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This page is for factions and characters from space-RTS game Homeworld.

For the characters of Homeworld: Deserts of Kharak, please see here.

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Major factions

One of two playable factions in original Homeworld, the other being Taiidan. The Kushan storyline is considered canonical.
  • Asshole Victim: Their Hiigaran ancestors were just as bad as the current Taiidan until the Bentusi decided to deliver their final beatdown. The Galactic Council exiled the Hiigarans away into space shortly after, some of them landing on Kharak.
  • Doomed Hometown: Kharak in Homeworld canon.
  • Drone Deployer: One of two Kushan-exclusive unit is Drone Frigate which carries dozen of the things armed with mass driver, though you can't give commands to the drone itself. Very effective against strike craft.
  • Fighting for a Homeland: After Kharak's destruction, the original purpose of the Hiigara expedition turned into this.
  • ISO Standard Human Spaceship: Kushan ships are very thick and boxy in design (even with their strike craft!). Their default colors are gunmetal gray with white detailing.
  • Stealth in Space: The Kushan have Cloaked Fighter as faction-exclusive unit in Homeworld.
     Taiidan Empire 
  • The Caligula: The Taiidan Emperor was well known for being an erratic, unstable individual even before ordering Kharak's destruction.
  • Cloning Blues: Cataclysm's manual names the Taiidan Emperor Riesstiu IV the Second and states that the rebel had to destroy his genetic material to prevent him having a successor created by cloning, implying he himself is a clone of a previous emperor.
  • Deal with the Devil: The Imperial Taiidani's alliance with the Naggarok.
  • Deflector Shield: Taiidan have the Defense Fighter and Defense Field Frigate as their faction-exclusive units in Homeworld.
  • Didn't Think This Through: The Taiidani Empire publicly broadcasted the destruction of Kharak in an attempt to dispel any notions of rebellion from its increasingly restless populace. It had the exact opposite effect.
  • The Empire: At the time of the game, they were one of the most powerful civilizations in the galaxy, though they had grown corrupt and decadent with more focus on a massive military and oppressive policies to keep their citizens in line.
  • Never My Fault: Their explanation for working with The Beast in Cataclysm rings very hollow when they try and make themselves seem like the victim when everything that's happened to them since then is their own damn fault.
    Taiidani Imperialist: What choice do we have, Hiigaran? Your mad quest shattered our imperial sphere. You took the life of our immortal emperor. Whatever we have been driven to now is your fault.
  • The Remnant: After the liberation of Hiigara, Taiidani imperialists continued to haunt the Hiigarans and the Taiidani Republic for well over a century, even allying themselves with the Beast in an bid to regain power. They were eventually absorbed into Makaan's empire by HW2.
  • Too Dumb to Live: In order to get revenge on the Hiigarans for resulting in the empire's destruction and taking Hiigara away from them, the Taiidan remnants make an alliance with the Beast in order to get influence. The Beast cooperates with them just long enough to have its engines repaired on the Naggarok, and then betrays them.
  • Vestigial Empire: By HW1, the Taiidan Empire had become a shell of its former self as a result of rampant corruption and decadence, forced to rely on mercenaries like the Turanic Raiders just to keep the Empire together. The Kharak Genocide and subsequent rebellion pretty much spelled their death knell.
A mysterious trader race that frequently stop by and helps Kushan's fleet and Hiigara. They're in control of the first Hyperspace Core.
  • And I Must Scream: The fate of any Bentusi whose ship is infected by the Beast in Cataclysm, which is why they'd rather have themselves blown into a billion pieces.
  • Arms Dealer: Several times to you in Homeworld and Homeworld 2. Though instead of giving you actual ships they sell technology which gives you the ability to build them.
  • Cyborg Helmsman: Their entire race are apparently wired into their ships the way Karan is. Part of the reason they're so eager to help in the first game is that they feel sympathetic towards her as fellow cyborgs.
  • Disproportionate Retribution: In all fairness, they do give you plenty of warning and firmly (but politely) ask that you stop, but if you continuously attack the Bentusi they will obliterate your entire fleet, including the Mothership (which they are aware is carrying the last of the race of Hiigara) then jump off. By the point they start firing, there's no more talking to or negotiating with them. Your fate is sealed.
  • Heroic Sacrifice: In Homeworld 2, the last Bentusi scuttled their Harbour Ship in an attempt to destroy Keeper of Abassid, leaving behind their Hyperspace Core for the Hiigarians.
  • I Will Fight No More Forever: If you bother reading the backstory and fluff of HW2, turns out the Bentusi did this trope after they manhandled the Kushan's ancestors in a epic battle between the Harborship and the Wrath of Sajuuk and have relegated themselves to reluctant law-upholders and Arms Dealer ever since. Though as evident, their trade ships are still armed to the teeth with rapid fire ion cannons but they only ever use them for self-defense, making it a justifiable use of weaponry on their part.
  • Mighty Glacier: Bentusi Trade Ships have tons of health and put out an obscene amount of firepower; however the guns are all on the same small arc and it turns like a barge. Even the enemy AI is smart enough to exploit this by distracting them with strike craft while the heavy hitters get in position.
  • Mr. Exposition: The Bentusi sure love the sound of their voice(s).
  • Obi-Wan Moment: The Bentusi have bad luck in this respect. Which brings up some Fridge Logic, since they're shown to have repeating Ion Cannons that can easily destroy most enemies.
  • Screw This, I'm Outta Here!: Most of them evacuate the galaxy in Cataclysm to avoid being assimilated by the Beast.
  • Space Nomads: Apparently by choice, in contrast to most examples. Being unconstrained by organic limitations like needing to eat or breathe since they discovered cyborg technology, they have long since abandoned their home planet and live their entire lives in space.
    • The majority of their race, even more so after Cataclysm. Without the Hyperspace Cores they're probably going to be wandering through extragalactic space for a long time.
     Turanic Raiders 
A minor group of raiders canonically hired by Taiidan Empire to attack Kushan's fleet.
  • Bizarre Alien Biology: According to the Cataclysm manual they breathe some kind of liquid, though given the various races' implied origins, they may simply be genetically engineered that way. Presumably their homeworld is mostly underwater.
  • Boisterous Bruiser: Which is an impressive feat considering they have no dialogue. The very first glimpse of them you get features a pair of Turanic ships drag racing and playing bumper cars with each other as they scramble to get the first kill against your forces.
  • ISO Standard Human Spaceship: Despite being one of the least humanlike races in terms of what we know about their physiology, their ships fit the trope better than any other faction, being grey, boxy, unsubtle things equipped with machine guns and/or missile pods. The one exception to this is their Ion Cannon unit, the Dagger class, which is long and thin with four spindly solar-panel arrays attached.
  • Let's Get Dangerous!: First time you meet they are pushovers who launch a few weak fighters at you from their poor man's mothership and call it a day, but the second time they show up they have broken out their ion array frigates (that have the firepower to kill your mothership), seven of which will appear near the mothership, and their carrier is actually a Battlestar with two ion cannons and a lot of hit points.
  • Meaningful Name: The name Turanic is likely based on Turan, a region in Central Asia commonly associated with raider civilisations like Turks and Mongolians. It matches both the barbarian horde look-and-feel of the Raiders and the game's overall mood that often evokes Middle Eastern and Asian influences.
  • Pelts of the Barbarian: Invoked. Several of their ships are painted to look like they're wearing tiger skins.
  • Space Pirates: Technically Space Privateers, as they've hitched their wagon to the Taiidan Empire.
  • Used Future: The Turanic Raiders are the dirtiest of the bunch, barring derelict hulks... if you don't mind the odd tiger stripe pattern paint job some of their ships have.
The keepers of a massive nebula known as the Garden of Kadesh, encountered by the Kushan fleet along the way.

