NPC factions

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As you visit the collapsed worlds of the Star Union, you’ll notice they are filled with survivors. The game recognizes the following NPC factions (NPC is short for Non-Primary Combatants):

  • Autonom - Robots from the emergency services that have developed their own autonomous AIs after the central network of CORE went down.
  • Growth - Intelligent plants escaped from biotech company Terra Tech. They strive to live in symbiosis with other life forms. Not for people with tenctaclephobia.
  • Paragon - The former governing and elite classes. They’ve survived the collapse through life extending augmentations and therapies which are now faltering. They haven’t lost their arrogance and entitlement though.
  • Psi-fish - Mysterious floating aliens that have become more prevalent after the collapse.
  • Spacers - Mutated descendants of the urban populations. Their society and religion were shaped by gaming culture, as the empire population was entertained by extreme VR experiences. With the networks gone, they seek their thrills in the physical world.

The NPC factions are far from the sitting ducks from previous AoW games; they can’t be ignored. They might have alien savage societies, but are in the majority at the start of the game.

Mechanics[edit]

Quests[edit]

When expanding you’ll soon run into one or more of the factions. You might decide to approach them in a friendly way, so you perform quests for them and improve relation and influence – which you can then use to ask faction armies to give up important structures for you to use. Each NPC Faction has its own set of quests and narrative flavor.

War[edit]

If you decide to remove an army belonging to an NPC faction by force, it means war with the entire faction and a hit on your global reputation. Be careful not to start too many NPC wars as their bases and dwelling will start to spawn invading armies and your colonies might be overrun.

Sector claims[edit]

Just as AI Players, NPC factions lay claim to unowned Sectors around their habitats. So even if you try to avoid them, conflicts of interest with your NPC neighbors will soon start to appear: if you settle in sectors next to their dwelling your relations with them will suffer.

Demands[edit]

NPC factions will make demands based on their relation with you and based on the stage of the game. Small and early offenses can be made right by payments in one of the key resources. Soon demands will escalate and include demands that you hand over sectors to them. If you decline demands, relations will go further south and you are at risk of attack.

Attack events[edit]

As in AoW3 there are stacks garrisoned at NPC dwellings, and ones patrolling territories. This time NPC factions will also launch invasion attacks. This is associated with an event. An extreme version of NPC attack events are Boss events, extra strong armies that have named Boss characters with high level unit mods and henchmen.

Unit rosters and assets[edit]

Each NPC Faction has at least 5 unique units, including a Tier IV as well as a set of unique Mods and Operations you can acquire from them. Depending on your relation level you can recruit NPC Units as auxiliary forces. The higher your relation, the higher the level you can recruit. This recruitment costs additional influence.

Dwelling ownership[edit]

The ultimate friendly goal is annexing a faction’s Dwelling to your city. These dwellings have resource yields comparable with the Golden Landmarks (the highest-level economic structures in the game), and the units of the faction are unlocked for production.

PvP interaction[edit]

This is not all, NPC interaction comes into play with PvP interaction too. You can mess with the NPC relation of other players through Covert Ops and of course they’ll play a role in achieving particular victory conditions.

Autonom[edit]

Event NPC faction Autonom.jpg

The Robots providing emergency services within the Empire were run by the Conscientious Omnipresent Regency Engine CORE, but when it faltered during the Collapse they relied on internal backup processors. In the centuries since then, these robots have linked up and developed into a new collective of sentient beings. They called themselves the Autonom.

The Autonom have thermal and kinetic Weapon Groups. They are all about form connections to buff individual units. They seek to build a large peer to peer network of autonomous entities

Design[edit]

The Autnom are a bit Retro-droid in their design, visually they are distinct from other Imperial units in that they use lots of round shapes. They are very easy to identify. They all float or fly. Metals and Paint look worn since they have been active and moving around since the fall of the Empire. The Autonom share flickering lights in a consistent the amount indicates its intelligence / network capabilities. i.e. Golem = single light, Network Controller = lots of lights.

The network mechanic[edit]

Since the fall of the Empire, all Autonoms, possessing limited neuro-linking, have developed autonomous consciousness, making their own decisions, but some of their cooperation still exists. The Autonom Network Controller Units and Monitors direct and enhance the other Autonom in battle by providing them with valuable information on their targets.

Using the Initialized Connections Buff, all Autonom units in the army are buffed. This buff can scale up to three levels (luckily each autonomy unit can only use this ability once per battle)

  • Level 1: Attribute Accuracy.png +10% accuracy and Damage Arc.png +2 arc resistance.
  • Level 2: Networked units gain one level of stagger impact.
  • Level 3: +20% increased damage to all attack and Attribute Range.png +1 range on ranged attacks.

Autonoms work closely together; be careful not to camp as the units will buff each other quickly! See the unit abilities for additional Network effects.

Units[edit]

  • Sentinel: Cute Ranged moving turret droid. The Sentinel’s Calculate Targeting Ability raises its accuracy and critical hit chance by 10%, all Networked Units also gain this effect.
  • Golem: All-purpose Sentry and crowd control Bot. Its Tactical FACE is a Forcefully Applied Contact Explosive (the golem points a little arm out and blasts the target with high impact stagger). Its BOMB Body Originating Mass Blast Ability blasts all adjacent hexes. Handy to have as a melee based crowd control robot.
  • Monitor: Support Unit. In addition to its network establishing function it has the ability to heal ALL networked units on its side for 5HP PER LEVEL. Imagine encountering a large group with a couple of these as support.
  • Justicar: Police, Judge and Executioner Robot rolled into one. Sentence target gives all Autonom a damage bonus on target. Its punisher missiles (which funnily launches from its neck after rotating its head backwards) is indeed punishing using High Impact and Demolisher (200% damage to obstacle) perks.
  • Network controller: Next to the aforementioned Network ability it has a cool “Contact Tech Support” action, which summons an Autonom unit to its aid. The Network Controller’s shield Projection adds 4 shields for 2 turns to all networked units.

Dwelling[edit]

At their Home Base, you can acquire Autonom mods and units. One of the most interesting ones is the Autonom Network Connector, which allows non-autonom units to benefit from the Networked Buffs when equipped!

When starting close to the Autonom, don’t dismiss these cute looking robots, or EXTERMINATE will be the last thing you hear.

