leftheader gif rightheader gif
Allegiance Academy Logo
Faction - Rixian Unity


Rixian Unity

Rixian Logo
First contact with life outside the solar system -- with the Rixian Unity. So far, the Rixian have proven themselves superior scientists, explorers, and, as has now been made clear to mankind, crusaders. Led by Issa Rix, a being so revered among his people that his very name stands for all Rixians, little is truly known about this species. Certainly not their true goals or intentions.

Rixian Logo

The Rixian Unity is the first alien species that came into contact with the human species, and it wasn't too friendly. In what appears to be a desire to convert all species to their ways or cleanse them all, the Rixians have been leading deadly assaults on many human positions, who have only begun adapting.

The Rixians have different ways of fighting. They designed their ships to not necessarily have a good turn rate overall, like those of human factions, but instead have an extremely high turn rate horizontally at the expense of the vertical turn rate. This means that when turning around, their pilots constantly rotate their ships properly to turn very quickly on their horizontal axes and strike.

The faction does not use missiles. Whether this is because they never evolved in combat or because they were found to be ineffective means of combat at one point in their history is not known. In replacement, they use all kinds of pods that they drop off their ships. The pods are then targeting ships, stations or asteroids, and simply fire. This is advantageous in that pods don't need to be armed, so their ships never have this extra signature. They can even be dropped at the limit of their range, when, for example, a stealth bomber is attacking a station. Another missile replacement is simply weapons. The EW Stinger replaces both the anti-base and EMP missiles. Since it's energy based and not a missile, it's unlimited and does not raise signature. This is one of the reasons for their military superiority. They don't need as much supplies in combat. This also means that HTT's have the ability to damage station hull as well as station shields, unique to the Rixians.

The Rixians have also developed much superior means of deployment. The most versatile craft in the game, the Fighter is made even more versatile by the Rixians. Scouts all carry a teleport reception device, which uses energy to receive ships, similar to that of Assault Ships. Scouts can thus ripcord to other scouts, allowing them to jump all over space in seconds. The Rixians also managed to enable their fighters (only enhanced and advanced versions) to use those smaller ripcord devices. This means that a simple scout can become a major threat to the enemy as fighters ripcord to them, and so Rixian scouts are attacked much more violently than any other. This also means that deep space combat fleets can be rearmed with ease. For example, during bomber runs, if a Nan pilot loses his ship, he can get his eject pod picked up and teleport right back with a brand new Nan.

Rixian science is more developed than that of humanity. Scientific research is no longer an issue. Getting the funds is the only part of the work. Investments yield equipment and ships in only twelve seconds. This makes the Rixian sup rush a particularly deadly tactic. A Rixian commander can build a Supremacy Center, purchase enhanced fighters and within 12 seconds, have fighters ripcording to scouts in the enemy's home, attacking miners and the first constructors.

The Rixian Destroyer is also one of the most feared ships in Allegiance. It uses a particle weapon, the PW Lancer, instead of missiles. Using a lead indicator, a Destroyer pilot can take out ships six kilometers away in seconds. The ship can also specialize in taking out capital ships by switching to the EW Skyripper, making it the only Destroyer that can attack stations. Since the Rixians don't use devastators, it's a worthy compromise.

View screenshots of this factions unique Ships & Stations

The following "Faction Perk" post was written by Shizoku, with minor edits.

Rixian Unity
Rixian Logo
Faction Perks
  • 12 second research time
  • Optional Ripscout
  • Greater PW damage (1.15) and (&EW) range (1.2) then any other faction
  • Station Drones can allow a skilled SB to solo tech bases with the proper GA's
Faction weakness
  • Lack of missiles may turn off certain newer pilots
  • High X axis, low Y axis will turn off pilots who do not have a working roll button
  • Weaker Hull (.9)
Ideal Settings
  • Rix benefits on high money settings due to the fact it has a 12s research time. Ideal settings are generally quite high, Rib, Sol, or even Outrageous
Faction Strategies
  • Tacspansion - Rix has arguably the best stealth bombers in the game, what stops most people from going full TAC is that during the time in which it takes to get Adv SF's with combat drone 3 for defense, you are left open to multi-Nan bombing teams. With really good teams you can go full TAC because they will realize that Rix SF's can probe, and drop prox as well as rape miners, with average teams base placement has to be 1-2k further from the aleph then normal due to the fact Nan's can be a lot slower to kill. Another advantage aside from defense from the EXP is the GA's, not only the signature GA, but the PW damage and range. This will allow your SB's to drop their drones at 998m with PW range 1 1098m with PW range 2. Station drone 2 is a must. A side note: Rix SF's can rip to SR scouts.
  • Full Expansion - Due to Rix's incredibly powerful PW damage and range, with full EXP GA's your Ints will be doing more then any other Int in the game and they will be able to hit their enemy at 580m. The damage almost makes up for the weaker hull, and a good Int pilot will use it to his advantage. As with IC, good end tactics are Int bombing, Adv con pushing, and forced HTT'ing (or stealth HTT'ing, their hitbox makes for less then desirable ramming, but the standard Sig doesn't take away from it like the IC's does
  • Supremacy Rush - Although not as necessary on DN due to the SR scout and carrier, a few Rip scouts by the enemies miners will attract the attention of your figs and the enemy will have serious economy problems. A lot of pilots dislike Rix Sup due to the lack of missiles, but the faction's higher PW Dmg and range makes up for this as long as the pilot has a bit of accuracy, Rix Adv Figs are not so much Figs, as Ints with range, Shields and a ripcord ability. With a good Rix Sup team, end tech shouldn't be needed as the enemies econ will be absolutely crushed, but their turrets with better range and Dmg will shred even Heavy Ints.
  • Rix TP1 Rush - Best used against a Faction with Light Ints (can't rip back to defend if TP1 is spotted) or Giga (Scouts are screwed anywise) and when you have at least High Starting Cash. Send out a few SR scouts. Get a home TP or keep a SR scout in reserve. Up Garrison, get Bombers, get TP1. Get Adv Scout, Nan2, and Heavy Bombers if money allows (it probably won't). Wait for a SR scout to get near their home, launch your TP1 scout. TP1 scout rips forward to SR scout. Everyone else rips home and gets bombers. TP1 aleph drop (usually easiest to perform uneyed) or do a rock drop. Giggle as 10 bombers plow into their home and all their Ints are forward with their OP con or trying to kill your miner and they have no defense whatsoever even if they see the TP1. Note you don't even need 10 bombers, you can actually just have Nan's ripping forward to the SR scouts and use the TP1 to perform a full-team bomber run as normal (albeit, hitting inside of two minutes and never seen between your home and their home thanks to the TP1) if you feel like it.

arrow gif to top of page
 
left bottom page gif right bottom page gif