  • All for Nothing: They died trying to stop you from leaving because they were terrified of the Taiidan, but by the time the game starts, the Taiidan are a shell of their former selves.
  • Ambiguous Situation: It's not clear if the Kadeshi in the needle ships represented their entire race or not. This has led to ongoing fan debate as to whether they still exist or died to the last man. In-universe the Mothership fleet doesn't stick around to find out.
  • Cargo Cult: They worship the nebula they live in.
  • Church Militant: And any travelers who don't agree to stay and worship their nebula with them are in for a very bad time.
  • Derelict Graveyard: The Garden is littered with the wreckage of ships who tried to steal gas particles from the Kadeshi. Or were just in the wrong place at the wrong time.
  • Forbidden Zone: Because the Kadeshi capture or kill everyone who enters the nebula, it has been declared off-limits by other space-faring civilizations. Even the Taiidan are scared of them.
  • Lightning Bruiser: Dear GOD the Kadeshi Swarmers and Advanced Swarmers. They far outmatch any strikecraft you can field in terms of sheer speed and damage, and they're so fast that some of the Kushan battle chatter while attempting to (and failing) fire upon Kadeshi swarmers is something along the lines of "Target's too fast". Luckily they've got some fuel problems, and you're eventually able to field multi-gun corvettes that are great counters to the Kadeshi in general.
  • Long-Lost Relative: Turn out to be descendants of the passengers of one of the Khar-Toba's sister ships.
  • Scary Amoral Religion: Their hostility and insularity — allowing no one to leave the Garden of Kadesh alive, either through destroying them or having them join their society — is an attempt at keeping The Empire from finding them.
  • Space Clouds: They live in an extremely dense, reddish-orange interstellar gas cloud which apparently contains enough resources to synthesize everything they need to keep a functional (if crazy) civilization going. Understandably, they don't like it when outsiders try to harvest its particles for themselves.
  • Space Nomads: To an extent. Since the Garden of Kadesh has no planets, or even fully-formed stars, the Kadeshi live their entire lives on giant, white mushroom-like motherships, endlessly circling the nebula.
  • Wacky Wayside Tribe: Apart from their connection to the Kushan, they have little plot relevance.
  • Zerg Rush: Their fighters aren't called "Swarmers" for nothing. Their fighters are small, fast, and abundant, but run out of fuel very quickly.


