Source note: Part 2 of the Age of Wonders franchise reference. Factionfaction. An in-game group or nation players can align with or fight against, with its own goals and reputation system. rosters and mechanics are verified against the official Paradox AoW: Planetfall wiki; secret techs and doomsday weapons are cross-checked against launch-era guides (Prima, Neoseeker) and the v1.4 wiki. Part 1 covered the classic fantasy era (AoW1, Shadow Magic, AoW3); Part 3 covers Age of Wonders 4 and a cross-franchise “How to Choose.”

Age of Wonders: Planetfall (2019) is the sci-fi spinoff — Triumph Studios left fantasy behind for a post-collapse Star Union, sector-based planetary colonization, and tactical battles with cover, overwatch, and stagger mechanics. Its “faction” system is the most structurally distinct in the franchise: you pick a primary faction and a secret technology, and the pairing defines your army, your damage channels, and your path to a doomsday weapon.

What it covers: All eight Planetfall factions, seven secret techs, doomsday weapons, and pairings. Why it matters: The faction × secret-tech pairing defines your damage channels and victory path. Who should pick this: Players building a Planetfall run or weighing the DLC factions.


How a Planetfall build works

  1. Primary faction — your race/culture. Determines your 9 unique units, 2 ships, colonizer, unit mods, operations, buildings, and society doctrines. Each faction leans on specific damage channels and terrain.
  2. Secret technology — a secondary tech branch at the bottom of the military tree. Adds unique units, mods, operations, a doomsday weapon, and often a damage channel your faction can’t normally access.
  3. Commander customization — appearance, loadout, and a secret tech pick that can open a fourth weapon group (e.g., Syndicate + Xenoplague gives a faction that normally only does Arc/Psi access to Biochemical and Kinetic).

The faction × secret-tech grid is where build depth lives, exactly like AoW3’s race × class grid — but with sci-fi damage channels (Kinetic, Thermal, Arc, Biochemical, Psionic) instead of fantasy damage types.


Primary Factions (8 total)

Six factions ship with the base game; two more arrive via DLC.

FactionDLCOrigin / flavorDamage focusSignature mechanic
AmazonBaseTerratech bioengineers; all-female; dinosaursBiochemical / LaserCommand genetically engineered beasts; terraform forests; buffed in forest terrain
AssemblyBaseReanimated test-subject cyborgsArc / KineticReassemble fallen units post-battle; gather extra resources from victories; strong research
DvarBaseBunker-dwelling mining consortiumsThermal / KineticPowerful AoE and medium-range; production focus; terraform/destroy mountains
Kir’KoBaseLiberated insectoid xeno psionicsBiochemical / PsionicRapid population growth, large armies; Swarm Shields; strong biological melee
SyndicateBaseTrading-House feudal capitalistsArc / PsionicIndentured slave units ignore morale penalties; stealth and covert operations
VanguardBaseStar Union expeditionary forcesKinetic / LaserCombat drones and turrets; propaganda; powerful ranged, weak melee
ShakarnInvasions (2020)Reptilian ocean-world infiltratorsLaser / KineticHolograms to infiltrate/confuse/mirror enemies; omni weapons (sound + laser)
OathboundStar Kings (2020)Archivist seers and paladin battlesuitsArc / KineticBattlesuits with arc melee; seers manipulate probability to control the battlefield

Faction notes

  • Amazons are the bio/terraform faction — they turn worlds into forest paradises and ride dinosaurs into battle. Strong when they control the terrain.
  • Assembly is the snowball faction: every battlefield victory yields extra resources and you can rebuild fallen enemies into your ranks. Excellent research.
  • Dvar are the industrial tank faction — mountains, production, AoE thermal weapons. Slow but durable.
  • Kir’Ko are the swarm — cheap, fast-growing, biological melee with Swarm Shields. Overwhelm with numbers.
  • Syndicate is the covert/empire faction — indentured units that don’t care about morale, plus stealth and operations. Underhanded and economic.
  • Vanguard is the conventional military — drones, turrets, propaganda, and the best pure ranged firepower, but weak in melee.
  • Shakarn (DLC) is the deception faction — holographic infiltration, mirrored units, omni weapons. Disruptive and tricky.
  • Oathbound (DLC) is the probability-control faction — seers bend outcomes; paladin battlesuits bring arc melee. Tactical and durable.

Secret Technologies (7 total)

Six secret techs ship with the base game; the Heritor tech arrives in the Revelations DLC. Each secret tech owns a damage channel pairing and a doomsday weapon that culminates in a Tech (Doomsday) Victory.

