Open main menu

Assembly

Revision as of 12:22, 26 June 2020 by SolSys (talk | contribs) (Pre-release: No need for old content if newer one exists)
Faction Assembly.png

The Assembly is a race of cyborgs born from destruction. These people aim to bring their new-found peace to the universe by breaking down the chaos of the galaxy and reassembling it into a perfect new whole.


  • Starting Bonus: Start with +20Interface Cosmite.pngCosmite
  • Long-Term Bonus: No delay when applying Unit Mods to units.
  • Damage Arc.pngArc Weapons Groups
  • Damage Kinetic.pngFirearms Weapons Groups
  • Reassemble fallen units, bringing them back to life
  • Scavenge resources from the battlefield
  • Excellent research capabilities
  • Racial Ability: Natural resistance to Arc resistanceArc Damage.

Contents

Origin

During the Collapse a colony of test subjects rebelled against their scientist masters, leaving their world devastated and the people sick and infertile. From the wastelands, a hybrid race emerged patched together using cloning, prosthetics and scrap metal.

The Assembly thrive on conflict, with frequent civil wars leading to widespread destruction. The assembly see this as a good thing though, the victors prove their superiority and rebuild their defeated foes in their own image.

Racial Structures

  • Arc Coil
    Arc Coils are the Assembly colony defense turrets.
    Tier I
    Research Frontier Facilities
    Prerequisite Standard Military Infrastructure
    Production Cost 250 
  • Neural-Interfacing Datacore
    Neural interfacing colonists to imperial datacores found in ruins can provide a boost to research.

    Colony gains +10  knowledge income for each Ruins sector within its domain.

    Tier V
    Research Social Reconstruction
    Prerequisite -
    Production Cost 300 

Hero Skills

  • Assimilate
    Type Unlock Level Skill Points
    Passive 1 2
    This unit repairs itself with parts from its foes. Successfully melee attacking non-Mineral and non-Ethereal units heals this unit for 3  per hit.
  • Stabilizers
    Type Unlock Level Skill Points
    Passive 1 2
    Advanced stabilizers grant the hero one level of Stagger Resistance.
  • Nanite Boosters
    Type Unlock Level Skill Points
    Passive 1 3
    Advanced nanite boosters provide all units in the army with +2 resistance to all status effects. Only functions when the hero is the army's commander.
  • Battlefield Repeairs
    Type Unlock Level Skill Points
    Passive 4 4
    Being an expert in repairs, the hero heals each Cyborg and Mechanical unit in the army for 12  after each battle. Only functions when the hero is the army's commander.
  • Cybernetic Overdrive
    Type Unlock Level Skill Points
    Active 4 3
    The hero can manipulate friendly Cyborg units. Target friendly Cyborg unit has all their action points refilled. Doesn't work on units that are unable to move and take actions.
    • Can only be used once per battle
    Action Accuracy Damage Range
    Single Action   100%  - 7 
  • Stunning Discharge
    Type Unlock Level Skill Points
    Active 6 3
    The hero has a built in discharge module. When activated, it deals damage to all adjacent friendly and enemy units.
    • Stun: 8  strength chance to apply Stunned to non-Ethereal for 1 . If resisted, apply Static Charge instead.
    • Cooldown: 2 
    Action Accuracy Damage Range
    Single Action   100%  10  0 
  • Reassemble
    Type Unlock Level Skill Points
    Active 8 5
    Target a dead light Cyborg or Mechanical ground unit to bring it back to life with 50% of its max  . Target a living Cyborg or Machanical unit to heal it for 35 . Cannot target self. Puts the unit into Defense Mode after use.
    • Only affects Ground Targets
    • Can only be used once per battle
    Action Accuracy Damage Range
    Single Action   100%  - 1 

Units

Stats
Upkeep 4 
Health 30 
Armor 1 
Shields 0 
Move Points 32 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Overwatch
  • +4 
  • +5% 

Inspector

Production
Tier I
Base Cost 30  130 
Research -
Structure -

“Ever conversed with an Inspector? I have. I was fleeing. The Assembly sent out dozens of floating three-headed scouts to search for escapees. It was impossible to hide from three heads. While its arc-rod charged, I groveled and begged for mercy. I am small, shameless and entirely nonthreatening. Perhaps that’s why it complained to me. It hated its job. The second head told the first to shut-up. An argument ensued—three heads blaming one another for their predicament. Apparently being fitted as an Inspector is some kind of punishment. That’s how I slipped away.”— Mah Reg’Nib, “RV-2224X: Runaway!”

