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Amazon

Faction Amazon.png

The Bio-engineering Amazons have the ability to alter life and survive harsh circumstances. Their fearsome troops have spartan discipline and are experts in guerilla tactics. Their arsenal includes genetically engineered beasts that the Amazons ride in to battle.


  • Starting Bonus: 1 random Animal unit
  • Long-Term Bonus: Killing Animals grants FoodInterface Food.png
  • Damage Bio.pngBio Weapons Group
  • Damage Thermal.pngLaser Weapons Group
  • Command genetically engineered beasts
  • Terraform forests and manipulate wildlife
  • Racial Ability: Forest Affinity

Contents

Origin

The Amazons originate from the Terratech BioTech & Terraforming Company that prepared newly conquered planets for habitation by the star union. After the fall of the Unions, a Terratech expedition was trapped an a remote World.

What befell the men of the expedition is a tightly kept secret, but the Amazon now rely on biotechnological methods to procreate. This ability to manipulate life extends trough all aspects of Amazon culture, they see each world as a canvas, ready to be painted into a paradise.

Racial Structures

  • Laser Turret
    Laser Turrets are the Amazon Colony defense turrets.
    Tier I
    Research Frontier Facilities
    Prerequisite Standard Military Infrastructure
    Production Cost 250 
  • Arborean Monitoring Station
    Much knowledge can be gained through the analysis and monitoring of nearby Forest and the creatures within them.

    Colony gains 6  research for each Forest sector within its domain. In addition, colony vision range is increased by 2 hexes.

    Tier V
    Research Gaian Stewardship
    Prerequisite -
    Production Cost 300 

Hero Skills

  • Biology Expert
    Type Unlock Level Skill Points
    Passive 1 3
    The hero trains its army on the properties of Biochemical weapons and how to improve their bodies, giving Biological and Cyborg units in the army +2  resistance and +5 max  . Only functions when the hero is the army's commander.
  • Renewal
    Type Unlock Level Skill Points
    Active 1 4
    Heal a friendly Biological or Cyborg unit for 30 
    • Can only be used once per battle
    Action Accuracy Damage Range
    Single Action   100%  - 5 
  • Visual Acuity
    Type Unlock Level Skill Points
    Passive 1 3
    The hero gains one extra hex of range when in cover.
  • Animal Discipline
    Type Unlock Level Skill Points
    Passive 4 3
    Animal units in this hero's stack are more strictly handled and taken care of, giving Animal and Mounted units +5  and +200 . Only functions when the hero is the army's commander.
  • War Cry
    Type Unlock Level Skill Points
    Active 4 4
    Friendly units within 2 hexes of the hero gain 20% increased damage for 3 
    • Can only be used once per battle
    Action Accuracy Damage Range
    Single Action   100%  - 0 
  • Ranger Training
    Type Unlock Level Skill Points
    Passive 8 3
    The hero trains their units in the art of forest stealth. All units in the stack gain Forest Camouflage. Only functions when the hero is the army's commander.
  • Call of the Wild
    Type Unlock Level Skill Points
    Active 12 8
    Call a random wildlife unit to an adjacent hex to aid you in combat.
    • Only affects Ground Targets
    • Cooldown: 4 
    Action Accuracy Damage Range
    Full Action   100%  - 1 

Units

Stats
Upkeep 4 
Health 30 
Armor 0 
Shields 0 
Move Points 32 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Evasive
  • +4 
  • +5% 

Shrike

Production
Tier I
Base Cost 30  130 
Research -
Structure -

“Kinswoman Hannahess tamed the feral avian, pterodactyl-like creatures from our jungle planet. She converted these flying predators into flocks of servants out of love for them. She captured their biometrics for Terratech where it was ignored. After the Revolt, she petitioned the Matriarchy to give her children a purpose among the Amazons. The result is the Shrike: a spy with special affinity for forests, capable of seeing farthest, sporting a low-powered bioelectrical laser gun, and an instinct to swoop at intruders targeting their eyes. A most useful tool for our cause, tamed by our own.”— Archivist Historian Emmilla-Galen, “RV-1109H: A History”