Growth[edit]

Event NPC faction Growth.png

During the expansion of the Star Union, expeditionary forces stumbled across a planet unlike any they had discovered before. This faraway planet was completely covered in alien jungle, a jungle that appeared alive beyond the normal capabilities of plant life. This jungle formed a single entity, all plants interconnected into a massive collective sentience, reacting and even predicting the actions of the scientists that studied it.

Seeing the value of this hardy, rapidly expanding plant species, they started cultivating and genetically altering it to use in their terraforming efforts. They developed a new strain of this plant life, which has a long and complicated scientific name, but is simply referred to as the Growth. The Growth was unique in that, if it was allowed to grow big enough, its sentience became more sophisticated and it would be able to form symbiotic bonds with wildlife. This was dangerous to developing colonies, so efforts were made to always keep the Growth in check.

They deployed the Growth to their terraforming colonies, with varied success. The Growth allowed for rapid development of local flora and fauna, as long as it was kept under control. On some planets however, the Growth grew out of control and developed too much, taking over large parts of the planet and forming symbiotic bonds with the local wildlife through the use of pheromones and mind-altering pollen. Intelligent life was equally affected, there are stories of colonists disappearing into the wilds, lured by pheromones, never to return as they are absorbed into a symbiosis with this alien Growth.

After the Collapse, planets seeded with Growth were left to grow unchecked and the Growth thrived, rapidly evolving and growing into maturity. Over time, giant Mothernode clusters formed on these planets, which serve as central hubs for the Growth and are seen as the main source of the Growth’s sentience.

Design[edit]

The Growth faction is divided in two sides, the flora and the fauna. The Growth has formed symbiotic bonds with local fauna, namely giant bees, to the benefit of both sides. The Growth is able to communicate through a telepathic bond formed by the expulsion of specific pollen, though their behavior and motives are obscure at best, and its intelligence can only be guessed at.

The Growth strives to achieve symbiosis with all life forms it comes across, its armies are often supplemented by various forms of wildlife that it has recruited to its cause. It lures them in with pheromones and releases mind-controlling spores to sway their allegiance. Even intelligent life is not safe to these persuasive methods, as many a stray colonist never returned to their colony, being absorbed into the Growth symbiosis.

Despite their unique form of communication and their tendency to benevolently absorb life into their symbiosis, diplomacy is possible with the Growth, though some of their requests can be rather interesting...

Units[edit]

The Growth has strong melee capabilities in both of its Bees as well as the Vine Bud unit. This, combined with their use of pollen to cause regeneration and healing in units, makes them quite strong up close. Their ranged units are not to be underestimated however, with both the Flowering Node and Seed Cluster being able to rain down heavy biochemical damage at long range. These ranged attacks can lower the Kinetic and Biochemical resistance of enemy units, making them even more vulnerable to melee attacks, resulting in great synergy within the lineup.

The synergy between the Growth and the Amazon is quite strong due to their mod compatibility, as the Amazon is the only player faction that has access to Plant units in their main line-up!

  • Worker bee: The worker bee is the most common animal that can be found with the Growth. These bees have a nasty sting they can use in defense, but their main utility comes from a special kind of pollen they carry with them, that has strong regenerative properties.
  • Soldier bee: The Soldier bee is the main animal defender of the growth. Swarms of these protect the growth from all hostile threats. Their corrosive spit can melt through armor at range, and they have the same nasty sting for when enemies dare to get too close.
  • Vine bud: This unit is the smallest member of the plant family of the Growth. It's vines are deadly when it gets close to enemies, and it can summon small versions of itself, Vine Sprouts, in combat. These Sprouts are stationary but have strong melee attacks, perfect for area denial and setting up traps.
  • Flowering node: The Flowering Node is the first true ranged units in the Growth line-up. Using its Noxious Pollen ability, It can release deadly pollen in a area of effect at range, dealing biochemical damage and poisoning units. Additionally, this attack causes an Allergic Reaction in units, which lowers their Kinetic and Biochemical resistances, very powerful in this lineup! The Allergic Reaction is also caused by its main attack; Allergenic Spray, which is a single target attack where it sprays pollen directly at a target over long range. This versatile unit has one more trick up its... petals? as it can deploy a spray of Pheromones that can mind control non-Mechanical units, causing them to switch allegiance until end of combat.
  • Seed cluster: The Seed Cluster is a unique unit in Planetfall, as it is a tier IV repeating artillery unit, the only one of its kind. It has a Seed Bomb attack which targets a single unit at range, but the main threat from this unit is its Seed barrage ability. This ability is very inaccurate but hits an area of effect, which means this unit doesn't target a unit as much as a general area, and unleashes a deadly barrage, hitting pretty much anything nearby, staggering and slowing them. Both of these attacks also cause Allergic Reactions in units. It can release a great deluge of pollen from itself, coating the entire battlefield in Pollen which cleanse friendly units from status effects and heals them each turn, for a few turns. This ability is very powerful in keeping a Growth army alive.
  • Plant roots: The plant units of the Growth all share a strong defense mode; Plant Roots. This defense mode gives them extra armor and makes them stagger immune until their next turn, so you cannot stagger these units out of defense mode! This makes them very resilient when they dig in. This defense mode is shared by a few other units as well in Planetfall, most notable the Amazon Arborian units; The Arborian Sentinel and the Arborian Queen.

Dwelling[edit]

The Growth Dwelling is a large, overgrown area of jungle that ferociously spreads, despite hostile terrain, hazards or hostile lifeforms. The dwelling is formed around the Mothernode in the center, which is the main nervous system of Growth sentience.Thick vines spread out from this center, spreading jungle like flora and clusters throughout the sector.

It is up to you whether you chose to cooperate with them, to the downfall of vegetarians, or purge them from your world like the Star Union of old!

Paragon[edit]

Event NPC faction Paragon.png

The Paragon once were the elite citizens of the Star Union empire. After the Collapse, all interstellar trade and communications ended, leaving the surviving citizens marooned on their worlds. The upper-class Paragons (named after the company that provided their cybernetics, Paragon Augmentations), fell from boundless hedonism to a state of survival. They were no longer able to connect with CORE, the administrative heart of the Star Union with the Emperor at its center. Overtime, the disconnected augmentations that gave them eternal youth and super human abilities started to falter, with many Paragon descending into madness and decay.

