The Illuminati

Quite obviously, they are the main antagonists of Pikmin: The Rise of the Illuminati. They have many war machines that you will eventually have to fight in order to rescue the world.

group structure
The Illuminati have various types of members in their group.

Termination squad
You would be forgiven for thinking that these people...
 * Wore leather jackets.
 * Had sunglasses.
 * Had glowing red eyes.
 * spoke in an Austrian/Germen accent.
 * Had a vocabulary mostly consisting of ways of saying goodbye in Spanish and rude ways of saying bug off.
 * Had 40 watt plasma rifles.

Ok, they do have plasma rifles. But that's not important! Here's what they actually have... Understand? Oh, and one last thing, most of the none commander units are clones or are artificially created.
 * Full body armour, reinforced with traces of titanium and diamond.
 * Advanced, menacing gas masks made for situation and environment that involve toxic/unbreathable air.
 * Glowing green lights on their gas masks eyes.
 * They have all different kinds off accents, but they mostly speak in a harsh, deep voice (or at least the leader of the squad does).
 * A vocabulary mostly consisting of orders centred around directions for their squad mates and bossing around prisoners and/or enemies their about to kill.
 * A whole range of different plasma weaponry, all aimed at your head!

Foot soldiers
The basic foot soldiers. There are various types... Met late game (The moon). Strong armour, long range. Rarity: rare.
 * Enforcers: Great with melee weapons such as batons and knifes. Met early on (Late Illuminati fields/early suspicious glade progress). medium armour, close range. Appear in large numbers. Rarity: very common.
 * Brutes: Just because of their name does not mean their dumb. Then again, intelligence doesn't matter when their about to smash your head in with a club. Met early mid-game (sands of controversy progress). strong armour, close-short range. Rarity: common.
 * Gunners: pretty self-explanatory. Met when you get orange pikmin (immune to lasers). low armour, medium range. Rarity: very common.
 * scouts: There are actually two types of scouts...
 * 1) Recon: Scout out the area. Can call in a small enemy squad. Met early mid game (sands of controversy). Very low armour, range: N/A (have no weapons). Rarity: less common.
 * 2) Run-n-gun: Basically the scout from team fortress 2, just minus the jerk part. Has a shotgun (damage increase when closer to target). Met early mid game (treasonous halls) Medium armour, low range. Rarity: common.
 * Snipers: Aim at the captain. You can identify them by the laser pointer when their aiming at you. Met mid game (data collection storage). Low armour, long range. Rarity: less common.
 * Medics: They heal other troop in a certain radius. Met early mid game (treasonous hills). Medium armour, mid range. Rarity: less common.
 * psychopaths: These guys are crazy. No really, I mean it. Results of failed soldier enhancement experiments, their so mentally broken that they will attack their fellow troops if they get close to them. That's the reason you usually see them away from other Illuminati soldiers. They are too fast and dangerous for throwing pikmin at them to be a viable tactic, try swarming. Met late mid game (alien plains). medium armour, close range, Rarity: infrequent.
 * Hunters: Imagine if someone fused the power of a brute with the speed of a psycho. In the words of Michael Rosen: "really hard and fast!" Met early late game (final fortress). Strong armour, close range. Rarity: infrequent.
 * Elite guards: The worst of the best, but still very dangerous. Met mid late game (The dark side). Strong armour, medium range. Rarity: less common.
 * Guardians: If the elite guards are the worst, then these are the best. Trained to do one thing and one thing only...guard the high council.