Abilities

  • Laser Repeater
    Action Accuracy Damage Range
    Repeating   90%  9  5 
    Fire a Laser Repeater at the target.
    • Air to Air: +33% additional damage against Flying units
    • Affected by line of sight rules
  • Swoop
    Action Accuracy Damage Range
    Single Action   90%  12  1 
    Swoop down for a melee attack, entering Defense Mode afterwards.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Melee: Bypass all  
    • Bleeding: 8  strength chance to apply Bleeding to Biological or Cyborg targets for 3 
    • Only affects Ground targets
    • Cooldown: 1 


Stats
Upkeep 4 
Health 40 
Armor 0 
Shields 1 
Move Points 32 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Evasive
  • +4 
  • +5% 

Huntress

Production
Tier I
Base Cost 35  150 
Research -
Structure -

“At the forest-moon of Gen-II, we discovered the Terratech Research Park stripped of all its tech. Disappointed in the loss of such valuable assets, the team searched the forest. That’s when we saw them: powerful females armed with ultramodern bows. These Huntresses moved like ghosts in and out of the trees. Visible one moment, gone the next. We demanded they surrender their armor and weapons, clearly using modified tech from the old Star Union facility. Ignoring us, they launched a volley of modified arrows, some laced with biotoxins and others that produced blinding flashes.”— Major Matt Maxim, “RV-3424M: Terratech Salvage Mission Gen-II”

Abilities

  • Bio Arrows
    Action Accuracy Damage Range
    Repeating   90%  9  5 
    Fire arrows with Biochemical tips at the target.
    • Ignores cover and unit penalties
  • Flash Arrows
    Action Accuracy Damage Range
    Single Action   100%  - 5 
    Fire an arrow that flashes a 1 hex radius area on impact.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Blind: 8  strength chance to apply Blinded to non-Ethereal targets 2 
    • Cooldown: 2 


Stats
Upkeep 8 
Health 50 
Armor 1 
Shields 2 
Move Points 40 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Evasive
  • +6 
  • +5% 

Lancer

Production
Tier II
Base Cost 70  250 
Research -
Structure Military Skirmisher Baracks
“I chose Landon from the herd of juvenile arrow tails. Though bio-engineered to carry me, I felt its warmth under my thighs; its heaving muscular frame bucking under me. We blazed into battle with unmatched speed, striking at the enemy’s flanks. It was for Landon that I trained harder than my fellow Lancers. I used my energy buckler to shield Landon’s hypnotic eyes from harm. How can one as young as I express the bond I shared with my first mount? It was physical, emotional, and spiritual.”— Hannovir Jane, Romance Novelist, “RV-3424E: Lancers of the Forest”

Abilities

  • Laser Lance Strike
    Action Accuracy Damage Range
    Repeating 90%  dmg thermal} 1 
    Strike the target with a Laser-augmented lance.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Melee: Bypass all  
    • Flanker: Unit deals an additional 25% damage when flanking.
    • Charge: +20% damage if this unit moves at least 3 hexes.
    • Only affects Ground targets
  • Laser Lance
    Action Accuracy Damage Range
    Single Action 90%  dmg thermal} 5 
    Fire a powerful blast from the tip of a Laser spear.
    • Flanker: Unit deals an additional 25% damage when flanking.
    • Affected by line of sight rules


Stats
Upkeep 8 
Health 35 
Armor 0 
Shields 3 
Move Points 32 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Shrug Off
  • +6 
  • +5% 

Biomancer

Production
Tier II
Base Cost 70  250 
Research -
Structure Specialist Training Center
“How can you harm your own mother? Think of her. Motherhood is sacred. All flesh comes from Mother’s flesh. I assure you, I am no threat. Sure, I will protect my offspring and discipline my children, but that’s only because Mother knows best. Biomancers are the mothers of all living kindred—melded to the cosmic womb. We nurture all life. We were first to coax it from the fertile earth, to encourage it to fly, to sing. Embrace beauty. I know your kind. Come. Let me nurse you back to strength.”— Matron Bu Brandyvine, “RV-7005D: Lure of the Biomancer”