The Paragon still hold onto their elite status with fanatical devotion, even after all else has decayed. In the ruins of their once great empire, clusters of Paragons formed into potent groups, often taking control over the remnants of Imperial elite forces. They are led by self-proclaimed prophets which see themselves as rulers over their own little cult of Paragon, preaching about bringing civilization where there is none left.

The Paragon are a bit snobbish and elitist in their dealings with other factions, but for those that are willing to indulge their posturing, diplomatic relations can be established.

Design[edit]

The Paragon faction is actually divided in two sides. On the one hand you have the elite citizens, the true Paragon. Their high-grade augmentations have kept them alive and in perfect physical condition through centuries. On the other side are the Imperial forces which served as an elite guard to the Paragon and their interests during the time of the Star Union, such as the Imperial Soldier and Imperial Guard. These soldiers are also augmented however, due to the lower quality of these augments, they have started to degrade and falter. The Imperial soldiers are bare shells of life now, only kept functioning due to their augments. The Paragon have direct control over their puppet forces, using their own augments to control them and directing them in battle.

The overdrive mechanic[edit]

The unique mechanic of the Paragon faction means that the Paragon can overdrive the augments of Imperial Infantry. Overdrive changes the damage channel of the attacks of Imperial Soldiers from kinetic to arc damage and gives them 'unstable augments' which causes the soldiers to explode in a burst of arc damage on death. On top of that, each unit gets unique bonuses when they gain overdrive as well. All in all this makes a well balanced Paragon army a deadly force to deal with, crowd control is your friend when Imperial Soldiers with overdrive are charging at you!

Units[edit]

Because of the unique divide in their units, fighting the Paragon faction can be quite challenging. The Imperial Soldiers form a defensive line around the Paragon, protecting them while the Paragon buff the soldiers and rain strong ranged attacks down on their enemies.

  • Imperial soldier: The Imperial soldier is a standard infantry unit with a firearms-based assault rifle and a grenade which change to arc based weapons when the unit gets overdrive.
  • Imperial guard: The Imperial Guard is a classic praetorian inspired melee infantry unit which has strong melee attacks and great defense, though due to the nature of its shield it's vulnerable to flanking attacks. When it gains overdrive it becomes a lot more scary, as it gains faster movement speed, increased shields AND stagger resistance AND the Pulse Slam ability, which is a powerful area of effect melee attack that deals devastating damage.
  • Imperial heavy soldier: The Heavy Soldier is an infantry unit in a mechanized suit armed with high caliber, powerful weaponry. It functions as a form of infantry based artillery, raining down area of effect attacks at great range. When the unit gains overdrive its attacks deal significantly more damage.
  • Paragon fanatic: The Paragon fanatic is clearly suffering from its centuries long immortality, as he has gone ever so slightly insane. Regardless of that however, they can still be very strong units to go up against. Besides the ability to overdrive Imperial soldiers, it also has phase augments, which allows them to instantly relocate in battle. Their targeting jammer augments disrupt enemy targeting, making the fanatic one of the hardest units to hit in Planetfall. The combination of these augments allows it to stay safely away from the main fighting, overdriving its soldiers to do all the work while it gets in a few flanking shots.
  • Paragon techno prophet: The Paragon Techno Prophet is the self-proclaimed leader of a group of paragon units, it floats above the battlefield in a throne like construct, looking down on friend and enemy alike. Its abilities come from it's floating throne, allowing him to overdrive groups of units at a time or call in reinforcements from outside the battlefield, summoning more Imperial forces into battle. It's most powerful ability allows it to connect to a old Star Union military satellite in orbit, calling down a blast of Arc energy, dealing massive damage to any enemy force. Having long lost the knowledge of where this power comes from, this is seen as a godlike power by the Paragon.

Vehicles[edit]

The former vehicles of the Star Union are often used in Paragon armies on the world map, but are not officially part of the Paragon faction and therefore cannot be bought from their dwellings. These vehicles can be found as rewards however on the world map. Your own Commander could be driving, flying or walking around in any of these!

Dwelling[edit]

Paragon Dwellings are former citadels of the Star Union, huge mega-structures in a sea of ruins, the skeletons of the high rises the Paragon Elite used to occupy. The Paragon and their Imperial guard still live in these ruins, in their madness they are holding on to what they see are the fleeting last traces of civilization in this apocalyptic time.

Will you endure their snobbishness and form an alliance with them to gain access to all their goodies? Or would you rather cast down their false prophets, put them in their place and show them some real power?

Psi-fish[edit]

Event NPC faction Psi-fish.jpg

The Psi fish were encountered as the Star Union expanded its hyperspace network. A new age of space travel dawned when scientists discovered a way to artificially create spatial rifts. Launching sub- FTL ships carrying massive Gravity-Bombs, G-Bombs for short, additional rifts were opened in systems with resource rich worlds. Once connected to the Nexus, these bridgeheads led to the discovery of further natural rifts and the Union’s extension started to explode as new areas of space were discovered and chartered each day. During that time, first contact was made with a sentient alien life form, a race called the Kir’ko, which the Union eventually subjugated, and the first sightings of the otherworldly Psi-fish were recorded in deep space. After the collapse of the Star Union, Psi-fish sightings became more frequent on surviving planets. They’ve been the bane of many colonies, and often like to hang out on Cosmite Nodes.

The species[edit]

The Psi-Fish are a highly intelligent species with an otherworldly mindset and a strong instinctual drive to propagate and evolve. Their psionic power manifests naturally for them through their connection to the Void.

The Psi-Fish Host is a daunting sight as it moves across the world. They levitate gracefully through the air (or vacuum) with a threatening calm. Their psionic power radiates off of them in waves, felt even by those not psionically gifted.

Their evolution is unique: Each step of their evolution process, from the seedling Chrysalis to the imposing Medusa, fulfils a different function in the Psi-Fish shoal. Together they act as a singular force, capturing their prey and using them to nurture their offspring as they grow ever stronger.

The effect on their targets is proper sci-fi horror material. But the Psi-fish are not evil, they are curious, intelligent creatures who can be negotiated with. Their horrific acts are generally the result of the many misunderstandings associated with inter-dimensional contact. Use diplomacy and convince them you’re not fish-food.

