I have to make a different post for the units cause together with the first post the site wouldn't allow me to post it.
Units
The Lords of Ancient Mysteries: The Lords are powerful sorcerers, witches and magicians that work for the Order. Often they act as the buffer between the rest of society and their masters in the order. They are also the "skilled labor" force, often using their magic to deal with a range of complicated tasks using their reality bending art known as magic.
All lords can summon, bind and banish otherworldly beings, use divination to gain future insight on an enemy's turn, mind reading and control, clouding memories, enchantments, defensive wards, and body wracking/body shriveling curses. Use Lord often carries their own personal enchanted item with them that act as an extension of their power. The Lords often act as general to the soldiers.
No one lord is the same as use lord masters and learns different spells and rituals, often meaning that fight against one is never the same as the other, the current number of still existing lords is somewhere around four to eight.
The Neophytes of Ancient Mysteries: The apprentices of the lords they perform tasks that are often said to be "too easy" for a Lord to be present to perform. Making use of similar powers but instead of reading minds they implant mental suggestions into their enemies thoughts and can cause objects to mysteriously to move on their own. These would be masters of the occult are often assisted by an outsider being that acts as their familiar and guardian spirit.
Neophytes to carry magical weapons but are more willing to use other weapons such as particle accelerator rifles or plasma pistols into battle.
The Adepts of Ancient Mysteries: On the top ranks when it comes to soldiers, the adepts play the valuable roles of spies, assassins and commandos. Adepts possess unusual abilities in which their own luck seems to be higher than most. They also posses the powers to use both telekinesis and pyrokinesis for combat while possessing mind control powers to force enemy soldiers to work with them, however this power can only work with one soldier at a time.
They can also use their powers to locate enemy units with Clairvoyance and when not moving can make a "psychic shroud", making themselves invisible to the naked eye. Machines can see through the shroud and are immune to the mind control. Weapons include psychotronic devices that allow them to create blades of pure psychic energy and particle accelerator weapons, for additional defense they carry devices that emit a short live force field to escape from tough battles. the generator would require time to recharge to be use and prolong usage can risk the generator on breaking.
The Disciples of Ancient Mysteries: The disciples are the foot or "stormtroopers" of the order. The disciples are recognized due to their gas masks as they often deploy bombs with both chemical and biological agents when out in combat. Packing laser rifles when at first would be surprise to think that the Disciples have no supernatural power, but they would be wrong.
The Disciples posses magical knowledge on cursing their enemies with misfortune which usually takes on the form of bad luck, the power to amplify or diminish certain emotions and become invisible thanks to cloaking devices. Most favor more technological weapons like laser and plasma rifles than magical weapons.
Cloaking devices have the same weaknesses and limitations as the force field devices.
The Initiates of Ancient Mysteries: Once normal men and woman augmented to possess psychic powers most can either start small fires on light armor vehicles and infantry, use telekinesis to attack infantry or to cause mentally caused illnesses (i.e. make people think they are sick when in reality they are not).
They know only a few spells. Most used for protection to give them so amount of defense, simple curses to weaken enemy soldiers and divination to learn future movements. They know a ritual in which it would cause soldiers fighting for them to gain pain immunity and increase strength but induce them into a berserker rage.
The Aberrations: These beings are the results of The Order's experiments, often on human bodies both living and dead. They come in many forms but they all categorize into three broad types. Aberrations are rather infamous for cases where the creatures were known to disobey orders and outright turn hostile on Order members.
The Revenants: These were the dead bodies of humans whom thanks to the order are now back as the walking dead. Ranging from mindless undead slaves to intelligent life sucking creatures to even spectral beings bound to the physical plane they are the most common of the Aberrations. Their spectral members being used to possess the living and control objects without touching them while the blood suckers act as super soldiers, the mindless zombies are treated as cannon fodder. Only the more intelligent members of the revenants are given access to Order weapons and even then they are kept a close watch encase they turn rogue.
The Alternatives: The Alternatives were once normal living humans (and in some cases even animals) that were changed into something other. These have more diversity than the undead with some being shape-changers or beastmen and others being biomechanical freaks of nature. Many of the alternatives are known for being much stronger and more endurable than most order members and as such when direct conflict is needed they are used, however as shape-changers show they can also be use for more subtle directives.
The Incursors: Beings who come from other dimensions of reality that were either summon or where drawn by the order's experiments.These creatures are often so horrific that they drive all insane and are used mostly for direct assaults because of this. Incursors can regenerate, fire eldritch bolts of energy, teleport, and use natural weapons that are unique to them. They are the ones that often disobey orders and attack their own allies.
Mirage Stealth Tank: The main battle tank of the order, The Mirage uses an experimental anti gravity propulsion engine to float above the ground and can even cross the large bodies of water. The Mirage can even use a large thrust to jump to higher location, giving it great mobility in the battlefield. The tank as two barrels, the main one can shot rapid plasma bolts at it's enemies while the secondary barrel fires out laser beams that can be used at both ground and air units.
To further increase their speed and decrease costs, the hull of the Mirage is made up of a unique combination of 'smart' polymers and nanofibers, making the tank barely sturdy enough to withstand a few rounds. However when it is destroyed. The materials the tank is made up of are fully malleable when not under a constant low voltage which keeps it in rigid shape. As such other Mirages can scavenge the pieces of their fallen brethren and add them to their armor.
The most remarkable feature of the Mirage which gives it's name is the advanced hologram projection system that allows it to take on the form of anything in it's surrounding, blending in with the environment, including enemy vehicles.
Piranha Minisub: The Piranha Minisub is a small and very fast submarine, designed as a general purpose combat vessel. Capable of a multitude of roles such as anti-aircraft and submarine warfare as well as shore assaults and ship killing, the Piranha is one of the most flexible naval units ever produced.
Cheap and very lightly armored, Piranhas rely on group tactics and quickly emerging to surprise their enemies. To make faster maneuvering possible, the Piranha was not designed to dive to the same depths as conventional submarines, revealing a tell-tale trail of water displacement as they speed toward their destination.
Invader: The Order's primary aircraft and immediately one of the stranger Order weapons, the Invader strongly resembles a classic U.F.O. from the late 40's. But these units have far more insidious intentions than just abducting cows and drunken farmers. These floating discs are armed with a unique beam weapon that dissolves organic material, causing flesh to deteriorate and armor to take substantial damage.
Even with this terrifying weapon, what truly makes the Invader unique is its ability to sabotage. Equipped with what most commanders call a 'parasite pull', the Invader can siphon credits from an opponent once it hovers above an enemy refinery or disable any kind of defensive structure.
Tillinghast Resonator: an electronic device that emits a resonance wave, which stimulates an affected person’s pineal gland, thereby allowing them to perceive planes of existence outside the scope of accepted reality.
The Order created a massive version of the device that can spread the resonance wave to cover an entire city. Those witnessing the effects of the resonator will becomes cognizant of a translucent, alien environment that overlaps our own recognized reality, witnessing hordes of strange and horrific creatures that defy description.
the effect of the resonator works both ways, and allows the alien creature denizens of the alternate dimension to perceive humans. In most cases these beings have attacked and killed by these beings. Once a tool for scientific research the Tillingasht Resonator is now the most feared superweapon under the Order's possession.
An important fact to know is that not even order units are immune by the resonate waves and are also in danger of being attacked by the otherworldly beings from the other dimension, making the Resonator a weapon to be used as a last desperate resort.
Faction theme:https://www.youtube.com/watch?v=ffH0SOQ6KLQ