    Abilities

    • Fire Bio Blaster
      Action Accuracy Damage Range
      Repeating 90%  8  5 
      Fire a Biochemical round at the target.
      • Affected by line of sight rules
    • Manipulate: Sleep
      Action Accuracy Damage Range
      Single Action 100%  - 5 
      Target a Biological, Mineral or Cyborg unit to apply Sleep with a 8Template:Str strength chance for 2 . If resisted, apply Slow instead.
      • Cooldown: 2 
    • Manipulate: Mend
      Action Accuracy Damage Range
      Single Action 100%  - 5 
      Alter DNA structure of target Biological or Cyborg unit to heal wounds. Restores 25  and removes all non-Psionic status effects.
      • Can only be used once per battle
    • Scan: Catalogue
      Action Accuracy Damage Range
      Single Action 100%  - 5 
      Reveal detailed information about the weaknesses of the target unit. All units of this type become Scanned until the end of combat, giving them -2 resistance to all damage types.
      • Cooldown: 4 

    Stats
    Upkeep 8 
    Health 60 
    Armor 0 
    Shields 2 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Bypass Cover
    • +6 
    • +5% 
    Arborian Sentinel
    Production
    Tier II
    Base Cost 90  270 
    Research Arborian Commune
    Structure Specialist Training Center
    “How the first Arborians came about remains a mystery. Terratech used many unrelated technologies, but the Arborians remain the most effective form of biomechanical terraforming technology in its arsenal. Needless to say, there was a scientific breakthrough. Originally sought by Mother to assist in growing forests that shelters all life, Arborians hold the highest honors. They are a welcome addition to the armed conflict as well. They can cast out a web of entangling roots and cripple the enemy, perfectly concealed among the trees.”— Archivist Historian Emmilla-Galen, “RV-996H: A History”

    Abilities

    • Light Laser Cannon
      Action Accuracy Damage Range
      Repeating   90%  10  7 
      Fire a lighter version of the Laser Cannon at the target.
      • Affected by line of sight rules
    • Thorn Roots
      Action Accuracy Damage Range
      Full Action   100%  8  7 
      Sprout thick roots bristling with thorns that deal damage to units hit.
      • Bleeding: 8  strength chance to apply Bleeding to Biological or Cyborg targets for 3 
      • Entangle: 8  strength chance to apply Entangled to landbound non-Ethereal units for 2 
      • Only affects Ground targets
      • Cooldown: 2 
    • Manipulate: Shields
      Action Accuracy Damage Range
      Free Action   100%  - 5 
      Target unit gains 3  for 3 
      • Cooldown: 3 

    Stats
    Upkeep 4 
    Health 35 
    Armor 0 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Evasive
    • +4 
    • +5% 
    Harrier
    Production
    Tier II
    Base Cost 90  300  10 
    Research Harrier Commune
    Structure Military Skirmisher Baracks
    “Autonom Directive Assessment:

    <Scanning> Amazon Harrier – Terrestrial limitations overridden. Large avian predators to serve as air-support vehicles. Biochemical cells power laser blaster tech-pack upgrades. Formidable air-to-air & air-to-ground assault capability. </Scanning >
    <+>Terratech Planet-forming base technology & weaponry.
    <+>Exist outside boundaries of technological dependence.
    <+>Corroded electrical comlinks replaced with biolinks to control native biodiversity.
    <+>Inhabited worlds robust & invigorated.
    <+>Plagues predetermined to decimate fragile organic life, join them in symbiosis.
    <+>Species acts in contradiction of predictable Human Instinct Module (HIM).
    === Threat Level: Critical ===”
    — QA-Autonom Monitor Transmission, “RV-0010935C: Tracking Sequence C=64”

    Abilities

    • Interception Blasters
      Action Accuracy Damage Range
      Repeating   90%  dmg thermal} 7 
      Fire Interception Blasters at the target.
      • Air to Air: +33% additional damage against Flying units
      • Affected by line of sight rules
    • Laser Bombardment
      Action Accuracy Damage Range
      Single Action   90%  dmg thermal} 6 
      Launches a large volley of Laser projectiles at the ground.
      • Affected by line of sight rules
      • Only affects Ground targets
      • Cooldown: 2 

