 2 things: High Numbers of High Powered. The Hierarchys 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 wont 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 Fists
Armor Type: Nothing
Mobility: Varies from Organic to Organic
Training: 3 (Instinctual)
Max Range: Melee
Preferred 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 arent 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 Hierarchys 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
theyve been tortured/indoctrinated into believing they are worthless and must fight for the Hierarchy,
due to Orloks dissent of them, its 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 Ones
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 isnt 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 Bays 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, its Godzilla! Actually, due to international copyright laws, it only looks like Godzilla, but it actually isnt. But we should still run like it is
Godzilla! But it isnt! 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 (Its
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 Orloks 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 Hierarchys 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 wont 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 Alteas 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. Its 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 Alteas 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, whod 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
- Isnt 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 tall
Weight: 200+ (?) Light
Age: Unknown
Type of Hero Bonus: Infiltration/Assassination, Intimidation, Espionage, Advisor
Classification: 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 kinds 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, hes 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 hes usually tasked with repairing,
operating or maintain some type of device.
- Nufai is absolutely insane, obsessed with torture, killing and general chaos. Hes 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 Feet
Weight: Unknown
Age: Unknown (Mirabel has been cloned many times although physically shes likely in
her early 20s, Viktor is just a very specialized unit for her).
Type of Bonus: Assault, Armor, Leadership
Classification: 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 doesnt 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
shes 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 isnt 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, shell either have to become a
cyborg or when shes cloned one last time, shell 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 Vertigos 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 its weak against infantry and heavy armor.
- Melee: Hes an airplane, and a stealth one at that. He doesnt 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 its 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 hes 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 Vertigos 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 Alteas, 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 attacks
o Prevents nearby units and structures from acting aside from movement
o Removes phase effects
o 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
Hierachys control in North America. He favours frontal assaults and is a highly effective commander.

Loadout:
- Ranged: He isnt 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. Hes 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 Orloks 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 cant 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, hes only got Masari durability on his side (so in
other words, can take 5 shots from a Hierarchy Grunts 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 wont 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. Its 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: 65
Weight: 235
Age: Mid-40s
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. Hes 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 humanitys ancestors worshipping them as gods, Moore asked
Zessus if hed 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 leaders peaceful ideals.
- Due to humanity never having made a formal alliance with the Hierarchy, his relationship with Orloks
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:


Im 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. Itll 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. Its the Field Inverters only weapon however, and cant 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 isnt 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. Its
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 isnt 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 Hierarchys answer to the Antimatter Tank, able to travel over any sort of terrain, and do
sufficient damage against infantry, although it cant 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 thats 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 its 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 Masaris 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 Disciples 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: Its 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
Alteas 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 Hierarchys 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 Tanks 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 humanitys 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 Defilers
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 needs
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 Hierarchys 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 Galaxys 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 Alliances 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 isnt 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 Hierarchys 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: Its 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: Its 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 Inquisitors 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

Theres 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 its 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 dont 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 Hierarchys 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 Hierarchys 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 Hierachys 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 wont 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
its exploitation of machinery, and thats 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 enemys 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 theyll 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,
itll 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 (needs 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. Thats 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 Trees, 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 isnt the most important structure for the Hierarchy due to
its limited use, but if its destroyed and a new one isnt summoned by a Glyph Carver (beforehand), the Hierarchy
will be practically useless, as they wont 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 its (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, dont spray it
Type of Defense: Anti-Surface Turret
The Spitter Turret is the Hierarchys 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 Masaris 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.

Leadership
Similar 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. Itll 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 looks rather nice.
Almost all of these leaders will be bringing with them countless years of experience, likely in the
thousands (or in Mirabels case, decades or in Moores, 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 wont be at open war with another,
insults will be exchanged during meetings, and accidents may occur.

Leader X-Factors
Adaptive 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 arent exactly great at it. For example, Orlok seemed
surprised by Nufais 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 hed 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 enemys 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 isnt a full 100, or even an 80, is that the various leaders have
no control of the other. Unless Altea wishes so, Orlok cant 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 didnt even kill Kalma Rex, whod
murdered billions for his own personal gain although his eventual fate wasnt 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 Seers 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 queens 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 Hierarchys attack on Earth. Because of it, the Novus lost their
leader, The Founder, Orlok was able to finally get fed up with the Hierarchys 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 other
All of these factions in this profile have at one point been at each others 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
Hierarchys 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 theyve made entire planets
into tombs for the dead the Hierarchy have killed, its 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 dont enforce this ideal (only real exception being Zessus, and
even he isnt 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
dont 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 theres 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, theyll 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, its only a matter of
time before they become willing to trade ideas or share technology amongst each other,
although itll be a significant amount of time before they are even close to considering such
ideas.


A union between Gods, Machines, Monsters and Man.

You might also like