Abilities

  • Arc Rod
    Action Accuracy Damage Range
    Repeating   90%  7  7 
    A medium-range Arc weapon.
    • Affected by line of sight rules
  • Maintenance Repair
    Action Accuracy Damage Range
    Single Action   100%  - 3 
    The Inspector is able to make small maintenance repairs on friendly Cyborg and Mechnical units, healing them for 20 .
    • Can only be used once per battle


Stats
Upkeep 4 
Health 40 
Armor 2 
Shields 0 
Move Points 40 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Critical
  • +4 
  • +5% 

Scavenger

Production
Tier I
Base Cost 35  150 
Research -
Structure -

“My mother used to tell fairytales of ghouls looting graveyard crypts, hungry to feast upon the dead. Her stories haunted me when I saw the Assembly Scavengers wandering lost battlefields, harvesting flesh from the fallen. As basic infantry of the Assembly, one of their arms is replaced with a short-ranged shotgun. Yet, Scavengers don’t eat flesh. They use their long vivisecting claws to amputate viable body parts for transplantation. My left leg was removed at the knee in one such unfortunate encounter. Somewhere out there, a part of me fights for my enemy.”— Mazer Ritalli, “RV-9912M: Synthetic Avalanche”

Abilities

  • Claw Slash
    Action Accuracy Damage Range
    Repeating   90%  10  1 
    A melee attack.
    • Assimilate: Heals for 3 
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Melee: Bypass all  
    • Only affects Ground Targets
  • Shotgun
    Action Accuracy Damage Range
    Single Action   90%  16  5 
    Fire an arrow that flashes a 1 hex radius area on impact.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Affected by line of sight rules


Stats
Upkeep 8 
Health 45 
Armor 1 
Shields 0 
Move Points 32 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Critical
  • +6 
  • +5% 

Electrocutioner

Production
Tier II
Base Cost 70  250 
Research -
Structure Military Skirmisher Baracks

“Challenge Assessment: Annual Review ranks all Assembly into compliance and efficiency categories to compare with Cost-Benefit Analysis Matrix. Hypercore link directive requires the bottom 10% must be culled from the Assembly. All organic and mechanical parts must be recycled.
Predictive Damage Assessment (PDA): underperformers possess dangerous levels of independence. Potential rebellion invokes unacceptable damage to Assembly assets.
Tactical Alternative Solution (TAS): deploy Electrocutioners. EMP and Electrical stunners will disable units for disassembly.
Predictive Counter Assessment: strong electrical discharge, leaves the body prepped for collection, disassembly, reassembly and reassignment.”— OC(H)ypercore-Tactical Decision Node(TDN), “RV-234445C: Assembly Interpreted Pseudocode”

Abilities

  • Arc Projector
    Action Accuracy Damage Range
    Repeating   90%  dmg arc} 7 
    A medium-range arc weapon.
    • Electrified: 4  strength chance to apply Electrified to non-Ethereal for 3 .
    • Affected by line of sight rules
  • Project Arc Blast
    Action Accuracy Damage Range
    Full Action   90%  dmg arc} 7 
    Fire a powerful blast from the tip of a Laser spear.
    • High Impact: Stagger units, reducing action points and canceling defense modes.
    • Electrified: 4  strength chance to apply Electrified to non-Ethereal for 3 .
    • Affected by line of sight rules
    • Cooldown: 2 


Stats
Upkeep 8 
Health 45 
Armor 1 
Shields 0 
Move Points 32 
Ranks
Novice
Veteran
Expert
Prime
  • Prime Rank: Bypass Cover
  • +6 
  • +5% 