    Stats
    Upkeep 12 
    Health 60 
    Armor 1 
    Shields 3 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Firm
    • +8 
    • +5% 
    Bombardon
    Production
    Tier III
    Base Cost 105  400  20 
    Research Bombardon Commune
    Structure Elite Military Facility
    “For decades we lived in Hilltop Fort safely, protected behind our walls from the giant swamp-dwelling, toxin-belching toads. Those monsters eat anything given the chance. Then witches came. They preached that men were wicked and women didn’t need us. To keep our women safe, we burned the heretics. The hags fled into the low swamps, disappearing among the trees. Nothing survives long there, so we thought them doomed. But the witches enchanted the monsters. They returned riding giant toads with magic cauldrons on their backs. They cast their venom over our walls, destroying Hilltop Fort.”— Mason Monahan, “RV-67588D: Refugee Records”

    Abilities

    • Bio Cannon
      Action Accuracy Damage Range
      Repeating   90%  15  7 
      Fire a mounted cannon filled with Biochemical mass at the target.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Ignores cover and unit penalties
    • Bio Shell Bombardment
      Action Accuracy Damage Range
      Full Action   90%  18  2-9 
      Launch a series of Biochemical shells at the target.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Ignores line of sight penalties
      • Cooldown: 1 

    Stats
    Upkeep 12 
    Health 65 
    Armor 2 
    Shields 3 
    Move Points 40 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Shrug Off
    • +8 
    • +5% 
    Tyrannodon
    Production
    Tier III
    Base Cost 125  440  25 
    Research Tyrannodon Commune
    Structure Elite Military Facility
    “Listen carefully, kin-daughters. The day is come when our past oppressors return. Their ships invade our sacred spaces. Our time of peace is over. Now we fight. Aggression serves the organism. The predator dominates prey, but prey sustains the predator. We Amazons conquered our aggression by removing it from our species. Now, when we apply aggression, we do it deliberately. The Tyrannodon is our vessel. Once savage and untamed, our touch refines it, making it the perfect weapon. We control the apex predator. Our enemies will regret ever returning.”— War Matron Nimue Gaddow, “RV-9994M: Mother’s Nursery for War”

    Abilities

    • Rapid Laser Cannons
      Action Accuracy Damage Range
      Repeating   90%  dmg thermal} 5 
      Fire the Rapid Laser Cannons at a target.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Affected by line of sight rules
    • Tail Swipe
      Action Accuracy Damage Range
      Single Action   90%  dmg thermal} 6 
      A powerful melee attack that strikes all targets in front of the unit and can Knock Back Light units.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Only affects Ground targets
    • Mighty Roar
      Action Accuracy Damage Range
      Single Action   100%  - 1 
      The unit unleashes a mighty roar in a 4 hex cone-shaped area of effect.
      • Panic: 8  strength chance to Panic non-Mindless units for 1 . If resisted, apply Stagger instead.
      • Cooldown: 3 

    Stats
    Upkeep 18  2 
    Health 80 
    Armor 1 
    Shields 4 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Range
    • +10 
    • +5% 
    Arborian Queen
    Production
    Tier IV
    Base Cost 170  700  40 
    Research Gama Supremacy
    Structure Arborian Queen Commune
    “The Dvar came with their machines and their poison, stripping away life for dead treasure. Oh, my beloved trees slaughtered only to be consumed as fuel for their furnaces. Then I heard it. Their song. The Arborians summoned her. The Arborian Queen awakens, filling the air with healing. Whatever their noxious poison withers, she regrows. Kin-sisters, watch! Her roots shake the earth as they stumble to flee. Let our arrows strike them as she grows forests to conceal us. Her tendrils tear their machines asunder while their roads are broken to pieces.”— Huntress Sophinestra Sorrenta, “RV-25320M: Woodlands Awakened”

