Rise and Conquer


The Empire: Heavy emphasis on HMVs and overwhelming firepower thanks to its weapons or numbers depending on the unit in question. Capable of attack or defense equally throughout all stages of the game with many abilities allowing its army to scale and perform additional roles on the battlefield.

Karsian Military: Especially focused on combined arms with its wide variety of specialist unit. Quick to entrench with strong defensive measure to effectively hold captured territory or deny territory to the enemy. Effective infantry-based crew weapon, especially on the defense.

Royal Ossyrian Military: Army that is initially jack-of-all trades, but can further specialize its forces for further roles requiring fewer combination of units to succeed. Particularly tough and versatile infantry force that is difficult to remove from the field once supported.

Northern Federation: Aggressive, mechanised army that excels at taking territory and engaging the enemy in head-on frontal engagement thanks to strong armoured vehicles with considerable firepower. Benefits from relatively cheap infantry units and rapid vehicle deployment times.

Kitsune League: Melee-centric and based around unit mobility to engage and flank with its numbers. Excellent at taking ground but much less capable at holding it due to light protection of most units. Vast majority of armour are HMVs. Their troops, while vulnerable, cannot be suppressed.

Hydra League/Neo-Hydras: Excels at halting enemy forces in place through either abilities or suppression to allow heavy-hitters to engage with impunity. A wide focus on scoot-and-shoot tactics to make up for long-reload times and strong alpha damage on a number of various units.

Soldiers of Fortune: Versatile army with many underhanded tricks in the form of abilities. Focuses on hit-and-run tactics and stealth to achieve its goals. Generally lightly armoured and incapable of head-on engagements, but able to quickly spread across the map and are difficult to stamp out due to their ability to relocate through hidden transportation networks.

Grand Tyran Military: On the ground, a slow and ponderous hammer meant to slowly grind down and overrun the enemy, while extremely versatile and effective in the skies. Has many debuff and damage overtime abilities to compensate for average firepower in terms of cost relative with other faction.

Hired Guns

Available to any faction with the cash on hand, Hired Guns can be hired to bolster forces on the battlefield. Though expensive, their combat abilities, depending on the mercenaries hired in question, allows them to beat out most units available to nearly all militaries due to their experience and often more advanced weapons. There must be a payment in advance and then an additional upkeep fee to keep them on the field. Can be deployed anywhere with LOS and can be relieved anywhere to regain a small percentage of the initial payment depending how many of the original mercenaries are left. Purchased from faction HQs.


There are two resources in Rise to keep armies supplied and in the field:

Manpower: The basis for all purchases from units, upgrades, structures and abilities. Units have an upkeep which reduces the rate manpower is generated, but generation can be increased by capturing territory. This can then be furthered by purchasing generation structures in that zone and/or capturing zones that have manpower production facilities already in place.

Fuel/Energy: Obtained by either capturing fuel depots/ recharge stations or building them in a sector, at the cost of ceasing manpower generation in that zone. Trickles in and used to call in most vehicles, aircraft, upgrades, abilities and required for structures.

This forces the game into action as sides via for map control, yet defense is still vital to hold currently held ground and ensure a steady stream of resources that is not at the risk of harassment squads meant to capture territory.

Important to Note Game Mechanics


Armour Penetration: Either a weapon penetrates a target’s armour and does damage or it does nothing at all.

Armour Facings: Armour is generally focused on the front of a vehicle, but weaker sides and rear. Aircraft have all-around protection, though generally less armour. HMVs generally have all around protection except for the back rear. Monsters with effective armour plating are treated like HMVs. Structures do not have armour, but usually do not take damage from small-arms, but cannons and shells can damage them, though they have damage reduction modifiers to represent their sturdiness.


Bridges/Crossing: Things such as chasms can be crossed by deploying bridges or other similar devices. Neutral bridges can be replaced should they be destroyed by repairing the bridge’s foundations.

Neutral Structures: Can be repaired and neutral non-military grade structures can be fortified, making them tougher to destroy, harder for weapons to dislodge the garrison,and more difficult for assaulting troops to clear said garrison.