Kharak's Kiithid

Note: For Kiith Somtaaw, see their folder in Homeworld Cataclysm section below.

A Kiith is an extended family grouping, whose inner loyalties form the primary allegiance system on Kharak. Some of the Kiithid had their stories selected and displayed in Homeworld 1 manual due to historical importance.

One of the most ancient Kiith. Kiith Gaalsien is a strict religious group, preaching the righteous suffering Sajuuk (The Great Maker) bestowed upon people of Kharak. Their culture puts emphasis on survival such as conserving resources or not risking the future on untested method, and arrogance was to be punished, believing that they were created to suffer from the beginning. This stems from harsh condition of Kharak's desolate desert environment. Because of this, Kiith Gaalsien remained a major political and spiritual influence on the planet for a long time. Only when people migrate to more-survivable polar region, where technological advancements (something Gaalsien was largely against) were more favorable, did Gaalsien lose its power.

The Gaalsien and the Siiddim, both the largest Kiithid in the north, once fought each other in a conflict known as the Heresy Wars, over the issue of whether the Kushan were all from another world, or only the Siidim were. Beaten by the Naabal, the Gaalsien committed even more extreme act and was branded an outlaw Kiith. Its people wandered the Great Desert, occasionally conducting raids on scientific communities.

  • Ascended Extra: Went from only being mentioned in the manual to becoming the Big Bad of the prequel.
  • Crazy Survivalist: Complete with fanatical religious overtones.
  • Book Burning: Eventually get into this at one point before Guidestone discovery.
  • The Extremist Was Right: They are right about the punishment thing. It wasn't about god though.
  • Knight Templar: Justified. Initially.
  • Science Is Bad: Because they feared that Sajuuk would punish them if the Kushan tried to leave Kharak. This point of view got out of hand, however, when the Gaalsien were declared an outlaw Kiith, and even more so after Khar-Toba was rediscovered, to the point of full-on war.

Kiith Paktu was a minor farming kiith living on the slopes above a salt sea. The Paktu along with other lesser kiithid were forced out of their homeland when the conflict between Gaalsi and Siidim came to a head and Siidim's Clean Water act has been passed. The Siidim believed that they were of divine origin and all other native Kharakians were corrupting their land. The Gaalsien were no better either, demanding brutal punishment on their enemies and forcing everyone to burn their 'sinful' books and belongings.

Caught between two sides, the leader of the kiith Majiir Paktu, gathered the misplaced people and led them into a perilous journey across Great Banded Desert looking for new land. After a long journey and many deaths, they found what they're looking for, settled and set to go back to tell the tale 2 years later. Magiir Paktu did not survive the second attempt. But 7 of his followers continued to speak of the new land. The Gaalsien and Siidim, not quite finished with their conflicts, repeatedly sent armies to subdue the southern vassal kiithid to no effect.

Kiith Paktu continued to be kiith-sa (leader) of all southern kiithid, their story a symbol of freedom, hope and faith.

  • Catch Phrase: "I can smell the sea" was this to their people. The word came from Majiir Paktu who encourageed his people to not to give up during The First Migration.
  • Screw This, I'm Outta Here!: During the Heresy Wars, they left the northern hemisphere of Kharak, to avoid the fate other Kiithid suffered at the hands of the Siidim.