    Abilities

    • Bio Cannon
      Action Accuracy Damage Range
      Repeating   90%  15  7 
      Fire a mounted cannon filled with Biochemical mass at the target.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Ignores cover and unit penalties
    • Hyperpollination
      Action Accuracy Damage Range
      Single Action   100%  - 0 
      Create a 4 hex area of effect centered on the unit. All friendly Biological and Cyborg units are healed for 35  and gain Hyper Focused for 2 . Hyper Focused grants 200  and 20% accuracy.
      • Cooldown: 4 
    • Regrowth
      Action Accuracy Damage Range
      Single Action   100%  - 1 
      Target dead Plant or Animal unit is returned to life with full   and under the player's control. Does not affect other Arborian Queens.
      • Only affects Ground targets
      • Can only be used once per battle
    • Root Quake
      Action Accuracy Damage Range
      Single Action   100%  12  7 
      A powerful quake erupts in a 19 hex-wide area, destroying obstacles and Entangling units.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Entangle: 8  strength chance to apply Entangled to landbound non-Ethereal units for 2 .
      • Only affects Ground targets
      • Cooldown: 2 

    Support Units

    Stats
    Upkeep 4 
    Health 50 
    Armor 0 
    Shields 4 
    Move Points 32 

    Nourishing Field Pylon

    Production
    Tier I
    Base Cost 35  150 
    Research -
    Structure -
    “It is an essential component of terraforming technology that energy stations be placed in a grid to cover the planet. The stations are used to monitor planetary anomalies, track weather and climate conditions and observe the local flora and fauna. I see it like that. These Amazons stole their tech from the Star Union’s Terratech Corporation, deploying regional instruments for localized enhancements. These devices they call Pylons are capable of amplifying their abilities, nourishing their weak, and even luring local wildlife to their cause.” — Major Matt Maxim, “RV-3426M: Terratech Salvage Mission Gen-II”

    Stats
    Upkeep 4 
    Health 50 
    Armor 0 
    Shields 4 
    Move Points 32 
    Amplifying Field Pylon
    Production
    Tier I
    Base Cost 35  150 
    Research -
    Structure -
    “It is an essential component of terraforming technology that energy stations be placed in a grid to cover the planet. The stations are used to monitor planetary anomalies, track weather and climate conditions and observe the local flora and fauna. I see it like that. These Amazons stole their tech from the Star Union’s Terratech Corporation, deploying regional instruments for localized enhancements. These devices they call Pylons are capable of amplifying their abilities, nourishing their weak, and even luring local wildlife to their cause.” — Major Matt Maxim, “RV-3426M: Terratech Salvage Mission Gen-II”

    Stats
    Upkeep 4 
    Health 50 
    Armor 0 
    Shields 5 
    Move Points 32 
    Luring Field Pylon
    Production
    Tier I
    Base Cost 35  150 
    Research -
    Structure -
    “It is an essential component of terraforming technology that energy stations be placed in a grid to cover the planet. The stations are used to monitor planetary anomalies, track weather and climate conditions and observe the local flora and fauna. I see it like that. These Amazons stole their tech from the Star Union’s Terratech Corporation, deploying regional instruments for localized enhancements. These devices they call Pylons are capable of amplifying their abilities, nourishing their weak, and even luring local wildlife to their cause.” — Major Matt Maxim, “RV-3426M: Terratech Salvage Mission Gen-II”

    Naval Units

    Stats
    Upkeep 3 
    Health 45 
    Armor 2 
    Shields 2 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Range
    • +6 
    • +5% 
    Hydromancer
    Production
    Tier II
    Base Cost 50  150 
    Research -
    Structure Annex Navel Base
    “The sleek Amazon vessel knifed through the water. ‘Just one vessel! Destroy it,’ Spacer Perskull ordered. Our guns rattled, peppering the sea’s surface, but the Hydromancer hid beneath a bulge of water that grew and swirled into a raging vortex. One of the lads cursed as a turret surfaced from the surface of the water. The Hydromancer splattered his vessel with corrosive goo. Perskull roared, ‘The thing shoots acid slime?! It purifies water! Just blow it up!’ I throttled the engines, but the ship spun in place. The Hydromancer threaded the waves, striking us as it pleased.”— Tumbleweed Spiff, “RV-99813D: Spacer’s Cases”