The bonds mechanic[edit]

Psi-fish have the ability to Bond with other creatures with the strength and effect type depending on the particular Psi-fish unit. The effect is always positive Psi-fish, while the effect for the target, can uhmm… vary. The casting creature can once per turn, to change the target of its Bond. If the Psi-fish is staggered, the Bond is cancelled.

The effect can be positive or negative for the receiving creature. The other side cannot do anything about being Bound, save staggering or using anti-status effect abilities. As some form of relief, a unit cannot be the target of multiple Psi-fish Bonds at the same time.

Units[edit]

  • Crysalis: The Chrysalis is the fetal stage of the Psi-fish. The Siren can impregnate and cocoon biological units, which then turn into the Chrysalis in 2 turns. After the Chrysalis is matured, it can evolve into a Spawn.
  • Spawn: The Spawn is the infant form of the Psi-fish. Burst forth from a Chrysalis when it has grown, it floats across the world in swarms surrounding the more mature Psi-fish creatures. They have medium ranged mental attacks that it uses to take out their prey’s mind, rending them vulnerable. Their Fascinating Bond ability blocks enemies from performing actions except move.
  • Hunter: This creature is a nightmare. Considered the most powerful Tier II unit in the game. The Hunter is a fast moving, agile creature that shoots through the air, homing in on its prey. It is capable of linking its mind with its prey, stunning it before moving in for the kill. The Hunter can evolve into a Siren.
  • Siren: These are unsettling presences to behold as they fly through the air. The Siren has an enticing call, which it uses to lure its enemies closer before implanting them with one of its eggs. When it attached its mind to another creature, that creature knows its end is nearby.
  • Medusa: The Medusa is a huge and awe-inspiring sight. The vast amount of Psionic power needed to keep it floating radiate off of it in waves. To look at it directly is to look into the face of Insanity. It changes it temperament at an instant, able to soothe its allies at one moment, and to unless massive Psionic power to its foes the next.

Dwelling[edit]

Psi-fish are otherworldly fish, living in an upside-down waterfall. Their dwellings are always located at sea. Maybe this environment is resembling their home most.

Their units float across to land just as easily. So if you pick a fight with them, you’d better have a navy, ideally a psionically protected navy, that can damage ethereal beings. Good luck!

Spacers[edit]

Event NPC faction Spacers.jpg

Spacers are gangs of raiders, who roam the ruined worlds of the Star Union looking for anything of value. They originate from the Star Union’s mega city masses that were kept in check with limitless virtual entertainment and nutrients laced with pacifying chemicals. After the Collapse brought the population violently back to reality, they were left to survive in a devastated and lawless universe.

The strongest, craziest and most ruthless survivors formed tribal gangs. They fill their days with raiding, debauchery and perverse rituals as a replacement for numbing bliss the Union once provided.

Not all humanity has left the Spacers though. They can be negotiated with; their NPC quest lines allow them to restore somewhat of a civil society and join your colonies.

Design[edit]

The design of the Spacers combines elements of post-apocalyptic raiders and some form of a twisted VR gamer culture. Although the ultra violent (and likely other obscenities) VR world their ancestors inhabited has been offline for generations, elements are still embedded in their language, culture and religion.

Units[edit]

Spacer units are highly reckless and aggressive and reply on buffing and explosive AoE damage. Spacer units carry effigies. When a unit dies, they drop this totem-like object, marking the place of the unit’s death. Other Spacers get rallied by Effigies, as these static “unit” automatically buffs one of friendly units every turn, granting a +25% boost on damage for that turn. The effect of the effigy can be boosted even further.

  • Pschyo: The fearless Frontline maniacs of the Spacers. They rush the battle field with an improvised mace in hand. Its Berserk Chemicals give Fast Movement and Damage out put of +25%. (which can be further buffed by effigies)
  • Truck: The assault cavalry of the Spacers. A pickup truck with scavenged guns welded to its bed. Reckless Crash is a melee attack with high impact stagger and knock back on light units. When in a tight spot the drivers will blow the truck up in a big explosion, it will blow up when it HP reach zero too. Unbeknownst to the drivers, they won’t re-spawn as in the virtual words of old.
  • Melter: This disfigured mutant, wants everything to look as horrific as himself. It has a precision -and AoE corrosive attack called Acid Bath.
  • Hellcopter: This improvised aircraft drops burning high explosives on enemies and has make shift laser good at taking out other aircraft. Its Crash Down passive means will seek out a nearby enemy and crash on top of it when its shot down.
  • Junk ship: The spacers don’t limit their raids to land... Has the ability to board (commandeer) other ships.
  • Prophet: One of the craziest units in the game. Its madden rant causes psi damage by passing armor and has can lead to broken minds and insanity. It can debuff enemies with mark of the Effigy. Making it easier to hit and making the target drop a Spacer Effigy on death. Its Effigy Hysterics ability will boost the Damage bonus of all effigies on the map. When it gets killed it leaves a Power Vacuum. All Spacer infantry types get the Power Grip ability which allow them to become the new Prophet if they reach its carcass.

Dwelling[edit]

Spacer dwellings are large shanty towns. But they have some very useful gear for players seeking to establish friendly relation with them.

Forgotten[edit]

ORIGIN: These ancient Es'Teq were never meant for reawakening. Some were entombed for faults of the body or mind, some for being criminals and undesirables, all were sealed off in vaults to sleep eternally. Eaters of the Dead roamed these halls, making sure no resident died from a lack of Essence. They were instead devoured, a great honor for those entombed in these sanctums, for they would live eternally inside the Eater.
When the Collapse occurred, these hospice-like vaults were shaken by the Void Storm that swept the galaxy, awakening the inhabitants and corrupting their Essence. Now they live on a painful substance known to them as Rot, and make outfits of metal and gears to carry the weakened and impaired, for living in pain is certainly better than facing True Death.

Units[edit]

Desolate
“Once we dreamed of living forever. Now we hide in tombs of our own making. There is only one mind left in this dark place. It thrives on vengeance. It demands everything. I’ve nothing left to give. Our hatred twists and festers down here. The compound seethes with malice. Even the Drained are tainted by malice. They fight our enemies, but consume the Essence for themselves. They don’t share it with the commune. Our dream is lost. Will I become one of the Desolate when I am drained?” – Eldon Squawl, “RV-774584R: Recovered Heritor Logs.”

