Year 305Hinting at further changes within the League itself, the League deploys many more trained spearmen than slaves this year. The Hive seems to have produced no truly new designs this year, but a larger number of the cat-sized acid-vomiting 'hunters' are spawned this year, moving faster than before and possessing much smoother, less clunky chitin armour.
The Hive pushed forward with devastating effect this year on all fronts, though narrowly on the third front; had they not redeployed the spitters to pushing the line back to Nippi, the additional troops sent from Kroton to defend the town's border would have been enough to push the Hive back. As it was, the spitters prove to be a deadly retort. The fort of Oracuse is lost, and the 2nd front pushes to the very border of Kydessos.
All three fronts push back; the 1st Front to the Epidaean Coast, the 2nd front to the border of Kydessos, the 3rd front to the walls of Nippi, a 2nd level Fortification.It is now the Design Phase. You have 5 dice remaining.1st Front
1st Front [Hive 1st Front vs League 1st Front]
200 fortification power vs 13 siege power.
Territorial Control: 915 vs 199.1
Hive 1st Front
169 soldiers
674 workers
0 spitters
72 hunters
1399 manpower spent, 37 soldiers, 101 hunters, 911 workers reinforced.
Hive 1st Front Deaths: [artillery] 1 soldiers, 60 workers, 5 hunters, [ranged] 5 workers, [charge] 1 soldiers, 57 workers, 2 hunters, [skirmish] 1 soldiers, 39 workers, 4 hunters, [melee] 11 soldiers, 342 workers, 22 hunters
League 1st Front
0 skirmishers
0 bowmen
9 hoplites
0 cavalry
0 ballistae
2 apprentices
0 mages
0 spearmen
0 slaves
0 aphrokema
918 manpower spent, 9 skirmishers, 16 hoplites, 6 cavalry, 0 ballistae, 3 apprentices, 189 spearmen, 843 slaves, 0 mages reinforced.
League 1st Front Deaths: [charge] 5 skirmishers, 5 hoplites, 1 cavalry, 1 apprentices, 70 spearmen, 421 slaves, [skirmish] 7 hoplites, 44 spearmen, 150 slaves, [melee] 11 skirmishers, 2 bowmen, 25 hoplites, 11 cavalry, 3 ballistae, 5 apprentices, 199 spearmen, 678 slaves
---
2nd Front
2nd Front [Hive 2nd Front vs League 2nd Front]
Territorial Control: 773 vs 28.0
Hive 2nd Front
0 spitters
123 soldiers
607 workers
43 hunters
839 manpower spent, 22 soldiers, 61 hunters, 546 workers reinforced.
Hive 2nd Front Deaths: [artillery] 21 workers, 1 hunters, [charge] 56 workers, 1 hunters, [skirmish] 50 workers, 3 hunters, [melee] 10 soldiers, 491 workers, 19 hunters
League 2nd Front
0 aphrokema
0 skirmishers
0 bowmen
18 hoplites
1 cavalry
1 ballistae
5 apprentices
0 mages
3 spearmen
0 slaves
1687 manpower spent, 16 skirmishers, 29 hoplites, 11 cavalry, 0 ballistae, 6 apprentices, 347 spearmen, 1549 slaves, 0 mages reinforced.
League 2nd Front Deaths: [charge] 2 skirmishers, 2 hoplites, 43 spearmen, 288 slaves, [skirmish] 4 hoplites, 42 spearmen, 175 slaves, [melee] 14 skirmishers, 12 hoplites, 10 cavalry, 3 apprentices, 259 spearmen, 1086 slaves
---
3rd Front
3rd Front [Hive 3rd Front vs League 3rd Front]
Territorial Control: 449 vs 51.0
Hive 3rd Front [National!]
98 soldiers
292 workers
19 hunters
40 spitters
560.0 manpower spent, 13 spitters, 11 soldiers, 31 hunters, 276 workers reinforced.
Hive 3rd Front Deaths: [artillery] 20 workers, [charge] 38 workers, [skirmish] 1 soldiers, 54 workers, 2 hunters, [melee] 12 soldiers, 493 workers, 14 hunters, 10 spitters
League 3rd Front [National!]
0 skirmishers
0 bowmen
23 hoplites
1 cavalry
1 ballistae
6 apprentices
0 mages
3 spearmen
0 slaves
17 aphrokema
2434 manpower spent, 10 aphrokema, 23 skirmishers, 42 hoplites, 16 cavalry, 0 ballistae, 9 apprentices, 498 spearmen, 2226 slaves, 0 mages reinforced.