    Abilities

    • Bio Ink Launcher
      Action Accuracy Damage Range
      Repeating   90%  12  7 
      Fire blinding Biochemical ink at the target.
      • Blind: 4  strength chance to apply Blinded to non-Ethereal targets for 2 
      • Affected by line of sight rules
    • Manipulate: Water
      Action Accuracy Damage Range
      Single Action   100%  8  5 
      The device on top of the Hydromancer creates a whirlpool for 2  and attempts to disable and immoilize those hit.
      • Disable: 4  strength chance to apply Disable for 1 
      • Immobilize: 8  strength chance to apply Immobilized for 1 
      • Only affects Ground targets
      • Cooldown: 2 

    Stats
    Upkeep 5 
    Health 70 
    Armor 0 
    Shields 5 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Overwatch
    • +8 
    • +5% 
    Aquatica
    Production
    Tier III
    Base Cost 70  250  10 
    Research Aquatica Commune
    Structure Annex Navel Base
    “The promise of a fresh forest growing across the sea—healing man-blasted lands—was too much a lure for me. Yet, our sea-barges are vulnerable to rival men lusting to enslave us. Mother called the Aquatica from the sea. The waves roiled. Its burning eye cut through the hulls of enemy vessels. Its fins shielded our vessel. She holds dominion over life in the sea, and with the thrash of her tentacles, her oceanic friends come to protect us. She’s my faithful friend, and our journey to a new land was a delight.”— Kinsmother J’Elle Grame, “RV-55110H: Isla Verde”

    Abilities

    • Heavy Laser Cutter
      Action Accuracy Damage Range
      Repeating   90%  15  5 
      Fire a repurposed glacier cutter at the target.
      • Shield Bypass: Bypass 2 
      • Affected by line of sight rules
    • Aquatic Luring
      Action Accuracy Damage Range
      Full Action   100%  - 1 
      The Aquatica's Octowhale sings a song that prompts other sealife to assit with this combat.
      • Only affects Ground targets
      • Cooldown: 3 
    • Manipulate:Shield Dome
      Action Accuracy Damage Range
      Single Action   100%  - 5 
      Target unit gains a shield dome for 2 , granting it and any friendly adjacent units +3  for the duration.
      • Cooldown: 3 

    Operations

    Doctrine

    • Ecological Construction
      Tier Priming Costs Research
      I 50  6  Verdant Awakening
      Intelligent use of wood and local materials allows for green, cost-effective infrastructure development without having to harm or exploit nature. Your colonies each gain +10  for every forest sector within its domain.
    • Ecological Warfare
      Tier Priming Costs Research
      I 50  6  Verdant Awakening
      Train your soldiers in techniques to extract chemicals from local plants and animals for combat purposes. Your units' Melee and Biological attacks have a 8  strength chance to apply Poison to Biological and Cyborg targets, reducing their morale and doing damage over time.

      In addition your non-mechanical units heal an additional +6  per turn on the world map.

    • Progressive Cultivation
      Tier Priming Costs Research
      V 50  6  Gaian Stewardship
      We can invest in genetically-modified crops that exploit fertile land to the fullest, making our harvests more bountiful. Your colonies gain +8 , and an additional +8  for every Arcadian sector connected to them.
    • Advanced Wildlife Militarization
      Tier Priming Costs Research
      V 50  6  Gaian Stewardship
      By dedicating extra resources to animal welfare and implantation, we can further integrate non-sapient beings into our military forces, boosting their general wellbeing as well as their effectiveness in combat. All Animal and Mounted units gain +200 , 10 , and gain XP 50% faster.
    • Bio Crusade
      Tier Priming Costs Research
      IX 100  10  New Eden
      We must focus our efforts in cleansing this planet of all machines and non-organics. They are unnatural beings that need to be destroyed in order to let nature prosper. Your units deal +20% added damage when fighting Mechanical and Cyborg units. Your Mounted or Animal units with Melee attacks gain Frenzy.
    • Arboreal Eden
      Tier Priming Costs Research
      IX 100  10  New Eden
      Through the holistic integration of the forest and its organisms into every aspect of Amazon society, perfect symbiosis can be achieved. Forest sectors grant +6  when linked to colonies. The movement cost of forests is further reduced, and your units gain an additional +200  morale when fighting within them.