Vorpal Sniper

Production
Tier II
Base Cost 70  250 
Research -
Structure Specialist Training Center
“Challenge Assessment: targeted quarry threatens self-immolation; organic assets concealed in a derelict fuel refinery. Residual fuel sufficient to destroy organic assets.
Predictive Damage Assessment (PDA) estimates potential loss of all organic assets.
Tactical Alternative Solution (TAS): deploy Vorpal Snipers. Ranged Crippling and Disabling Attacks required.
Predictive Counter Assessment: melee counteroffensive will attempt to swarm Vorpal Snipers. Counteroffensive exposes organic assets to capture. TAS holds.
Selected Action: deploy Vorpal Snipers.”— OC(H)ypercore-Tactical Decision Node(TDN), “RV-234445C: Assembly Interpreted Pseudocode”

    Abilities

    • Vorpal Shot
      Action Accuracy Damage Range
      Full Action   90%  16  9 
      Fire the Vorpal Sniper rifle at the target.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Power Shot: +15% critical chance.
      • Affected by line of sight rules
    • Concussive Shot
      Action Accuracy Damage Range
      90px]] 90%  8  9 
      Fire an overpowering shot, intending to stun the target.
      • Concussion: 8  strength chance to apply Concussion to non-Ethereal or non-Mechanical for 2 . If resisted, cause Massive Impact instead.
      • Affected by line of sight rules
      • Cooldown: 2 
    • Blinding Snap Shot
      Action Accuracy Damage Range
      Single Action   90%  8  7 
      A quick shot that fires a blinding flash round.
      • Blind: 8  strength chance to apply Blinded to non-Ethereal targets for 2 .
      • Affected by line of sight rules

    Stats
    Upkeep 8 
    Health 50 
    Armor 2 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Morale
    • +6 
    • +5% 
    Reverse Engineer
    Production
    Tier II
    Base Cost 90  270 
    Research Reveerse Engineering
    Structure Specialist Training Center
    “Parts are parts. Flesh is flesh.
    Bone be bone and heads are heads!
    Tissue are the issue, muscle, fat, nerves, ligaments.
    Skins—no matter if it’s lost its pigments.
    All the unguents, fluids, and ichor.
    Pumps and gears blend them thicker.
    Parts are parts. Flesh is flesh.
    Bone is bone and heads are heads!
    Let’s make life from the dead.”— Reaverson Rux, “RV-68791E: Song of the Assembly - Reverse Engineer”

    Abilities

    • Arc Blaster
      Action Accuracy Damage Range
      Single Action   90%  16  5 
      Fire a blast of Arc energy at the target.
      • Affected by line of sight rules
    • Saw Blade Slash
      Action Accuracy Damage Range
      Repeating Action   90%  11  1 
      A melee attack
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Only affects Ground targets
    • Create Construct
      Action Accuracy Damage Range
      Single Action   100%  - 1 
      Create a Construct under the player's control on the target hex. The summoned unit will inherit any compatible mods that do no grant an active ability.
      • Only affects Ground targets
      • Cooldown: 3 
    • Reassemble
      Action Accuracy Damage Range
      Single Action   100%  - 1 
      Target a dead light Cyborg or Mechanical ground unit to bring it back to life with 50% of its max  . Target a living Cyborg or Machanical unit to heal it for 35 . Cannot target self. Puts the unit into Defense Mode after use.
      • Only affects Ground targets
      • Can only be used once per battle

    Stats
    Upkeep 8 
    Health 45 
    Armor 2 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Critical
    • +6 
    • +5% 
    Lighning Rider
    Production
    Tier II
    Base Cost 90  300  10 
    Research Harness the Storm
    Structure Military Skirmisher Baracks
    “We hoped the Assembly would fail in the sand or run out of energy in the toxic wastelands. That’s when we first saw the Lightning Rider hovering on the horizon. A basic Faraday cage protects its organic parts, while all around its edges it collects energy from the clouds with lighting rods. At first it stood in the sky, collecting the lightning. Then a thunderous arc of electrical energy leapt into our center. They scattered, despite my pleas that we fight back. Did they expect to outrun lightning?”— Mah Reg’Nib, “RV-2223X: Runaway!”