Before the intervention of Kiith Nabaal, being kiith-less is equal to death sentence as allegiance cannot be easily changed. Most of the ties between kiithid back then were of dominance and submission. Kiith Soban started off when Soban the Red and fellow villagers fled across Sparkling Desert to tell their kiith-sa of savage killing of men, woman and child done by stronger neighboring kiithid, seeking vengeance. Only for no responses to be made for fear of retaliation. Members of smaller kiithids continued to join the blood of their murderers. Disappointed, Soban and his followers tore off their kiith colors from their body in shame, an act unheard of at the time. He declared that the word 'kiith' were meaningless if any kiith-sa could turn a deaf ear to the blood of children crying on the ground. The next thing they did is to return to the place of killing and razed everything — both their former land and their invaders — until nothing was left, starting Kiith Soban's bloody reputation.

From then on Kiith Soban were completely landless and existed purely as mercenaries, taking part in every single military conflict on Kharak in the name of others regardless of personal cost. But only for duration of term of service, after which Sobanii men and women will put down their arms, remove their adopted kiith colors and return home no matter how far they were or how battle was going. Their contact only renewed through their respective kiith-sa. Marriage was forbidden, and those who have children are asked to leave Kiith Soban to raise them.

Even in more peaceful era of Kharak, 200 years before Guidestone discovery, Sobanii intelligence staffs and security officers are still in high demand. And almost all modern-day admirals and commanders are trained at Soban-run academy. Kiith Soban represents unified discipline and solidarity, regardless of status quo.

  • Give Him a Normal Life: The Sobani consider it unethical to raise children in their martial lifestyle. If two Sobani conceive a child, either one or both parents have to resign at least until the child comes of age to look after it or else give it up for adoption.
  • Legion of Lost Souls: Their acceptance of all bears a hint of this.
  • Proud Warrior Race Guy: Unusually for this trope, Kiith Soban is a dedicated mercenary group. Moreover, they never claimed any territory as their own.
  • Roaring Rampage of Revenge: They raged so hard they burn down their former homeland along with its oppressors. In a way, they are denouncing the concept of Kiith as a power to wield and not as a union.


Kiith Sjet is the only kiith that has a direct claim of descent from the first city of Khar-Toba, where their ancestor built a temple-observatory upon the Guidestone to protect it. Despite their expertise that has been courted by kiith-sa all across the planet, they never transform that reputation into political power. They were the first who charted Kharatid star system, discovered 13-year sandstorm cycle around Kharak's equator and predicts where rain would fall every end of cycle among many other knowledge. Most of the record regarding Heresy Wars was also penned by Sjet scribe. Thus, Kiith Sjet was too valuable as ally to be turned into vassal. Any Kiith who killed or harmed a Sjet would be shunned by science philosophers for no less than 100 year, in order to prevent knowledge from corruption.

Their history was not without crisis however. During Heresy Wars period it was found that certain Sjet vassals sworn secret secondary oath to Kiith Nabaal, carrying out retrival operations and intelligence gathering. This leads to hot and passionate debate over the usage of Science as power that still remains to modern day. While Fliir Sjet-sa realized the extremity of the situation that justified the betrayal and managed to stop the conflict from breaking out, there is still a lingering distrust between Kiith Sjet and Kiith Nabaal. Only in Times of Reason, when Kiith Sjet moved on to study life and nature of Kharak itself were they able to pour their effort into singular, shared goal. Especially society-shaking researches that leads up to Guidestone discovery, such as biological mismatch between the Kushan/Hiigarans and the planet's native lifeforms.

Nothing is much known about Kiith Nabaal until their emergence during Heresy Wars, aside from the evidence that indicates the Nabaals as a major tradesmen or heretic clan. Kiith Gaalsien was particularly vehement in persecution of families under Naabal, driving them into hidden refuges.

During the Heresy Wars, Kiith Naabal was mostly isolated. Small parties, always made up of families with direct fealty to Kiith-sa, were occasionally sent out to recover endangered texts or 'spirit away' imprisoned scholars who were deemed heretic. It was only when Ifriit Naabal-sa realized that the war was destroying all on Kharak that they decided to intervene, ending the conflict by force using the secrets of explosives and steam-powered machines. Their soldiers, carrying repeaters rifle and supported by cannons, routed armies of marauders 20 times their size. Ifriit Naabal-Sa never forced any of his gained holdings to come under his rule, only asking for the war to end. His last act before stepping down as Sa was to establish the Daiamid in Tiir as a place where all kiith, powerful and weak, could gather to resolves disputes and set policy for all of Kharak.

