Battlefield of Blood and Honor [Accepting new players for the next round]
08-14-2016, 06:01 AM
Post: #151
RE: Battlefield of Blood and Honor
Watching their prince's final stand, the Harbaach forces begin to fall to disarray. The thunderchilds obliterate the steam tank in vengeance at least, and the operators of the siege tower take the blademaster's words to heart and vow to claim the relic for their fallen leader.
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08-17-2016, 09:32 AM
Post: #152
RE: Battlefield of Blood and Honor
The armsmen continued their fight as their armored support exploded in a pillar of flame. The artifact-carriers fled westwards, trying to cover themselves amidst the fleeing Gran, while the second squad covered their escape.
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08-17-2016, 10:28 AM (This post was last modified: 08-17-2016 10:28 AM by chimericWilder.)
Post: #153
RE: Battlefield of Blood and Honor
The steelbreakers grit their teeth and heft their shield against the armsmen's barrage of attacks, hissing down at their attackers from their perch atop the siege tower, even as two of their number fall from its top, battered and broken.

Meanwhile, the rest of the Farfire forces move into position, taking up the chase of their quarry.

[Turn 16]
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08-17-2016, 01:59 PM
Post: #154
RE: Battlefield of Blood and Honor
Rallied by the valiant efforts of the Farfire, the Harbaach forces rush to try and catch the fleeing Rathorians - for all of the good it will do them.
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08-18-2016, 04:40 AM
Post: #155
RE: Battlefield of Blood and Honor
The Rathorian armsmen continue their retreat, attempting to fend off the harrying speed of the siege tower. The defending squad's shots take down another steelbreaker, while scattered fire from the remaining towers downs a soulweaver.
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08-18-2016, 05:55 AM
Post: #156
RE: Battlefield of Blood and Honor
The scaleriders lead a charge on one of the fleeing gran knights, those still bearing lances driving them home in the giant's back, and those who dont instead draw swords and slash at the brute as they ride past.

[Turn 17]
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08-22-2016, 08:11 AM
Post: #157
RE: Battlefield of Blood and Honor
As the scaleriders are stopped in mid-charge, flash-frozen by the artifact, the pursuing Farfire forces grind to a halt as the tairan blademaster lifts a battlehorn to his lips, its mournful blare echoing off the crumbling walls of the keep and across the bloodied fields, calling off the hunt.

The great hydra, still leaking manifest fire from his wound, turn all five of his heads upon the tairan, hissing and spitting in seething rage.

"You naïve fool! You would let the relics of bygone eras slip away when they are atlast within our grasp? Once this is through, your precious honor shant protect you from an agonizing death."

For his part, Kiyak merely smiles cordially, saying, "For northerners, they have fought with both dignity and tenacity. That is more than enough. I shall take my leave before their countrymen come to bury the fallen and the lingering."

He bows formally, hands forming an honorary gesture, then turns to leave in the direction they had come, followed by the remaining Farfire soldiers, who seemed relieved that they would not have to hunt a determined enemy through the murky undergrowth surrounding the open plains of the Fort Saint Davis.

The hydra, left behind among the corpses of the fallen to fume in his anger, turns to charge after the fleeing Rathorians, muttering to himself, "Then you are an enemy of the Pact who shall be destroyed, along with everyone else who would oppose the birth of the true god."

Though the Rathorians might now escape due to the duplicity of his own foolish servants, he would be damned if he did not make their life a living nightmare.

The FARFIRE COALITION leaves the battlefield! As a result, the IMPERIUM OF RATHORIA secures their victory, succesfully escaping with the Lens of the Moon!
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08-22-2016, 08:26 AM
Post: #158
RE: Battlefield of Blood and Honor
The retreat through the undergrowth was a haggard one, as although the armsmen fired off the Lens whenever they could see the approaching hydra, they were still struggling to haul the artifact to safety at anything resembling a decent speed through the rough terrain. They pushed through, hoping against hope that they could hold on long enough to reach the promised reinforcements that were bearing down on them. It had been a suicide mission, they'd all known it from the first shot being fired, but to have come so close to have surviving...