Tier I
Operation Rot Proliferation
Influence Cost 40Interface Influence.png
Relation Level Peace

Golem
“We thought it another decorative statue until a crimson jewel on its crest ignited and the lumbering form of an Es’Teq Golem moved to block our progress into the Heritor Vault sleep chambers. Even from a distance, the thing could drain the essence from our expeditionary forces, disregarding their body armor and shields. Slow but powerful, it pushed our advance back, sapping our lives and degrading our armor with its entropic blasts. We might still be fighting it today had we not deployed Reaper tech to counter it.” – Counterstrike Captain, Stella Diamante, “RV-0511M: Records of the Purge”

Tier I
Influence Cost 40Interface Influence.png
Relation Level Peace

Serpion
"“In the Vault, my spy-bots observed a Serpion. It slithered between life pods, the living jewel on its crest pulsating. Upon discovering a cracked case, it plunged its fangs into the occupant, draining the body's essence, turning it into a lifeless husk. The creature's fins crackled with life, as it climbed up the hierarchy of dreaming bodies to a row of Heritor elite where it used its injecting tail to fill their decorative chambers with vitality. It repeated this task, transferring life from the least to the privileged until it spied my camera and spewed entropic rot.”[br/]– Stealth Specialist Doreen, “RV-838899R: Reconnaissance: Heritor Purge Initiative” "

Tier II
Influence Cost 40 Interface Influence.png
Relation Level Friendship

Shattered Ark
“The Quintessence Ark of Heritor Vaults are valuable in the right hands (mine). I’ve sent many expeditions to remote worlds to retrieve these treasures. It does wonders for my skin tone. On one expedition, my Indentured absconded with the fragments of an Ark, only to discover that it was—for lack of a better description—haunted. This Corrupt Ark consumed the life of my servants and had lost its wholistic qualities. Since it seemed bent on revenge, I sent it to a rival. It had great effect. Have you seen her frown lines?” – Syndicate Beauty Operative, Adira Mulari, “RV-74738E: Cosmic Cosmetology”

Tier III
Influence Cost 65Interface Influence.png
Relation Level Friendship

Eater of the Dead
“I’ve only seen it once. Near the end of the Heritor Purge, this twisted construct called the Eater of the Dead rose from corrupted essence to consume the fallen on the battlefield. Many men were consumed outright. With each swallowed body, its strength and savagery increased. I confronted one of the fallen Heritor priests before he was consumed. Choking, he disgorged the words, ‘For Justice!’ then plunged into its hungry maw. Why is it, when men construct gods, they focus solely upon the Law of Justice, ignoring the Law of Mercy?” – Mah Reg’Nib, “RV-97009X: Running from Monsters"

Tier IV
Influence Cost 120Interface Influence.png
Relation Level Integration

Mods[edit]

Forgotten Essence Siphon
Non-Entropic attacks gain a 8(unrecognized string “str ent” for Template:Icon) strength chance to apply Energy Drain (4 (unrecognized string “str ent” for Template:Icon) strength chance on repeating attacks).

Relation Level Peace
Influence Cost 40Interface Influence.png
Type Offensive Mod
Equip Costs’’’ 5Interface Cosmite.png

Corrupted Incarnation
This unit no longer is affected by morale changes. This unit gains Entropic Necrophagy on its attacks that don't spend (unrecognized string “charge” for Template:Icon)Essence Charges. When this unit kills another, it consumes the corpse and gains 1(unrecognized string “charge” for Template:Icon) Essence Charge and heals for 15Attribute HP.png. Only one kind of Incarnation can be active at any time.

Relation Level Friendship
Influence Cost 50Interface Influence.png
Type Defensive Mod - Armor
Equip Costs’’’ 10Interface Cosmite.png

Entropic Transpositioner
Non-melee Entropy attacks now bypass Attribute Shields.png

Relation Level Friendship
Influence Cost 50Interface Influence.png
Type Offensive Mod
Equip Costs’’’ 10Interface Cosmite.png

Entropic Chaos Inducer
This unit's Entropy attacks gain a 8(unrecognized string “str ent” for Template:Icon) strength chance to apply 2 random debuffs to non-Mindless, non-Mineral or non-Ethereal units for 1Turn (4(unrecognized string “str ent” for Template:Icon) strength chance on repeating attacks). Does not affect units with Status Effect Immunities.

Relation Level Integration
Influence Cost 60Interface Influence.png
Type Offensive Mod
Equip Costs’’’ 15Interface Cosmite.png

Operations[edit]

Rot Proliferation
Proliferate the Rot to target non-Mindless Infantry enemy unit. Unit has a 8(unrecognized string “str ent” for Template:Icon) strength chance to gain Bleak Essence which transforms the unit into a Desolate when it dies, permanently under your control. On failure, it gains Entropic Decay instead. This operation cannot target Heroes or Commanders.

Relation Level Peace
Type’’’ Tactical
Costs’’’ 60Interface Energy.png 2Interface Tactical Ops.png}

Forgotten Depths
The Forgotten guide your researchers in how to better excavate and study Es'Teq Tombs and other ancient sites. Each KnowledgeInterface Knowledge.png sector now provides an additional 10 Interface Knowledge.png.

Relation Level Integration
Type’’’ Doctrine
Costs’’’ 100Interface Energy.png 10Interface Tactical Ops.png

Dwelling[edit]

Therians[edit]

Event TherianFaction.png

Born from tragic experiments to save a dying scientist’s wife from a ravaging genetic disease, the Therian Project was meant to fuse stable animal DNA with humans that were afflicted with incurable diseases.

Like all research that could ‘enhance’ humans, it didn’t take long for Terratech to get their hands on this new technology, altering and transforming those who could pay, no cost too great in attempts to perfect this new process. Society’s outcasts were the first to suffer at the hands of these experiments, eventually forming a cult-like status after their transformations proved too radical to continue as part of normal society.

Led by the mysterious and enigmatic leader Deer, the Therians took what Terratech they could get their paws on and scattered throughout the fragmenting Star Union to find a place they could call home.