Kiith Naabal, with Sjet and Saban Kiith, influenced the excavation of Khar-Toba and subsequently the construction of Mothership. They decided the quietly fade away from both political and industrial scene, focusing on investing in various off-planet facilities. Some have noted the slightly higher ratio of Naabal cold-sleep volunteers to be loaded into Mothership.

  • The Dog Bites Back: Against Kiith Gaalsien.
  • Hidden Elf Village: After the Gaalsien and the Siidim tried to wipe them out, they fled further north and built the city of Tiir. After the war ended, Tiir became the capital of the largest government of Kharak, the Coalition of Northern Kiithid.
  • Reasonable Authority Figure: Their role in Heresy Wars.
  • Superweapon Surprise: How they ended the centuries-long Heresy Wars in only 3 years.

Perhaps the strangest of Kiithid. Manaan was a nomadic kiith consisted of men and women of different appearance and traditions. They were constantly wandering, stopping by watering places, expecting hospitality everywhere they go. This had made other kiithid look down on them with contempt. This reputation was made notorious when farmers near White Desert reported that the Manaanii they turned away in the morning 'came over the walls by the hundreds' by night and stole many tons of food and water, the incident made strange by the fact that the Manaanii were mostly non-hostile and almost never traveled in groups bigger than an extended family.

Key commodity the Manaanii brought to the holdings they visited in return is entertainment. Kiith Manaan survived by their wits and their ability to amuse hold-born Kharaki. Singers and poets, magicians, dancers, actors and con men — there was nothing to the rumor that Manaani could perform dark magic, but they could certainly make your purse and your 15-years old daughter disappear.

During the beginning of Heresy Wars, Kiith Manaan suffered badly under both Gaalsien and Siiddim. Their yearly celebration at Ferin Sha, where one could have found a large festival of celebration and drinking, was attacked in 513 by a Siiddim army, resulting in a massacre and the end of the tradition. Some of the Manaanii turned into pirates, killing and terrorizing the Siiddim near the White Desert. A small portion of them also played a part in Kiith Paktu's Great Migration, traveling on iconic three-masted ship and returning to the North with many improvements to old technologies and several new ones.

Eventually the Manaanii laid down their weapons and turned their fleet completely to trade. The questing spirit of the Manaani is not dead even today. Kiith Manaan still controls enormous wealth, and of all the Kharakid kiithid it is the most likely to produce a diplomat or a statesman. Manaani also are common in the ranks of Scout pilots and are always eager to volunteer when it’s time to fly an experimental craft. Being the first to see anything new and different is a hunger that still burns deep in their blood.

  • Beware the Silly Ones: Back in the days of Kharak, they were just nomadic dancers and maybe thieves with strange traditions. Then the Siiddim attacked their dancing grounds and butchered the Manaan present, and the rest of the Kiith raided Siiddim settlements on the border of the desert for one hundred years, possibly preventing them from winning the Heresy Wars that were raging.
  • Expy: They are Gypsy, IN SPACE!
  • Roaring Rampage of Revenge: Attack their dancing ground, and they'll make you pay for one hundred years.


     Karan S'Jet (Fleet Command) 
Former Kharak neuroscientist who managed to solve the flaw in communication bottleneck of the Mothership through brain-machine interface, using herself as its subject.
     Fleet Intelligence 
A group of officers commanding various efforts on the Mothership.

Homeworld Cataclysm

     Kiith Somtaaw 
A small mining kiith. Their efforts to remain competitive with other kiiths on new Hiigara leads them to investigate an unknown distress beacon with disastrous consequence...
  • Beam Spam: Their Super Acolytes, armed with two rapid-fire ion cannons.
    • In the same vein, their Multi-beam Frigates pack five smaller ion cannons into a single vessel.
  • Did You Just Punch Out Cthulhu?: Yes. After all, they have to clean up their own mess.
  • From Nobody to Nightmare: They were a humble mining clan before the events of Cataclysm.
    • Embodied by the evolution the Kuun-Lan undergoes over the campaign, from a glorified refinery with engines to a world class warship which is arguably superior to the Mothership itself.
  • Macross Missile Massacre: Missile launchers figure much more prominently into Somtaaw ship design than other Kiith, from single shot tubes on Acolyte fighters to the six repeating racks in the bow of an Archangel dreadnought.
  • Meaningful Name: All the Somtaaw ships are named for temples on Kharak. The Kuun-Lan, your main ship in Cataclysm, means “Purifying Flame”. Her sister ships are Clee-San, or "Truth Seeker" and Fal-Corum, or "Silent Wayfarer".
  • Ramming Always Works: Ramming Frigates, originally used for pushing asteroids out of the way. Having said that, the point of the Ramming Frigate is to push its target out of battle; any damage done by the collision is almost incidental.
  • The Stoic: As in the previous game, Fleet Command normally keeps a cool head under almost all circumstances, until...