After hours of chase, they broke out of the undergrowth onto a rolling hillside. There was a rough road here, and the squad captain, the highest-rank surviving officer of the group, fell to his knees out of exhaustion. The rumbling of the earth and the tearing of uprooted trees marked the approach of the hydra, always just behind them. They would travel faster out here, but there would be no cover, and the hydra would be upon them in no time. So convinced that their luck had run out was he that it took him a minute to realize why his comrades were cheering, and by that point the ground was shaking for an entirely different reason.

Rushing up the hill towards them was a column of two dozen steam tanks, belching smoke and rumbling like the gods' thunder, followed by again as many trucks. The tanks were painted in the red and gold livery of the 3rd Armor Battalion, the spotter on the top pointing to them and shouting. The reinforcements were here. They had made it.
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08-22-2016, 08:35 AM
Post: #159
RE: Battlefield of Blood and Honor
So with that over with, we'll take a week or two to reexamine some of our rules, come up with new units and choose a fresh map. Maybe get in a new player or two for the next round.

I'll be posting a list of the various unit specials which i believe might need rework shortly. Also, the first post has been updated with new stat weighs that should make it more difficult to stack massive amounts of range and/or move on a single unit, so i'll be editing the stats of the already-submitted units sometime soon. If you plan on changing some of the submitted units' stats around because you intend on reusing them or whatever, let me know.
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08-23-2016, 02:51 AM
Post: #160
RE: Battlefield of Blood and Honor [Accepting new players for the next round]
Alright, here are some rulechanges:

Since I dont think we ever really used that rule at all and because comparing unit USC's is kind of shitty, i'll remove the rule that prevents smaller stacks from dealing discipline damage to a larger stack.
What do you all think about suppressing specials when the afflicted unit is discipline broken, instead of doing it when struck by a unit that counters it? I think unit counters should have great tactical application, but doing it this way makes more sense, and puts greater emphasis on discipline-breaking things as an alternative to just killing them.
From now on, all units with a range of 1 is a melee unit, and all units with more range than 1 is a ranged unit. A unit with 0 range cannot attack at all, save through an eventual special it might have. Though it doesnt make sense to have to buy a point in range on every non-structure unit, this is the most user-friendly way of doing things.
So to add /some/ downside to making a unit ranged, any unit that is ranged can no longer counter attack (though they can still perform a melee attack and be able to move as part of that attack and be counterattacked, if appropriate). Hopefully this, combined with the stat weighs on range, should make the meta game more focused on large-scale melee warfare backed up by some ranged units, rather than the other way around. If any of you have ideas how to further emphasize that or have other ideas for rules to improve the game, feel free to say so.

Anyway, here are the specials i think could do to be changed. Keep in mind that the point of the specials isnt to be perfectly balanced, but we can still make an effort to adjust some of the outliers, though since some players are probably going to try out new factions entirely, some of these might not even be relevant at all.

Fortress Wall: Pala stated that he is unhappy with it, and that he had an idea for a fix.
Kyrantir Scalerider: It occurs to me that both double damage and double discipline damage was a little over the top, especially since double damage is already something that is icky, despite how it is relatively easy to counter play. I'll either pick one of the two or just redesign it altogether.
Varash Impaler: Would anyone mind if this ability became a short cooldown, or could be used once for each unit in the stack? As it is now, it is kind of dumb and just encourages splitting them into tiny stacks.
Bladelord Kiyak: Not a problem here, but his special was worded poorly and i will clarify it shortly.
Marathi Suncallers: Im not sure if this special is overpowered, or fine as it is. It made it very easy to discipline-break the gran knight and sul's ranged, but then thats the entire point of them; attacking things that are vulnerable to being discipline-broken. One redesign that could work would be letting their attacks leave patches of fire behind that deal 1 discipline damage (per suncaller) on the next turn to any stack still standing on the square they attacked.
Oroc Raider: I wouldnt mind at all if this special let them move through enemies even without incurring a movement-loss at all. Maybe.
Marauder: This one isnt a problem right now due to how low health the marauders have, just please dont add this sort of special to a stronger unit.
Ulgar Bloodmage: I think it is fine to have powerful debuffing specials, but percentage-based ones like this one can potentially be very abusable. Maybe a special that converts half of the Bloodmage's Damage output into a debuff that reduces a single enemy's damage by that amount, per bloodmage, so that a group of bloodmages could practically nullify the attacks of a singe large enemy, or take some of the bite out of every attack performed by an opposing stack of equivalent size?
Battering Ram: Should be reworded to include Hero and Support as hold-able stacks.
Gran Brute: This could easily simply make the Brute immune to slows, I think.
Blade Marcher: Under the new rules, i wouldnt mind letting these be able to counterattack as part of their special in spite of being technically a ranged unit.
Rathorian Howitzer: This thing has the most powerful special so far, dear god. I think reducing the slow from 2 move to 1 and/or reducing the radius it affects from 9 to 5 would be a good fix, while still letting it retain the ability to significantly disrupt a group of enemies.
Engineer Wagon: Under the new Move weighs, it would be fine for the Wagon's special to only cost it 4 move to perform.