    Strategic

    • Rapid Reforestation
      Tier Priming Costs Research
      II 50  5  Forest Genesis
      Transform the target sector into a Forest ( / ) sector. Cannot be launched on Mountain or Enemy sectors.
    • Entangling Overgrowth
      Tier Priming Costs Research
      II 100  10  Forest Genesis
      Lowers   income of targeted enemy colony by 50% for 10 . During this period, enemy units in that colony's domain spend an additional 4  when moving.


      On failure apply Civil Unrest to the colony, which causes 12  for 3 

    • Clone Predator
      Tier Priming Costs Research
      VII 200  20  Restorative Cloning
      Summons a powerful predator on the target location
    • Arcadian Restoration
      Tier Priming Costs Research
      VII 50  5  Restorative Cloning
      Target sector is terraformed into an Arcadian ( / ) sector.

    Tactical

    • Protective Growth
      Tier Priming Costs Research
      I 30  2  Protective Grounding
      Summon thick roots to protect a friendly ground unit, healing it for 15  and preventing it from moving for 2 . While immobilized in this manner, the unit gains +4  and regenerates 25% of its maximum   per turn.
    • Primal Override
      Tier Priming Costs Research
      IV 80  3  Primal Control
      Attempt to Mind Control a non-Mindless or non-Mechanical Tier I or Tier II Animal unit with a 8  strength chance. If the target is under the effect of Entangle or Sleep the strength chance increases to 12  strength chance.

      If mind controlled this way, the unit permanently comes under your control and will be implanted after battle to make it stronger. If resisted, apply Insanity instead.

    • Nourishing Field Pylon
      Tier Priming Costs Research
      V 60  4  Regenerative Bio Resonance
      Deploys a healing pylon to the battlefield. The pylon cannot act or move. All friendly Biological and Cyborg units within 2 hexes will heal for 15  when this ability is used as well as at the start of each turn.
    • Amplifying Field Pylon
      Tier Priming Costs Research
      VI 60  4  Amplified Bio Resonance
      Deploys an amplifying pylon to the battlefield. The pylon cannot act or move. Friendly Biological and Cyborg units adjacent to this pylon gain +30% added damage while they remain adjacent to it.
    • Luring Field Pylon
      Tier Priming Costs Research
      VII 75  6  Organism Stimulus
      Deploys a wildlife lure pylon to the battlefield. The pylon cannot act or move. It summons a random Tier II wildlife unit at the start of each turn. The pylon lasts for 5  or until destroyed.

    Equipment

    Weapons

    • Laser Glaive
      Type Tier Costs Research
      Primary I 16  8  -
      Laser Glaive Strike
      Strikes the target with a Laser Glaive.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Only affects Ground Targets
      Action Accuracy Damage Range
      Repeating 90%  12  1 
    • Laser Sniper
      Type Tier Costs Research
      Primary I 16  8  -
      Laser Sniper
      Fire a Laser Sniper rifle at the target.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Full Action 90%  18  9 
    • Bio Blaster
      Type Tier Costs Research
      Secondary II 24  12  -
      Fire Bio Blaster
      Fire a Biochemical round at the target.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating 90%  8  5 
    • Hunting Bow
      Type Tier Costs Research
      Primary II 24  12  -
      Bio Arrows
      Fire arrows with Biochemical tips at the target.
      • Poison: 4  strength chance to apply Poison to Biological or Cyborg targets for 3 
      • Ignores cover and unit penalties
      Action Accuracy Damage Range
      Repeating 90%  9  5 
    • Lancer
      Type Tier Costs Research
      Vehicle II 60  -
      Laser Lance Strike
      Strike the target with a Laser-augmented lance.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Flanker: Unit deals an additional 25% damage when flanking.
      • Charge: +20% damage if this unit moves at least 3 hexes.
      • Only affects Ground targets
      Action Accuracy Damage Range
      Repeating 90%  12  1 
      Laser Lance
      Fire a powerful blast from the tip of a Laser spear.
      • Flanker: Unit deals an additional 25% damage when flanking.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Single Action 90%  16  5 
    • Harrier
      Type Tier Costs Research
      Vehicle II 60  Harrier Commune
      Interception Blasters
      Fire Interception Blasters at the target.
      • Air to Air: +33% additional damage against Flying units
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating 90%  10  7 
      Laser Bombardment
      Launches a large volley of Laser projectiles at the ground.
      • Affected by line of sight rules
      • Only affects Ground targets
      • Cooldown: 2 
      Action Accuracy Damage Range
      Single Action 90%  18  6 
    • Tyrannodon
      Type Tier Costs Research
      Vehicle III 100  20  Tyrannodon Commune
      Rapid Laser Cannons
      Fire the Rapid Laser Cannons at a target.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating 90%  15  5 
      Tail Swipe
      A powerful melee attack that strikes all targets in front of the unit and can Knock Back Light units.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Only affects Ground targets
      Action Accuracy Damage Range
      Single Action 90%  18  6 
      Mighty Roar
      The unit unleashes a mighty roar in a 4 hex cone-shaped area of effect.
      • Panic: 8  strength chance to Panic non-Mindless units for 1 . If resisted, apply Stagger instead.
      • Cooldown: 3 
      Action Accuracy Damage Range
      Single Action 100%  - 1 