League 3rd Front Deaths: [ranged] 12 skirmishers, 8 hoplites, 9 cavalry, 1 apprentices, 190 spearmen, 1213 slaves, 2 aphrokema, [charge] 1 skirmishers, 2 hoplites, 29 spearmen, 137 slaves, [skirmish] 5 hoplites, 38 spearmen, 115 slaves, [melee] 10 skirmishers, 15 hoplites, 7 cavalry, 4 apprentices, 250 spearmen, 761 slaves, 6 aphrokema
---
==The Hive==
Production: 0/0 ore, 0/1350.0 timber
Manpower: 4724.8/7919 {2798/turn} {2798.0 reinforced last turn.}
Menotos [Hive]: [Queen] 4 base food
Sends 2798 manpower to Hive Node 1.
Nippan Woods [Hive]: 4 base timber
Kydessan Woods [Hive]: 2 base timber
Hive 1st Front
169 soldiers
674 workers
0 spitters
72 hunters
1399 manpower spent, 37 soldiers, 101 hunters, 911 workers reinforced.
Hive 1st Front Deaths: [artillery] 1 soldiers, 60 workers, 5 hunters, [ranged] 5 workers, [charge] 1 soldiers, 57 workers, 2 hunters, [skirmish] 1 soldiers, 39 workers, 4 hunters, [melee] 11 soldiers, 342 workers, 22 hunters
Hive 2nd Front
0 spitters
123 soldiers
607 workers
43 hunters
839 manpower spent, 22 soldiers, 61 hunters, 546 workers reinforced.
Hive 2nd Front Deaths: [artillery] 21 workers, 1 hunters, [charge] 56 workers, 1 hunters, [skirmish] 50 workers, 3 hunters, [melee] 10 soldiers, 491 workers, 19 hunters
Hive 3rd Front [National!]
98 soldiers
292 workers
19 hunters
40 spitters
560.0 manpower spent, 13 spitters, 11 soldiers, 31 hunters, 276 workers reinforced.
Hive 3rd Front Deaths: [artillery] 20 workers, [charge] 38 workers, [skirmish] 1 soldiers, 54 workers, 2 hunters, [melee] 12 soldiers, 493 workers, 14 hunters, 10 spitters
Hive Budget
Spitters 5% National Effort.
Hunters 12%
Soldiers 15%
Workers 68%
HIVE
Units
Worker Caste Cost: 1.1 Manpower. Cheap and plentiful, more suited for day to day operations but a cheap and available design to churn out. Six-limbed insectoids about the size of a large dog, using four legs for balance and possessing two arms with four-digit graspers. The middle legs have serrated ridges that double as weapons and saws for cutting wood and butchering meat; the front and back limbs also have small barbs that aid in climbing and provide a desperate back-up weapon. Workers possess multi-faceted eyes, with six dark eye-spots that flank the compound eyes providing limited Infra-Red light vision that acts as a heat detected. Workers are excellent for holding and claiming territory. Competent in melee combat, acceptable in nocturnal ambushes, vulnerable to most other forms of attack.
Soldiers Cost: 6 Manpower. Heavy duty drones, a dozen times the size of workers and consuming consumate amounts of food to deal even more damage. About the size of a shire horse, soldiers have four short, heavy supporting rear legs and a pair of pincered front limbs with sharp, reinforced points and serrated edges, designed for piercing, slashing and cutting with the approximate strength of an ox. Massive plates of heavy chitin protect the soldier drone from damage and its low, squat (if massive) form gives it a beetle-like appearance. Soldiers are not fast, but they are difficult to stop. Its multi-faceted eyes are hooded for protection and forward-facing for better depth perception. These drones have two main downsides; they need a lot to eat and cannot hold territory as effectively as their metabolic weight in Workers. Well-armoured against most types of damage, but excels in melee.
Spitters Cost: 10.5 Manpower. National Effort. Drones with massively engorged abdomens, atrophied limbs and tiny heads composed of a pair of massive, globular compound eyes and a thick, barrel-like proboscis. The spitter expectorates gobbets of slime-encapsulated stomach acid hundreds of feet away to splash against companies of troops. Terrible in melee combat and susceptible to charges, but potent at range.
Hunters Cost: 1.75 Manpower. Cat-sized drones with six forward-facing limbs designed for running and jumping (although not necessarily that effective at either). Patchwork chitin gives them some mobility and some protection, while aiming to keep them lightweight, giving them enough speed to run up to targets, strafe them, and deploy their weaponised acid-glands in a short-range blast.
Revanchers Cost: 25 Manpower. National Effort. Elephant-sized Soldier drones with extended, double-jointed clubbed and barbed forelimbs. Lower half is heavily reinforced with extra heavy chitin and optimised for smashing down gates, palisades and structures. Significant circulatory issues slowing performance. Heavily armoured, especially in melee. Competent melee combatant, but shines as a living siege weapon.