    Abilities

    • Arc Thrower
      Action Accuracy Damage Range
      Repeating   90%  9  5 
      A medium-range, air-to-air Arc weapon
      • Air to Air: +33% additional damage against Flying units
      • Affected by line of sight rules
    • Arc Strike
      Action Accuracy Damage Range
      Single Action   75%  14  0 
      Call down blasts of electricity to strike nearby units in a 2 hex radius. The unit enters defense mode after using this ability.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Cooldown: 2 
    • Arc Charge
      Action Accuracy Damage Range
      Single Action   100%  - 0 
      Charge the craft's internal capacitors, causing its attacks to Stagger targets and do 50% extra damage until the end of its next turn.
      • Cooldown: 1 

    Stats
    Upkeep 12 
    Health 65 
    Armor 5 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Overwatch
    • +8 
    • +5% 
    Wrecker
    Production
    Tier III
    Base Cost 105  400  20 
    Research Destructive Means
    Structure Elite Military Facility
    “Challenge Assessment: targeted quarry concealed behind a barricade. Chokepoints make assault numbers irrelevant.
    Predictive Damage Assessments (PDA): High Casualties.
    Tactical Alternative Solution (TAS): deploy Wreckers. Crush all obstacles. Break the outer shell and collect the riches hiding therein. Assault horde can provide support to harvest a counter-swarm.
    Predictive Counter Assessment: the colony will swarm the Wrecker with melee attacks, but Wrecker can deploy Wild Strike maneuver. Composition strong. Mobs are nothing more than another obstacle. TAS holds.
    Selected Action: deploy Wreckers.”— OC(H)ypercore-Tactical Decision Node(TDN), “RV-231567C: Assembly Interpreted Pseudocode”

    Abilities

    • Hammer Strike
      Action Accuracy Damage Range
      Repeating   90%  15  1 
      A powerful melee strike.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Only affects Ground targets
    • Wild Swing
      Action Accuracy Damage Range
      Single Action   90%  20  1 
      A wild swing of the hammer that can damage all targets in front of the unit.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Only affects Ground targets

    Stats
    Upkeep 12 
    Health 60 
    Armor 4 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Firm
    • +8 
    • +5% 
    Disassembler
    Production
    Tier III
    Base Cost 105  400  20 
    Research Disassemblers
    Structure Elite Military Facility
    “I’ve seen many tortured bodies pieced together by the Assembly. So much suffering and death. Most sensible life knows that the Assembly is no friend to the living. Still, when I saw the Disassembler fire its massive gun, I recognized twisted glee in its grinning face. That’s when I knew. Some humans willingly joined the Assembly. There is a strain of humanity enamored with guns. They delight to discharge themselves. Disassemblers love blowing up cover, so hiding behind obstacles will get you killed. My tactical advice is simple: run and keep running.”— Mah Reg’Nib, “RV-2222X: Runaway!”

    Abilities

    • Gatling Gun
      Action Accuracy Damage Range
      Repeating Action   90%  dmg kinetic} 7 
      Fire a Gatling Gun at the target.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Affected by line of sight rules
    • Disassembler Shot
      Action Accuracy Damage Range
      Full Action   90%  dmg kinetic} 2-9 
      Fire a Disassembler Shot at the ground with 1 hex radius area of effect.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Disassembler Nanites Cloud: Deals 15  to units mocing through or ending their turn in this cloud.
      • Ignores line of sight penalties
      • Cooldown: 1 

    Stats
    Upkeep 18  2 
    Health 75 
    Armor 6 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Morale
    • +10 
    • +5% 
    Reaver
    Production
    Tier IV
    Base Cost 170  700  40 
    Research Ultimate Form
    Structure Elite Military Facility
    “The Assembly were created to save us from a virulent plague. We never anticipated our creation would turn against us. If my research is correct, I’ve isolated our miscalculation in Assembly motivational programming. There is a… presence… in the ‘(I)ntelligent (N)eural (I)nterface & (O)racular (C)onscience (H)ypercore’ . The Assembly adapted the hypercores to control a cyborg-swarm that can gather as the deadly Reaver. Its hunger grows and replicates until nothing remains. I broadcast this warning into the Void. We cannot defeat them. Perhaps you can. We fight the hunger of death itself.”— Professor Lister Tan, “RV-3369C: Fragments from Listening Post Zexxyn-3”

    Abilities

    • Arc Strom
      Action Accuracy Damage Range
      Repeating Action  90%  13  7 
      Call down bolts of Arc Energy from above, striking targets and ignoring cover.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Ignores cover and unit penalties
    • Swarm Form
      Action Accuracy Damage Range
      Free Action   100%  - 0 
      Spli the Revear into a Swarm of devouring robots, restoring 25 .
      • Starts on cooldown: 1 
    • Re-energize
      Action Accuracy Damage Range
      Full Action   100%  - 5 
      Restore all Action Points   and dispel all hostile status effects on target friendly unit. This effect can jump up to 2 additional targets within 3 hexes of the original unit. This ability does not work on the Assembly Reaver, regardless of what form they are in.
      • Cooldown: 3 