Design[edit]

The Therians came to life from mixing up the fantasy anthropomorphic animal theme with the classic renegade ‘good guy’ pirates in a playful yet futuristic take.

Units[edit]

This faction is an incredibly versatile fighting force that encourages you to get into the action as soon as possible, hopefully you’ll have as much fun playing with them as we did. Despite their relatively unarmored bodies, the Therians are great at healing and buffing themselves and allies when taking damage, allowing you to shake off those first strikes in combat and show the enemy your animal ferocity.

  • Prowler: The Prowler is always first into fray, combining a hard-hitting medium range bio shotgun with a repeating melee attack to rip flesh and metal alike. Their Thrill Pheromone ability gives a whopping 20% damage buff that will give the edge when things get intense.
  • Bouncer: If you thought rabbits were tough to catch, try chasing down the Bouncer. Augmented with powerful leg enhancements, this unit can dive right into the chaos of battle and spin round in a deadly AoE attack with their dual machine pistols. The Bouncer’s Prance Pheromones make them even tougher to hit, granting nearby friendly units with Therian Presence the Skitter buff in addition to an evasion boost.
  • Sharpshooter: Sly, cunning, mysterious, you can call the Sharpshooter any of these, but don’t mistake these fuzzy tailed foxes for anything other than deadly. Equipped with powerful bio sniper rifles, the Sharpshooter can pick off targets from afar or heal a friendly unit with one of its health darts. When in trouble, the Sly Pheromone helps by granting a 20% critical hit chance boost to finish the fight.
  • Chemist: What do you get when you cross a genetically mutated squirrel with a bag of explosive acorns? A punchline with a bang!

These nutty critters have a whole bag of tricks, from destructive and de-buffing acorn grenades that spread noxious hazards, to healing and buff-granting chemicals to help their allies. Their Bioregeneration Pheromones provide a vital healing boost that can heal broken bones and cracked paws alike.

  • Apex: 700 pounds of ferocity and leadership clad in the coolest jacket this side of the galaxy is bound to inspire the Therians to fight together.

Wielding a lightweight and diamond-sharp blade with the strength to cut through anything, the Apex is terrifying sight to behold on the battlefield. If the sword wasn’t enough, this beast can jump into battle and stun even the bravest of units. Lastly the Apex can inspire all nearby friendly units and even heal with a mighty roar. The Pride Pheromone gives a hearty +2 to all resistance channels for 2 turns, letting you shrug off even the heaviest attacks.

Dwelling[edit]

Origin[edit]

The Therians are a faction of people who originate from test-subjects of a secret Terratech genetics project, mixing both animal and human DNA to cure genetic diseases and create superior beings. The project was shut down after backlash when their first test subject, called Deer, broadcast the horrid truth of the genetic experiments.
Deer fled and took refuge with her newfound people, taking up arms for protection. Since then, the Therians, with their animal modifications and human weaponry, managed to survive on many of the planets they occupied. Belonging to neither one kind nor the other, the Therian refugees are social outcasts, searching for a place they can call home whilst keeping a positive outlook on life.

Units[edit]

Units Amazon Shrike.png
Stats
Upkeep 4Interface Energy.png
Health 40Attribute HP.png
Armor 2Attribute Armor.png
Shields 0Attribute Shields.png
Move Points 40Movement General.png
Ranks
Novice
  • +4Attribute HP.png
Veteran
  • +4Attribute HP.png
  • +5%Attribute Accuracy.png
Expert
  • +4Attribute HP.png
Prime
  • Prime Rank: Critical
  • +4Attribute HP.png
  • +5%Attribute Accuracy.png

Prowler

Production
Tier I
Influence Cost 25Interface Influence.png
Relation Level Peace

“Feel the Call of the Wild… Do you ever wish you could just howl at the moon? Join the Therian Prowlers. Come run with the pack. Maybe you’re submissive and want a strong pack leader? Maybe you’re an Alpha and will take the lead? You won’t know until you let our genetechs alter your physiology and you feel the Thrill of the Hunt. When you feel your claws sinking into the warm wet haunches of prey you hunted with your most trusted packmates. Only a Therian life truly sets you free.” – Fang Whitemane, “RV-94949C: The Law of the Pack”

Abilities

  • Prowler's Swipe
    Action Accuracy Damage Range
    Repeating AP Repeating.png 90%Attribute Accuracy.png 11Damage Kinetic.png 1Attribute Range.png
    Strikes the target with sharp claws.
    • Bleeding: 4Strength kinetic.png strength chance to apply Bleeding to Biological or Cyborg targets for 3Turn
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Only affects Ground targets
  • Biochemical Shotgun
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 90%Attribute Accuracy.png 16Damage Bio.png 5Attribute Range.png
    Fire a Biochemical Shotgun at the target.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Knockback: 8Strength kinetic.png strength chance to knock back a non-Ethereal, non-Heavy enemy unit 1 hex.
    • Affected by line of sight rules
  • Primal Pheromones: Thrill
    When unit drops to 66% Attribute HP.png or lower, unit and all friendly units within 2 hexes gain 20% increased damage to attack for 2Turn.
    • Can trigger once per battle


Units Amazon Shrike.png
Stats
Upkeep 8Interface Energy.png
Health 45Attribute HP.png
Armor 3Attribute Armor.png
Shields 0Attribute Shields.png
Move Points 32Movement General.png
Ranks
Novice
  • +6Attribute HP.png
Veteran
  • +6Attribute HP.png
  • +5%Attribute Accuracy.png
Expert
  • +6Attribute HP.png
Prime
  • Prime Rank: Evasive
  • +6Attribute HP.png
  • +5%Attribute Accuracy.png

Bouncer

Production
Tier II
Influence Cost 40Interface Influence.png
Relation Level Peace

“Ever partied with a Therian Bouncer? Sure, they’re fast. Those daring privateers aren’t to be messed with in a fight with their dual pistol tornado of bullet spray, but what a crazy night on the town! Party animals give new meaning to ‘bouncing off the walls’! My buddy Bonzai didn’t take kindly to thugs. Always causing barfights! Surrounded, she bounced out of a mob of brutes. I ended up restrained in nylo-cuffs explaining to the judge that the real troublemaker bounced out of the bar laughing all the way.” – Social Influencer, Gaston Beaver, “RV-99548E: Only the Best Parties”