What do you all think?
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08-23-2016, 05:55 AM
Post: #161
RE: Battlefield of Blood and Honor [Accepting new players for the next round]
Seems fair to me. I intend to try out the crystal nexus next anyway, so we'll see how that goes. Perhaps we should run a couple of 1v1s as well as the next big game, since if two people are on at the same time a 1v1 could be resolved far quicker than a brawl.
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08-23-2016, 06:36 AM (This post was last modified: 08-23-2016 06:46 AM by chimericWilder.)
Post: #162
RE: Battlefield of Blood and Honor [Accepting new players for the next round]
Thats also a good idea, if thats a thing people want to do, im just worried that itll very quickly turn one-sided.

I think you are the only one who has their next faction ready, so whomever is first to complete their units for the next round can have a go at you.

That being said, might want to place an upper limit on how many unit types are allowed maximum for each player, like i originally suggested on the first page, because dear god.
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08-23-2016, 12:04 PM (This post was last modified: 08-23-2016 12:17 PM by Demonsul.)
Post: #163
RE: Battlefield of Blood and Honor [Accepting new players for the next round]
CRYSTAL NEXUS

A vast, modular weapon that was first sighted emerged from a meteorite, a crystal nexus is a terrifying opponent that creeps slowly across the battlefield, devastating all in its path. There is a startling difference from one specimen to the next, as each seems to contain a different array of modules specializing it in some way. Some theorize that the nexus itself is a living organism, created by some alien race to wreak terrible destruction upon their enemies. There does seem to be a strategic intelligence to its movements and which battles it decides to fight, so perhaps that theory is not wrong...

Crystal Nexus Core
Unit Stat Cost: 50p
Health: 200 (20p)
Damage: 20 (10p)
Defense: 10 (10p)
Range: 4 (5p)
Move: 2 (2p)
Discipline: 8 (3p)
Unit Type: Hero
Strong Against: Artillery
Special: The core cannot stack, but can instead connect to a network of crystal subsystems that can improve it in many ways. Two crystal systems are considered to be connected when they are part of the same contiguous block of adjacent systems. A system must end its turn connected to a block of crystal units for its bonus to apply to them. A system with more than one nexus core causes one of the cores (owner's choice) to not receive any bonuses until it separates. The core itself is immune to discipline damage while connected to other crystal subsystems. Systems connected to a core always retain their ability to connect even when their individual specials are suppressed by discipline loss.
Unit Description: This massive crystal formation forms the core of an alien entity. Theorized to be the brain of these complex, arguably living weapons, the central turret is well protected and difficult to destroy, but decapitating it can cripple the entire network.
Battlefield Symbol:

Crystal Energy Spike
Unit Stat Cost: 25p
Health: 50 (5p)
Damage: 30 (15p)
Defense: 0 (0p)
Range: 1 (1p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Support
Strong Against: Cavalry
Special: The spikes cannot stack but can connect to crystal networks. They add their damage to the connected nexus core's damage, provided they don't themselves attack.
Unit Description: These fragile spikes jut from the crystal bed at bizarre angles, energy crackling between them. They flare when the nexus fires, and can blast those who try to engage them in melee.
Battlefield Symbol:

Crystal Targeting Matrix
Unit Stat Cost: 20p
Health: 40 (4p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: ? (12p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Support
Strong Against: Artillery
Special: The matrix cannot stack but can connect to crystal networks. They add their range points to the connected nexus core's range point total used to calculate its range.
Unit Description: This soaring crystal tower seems to swivel to survey the battlefield, providing spotting power to the attached nexus. The tower is defenseless, relying on other parts of the vast crystal network to protect it.
Battlefield Symbol:

Crystal Harmonics Hub
Unit Stat Cost: 30p
Health: 100 (10p)
Damage: 0 (0p)
Defense: 15 (15p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 8 (3p)
Unit Type: Support
Strong Against: Light Infantry
Special: The hub cannot stack but can connect to crystal networks. The first time any system of the network is targeted by an enemy stack in an enemy player's turn, the hub adds its defense to that network system's defense for that attack. If there is more than one hub attached to the network, each additional hub allows this to affect an additional attack per hostile player's turn (eg a second would defend a second attack, a third would defend a third attack etc).
Unit Description: This squat crystal seems to hum with power as it transmits powerful harmonic frequencies through the superstructure, making the crystal network more resistant to damage.
Battlefield Symbol:

Crystal Shield Projector
Unit Stat Cost: 40p
Health: 150 (15p)
Damage: 8 (4p)
Defense: 10 (10p)
Range: 4 (5p)
Move: 2 (2p)
Discipline: 10 (4p)
Unit Type: Structure
Strong Against: Heavy Infantry
Special: The projector cannot stack but can connect to crystal networks. Any ranged attacks targeting parts of the connected crystal network within range of the projector automatically target the projector instead. If a target being attacked is within range of more than one projector, the enemy gets to choose which projector absorbs the attack.
Unit Description: This vast array of crystalline antennae constantly swivels, projecting a shimmering field of prismatic energy to protect the crystal network from incoming attacks.
Battlefield Symbol:

Crystal Shield Amplifier
Unit Stat Cost: 20p
Health: 150 (15p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 8 (3p)
Unit Type: Support
Strong Against: Support
Special: The amplifier cannot stack but can connect to crystal networks. If adjacent to a crystal shield projector, the amplifier adds its hit points to the discipline projector's hit points and discipline. Amplifiers' hit points and discipline are always depleted before the main projector's hit points and discipline when the projector takes damage, but if more than one amplifier is connected to the same projector, the enemy gets to choose which one absorbs the damage first.
Unit Description: The ever-shifting crystal matrix here feeds directly into the adjacent shield projector, forming a vast heat sink and energy store which affords the projector more health with which to resist more attacks.
Battlefield Symbol:

Crystal Morphic Coordinator
Unit Stat Cost: 10p
Health: 50 (5p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 3 (3p)
Discipline: 6 (2p)
Unit Type: Support
Strong Against: Structure
Special: The morphic coordinator cannot stack but can connect to crystal networks. All systems in a crystal network it is connected to can move through each other without incurring additional movement costs. Furthermore, while this system connected, any system can end its movement on the same tile as another system, so long as no two systems are left illegally sharing a tile at the end of the turn.
Unit Description: This section of the crystal mass seems to control the motions of the crystals, coordinating them into elegant and efficient flowing motions that allow them to move past and through each other. Without it, the crystal network travels like a far more ungainly rolling tide.
Battlefield Symbol:

Crystal Emission Modulator
Unit Stat Cost: 5p
Health: 20 (2p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 3 (1p)
Unit Type: Support
Strong Against: Structure
Special: The emission modulator cannot stack but can connect to crystal networks. The modulator may destroy itself in order to change the Strong Against of the nexus core it is attached to. The nexus core's new Strong Against can be any unit type.
Unit Description: This explosive array of fragile green-blue crystals seems designed to cause a permanent shift in the associated nexus' beam weapon, to help it deal with any number of different kinds of enemy.
Battlefield Symbol:

Crystal Terraforming Catalyst
Unit Stat Cost: 15p
Health: 60 (6p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 4 (5p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Support
Strong Against: Light Infantry
Special: The catalyst cannot stack but can connect to crystal networks. Tiles occupied or traversed through by any system both in the connected network and within range of the catalyst are transformed into crystallized tiles. Crystallized tiles cost half a move for crystal systems to move into.
Unit Description: These tall, hollow crystals are filled with some kind of metallic solution which causes more crystals to sprout up. The entire network spreads this stuff wherever it goes, allowing the lumbering nexus to more easily retrace its steps.
Battlefield Symbol:

Crystal Connector
Unit Stat Cost: 15p
Health: 60 (6p)
Damage: 0 (0p)
Defense: 5 (5p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Structure
Strong Against: Structure
Special: The connector cannot stack but can connect to crystal networks. It can extend or retract in place of moving, occupying up to five spaces in a straight line. While extended it still counts as one unit, and all segments share the same health and discipline.
Unit Description: Spreading across the battlefield, these spiked ridges provide infrastructure connecting disparate parts of the crystal network and obstructing enemy movement. Although they allow the crystal nexus to create forward emplacements with its modular weapons, they also pose a weakness, as they make enticing targets when they are all that connects a forward weapon to the nexus that powers it.
Battlefield Symbol:

Crystal Mobile Wall
Unit Stat Cost: 25p
Health: 140 (14p)
Damage: 0 (0p)
Defense: 5 (5p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 10 (4p)
Unit Type: Structure
Strong Against: Artillery
Special: The wall cannot stack but can connect to crystal networks. It obstructs hostile ranged attacks like terrain, preventing enemy ranged units from attacking enemies behind it. If a shield projector is hidden behind it, the shield projector can still be indirectly attacked if it is protecting things that aren't hidden behind the wall by targeting those things instead.
Unit Description: This vast solid crystalline wall seems to conform to the landscape, constantly shifting to protect the vital areas of the nexus. Whether it was what inspired the living walls of the Haarbach dynasty or was merely a coincidence is unknown.
Battlefield Symbol:

Crystal Firing Conduit
Unit Stat Cost: 20p
Health: 100 (10p)
Damage: 0 (0p)
Defense: 5 (5p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 8 (3p)
Unit Type: Artillery
Strong Against: Support
Special: The conduit cannot stack but can connect to crystal networks. If the nexus core it is attached to does not fire on a given turn, the conduit can instead fire in its place, using the nexus core's Attack, Range and Strong Against values, along with any special abilities (such as those provided by inferno injectors and beam resonators) that apply to the attack, but causing the attack to originate from the conduit instead of the nexus core. As the conduit requires the nexus core to not attack to be able to attack, only one conduit in a network can attack per turn (as it then counts as the nexus having attacked) unless a connected bolt capacitor enables extra attacks.
Unit Description: This crystal formation looks to be a miniaturized nexus, but lacks a lot of the bulk crystal capacitors and cogitators of the original nexus. Instead it is nothing but a weapon, using power sourced from the grid itself.
Battlefield Symbol:

Crystal Beam Resonator
Unit Stat Cost: 15p
Health: 90 (9p)
Damage: 0 (0p)
Defense: 2 (2p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Support
Strong Against: Light Infantry
Special: The resonator cannot stack but can connect to crystal networks. The nexus core it is connected to gains the ability to chain its shots – if it destroys a stack with an attack and has overkill damage (the amount of damage done minus the amount of hit points the enemy had, if positive) left over after killing the stack, it can then attack again, using the destroyed stack as the point of origin and the remaining overkill damage as the new attack's damage. If multiple resonators are connected to the nexus core, it can do this again and again for every stack killed up to a maximum number of chain attacks equal to the number of resonators connected.
Unit Description: This huge array of rotating crystals crackles with energy as beams are refracted between them. The beams pulse when the weapon fires, causing the attack to ricochet between multiple weak units.
Battlefield Symbol:

Crystal Defender Turret
Unit Stat Cost: 35p
Health: 90 (9p)
Damage: 30 (15p)
Defense: 0 (0p)
Range: 5 (7p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Artillery
Strong Against: Cavalry
Special: The turret cannot stack but can connect to crystal networks. If a part of the network is attacked and the turret is within range of the attacking unit, the turret automatically fires on the attacking unit. The turret can only do this once per enemy turn, as it uses up its counterattack (which it can't use normally, being a ranged unit).
Unit Description: This squat crystal turret is a sturdy bulwark, firing on anything that gets too close to the main weapon.
Battlefield Symbol:

Crystal Transfusion Engine
Unit Stat Cost: 25p
Health: 200 (20p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 8 (3p)
Unit Type: Support
Strong Against: Hero
Special: The transfusion engine cannot stack but can connect to crystal networks. If the nexus is attacked, damage is first done to the hit points of any transfusion engines connected to the nexus' network. Furthermore, each engine allows one part of the network to give any number of its hit points to any other part of the network on its turn. The number of engines limits the number of such transfers that can be done per turn.
Unit Description: This large array of connected crystals is filled with tiny hairline capillary cracks, through which it pumps a metallic solution which is the lifeblood of the crystals. It is responsible for rapidly healing any parts of the network that come under attack.
Battlefield Symbol:

Crystal Torpedo Hive
Unit Stat Cost: 30p
Health: 100 (10p)
Damage: 30 (15p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 8 (3p)
Unit Type: Structure
Strong Against: Artillery
Special: The hive cannot stack but can connect to crystal networks. However, it can share its space with living torpedos without slowing either of them down. The hive cannot attack. Instead it creates one living torpedo in its space each turn at the beginning of its turn. (The torpedos do damage equal to the hive's damage.)
Unit Description: This colossal cave-like crystal formation seems to constantly twitch and shiver, spewing forth living torpedos.
Battlefield Symbol:

Crystal Living Torpedo
Unit Stat Cost: 30p
Health: 30 (3p)
Damage: 30 (15p)
Defense: 0 (0p)
Range: 1 (1p)
Move: 6 (9p)
Discipline: 6 (2p)
Unit Type: Cavalry
Strong Against: Artillery
Special: The torpedo CAN stack but CANNOT connect to crystal networks. However, it can share its space with torpedo hives without slowing either of them down. When a living torpedo attacks or counterattacks, it is destroyed. If it is destroyed by a melee attack, it still gets to counterattack immediately before being destroyed. If a living torpedo was created by a torpedo hive, it can only survive to take three turns. If it is still alive at the end of its third turn since being created, it is destroyed. Killing torpedoes does not count towards kill-based objectives.
Unit Description: This crystalline spike hovers in midair, rushing around the battlefield while crackling with energy, looking for foes to impale. There is an almost animal fury to its motions.
Battlefield Symbol:

Crystal Bolt Capacitor
Unit Stat Cost: 10p
Health: 60 (6p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Support
Strong Against: Heavy Infantry
Special: The capacitor cannot stack but can connect to crystal networks. On a turn where the nexus core does not use its main attack at all, whether on its own or through a conduit, it can instead store its attack in a capacitor. Each capacitor can only store one attack and does not start charged. On a later turn, the nexus core and its conduits can use up stored attacks to attack multiple times – though it is still limited only one attack per nexus core or conduit, this simply allows more than one of the units to fire.
Unit Description: These complex and fragile crystal arrangements store charge, allowing the network to store up power and fire more rapidly.
Battlefield Symbol:

Crystal Wormhole Stabilizer
Unit Stat Cost: 25p
Health: 140 (14p)
Damage: 0 (0p)
Defense: 5 (5p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 10 (4p)
Unit Type: Support
Strong Against: Structure
Special: The wormhole stabilizer cannot stack but can connect to crystal networks. Once per battle while connected to a nexus core, the wormhole stabilizer can indicate any space on the battlefield other than its own and create a wormhole between its own space and that space. Once so done, the stabilizer exists in both places at once (with the same health pool etc). Any unit that moves into its space can move out of its space in either spot where it exists. If the stabilizer is killed or moved out of its space, the wormhole closes. Since the stabilizer is part of the same network at both locations, this allows the same network to exist in two different locations.
Unit Description: A set of rotating of crystal rings are arrayed in three dimensions around a tear in spacetime. The warped view of the other side doesn't look particularly safe to travel through, and yet crystal can pour through with reckless abandon.
Battlefield Symbol:

Crystal Psionic Subjugator
Unit Stat Cost: 40p
Health: 80 (8p)
Damage: 40 (20p)
Defense: 5 (5p)
Range: 1 (1p)
Move: 3 (3p)
Discipline: 8 (3p)
Unit Type: Support
Strong Against: Heavy Infantry
Special: The subjugator cannot stack but can connect to crystal networks. When connected to a nexus core, it has the ability to take control of an enemy unit it attacks if the unit has less health remaining than the subjugator has damage (40) instead of dealing damage. If attacking a stack of more than one unit, the subjugator can only take control of a single unit, but can choose which unit to control, forcing it to immediately unstack into a tile adjacent to the original stack without costing the original stack any movement. Units that have been subverted can attack on the subjugator's next turn and remain under the subjugator's control until the subjugator is killed, controls a different unit, or is disconnected from a nexus core.
Unit Description: This long crystalline tentacle is tipped with a razor-sharp spike that drips with metallic liquid. When it plunges into enemies, it can seize control over their minds.
Battlefield Symbol:

Crystal Rending Claw
Unit Stat Cost: 30p
Health: 60 (6p)
Damage: 30 (15p)
Defense: 2 (2p)
Range: 1 (1p)
Move: 3 (3p)
Discipline: 8 (3p)
Unit Type: Heavy Infantry
Strong Against: Heavy Infantry
Special: The rending claw cannot stack but can connect to crystal networks. It has the ability to ignore enemy defense values. Furthermore, when it is connected to a nexus core, the rending claw adds the enemy's defense to its own to resist any counterattacks made against it.
Unit Description: This razor-sharp crystal is hooked at the end and looks sharp enough to cut straight through hardened steel. These hardened claws can move swiftly through the crystal bed, raking at anyone who gets too close and putting even the most heavily armored enemies off-balance.
Battlefield Symbol:

Crystal Lattice Reinforcer
Unit Stat Cost: 10p
Health: 40 (4p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 10 (4p)
Unit Type: Support
Strong Against: Light Infantry
Special: The reinforcer cannot stack but can connect to crystal networks. The reinforcer can give any amount of its own discipline to other systems connected to the same network on its turn.
Unit Description: This extensive bank of stubby crystals plays some key role in shoring up the structural integrity of the entire crystal network. There tend to be several such areas in any sufficiently large crystal entity, as they seem important in preventing the whole thing from disintegrating.
Battlefield Symbol:

Crystal Growth Accelerator
Unit Stat Cost: 20p
Health: 60 (6p)
Damage: 20 (10p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Support
Strong Against: Cavalry
Special: The growth accelerator cannot stack but can connect to crystal networks. The growth accelerator cannot attack enemy units, but can instead heal any one crystal system in the same network by an amount of health equal to its damage (20) on its turn.
Unit Description: This complex multi-branched crystal seems slick with some kind of metallic liquid. It seems to coordinate the gradual repairs of the crystal network.
Battlefield Symbol:

Crystal Terrain Roller
Unit Stat Cost: 25p
Health: 100 (10p)
Damage: 20 (10p)
Defense: 0 (0p)
Range: 1 (1p)
Move: 2 (2p)
Discipline: 6 (2p)
Unit Type: Cavalry
Strong Against: Cavalry
Special: The roller cannot stack but can connect to crystal networks. The roller can attack obstructed terrain (black tiles) instead of enemy stacks on its turn. If it does so, it turns the obstructed terrain into rubble that grants +2 defensiveness but increases movement costs by 50%. The rubble can of course be further replaced later, such as by the actions of the terraforming catalyst.
Unit Description: This massive, almost cylindrical crystal rolls across the landscape attached to a vast translucent assembly. It can crush enemies and obstacles alike.
Battlefield Symbol:

Crystal Inferno Injector
Unit Stat Cost: 5p
Health: 20 (2p)
Damage: 0 (0p)
Defense: 0 (0p)
Range: 0 (0p)
Move: 2 (2p)
Discipline: 3 (1p)
Unit Type: Support
Strong Against: Heavy Infantry
Special: The injector cannot stack but can connect to crystal networks. For every injector connected to the network, the nexus core's attack does one additional discipline damage.
Unit Description: This array of crystals glow with inner light, and add terrifying pyrotechnics to the attack beam of the main nexus. They can spread across vast areas behind the main bulk of the network.
Battlefield Symbol:
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