Secret techDLCDamage channelsThemeDoomsday weapon
CelestianBasePsionic + ThermalAncient astral philosophy; enlightenment, morale buffs, ideology-swayingFinal Revelation
PrometheanBaseThermal + KineticPlanetary purification with PyrX fire; incendiary weapons, shieldingPlanetary Purification
PsynumbraBasePsionicDark psionics; terror, mind control, summon abyssal etherealsOblivio Mundi
SynthesisBaseArc + KineticAI networks; hack/compromise mechanical & cyborg units; daemon shellsThe Singularity
VoidtechBaseArc + KineticPhase/teleport mechanics; temporal clones, rifts, time manipulationDimensional Cascade
XenoplagueBaseBiochemical + KineticParasitic bioweapons; super-soldier serum; evolving pustule→destroyer→plague lord unitsOmega Awakening
HeritorRevelations (2019)Es’Teq ancestor essenceDrain essence, incarnate Es’Teq protectors/acolytes/lords, ancestral ritesFinal Rapture

Why the secret tech pick matters

A secret tech often unlocks a damage channel your faction can’t otherwise access. The Neoseeker reference puts it directly: Syndicate only have Arc and Psi weapon groups natively, but pairing them with Xenoplague opens Biochemical and Kinetic — quadrupling their weapon-group access. The same logic applies faction-wide: a Kir’Ko + Promethean build gives a bio-swarm faction thermal fire support; a Dvar + Voidtech build gives industrial tanks phase mobility and temporal echoes.

Each secret tech also fields a themed unit line that your race reskins (e.g., every faction gets its own Purifier, Light Bringer, Echo Walker, Initiate, Hacker, etc. at the appropriate tier), so the race × tech combination changes the look and minor stats of those units too.


The Doomsday / Tech Victory

Each secret tech has a doomsday operation unlocked by building a faction-specific colony upgrade:

  • PyrX Refinery
  • Omega Hive
  • Basilisk Node
  • Spire of Suffering
  • Beacon of Truth
  • Dimensional Amplifier Tower
  • Es’Teq Conduit

Each additional upgrade levels the weapon up (levels 1→3). The finisher operation (e.g., Planetary Purification, Omega Awakening, The Singularity) triggers a 10-turn countdown to a Tech Victory once you’ve reached the required level. This is Planetfall’s signature victory condition and the reason secret-tech choice is strategic, not just flavorful.


Sector economy & other systems (brief)

  • Sectors, not cities: colonies are nodes in regions; adjacent regions connect as the colony grows and can be specialized (energy, research, food, production). Each sector has two biomes you exploit.
  • Doomsday tech tree: a separate research path culminating in the doomsday weapon above.
  • NPC factions: neutral factions on the map can be allied with for unique units and mods via quests and relations — they’re “the majority at the start of the game” and can’t be ignored.
  • Covert operations & reputation: your morality (justified war, peace, atrocities) shifts reputation and changes how AI and neutrals treat you.
  • Tactical combat: top-down, 3 actions per unit per turn, cover/overwatch, stagger (disrupts special attacks, costs an action point), and a “grazing” rule where missed shots deal half damage.

How to choose (Planetfall)

  • You want a swarm/overwhelm build: Kir’Ko (bio-swarm) + Xenoplague (evolving bio units) for a pure biological tide, or + Voidtech for phase-mobile swarms.
  • You want industrial/tank brute force: Dvar + Promethean (fire + AoE) or + Voidtech (phase tanks).
  • You want deception/covert ops: Syndicate + Psynumbra (terror + stealth) or Shakarn + Synthesis (holograms + hacking).
  • You want conventional military ranged: Vanguard + Promethean (fire support) or + Synthesis (drones + hacking).
  • You want bio/terraform control: Amazon + Xenoplague (beasts + bio) or + Celestian (enlightenment + starlight).
  • You want probability/tactical control: Oathbound + Voidtech (seers + phase) or + Celestian (enlightenment).
  • You want the resource-snowball: Assembly + Synthesis (reanimate + hack) or + Heritor (essence + incarnations) if you have Revelations.

What’s next

Part 3 covers the current game, Age of Wonders 4 (2023) — the fully modular faction builder (10+ physical forms, 6+ cultures, 6 affinities, 50+ tomes of magic, Champion/Wizard King/Dragon Ruler/Eldritch Sovereign rulers), all DLC through Expansion Pass 3, and a cross-franchise “How to Choose” that ties all three parts together.

→ Continue to Part 3: Age of Wonders 4 + How to Choose Across the Franchise

← Back to Part 1: The Classic Fantasy Era


SOURCES

Faction and secret-tech rosters verified against the Paradox wiki (v1.4) and launch-era guides. Damage-channel pairings and doomsday weapon names are drawn directly from those sources.

Planetfall’s roster is settled at v1.4 — eight factions and seven secret techs — which makes this reference stable rather than provisional. The live edge of the franchise is Age of Wonders 4’s modular faction builder, and that is where the series goes next.

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