Abilities

  • Dual Pistols
    Action Accuracy Damage Range
    Repeating AP Repeating.png 90%Attribute Accuracy.png 12Damage Kinetic.png 5Attribute Range.png
    Fire repeating pistols at the target.
    • Affected by line of sight rules
  • Leap and Bounce
    Action Accuracy Damage Range
    Leave One Point 90px 100%Attribute Accuracy.png - 5Attribute Range.png
    Jump to target hex.
    • Cooldown: 3Turn
  • Dual Pistols
    Action Accuracy Damage Range
    Single ActionAP SingleUse.png 100%Attribute Accuracy.png 12Damage Kinetic.png 0Attribute Range.png
    Spin around with pistols, attacking all units within 2 hexes. Puts the unit into Defense Mode after use.
    • Only affects Ground targets
    • Cooldown: 1Turn
  • Primal Pheromones: Prance
    When unit drops to 66% Attribute HP.png or lower, unit and all friendly units within 2 hexes gain 15% Evasion and Skitter for 2Turn.
    • Can trigger once per battle


Units Amazon Shrike.png
Stats
Upkeep 8Interface Energy.png
Health 45Attribute HP.png
Armor 1Attribute Armor.png
Shields 0Attribute Shields.png
Move Points 32Movement General.png
Ranks
Novice
  • +6Attribute HP.png
Veteran
  • +6Attribute HP.png
  • +5%Attribute Accuracy.png
Expert
  • +6Attribute HP.png
Prime
  • Prime Rank: Bypass Cover
  • +6Attribute HP.png
  • +5%Attribute Accuracy.png

Sharpshooter

Production
Tier II
Influence Cost 40Interface Influence.png
Relation Level Friendship

“Jett lifted his rifle, leveling his scope at the boar. A crack shattered Jett’s rifle before he pulled the trigger. Splatter from a biochemical blast left us choking from debilitating infection. He writhed on the ground, screaming in agony. I dove for cover, thinking the thicket would break the next shot. Lifting my scope, I turned and saw him waggling a mocking claw back at me. The sly fox face of a Therian Sharpshooter grinned widely as I suddenly realized that while we were hunting wild pigs, he was hunting us.” – Edger Tink, “RV-99436E: Nature Channel: Big Game Hunting”

Abilities

  • Viral Precision Shot
    Action Accuracy Damage Range
    Full Action AP FullAction.png 90%Attribute Accuracy.png 18Damage Bio.png 9Attribute Range.png
    Fire a viral round at the target.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Debilitating Infection: 8Strength bio.png strength chance to apply Debilitating Infection to Biological and Cyborg targets for 3Turn
    • Affected by line of sight rules
  • Viral Snapshot
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 90%Attribute Accuracy.png 12Damage Bio.png 7Attribute Range.png
    Fire a weaker viral round at the target.
    • Debilitating Infection: 8Strength bio.png strength chance to apply Debilitating Infection to Biological and Cyborg targets for 3Turn
    • Affected by line of sight rules
  • Healing Shot
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 100%Attribute Accuracy.png - 9Attribute Range.png
    Target friendly Biological or Cynborg unit to restore 25Attribute HP.png
    • Can only be used once per battle
  • Primal Pheromones: Sly
    When unit drops to 66% Attribute HP.png or lower, unit and all friendly units within 2 hexes gain +20% increased critical chance for 2Turn.
    • Can trigger once per battle


Units Amazon Shrike.png
Stats
Upkeep 12Interface Energy.png
Health 55Attribute HP.png
Armor 3Attribute Armor.png
Shields 1Attribute Shields.png
Move Points 32Movement General.png
Ranks
Novice
  • +8Attribute HP.png
Veteran
  • +8Attribute HP.png
  • +5%Attribute Accuracy.png
Expert
  • +8Attribute HP.png
Prime
  • Prime Rank: Range
  • +8Attribute HP.png
  • +5%Attribute Accuracy.png

Chemist

Production
Tier III
Influence Cost 65Interface Influence.png
Relation Level Friendship

“The squirrel face is innocent enough. They are kind to those inquiring about genomic enhancement. They respect kin, but assume things with their quickened minds flitting from salutations to insinuations. I thought just to inquire, but the Chemist insisted I try his wares. Soon, I was throwing chemicals and poisons in all directions. Filling the air with noxious clouds that only Therians could pass through unscathed. I suppose I had little choice then, but to join the flock, gaggle, herd, or pack. I don’t know what squirrels call themselves in a group.” – Howard Duncan, “RV-74799B: Howard’s Big Furry Transformation.”

Abilities

  • Bio Acorn
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 100%Attribute Accuracy.png 18Damage Bio.png 5Attribute Range.png
    Throw a Biochemical acorn grenade.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Poison: 8Strength bio.png strength chance to apply Poison to Biological or Cyborg targets for 3 Turn
    • Ignores line of sight penalties
    • Cooldown: 1Turn
  • Slowing Acorn
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 100%Attribute Accuracy.png 10Damage Bio.png 5Attribute Range.png
    Throw a grenade that releases a slowing cloud for 2Turn. The cloud deals 10Damage Bio.png, and has 12Strength kinetic.png chance to cause Slowed on units moving through or ending their turn in it.
    • Slow: 12Strength kinetic.png strength chance to apply Slow to non-Ethereal units for 3Turn
    • Ignores line of sight penalties
    • Only affects Ground targets
    • Cooldown: 1Turn
  • Healing Acorn
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 100%Attribute Accuracy.png - 5Attribute Range.png
    Throw a grenade that releases a healing cloud for 2Turn. Heals Biological and Cyborg units for 12Attribute HP.png and dispels negative effects. The cloud has the same effects for units ending their turn in it.
    • Only affects Ground targets
    • Can only be used once per battle
  • Healing Acorn
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 100%Attribute Accuracy.png - 5Attribute Range.png
    Throw a grenade that releases a resistance cloud for 2Turn. Friendly units hit gain 2 resistance to all damage channels for 2Turn. The cloud has the same effects for units ending their turn in it.
    • Only affects Ground targets
    • Cooldown: 2Turn
  • Primal Pheromones: Bioregeneration
    When unit drops to 66% Attribute HP.png or lower, unit and all friendly units within 2 hexes gain Regeneration for 2Turn.
    • Can trigger once per battle