Neutral Assets: Some sectors contain neutral structures that can provide additional benefits other than resources, but require a squad to garrison them to use it. If destroyed, they can be rebuilt from the ground-up with Manpower and Energy by combat engineering units.

Siphoning: Some units lower the resource generation of sectors while adding resource generation rate to the player responsible. They must set-up to do so and become immobile.


Captured/Destroyed Airfields: Should an airfield be captured, aircraft previously currently docked cannot launch or be rearmed and aircraft requiring rearming leave the battlefield, requiring to be requisitioned from another airfield to return, requiring 50% of the cost, but retain their veterancy. Airfields destroyed take all landed aircraft with them and the docked aircraft can be targeted by hostile foes.

Hardpoints: Some aircraft have hardpoints, allowing them to take a different amount of equipment per run.These can be additional countermeasures or missiles or bombs. This must occur at the airfield.

Strafing Run/Air Strike: Most aircraft that are not gun-based can launch an attack run over an indicated area. They will unload all their munitions in that target area before pulling away, dividing up their missiles and/or bombs accordingly among targets within the area. Certain bombers indiscriminately bomb the area rather than going for targets within the zone.

Gunship AA: Gunship AA is most effective against HMVs and other gunships while less efficient against aircraft unless specified. This comes in the form of a longer period of time to lock-on, inability to fire cannons and/or less range allowing fast-moving planes to evade gunships or get past them.

HMV AA: Similar restriction like gunships unless specified otherwise.

Countermeasures: If an aircraft is locked-on and the missile/projectile fires, the locked-on target will launch a single countermeasure, causing the guided weapon to miss. Aircraft have a limited set of countermeasure that must be rearmed at an airfield or its equivalent.

Ground Anti-Air: Ground anti-air effectiveness varies with gun-based AA being generally less effective against fast-movers due to speed and more effective against gunships and some HMVs  as they can achieve more hits, though some of these units do have the armour to shrug these rounds off for a period of time. Gun AA, however, can often be used against ground and are constant at dealing damage. Gun-based AA also often have area-of-effect.

Missile-based AA: is effective against all aerial targets thanks to its speed and damage of the projectile, but fires much more slowly and suffers from being able to be re-routed by countermeasures or flares on most aircraft. Most AA missile systems are defenseless against ground targets.

HMVs and AA: generally take reduced damage against anti-air and have armour that some gun-based AA cannot pierce, but they are the easiest to hit. HMVs also tend to lack countermeasures.


Artillery: These units have massive range over standard units, capable of shelling targets afar indirectly, usually 3-4 times their sight range. To fire at longer ranges, however, requires a spotter or a unit with LOS to the target zone. Artillery gives away its position on the minimap with a circle showing where its general vicinity is. Units may not force fire without LOS.

Cloak/Stealth: Cloaked units are units difficult to see/find without the aid of detection. Units in structures are unknown and are considered cloaked until detection comes near or they open fire or infantry enter their structure or reconnaissance are abilities is used. There is a considerable delay before re-entering stealth that detectors do not affect, they simply spot them.

Ambush: Units that fire right out of stealth without being noticed or detected gain increased accuracy, armour penetration and a minor damage boost for the first few seconds of combat. This effect reoccurs once the unit has fully cloaked. Bombers do not gain such bonuses.

Off The Map: Certain units, such as Spetsnaz, Jumping-Jack Bombers, upgraded Karsian Gunships, Shark-Eye Commandos, and Gentlemen, do not appear on the mini-map even when revealed unless a detector is in LOS of said units.

Global Abilities: Certain buildings, usually a faction’s HQ, allows the use of Global Abilities. These can range from resource boosts, unit buffs, called-in air strikes or artillery, area scans, and many more. They all share separate cooldowns, but most cost resources to use. Additional resources, even when the ability has just been used, to get them off cooldown. Some come with penalties upon being used, during, or after their use.


Transport Slots: Some units can carry infantry as well as armoured vehicles and HMVs. Each type of unit has its own requirement for the number of slots it fills in these special multi-purpose transports.