    Stats
    Upkeep 18  2 
    Health 75 
    Armor 4 
    Shields 2 
    Move Points 40 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Morale
    • +10 
    • +5% 
    Reaver (Swarm Form)
    Production
    Tier IV
    Base Cost 170  700  40 
    Research Ultimate Form
    Structure Elite Military Facility
    “The Assembly were created to save us from a virulent plague. We never anticipated our creation would turn against us. If my research is correct, I’ve isolated our miscalculation in Assembly motivational programming. There is a… presence… in the ‘(I)ntelligent (N)eural (I)nterface & (O)racular (C)onscience (H)ypercore’ . The Assembly adapted the hypercores to control a cyborg-swarm that can gather as the deadly Reaver. Its hunger grows and replicates until nothing remains. I broadcast this warning into the Void. We cannot defeat them. Perhaps you can. We fight the hunger of death itself.”— Professor Lister Tan, “RV-3369C: Fragments from Listening Post Zexxyn-3”

    Abilities

    • Devouring Strike
      Action Accuracy Damage Range
      Repeating Action  90%  15  1 
      The Reaver swarms around the target, attempting to devour it and add the target's parts to its own form. If a unit is killed by this attack, the Reaver gains a buff until end of combat, depending on the type of unit killed.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Devouring Strike: Heal 8  per attack.
      • Only affects Ground Targets.
    • Aggressive Recombination
      Action Accuracy Damage Range
      Single Action   100%  - 1 
      The Swarm descends on the target, pulling it to pieces to make a new form. 8  strength chance to transform the target unit into a Construct unders the player's control. If this fails, the target instead takes 20 .
      • Only affects Ground targets
      • Cooldown: 3 
    • Reaver Form
      Action Accuracy Damage Range
      Free Action   100%  - 0 
      Reform the swarm into a Reaver.
      • Starts on cooldown: 1 

    Support Units

    Stats
    Upkeep 4 
    Health 20 
    Armor 1 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    Construct
    Production
    Tier I
    Base Cost 30  130 
    Research -
    Structure -
    “I abandoned Jaraon’s lifeless body retreating from the Assembly. Despite diplomatic efforts and their claims to help us, they continue to slaughter us. I witnessed what they did to Jaraon’s body. He was merged with a construct of levers and spidery appendages. His smile writhed as something in that patchwork of puppetry recognized me. Then, as if remembering his life, he let out a shriek, ‘Get away!’ He twitched and lurched forward as an array of claws thrust up at me. I fled as my guardsmen attacked. Riddled with bullets, my dear friend self-destructed.”— Captain Addria Alethra, “RV-4456M: Encounters”

    Abilities

    • Claw Strike
      Action Accuracy Damage Range
      Repeating Action   90%  11  1 
      A melee claw strike attack.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Only affects Ground Targets
    • Self-destruct
      Action Accuracy Damage Range
      Single Action   100%  20  0 
      This unit self-destructs, dealing damage to all adjacent units.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Only affects Ground Targets

    Stats
    Upkeep 4 
    Health 30 
    Armor 1 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    Advanced Construct
    Production
    Tier I
    Base Cost 30  130 
    Research -
    Structure -
    “I abandoned Jaraon’s lifeless body retreating from the Assembly. Despite diplomatic efforts and their claims to help us, they continue to slaughter us. I witnessed what they did to Jaraon’s body. He was merged with a construct of levers and spidery appendages. His smile writhed as something in that patchwork of puppetry recognized me. Then, as if remembering his life, he let out a shriek, ‘Get away!’ He twitched and lurched forward as an array of claws thrust up at me. I fled as my guardsmen attacked. Riddled with bullets, my dear friend self-destructed.”— Captain Addria Alethra, “RV-4456M: Encounters”

    Abilities

    • Arc Project
      Action Accuracy Damage Range
      Repeating Action   90%  11  7 
      A medium-range Arc weapon.
      • Electrified: 4  strength chance to apply Electrified to non-Ethereal for 3 .
      • Affected by line of sight rules
    • Arc Self-destruct
      Action Accuracy Damage Range
      Single Action   100%  20  0 
      This unit self-destructs, dealing   damage to all adjacent units.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Electrified: 12  strength chance to apply Electrified to non-Ethereal for 3 .