     The Beast 
A parasitic organism that unleashes itself upon the galaxy in Cataclysm.
  • Disc-One Final Boss: The Beast Mothership formed out of the Kuun-Laan's ejected research module.
  • Eldritch Abomination
  • Hoist by His Own Petard: The Beast's main gameplay mechanic is to do this to the enemy.
  • Knight of Cerebus: The moment this thing shows up, the plot takes a hard right turn into Cosmic Horror Story.
  • It Can Think: Quickly proves itself to be intelligent, using the knowledge absorbed from its victims, to the point of communicating with other vessels.
  • Meat Moss: Ships infected by the Beast are visibly covered in random parts of their hulls. It's all made from the ship's materials and the crew's living tissue. All of that is used to make a connection and interact with the assimilated ship's functional abilities.
  • Organic Technology: The Beast converts its victims into this.
  • Sealed Evil in a Can
  • The Virus: A sentient bio-mechanical Grey Goo-like organism capable of consuming and converting both people and technology into extensions of itself. According to in-game lore, it is apparently an extra-galactic creature that exists in hyperspace and infected the Naggarok as it passed through a patch of it at random.
  • We Can Rule Together: The Naggarok makes this offer to the Taiidani Empire.
  • You No Take Candle: Most Beast ships that try to talk speak this way, though how they can send a voiced radio transmission startled Kuun-Lan bridge officers at first; justified by the fact that it assembles its lines from the ship's log recordings and victim memories. The Naggarok however can speak perfectly albeit in a very weird voice.


Homeworld 2

115 after returning to Hiigars, the reborn Hiigaran people took up arms once again when the Vaygr invaded them, led by the Sa of Sas, Karan S'jet.
  • Blue Is Heroic: Hiigaran ships are blue and white.
  • Jack-of-All-Trades: Most of their ships can fulfill multiple roles, but Vaygr's more specialized ship can perform better.
An army of pirates attacking and conqjering planets in the galaxy. They're in possession of Third Core, and they are making their way to Hiigara looking for the Second.
     The Progenitors 
  • Cargo Cult: The god worshiped by the Hiigarans turns out to be one of their ships.
  • Precursors: The creators of Hyperspace technology. May or may not be humans from Earth. According to Bentus, Sajuuk was one of them.
  • BFG: On their Dreadnought and Sajuuk.


Leader of the Vaygr. He looks to reunite the Three Cores to take the Sajuuk for himself.
  • Big Bad: Of Homeworld 2.
  • The Chosen One: Believes himself to be this, and his adoption of the title Sajuuk-Khar ("Sajuuk's First") reflects that.
  • Dark Messiah: Is believed by himself and his followers to be the {{Messiah Sajuuk-Khar.}}
  • Evil Sounds Deep
  • Galactic Conqueror: The supreme overlord of the Vaygr, having crushed all his rival lords using his hyperspace core and taken control of their fleets. He considers the other two hyperspace cores, held by the Hiigarians and the Bentusi, to be his by divine right to allow him to possess the power of Sajuuk-Khar and conquer the galaxy.
  • Spaceship Boy: He lives suspended in a liquid tank on his Flagship, with Brain–Computer Interface wires and life-support apparatus implanted in his head that allow him to control the Flagship as an extension of his own body.
  • Wetware CPU: Like Karan S'jet, Makaan is cyberneticly wired-in to his Flagship so he can coordinate the massive numbers of vessels in a Vaygr fleet.
    Captain Soban 
Hiigara's intelligence officer infiltrating the Vaygr.
  • Badass in Distress: One mission has you attacking the Vaygr outpost Thaddis Sabah to rescue him.
  • The Cavalry: Early in the game, Captain Soban's fleet arrives to assist the Pride of Hiigara while it is still operating with a skeleton crew and limited resources.
  • Last-Name Basis: His first name is never revealed.

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