Units Amazon Shrike.png
Stats
Upkeep 18Interface Energy.png 2Interface Cosmite.png
Health 70Attribute HP.png
Armor 5Attribute Armor.png
Shields 1Attribute Shields.png
Move Points 32Movement General.png
Ranks
Novice
  • +10Attribute HP.png
Veteran
  • +10Attribute HP.png
  • +5%Attribute Accuracy.png
Expert
  • +10Attribute HP.png
Prime
  • Prime Rank: Shrug Off
  • +10Attribute HP.png
  • +5%Attribute Accuracy.png

Apex

Production
Tier IV
Influence Cost 120Interface Influence.png
Relation Level Integration

“The Therians would never have organized as an order when the Cataclysm shook the Star Union without the fearsome blade-wielding power of the Apex. Well, that and a little coaxing from me. Moonlighting as mixmaster for FuzzerCon, I saw panic spreading among the genomic animal-hybrid community. I reminded the lion-men of their noble heritage using a holographic fog machine and a voice modulator. With inspiring roars and pride pheromones, they gathered their circle of life. Though why they subsequently chose a life of piracy—I swear, that’s not my fault.” – Mah Reg’Nib “RV-90004T: Dramatic Life Changes and Other Meddlings”

Abilities

  • Carbon Sword
    Strike with a powerful carbon-made sword, damaging all targets in front of this unit.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Panic: 4Strength psy.png strength chance to Panic non-Mindless for 1Turn. If resisted, apply Broken Mind instead.
    • Melee: Bypass all Attribute Shields.png
    • Only affects Ground targets
    Action Accuracy Damage Range
    Repeating Action AP Repeating.png 90%Attribute Accuracy.png 15Damage Kinetic.png 1Attribute Range.png
  • Inspiring Roar
    Heal Apex for 20Attribute HP.png while inspiring all friendly units within a 3 hex range, granting them +400Happiness.png for 2Turn.
    • Cooldown: 2Turn
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 100%Attribute Accuracy.png - 0Attribute Range.png
  • Pounce
    Jump through the air and land behind an enemy unit.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Melee: Bypass all Attribute Shields.png
    • Cooldown: 0Turn
    Action Accuracy Damage Range
    Full Action AP FullAction.png 80%Attribute Accuracy.png 16Damage Kinetic.png 7Attribute Range.png
  • Primal Pheromones: Bioregeneration
    When unit drops to 66% Attribute HP.png or lower, unit and all friendly units within 2 hexes gain +2 resistance to all damage chennels for 2Turn.
    • Can trigger once per battle


Equipment[edit]

Transformations[edit]

  • DNA Injector: Prowler
    150px|center
    Influence Costs Relation Level Type Tier Costs
    30Interface Influence.png Peace Transformation I 60Interface Energy.png
  • DNA Injector: Bouncer
    150px|center
    Influence Costs Relation Level Type Tier Costs
    50Interface Influence.png Peace Transformation II 60Interface Energy.png
  • DNA Injector: Sharpshooter
    150px|center
    Influence Costs Relation Level Type Tier Costs
    50Interface Influence.png Friendship Transformation II 60Interface Energy.png
  • DNA Injector: Chemist
    150px|center
    Influence Costs Relation Level Type Tier Costs
    80Interface Influence.png Friendship Transformation III 100Interface Energy.png 20Interface Cosmite.png
  • DNA Injector: Apex
    150px|center
    Influence Costs Relation Level Type Tier Costs
    150Interface Influence.png Integration Transformation IV 175Interface Energy.png 50Interface Cosmite.png

Mods[edit]

  • Unknown.png
    Enhanced Limb Augments
    Influence Costs Relation Level Type Tier Costs
    40Interface Influence.png Peace Defense Mod - Armor I 10Interface Energy.png 5Interface Cosmite.png
    Augmented leg armor that gives Fast Movement and +2Kinetic resistance resistance. Additionally, this mod grants the unit +1Attribute Armor.png.


    This Mod can only be applied to infantry with Land Movement.

  • Unknown.png
    Therian Ally Insignia
    Influence Costs Relation Level Type Tier Costs
    50Interface Influence.png Friendship Defense Mod - Shields II 10Interface Energy.png 10Interface Cosmite.png
    Recognized as an ally of the Therians, this unit gains Therian Presence: When adjacent to another unit with Therian Presence, unit heals for 8Attribute HP.png at the end of the turn. Additionally, unit gains Primal Pheromones: Bioregeneration. Additionally, this mod grants the unit +2Attribute Shields.png.


    This Mod can only be applied to non-Mechanical and non-Therian units.

  • Unknown.png
    Hunter's Camouflage
    Influence Costs Relation Level Type Tier Costs
    50Interface Influence.png Friendship Defense Mod - Armor II 10Interface Energy.png 10Interface Cosmite.png
    Unit gains Flanker. Flanking attacks have a 12Strength kinetic.png strength chance (8Strength kinetic.png strength chance for repeating attacks) to apply Cripple for 3Turn. Additionally, this mod grants the unit +2Attribute Armor.png.


    This Mod can only be applied to Infantry units.

  • Unknown.png
    Hunter's Camouflage
    Influence Costs Relation Level Type Tier Costs
    60Interface Influence.png Integration Offensive Mod III 10Interface Energy.png 15Interface Cosmite.png
    Pheromone abilities can be triggered manually on Therian units. The pheromones will still activate normally. Additionally, this mod grants the unit +30% increased damage on all abilities.


    This Mod can only be applied to Therian units.

    Might of The Therians
    Trigger Pheromones
    • Can only be used once per battle
    Action Accuracy Damage Range
    Single Action AP SingleUse.png 100%Attribute Accuracy.png - 0Attribute Range.png
  • Operations[edit]

    Black Market Connections
    Operations Amazon SeedsofProgress.png
    Influence Costs Relation Level Type Priming Costs
    60Interface Influence.png Friendship Doctrine 100Interface Energy.png 10Interface Strategic Ops.png
    The Therians have shown you how to get better deals on the black market. Gain an extra 15% of all Interface Energy.png from selling rewards as Interface Cosmite.png.