Emitics Non-Battlefield. Swollen versions of worker drones, the job of Emitic drones is to consume food that cannot be digested by the rest of the Hive and make it digestible. By passing grains, legumes and plant matter through their ruminant digestive system, they are able to vomit it back up in an edible state for other drones to consume.
Redoubts Dug out warrens with piled timber supports for defence. A level 1 fortress.
Technology
Neolithic Toolmaking - Drones are capable of constructing crude wood and stone tools where needed, but these are usually superceded by the natural tools of worker drones.
Hunter-Gathering - The Hive does not currently practice any kind of stable agriculture, instead hunting or denuding local resources for food.
Construction - Despite their relatively limited tools, drones are natural diggers and can create simple structures. Can create Level 1 Forts (Redoubts).
Gene Bank
Worker Carapace Light, strong chitinous exteriors. Deflects close up blows but susceptible to piercing from arrow fire. Metabolically cheap. By default, Workers have these carapaces.
Heavy Carapace Heavy, reinforced chitinous exterior. Deflects blows and arrows effectively. Metabolically expensive. Soldiers and Elites have these carapaces by default.
Light Carapace Based off the heavy carapace, the light carapace is formed without hardening in the nascent stage. Infant drones therefore have soft, translucent exoskeletons until they reach maturity, wherupon hormones trigger hardening. The resulting carapace is thinner than heavy carapace, but better shaped to allow flexibility and movement for the drone, reducing weight but still providing better protection than worker armour.
Hexapod Limb Array All drones currently employ a six-limb configuration, making them stable if bulky.
Forward-Facing Hexapod Limbs A form of six-limb configuration where all six limbs are legs, face forward and have limited side-ways mobility and less stability in exchange for the ability to build up forward momentum.
Double-Jointed Limbs Marginally increased reach and flexibility, but complex to produce.
Low-Power, Endurance Muscles Drones by default use slow-burn muscles capable of great sustained strength and endurance, but not powerful explosive discharges of muscle power.
High Intensity Muscles By increasing mitochondrial density and adding tracheation for improved circulatory flow to defined muscles, we create a muscle type capable of much more powerful discharges than our endurance muscles. They do tire faster, but are excellent for quick bursts of speed or power.
Open Circulatory System An improved version of the standard arthopod circulatory system, where haemolymph (blood) is free to move between vessels through open body cavities, pumped by a dorsal vessel that serves as a simple heart.
Hypocarnivorous Digestive System A digestive system that is best suited to metabolising meat but can digest other foods such as fruits, roots and fungi, or even milk and milk products. Generally cannot digest grains or cereals. By default, Workers are spawned with this digestive system as it allows the greatest flexibility in diet.
Obligate Carnivorous Digestive System A digestive system that can only metabolise meat or similar products, including bone marrow. While this digestive system limits food choice and is therefore expensive to maintain, it provides the most metabolic power. Soldiers and Elites are designed to be Obligate Carnivores; they consume more food but can support more body mass.
Ruminant Digestive System A digestive system devoted to metabolising grains, legumes and plant matter. Food is macerated and stored in stomachs to be digested by different enzymes until it is reduced to a nutrient-rich slurry, then vomited up for consumption by simpler digestive system-bearing drones.
Vomiting Used by Emitics. Drones are able to vomit up their semi-digested food if needed. Weaponised by Hunters into a short-range vomit burst, like a digestive shotgun shell.
Acid Glands Repurposed duplicated stomachs serve as acid generators. Once sufficient quantities of acid are produced, they are encapsulated in phlegm. These glands are colonised by commensal bacteria that help produce acid.
Long-Range Expectoration Repurposed mouthparts serve as a crude artillery barrel, backed up by powerful modified jaw muscles that serve to create sufficient pressure to spit whatever is in the proboscis up to hundreds of feet away.
Microbial Selectivity The Queen can select what types of commensal bacteria drones will be born with, and in what proportions.
Compound Eyes Wide compound eyes produce composite images from tens of thousands of photoreceptors (ommatidia) on their surface. This produces excellent perception of motion and typically allows close to 360' vision due to their large view angle. Resolution is not comparable to humans, so our drones cannot see in as fine detail and cannot see out to the same range. Our drones have a comparative advantage in close combat situations, but a disadvantage at long range.
Infra-Red Eye Spots: Small black eyespots that flank standard compound eyes, these pits sense the presence and absence of IR light, allowing for limited heat detection and nocturnal operation.
Antennae Foot-long antennae perceive a variety of local sensory effects, such as sound and smell. Senses are comparable to human.
Telepathy All drones in the hive are linked via short-range telepathy, acting as relays for other drones further away. They do not communicate verbally or by writing.