All Infantry: 2 Slots

Battlesuits: 3 Slots

Light Vehicles:4 Slots

Medium Vehicles/Medium Tanks: 6

Heavy Vehicles/MBT Tanks: 8

Superheavies: 24

Transports and Units Onboard: When an ground vehicle is destroyed that is loaded with units, the units inside will take ¼ to ½ of their health in damage and be temporarily suppressed. Units inside transport craft that are still airborne take ½ to  ¾ of their health in damage and become pinned as well and if shot down over impassable terrain or terrain the units inside cannot traverse, they are destroyed along with the transport. Vehicles suffer similar consequences, but are also immobilized until repaired.

Infantry, Heavy Infantry, Battlesuits, and Monsters

Body Armour: Most troops wear some form that reduces the amount of damage they receive from other small-arms. Into includes standard body armour and  power armour, but no battlesuits.

Battlesuits: Near vehicle status, these battlesuits are not threatened by most small-arms/anti-personnel weapons, generally have greater mobility than infantry when moving through difficult terrain, have heavier firepower, and NBC protection. They, are, however, vulnerable to AT weapons and EMP and are much less effective at using cover due to their size, though they still gain some bonuses. Often require larger transports to carry them.

Infantry: Some areas are only accessible to infantry. Certain monstrous creatures are allowed.

Infrastructure Combat, Capturing Structures, and Garrisons: Enemy buildings may be captured by enemies. When a building is taken, all production is halted for that building and the enemy squad inside may shoot out of it, and cannot be expelled unless the building is destroyed or a counter-assault by infantry is staged. Note that faction buildings cannot be captured until they’ve lost a certain amount of health, which varies between the types of buildings. Note that you can garrison a squad of your own infantry to defend your buildings against such attacks. Heavy infantry and infantry-sized battlesuits may take part in garrisons and infrastructure combat.

Power Armour: Provides NBC protection, better mobility through terrain and usually better protection. Also provides better protection against AOE weapons/abilities. Minor temporary movement penalty when hit by EMP.

Suppression Weapons: Some weapon, by either terrifying power or high rate-of-fire cut enemies down if they do not keep their heads down. These weapons, will cause infantry to enter a certain state once they strike and break a certain threshold. Different for each infantry unit. If the target is in cover, they become immobile. If they are in the open, they take additional damage from other sources and have their movement slowed. Entering cover causes the unit to no longer take additional damage, but they become immobile.The effect lingers until the unit can recover either by certain abilities or the weapon ceases to target them for a short period of time.

Cover: Infantry can use cover on the battlefield to improve their survivability, reducing the amount of fire they receive, though not all cover is equal. Some only provide minor small-arms protection while others can stop tank rounds and reduce the amount of damage a squad receives. Certain weapons ignore cover, regardless of what it may be such as Flamethrowers. Light pieces tend to be destroyable or crushable, others remain on the battlefield throughout the game.


Warbeasts/Monstrous Creatures: There are certain large creatures that factions use as combat units. These massive beasts can harm vehicles up close and crush infantry depending on their power and crush obstacles much like vehicles. Can be healed. Vulnerability tends to be AT weapons, though some are vulnerable to being whittled down by small-arms. Cares not for suppression. Snipers, though incapable of killing them outright, do cause significantly more damage than rifles on unarmoured targets.Healable, some are also repairable such as Tzennosaurs.

Reinforcing: Squads that lose member can be reinforced near base structures or certain vehicles such as APCs taking a small fraction of resources, but maintains the squads veterancy and weapons. Reinforcing in combat takes longer than out of combat.

Terrain: Some terrain can slow infantry or vehicles down.


Damage: Some units can knock out key components of vehicles/aircraft/HMVs with abilities. Vehicles can lose mobility, a weapon, sight, detection, shields, armour protection, or be slowed depending on the ability they are hit by. These can be restored by being repaired, though it takes over twenty seconds to repair a component, it is not based on the vehicle’s HP.

HMV Melee/Crush: Most HMVs can defend themselves in melee to varying degrees of effectiveness and crush most pieces of cover on the battlefield and some vehicles depending on their size.

Walkers/HMVs and Terrain: Do not suffer the usual movement penalty that other vehicles suffer, generally due to the better footing and slower speeds.