Sir Tirus frowned as he surveyed the landscape from the hill the group of stragglers had made it to. Firstly, there was
supposed to be a city here, where there now lie pristine, open plains- as if civilization had never even existed here- and secondly, the army had been expecting to meet enemy soldiers as they crossed the mountains, rather than whatever godless screeching nightmare beasts had fallen upon them, tearing apart green recruits and veteran knights alike, and scattering the lot of them screaming into the hills. It was only a lifetime of training and a heaping portion of luck that led him to survive, and rescue a handful of the peasant workers from the army's supply convoy- and more fortune still that they were able to recover a wagon of supplies on their way out of the mountain pass.
"...What now, sir?" Tirus snapped out of his reverie as the peasants finished dragging the wagon up the hill.
"We hold our ground until reinforcements arrive. Set up camp here; I'll keep an eye out for stragglers, or any more of those hell-creatures. General Derron's the toughest son-of-a-bitch I know, and it's going to take more than an army of the damned to keep him from cleaving his way out of there."
The three laborers begin unpacking the wagon and setting up rudimentary shelter, while the group's hunter scouts the area for game.
Sheb:4
10ebbor 10: 5( Supposed to be gray)
Evil Marahadja: 4/color]
adwarf: 3
Jerick:4
Mcclay: 4
HailFire: 5
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 2 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M13
-Units: 1 construction drone
M12:
-Units: 1 scout drone
Resources:
0 Metal scrap
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
-10 Bugdwellers (5, Q5, 2,Q4 1,Q6 )
-2 Great Spawners (Q4) (Q5)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Current orders: Spawns: Produce battleunit and bugdwellers. Dwellers: 9 produce resources, 1 build tunnel in Q6 (1 round left).
Base Pop:6/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw.
4 Ral Tribesman
Units
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Training hall (powered by food)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
M13: Glacial lake
M12: River
Y22: Hills
Z22: High Mountains
--Cavalry: Ground-based mounted units may move an additional square on relatively flat, open terrain, but move one square less on rough terrain like forests, and take two turns to pass over broken terrain such as mountains.