[FACTION DOSSIERS]

PICK A SIDE

You choose a faction when you found your homeworld, and you keep it. Each one builds its own twelve mechs, one for every battlefield role, and shares the support craft and defenses with everyone else.

[MASS PRODUCTION]

TERRAN HEGEMONY

Earth's old order never stopped building. Its foundries turn out more armor for the same alloy than anyone else, and its doctrine wins when scouts, line mechs and artillery fight as one.

  • >Units cost 15% less
  • >Combined arms bonus in battle

Field bigger task forces, mix every archetype, and win the long war of attrition.

[ELITE ENGINEERING]

SOVEREIGNTY COLLECTIVE

A union of core worlds that builds fewer machines and builds them better. Every Collective mech hits harder, holds longer behind its shields and gets there sooner.

  • >Units cost 15% more
  • >+10% attack, +25% shields, +10% speed

Small, expensive task forces that trade efficiently and are hard to grind down.

[FAST AND HUNGRY]

FRONTIER LIBERATION

Miners, haulers and deserters from the outer systems. They strike from far away, strip the battlefield clean and are gone before the counterattack lands.

  • >+25% speed
  • >+20% salvage

Raid across systems, live off salvage fields, and never be where the enemy expects.

[ORDER OF BATTLE]

TWELVE ROLES, THREE ARMIES

Every faction fields the same roles with its own machines. Every mech comes with a pilot, and the pilots of each archetype share one veterancy pool earned in battle: each rank adds 2% attack, shields and hull to every mech of that archetype, up to rank 10. Veteran Cadres research opens the higher ranks; After-Action Review and the Pilot Academy speed up learning.

ARCHETYPE TERRAN HEGEMONYSOVEREIGNTY COLLECTIVEFRONTIER LIBERATION
Scout
Fast and cheap. Screens the line and soaks the first shots.
WatchdogPhantomScavenger
Striker
Light raider that hits the soft targets first.
JackalSpecterHornet
Hunter
Long-legged pursuit mech with cargo room for raids.
SentryWraithViper
Line
The backbone of every task force.
LegionnairePaladinRebel
Fire Support
Shoots over the line at whatever it is fighting.
CenturionCrusaderRaider
Vanguard
Leads the push into the next defense zone.
PraetorianTemplarStalker
Guardian
Heavy shields that keep the rest of the wave standing.
WardenSovereignWarlord
Breaker
Built to tear through turrets and batteries.
GladiatorExecutorMarauder
Artillery
Huge damage from the back of the formation.
BasiliskArbiterLiberator
Command
Heavy command mech that anchors a task force.
ImperatorRegentRevolution
Siege
Assault-class machine for breaking fortified worlds.
ColossusNemesisVengeance
Flagship
One per player. The strongest machine your faction builds.
DevastatorApexFreedom
[FACTION TECH]

A TECH TREE OF YOUR OWN

On top of the 63 research lines everyone shares, each faction has 49 techs nobody else can research: five branches of nine, in three tiers, plus four unique capstones. Each tier opens once the tech before it reaches level 3, and every level adds a little more to the mechs, defenses and supply lines it covers.

TERRAN HEGEMONY

  • >Industrial Efficiency
  • >Ballistic Weapons
  • >Missile Systems
  • >Combined Arms Doctrine
  • >Defensive Systems

Capstones: Legion Protocol, Industrial Supremacy, Devastator Program, Overwhelming Force.

SOVEREIGNTY COLLECTIVE

  • >Energy Weapons
  • >Advanced Electronics
  • >Stealth Systems
  • >Elite Performance
  • >Shield Technology

Capstones: Corporate Elite, Energy Supremacy, Apex Program, Perfect Strike.

FRONTIER LIBERATION

  • >Mobility & Speed
  • >Salvage & Capture
  • >Guerrilla Warfare
  • >Adaptable Weapons
  • >Survival & Endurance

Capstones: Liberation, Guerrilla Mastery, Freedom Program, People's Army.