Rogue Army

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Revision as of 18:09, 14 February 2026 by Raza 5 (talk | contribs) (Undo revision 6865 by 76561198150248106 (talk))

The content below is based on the demo release and needs to be updated as it may not accurately represent what's currently in-game.

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“Rogue Army” refers to units that have broken off from the Planetary Jingwei and now pursue their own agendas; frequently bringing them into conflict with the Player. Unlike the Pirates, Rogue Army units are well equipped and trained - presenting a significantly harder challenge fight.

The backbone of any Rogue Army consists of large infantry squads with varying levels of equipment and training. This human wave will be supported by raw firepower from a variety of sources. The overall theme is quantity over quality which is also reflected in the simple and cumbersome nature of most rogue army equipment.

All units heavily rely on supporting each other, so it's important to isolate individual units and defeat them one by one. The lack of maneuverability and speed of most Rogue Army units further facilitates this approach.

Finding ways to mitigate the impact of their long range fire support is essential to win engagements without taking heavy losses. Possible approaches involve gathering intelligence before the actual combat, deep reconnaissance and offmap abilities as well as a strict target prioritization to disable the most dangerous units first.


Rogue Army Strategy

The Rogue Army make heavy use of infantry squads to lock the player down and Officer squads to mark targets for ATGM strikes or buff allied units. A diverse range of heavy weapons teams supported by Light Walker units are very easily able to pin down most player built squads; while heavy armor units such as the Mercenary Medium Walker and the Heavy Tank hammer exposed or pinned down units.

When fighting the rogue army, it is recommends to bring ample anti-tank weapons such as Anti-Tank Missiles, Autocannon or EMP Rifles to combat their light armor units. High penetration squad weapons such as the BR3A3 Kr-BaR "Crowbar" and R10A6 K-PAC can damage or finish off heavily damaged mechanized units. A high concealment squad may be of use in infiltrating ahead of other player units in order to snipe weapons teams or Officers. If the player wishes to deploy armored units like Tanks or Mechs, they are advised to bring plenty of smoke grenades or Smoke Launchers in order to screen their advance and prevent units being marked by Officers or targeted by ATGM Teams. Alternatively Players may wish to utilise armor upgrades such as ERA to reduce or entirely negate the damage from ATGM Teams.

Rogue Army Units

Infantry

Name Squad Size Squad Weapon Special Weapon Hit Points per soldier Armor Description
Conscripts
7 R10A6 K-PAC 10 10 Ill-equipped soldiers who are a mix of volunteers and forced conscripts. Not very effective fighters, but they come in large numbers.
Infantry
6 BR3A3 Kr-BaR "Crowbar" 10 40 Local Forces gone rogue. Still equpped with their standard loadout of printed carbines, bundled grenades, and frag grenades.
Heavy Infantry
6 R10A6 K-PAC IMX SA-RPG 2 10 75 Local Forces gone rogue. These special forces are equipped with heavy, armor, capable battle rifles, and decent RPGs.
Officer
3 10 40 Rogue Army seasoned officers that command and motivate the forces around them.
Jaegar Team
2 BR3A3 Kr-BaR "Crowbar" K-SAS Designated Marksman Rifle 10 15 A specialized rogue army sniper team armed with a precision rifle.
Storm Troopers
5 XL1A14 10 55 Highly trained and well-equipped storm troopers who are only detached for special, high intensity missions. They operate outside of the normal Jingwei structures and are the most loyal, die-hard forces available to any Rogue Army contingent.
MG Team
3 Tripod CMG50 10 40 Local Forces gone rogue. Armed with a medium machine gun to deliver suppressive fire.
Autocannon Team
3 Tripod MK20A3 10 40 Local Forces gone rogue. Armed with an autocannon to deliver suppressive fire.
Mortar Team
3 Kingpost M8 10 40 Local Forces gone rogue. Armed with a mortar for indirect fire support.
ATGM Team
3 Zayntech ASGM 2 10 40 Local Forces gone rogue. Armed with a tripod based ATGM launcher.

Armor

Name Hit Points Armor Vehicle Weapon Description
Autocannon Walker
160 110 MK20A3 BC Autocannon A light walker armed with an autocannon that is effective against heavy infantry and light vehicles.
Laser Walker
160 110 Auto-Laser A light walker armed with an auto-laser that is effective against heavy infantry and light vehicles.
Mercenary Medium Walker
250 140 Swarm Airburst Launcher, Laser Lance A well trained and equipped mercenary who brings their own medium walker equipped with a variety of medium weapons. Armed with a swarm airburst launcher and a laser lance, it is very combat effective and dangerous.
Heavy Tank
600 220 Short Barreled Tank Gun CMG50 MMG An extremely heavily armored tank armed with a short-barrelled howitzer that has a limited firing arc. It can change between HE and HEAT rounds. Slow but hard to knock out.
Infantry (Carrier)
180 125 CMG50 MMG Rogue Army Infantry in light carrier.

Artillery

Name Unit Size Emplacement Weapon Hit Points per soldier Armor Description
Artillery
1 Artillery Shell 150 60 Heavy on-map artillery pieces that cannot move. It can shoot across the whole battlefield but has a long minimum range. The shells fired are inaccurate but deadly.

Rogue Army Missions (TBD)

Name Description
MISSION NAME Description of Mission
MISSION NAME Description of Mission
MISSION NAME Description of Mission
MISSION NAME Description of Mission

References

Dev Diary #15