01 / INFERNAL SKIRMISHERImp
Small, fast, and armed. Pistol, SMG, shotgun, and long-rifle variants seek cover and reposition. Isolated, wounded imps retreat. Pistol imps can scavenge better weapons.
COUNTERFlush them out. Watch the rifle glint. Catch them while they move or scavenge.
02 / INFERNAL ARISTOCRACYDemon noble
Cinder nobles cast projectile fans and delayed ground eruptions. Storm nobles summon destroyable tracking orbs and marked lightning strikes. Both leap away from close threats.
COUNTERRead the cast, clear the marks, and attack the glowing chest during recovery for bonus damage.
03 / IMPERIAL INFANTRYLight Trooper
Squads combine riflemen, support gunners, and radio operators. They suppress, flank, use cover, and search your last known position. Radio calls take 3.5 seconds.
COUNTERHit the radio operator to interrupt the call. Break line of sight to disengage. Keep moving when grenades arrive.
04 / IMPERIAL ASSAULTThreshecutioner
Powered armor, breaching shotgun, and a heavy cleaver. A mechanical windup announces a committed charge. Front armor strongly resists ordinary rounds.
COUNTERBait the charge into cover. Focus fire at the legs to disable charging, or circle behind to overload the power pack. Rail rounds pierce frontal armor.
05 / REVOLUTIONARY ARMY OF GRIFFONIASkirmisher
Agile shotgun raiders. Suppressed or wounded skirmishers throw a smoke grenade that blocks line of sight to disengage.
COUNTERClose the distance before the smoke deploys, or hold your ground and wait it out — it clears in a few seconds.
06 / REVOLUTIONARY ARMY OF GRIFFONIACombat Engineer
Lays proximity mines and improvised barricades from range rather than engaging directly.
COUNTERWatch your footing near their positions and destroy the engineer to stop further mines and cover.
07 / REVOLUTIONARY ARMY OF GRIFFONIARocket Technical
Fast, lightly armored pickup firing slow explosive rocket pods with a blast radius.
COUNTERBreak line of sight or strafe — the rockets are slow enough to dodge. Disable the hull to stop it outright.
08 / PSIONICS OF THE EXTRA-ARMYPsionic Disciple
Channels a kinetic shockwave at close range that knocks you back and can deflect incoming shots caught in the pulse.
COUNTEREngage at range instead of melee distance, or retreat the instant the shockwave telegraph appears.
09 / PSIONICS OF THE EXTRA-ARMYMirage Weaver
Casts harmless illusionary copies of itself and phase-teleports short distances to avoid focused fire.
COUNTERDecoys die in one hit and award no score — confirm kills by damage, not by silhouette count.
10 / PSIONICS OF THE EXTRA-ARMYPsi-Null Core
A slow, floating anomaly with no legs. Emits a lingering field that slows anyone caught nearby.
COUNTERDestroy it to lift the disruption field, or clear the Psionic Anomaly objective to suppress it entirely.
11 / IMPERIAL HEAVY FORCESHeavy Shock Trooper
Reinforced powered armor with a suppressive minigun. Frontal armor strongly resists ordinary rounds.
COUNTERFlank to its rear arc, where its armor offers no protection.
12 / IMPERIAL HEAVY FORCESImperial Marksman
Extreme-range sniper with a visible laser telegraph before a lethal single shot.
COUNTERBreak line of sight the moment the beam appears, or close the distance fast — it fires rarely up close.
13 / IMPERIAL HEAVY FORCESMortar Team
Indirect siege artillery. Fires blind at your last known position — it needs no line of sight once it has located you.
COUNTERBreak contact before it locks on, or flank and eliminate the crew directly; counter-battery fire does not require sight either.
LIGHT & HEAVY VEHICLESScout cars patrol roads and dismount infantry. Rocket Technicals hit and run with explosive splash rounds. The Iron Strider is a heavy quadruped walker with dual cannons; the Imperial Siege Tank has a rotating turret and a slow, powerful shell. Aim low for tires, high for the turret, or attack the rear engine on wheeled vehicles. The utility buggy is driveable: W/S throttle, A/D steer, F exit, E supplies, H repair. Fast collisions damage both sides. Engine noise attracts patrols.