    Mods

    • Grounding Harness
      Type Defense Mod - Armor
      Tier I
      Base Cost 10  5 
      Research Protective Grounding
      By grounding itself, this unit gains Stagger Resistance  and +2 [defenseWave/] resistance.

      Additionally, this mod grants the unit +1 .
      This Mod can only be applied to units that have Land Movement  

    • Primal Awareness Amplifier (Detector)
      Type Defense Mod - Shields
      Tier I
      Base Cost 10  5 
      Research Primal Control
      This unit gains Detection, can no longer be flanked, gains +2 Sensor Range and is 10% harder to hit.

      Additionally, this mod grants the unit +1 .
      This Mod can only be applied to non-Mechanical and non-Mindless units.

    • Advanced Instinct Controller
      Type Defense Mod - Shields
      Tier I
      Base Cost 10  5 
      Research Primal Control
      Control a creature's instinctual reactions. The unit gains +200  and +2 resistance to status effects.

      Additionally, this mod grants the unit +1 .
      This Mod can only be applied to Animal, Kir'ko and Mounted units.

    • Regenerative Bioregulator
      Type Defense Mod - Hit Points
      Tier II
      Base Cost 10  10 
      Research Regenerative Bio Resonance
      This unit gains Regeneration, healing it for 8  each turn in combat and restoring all of its   at the start of its owner's turn on the strategic map. The unit also gains +3  resistance.

      Additionally, this mod grants the unit +10 .
      This Mod can only be applied to Biological and Cyborg units.

    • Crushing Roots
      Type Offensive Mod
      Tier II
      Base Cost 10  10 
      Research Amplified Bio Resonance
      This unit gains the Plant Roots (Improved) defense mode, healing it for 12  and granting +4 . If the unit has an Entangle ability, it now also deals 8 damage each turn to Entangled enemies.

      Additionally, this mod grants the unit 20% increased damage on all abilities.
      This Mod can only be applied to Plant units.

    • Blood Fury Inducers
      Type Defense Mod - Hit Points
      Tier III
      Base Cost 10  15 
      Research Organism Stimulus
      When a Biological, Cyborg or Arborian unit dies in battle, this gives this unit one stack of Blood Fury, increasing damage by 10% and regenerating 4  per stack. Up to 3 stacks.

      Additionally, this mod grants the unit +15 .
      This Mod can only be applied to Heavy Biological and Cyborg units.

    • Earth Link Mask
      Type Defense Mod - Hit Points
      Tier III
      Base Cost 10  15 
      Research Gaialogical Affinity
      The unit's attacks have 12  strength chance (8  for repeating attacks) to apply Crushing Entanglement to non-Ethereal non-Flying units for 2 . The unit also gains the Plant Roots (Improved) defense mode.

      Additionally, this mod grants the unit +15 .
      This Mod can only be applied to Infantry units.

    • Spirit Link Module
      Type Defense Mod - Shields
      Tier III
      Base Cost 10  15 
      Research Gaialogical Affinity
      Forge a powerful mental link between rider and mount. The unit gains 50% critical hit damage, +400  and becomes 20% harder to hit.

      Additionally, this mod grants the unit +2 .
      This Mod can only be applied to Mounted units.