The level setup is described in the scenario (PvP mode) or the mission (campaign mode). Both modes outline the environment by defining the map and tiles placed in specific positions. Loot or collectible reward tiles can serve as sub-objectives. Concealed tiles can contain traps, loot, or be empty. They are revealed when a unit moves onto them.
Waves
The time dimension is represented by waves. After several rounds, the game environment can change. This might involve new units emerging, new loot becoming available, or events being triggered. Players need to finish a wave within the available time, or else they will face new challenges in addition to the ongoing struggles.
Loot can be collected and provides valuable items to survive waves of enemies.
Doors can open on certain rounds, allowing the player to move units to other rooms, requiring one round to pass through. If a door does not connect to any other rooms, passing through it finalizes the game.
Loot can be collected and provides valuable items to survive waves of enemies.
Doors can open on certain rounds, allowing the player to move units to other rooms, requiring one round to pass through. If a door does not connect to any other rooms, passing through it finalizes the game.
Army
The advanced crafting system allows for units to be individualized and adapted to overcome challenges. While heroes have the most customization options, drones and critters also offer a degree of optimization.
An effective army requires a well-balanced composition of different roles. Offensive units are crucial for attacking, but officers and support units are equally important for a successful offense. This balance ensures that players can tackle a variety of challenges and strategize effectively to achieve victory.
Units are spawned directly on the battlefield using synthesizers or breeders.
To control the army, the player needs to distribute command points among the units. The number of command points is determined by the hero and the officers.
An effective army requires a well-balanced composition of different roles. Offensive units are crucial for attacking, but officers and support units are equally important for a successful offense. This balance ensures that players can tackle a variety of challenges and strategize effectively to achieve victory.
Units are spawned directly on the battlefield using synthesizers or breeders.
To control the army, the player needs to distribute command points among the units. The number of command points is determined by the hero and the officers.
Crafting
Character sheets count a unit’s basic stats (health, anger/temper level, action points) and provide information about crafting possibilities and valid combinations.
Units can only carry a certain weight of equipment and items and are specialized in using specific weapons and combinations of them.
Equipment can be changed during gameplay by using the inventory, allowing for strategic adjustments based on the evolving battlefield conditions.
Units can only carry a certain weight of equipment and items and are specialized in using specific weapons and combinations of them.
Equipment can be changed during gameplay by using the inventory, allowing for strategic adjustments based on the evolving battlefield conditions.
Inventory
Unequipped weapons or items can be stored in the inventory, as long as the total weight limit is not exceeded. Accessing the inventory or swapping weapons incurs a penalty of 1 action point. Limited active item slots allow direct access to items and enable their use without a penalty.
Sets
Every unit offers several variants adapted to different scenarios. The same unit can be equipped with armor and utilities to suit different roles, such as a melee combatant or a supporting healer.
These variants not only differ in health, armor, shield, and action points, but also in special abilities that enable different behaviors and playing styles. This flexibility allows players to customize units to their strategic needs and preferences.
These variants not only differ in health, armor, shield, and action points, but also in special abilities that enable different behaviors and playing styles. This flexibility allows players to customize units to their strategic needs and preferences.
Weapons
These variants not only differ in health, armor, shield, and action points, but also in special abilities that enable different behaviors and playing styles. This flexibility allows players to Weapons
Pistols, rifles, and cannons represent the weapon form factors. The types of weapons are defined as projectile, explosive, energy, or organic. Each combination of weapon form factor and type requires specific ammunition.
The target type of a weapon determines its selection behavior, influencing how and what the weapon can engage during combat.
Pistols, rifles, and cannons represent the weapon form factors. The types of weapons are defined as projectile, explosive, energy, or organic. Each combination of weapon form factor and type requires specific ammunition.
The target type of a weapon determines its selection behavior, influencing how and what the weapon can engage during combat.
Abilities
Special abilities can inflict heavy damage, modify stats, or have unique mechanics. These abilities can be used by spending anger, which the Hero gains from killing enemies. Abilities are powerful and, in most cases, require a cooldown period of multiple rounds before they can be used again.customize units to their strategic needs and preferences.
Items
Different types of items support units in the heat of battle, each serving a special purpose:
Equipment: Armor upgrades, shields, bags, and other gear that allow the player to enhance protection or use special equipment to perform helpful abilities.
Offensive: These items enable the player to perform special damaging abilities.
Upgrades: Weapons can be enhanced to increase their effectiveness in combat. Upgrades are attached to a single weapon and do not require an item slot.
Support: Special consumables used during battle to replenish resources, heal, or temporarily increase stats. These items are crucial for survival, providing healing and stat boosts that can significantly improve a unit’s chances of enduring the fight.
This variety of items allows players to strategically equip their units to better handle the challenges of the battlefield.
Equipment: Armor upgrades, shields, bags, and other gear that allow the player to enhance protection or use special equipment to perform helpful abilities.
Offensive: These items enable the player to perform special damaging abilities.
Upgrades: Weapons can be enhanced to increase their effectiveness in combat. Upgrades are attached to a single weapon and do not require an item slot.
Support: Special consumables used during battle to replenish resources, heal, or temporarily increase stats. These items are crucial for survival, providing healing and stat boosts that can significantly improve a unit’s chances of enduring the fight.
This variety of items allows players to strategically equip their units to better handle the challenges of the battlefield.
Cooldown
Cooldowns apply to abilities, or item effects with a specified period, which counts down until they are available again. The rounds are indicated on the back of the card at the middle edges.
When a card is used, its period begins by turning it to the back and placing the highest round counter on top. At each update phase, the card is rotated clockwise, reducing the remaining rounds. Once the countdown reaches the end or initial number, the card becomes available and is turned to the front.
When a card is used, its period begins by turning it to the back and placing the highest round counter on top. At each update phase, the card is rotated clockwise, reducing the remaining rounds. Once the countdown reaches the end or initial number, the card becomes available and is turned to the front.
Active Effects
Similar to cooldowns, active effects represent the state when an applied effect or event is ongoing. Unlike cooldown effects, the round indicator is on the front side, and these cards are not turned to their back, as they remain active for the entire duration.
As soon as they are drawn from the deck, they are placed on the table. The rounds are indicated at the middle edges. At each update phase, the card is rotated clockwise, reducing the remaining rounds. Once the countdown reaches the end or initial number, the card is considered depleted and removed.
As soon as they are drawn from the deck, they are placed on the table. The rounds are indicated at the middle edges. At each update phase, the card is rotated clockwise, reducing the remaining rounds. Once the countdown reaches the end or initial number, the card is considered depleted and removed.