    Stats
    Upkeep 4 
    Health 45 
    Armor 2 
    Shields 3 
    Move Points 40 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Ignore Overwatch
    • +4 
    • +5% 
    Constrictor
    Production
    Tier II
    Base Cost 105  400  20 
    Research -
    Structure -
    “The Assembly came for us that night. We gathered the townsfolk together into a defensive knot. Picking through the battlefield, they advanced. For a moment we thought we might destroy the ghastly mechanisms. Charlie, who was supposed to blow the gate, just froze up. His face stretched in terror as a second head appeared above him. Crackling electrical belts encircled him. It was though the ghastly Constrictor pulled the poor man out of reality itself. Many of our shots passed through them as though he were turning into a mirage. It consumed him.”— Mazer Ritalli, “RV-9912M: Synthetic Avalanche”

    Abilities

    • Arc Tendrils
      Action Accuracy Damage Range
      Repeating Action   90%  12  1 
      Attack the target with Arc-enhanced tendrils.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Long Reach: Can target Flying units
    • Project Constriction Field
      Action Accuracy Damage Range
      Single Action   100%  - 1 
      The Constrictor locks itself and the target together in a phased field, granting both of them +5  and stagger resistance, disabling their abilities and holding them in place. The effect lasts unitl the target breaks free, or the Constrictor is killed or staggered.
      • Cooldown: 3 

    Naval Units

    Stats
    Upkeep 3 
    Health 50 
    Armor 4 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Critical
    • +6 
    • +5% 
    Storm Wader
    Production
    Tier II
    Base Cost 50  150 
    Research -
    Structure Annex Navel Base
    “The ships of death brought the darkness. We tried to keep our barges safe, but the Assembly’s Storm Wader ships bring a paralyzing barrage of lighting from the heart of the dark foreboding clouds, leaving our strongest defenders numb and unable to retaliate. With every blast of its arc cannons, the Assembly’s ships strike our vessels. Its Arc weaponry devastated our air support, striking with uncanny accuracy. How do we fight this new enemy? This enemy can assemble itself from the wreckage of our fallen.”— Militiaman Toffee Smith, “RV-3425M: Echoes of the Fallen: Testimonials”

    Abilities

    • Naval Arc Cannon
      Action Accuracy Damage Range
      Repeating   90%  12  7 
      Fire a ship-mounted Arc cannon at the target. Ignores accuracy penalties against Flying units.
      • Affected by line of sight rules
    • Storm Call
      Action Accuracy Damage Range
      Full Action   90%  16  2-7 
      Call thunder to strike an area.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Electrified: 8  strength chance to apply Electrified to non-Ethereal for 3 .
      • Ignores line of sight penalties
      • Cooldown: 1 

    Stats
    Upkeep 5 
    Health 70 
    Armor 5 
    Shields 0 
    Move Points 32 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    • Prime Rank: Range
    • +8 
    • +5% 
    Wrecking Ship
    Production
    Tier III
    Base Cost 70  250  10 
    Research Naval Demolitions
    Structure Annex Navel Base
    “The Assembly filled our only escape-by-sea route with explosive hazards. The Wrecking Ships construct Demolition Ships from the remnants of heavy machinery that fell defending the harbor. They surround us on land, eyeing us like hungry vultures. The earth shatters with the deafening boom of the ship’s main Wrecking Shot. The railguns turn the dockside into splinters. I’ve seen how they piece together the living with the ruins of our broken weaponry to form a new generation of themselves.”— Dolat Dolor, Harbormaster, “RV-3426M: Echoes of the Fallen: Testimonials

    Abilities

    • Naval Railgun
      Action Accuracy Damage Range
      Repeating   90%  14  9 
      Fire a ship mounted Railgun at the target unit. Ignores the accuracy penalty against Flying units.
      • Affected by line of sight rules
    • Launch Water Construct
      Action Accuracy Damage Range
      Single Action   100%  - 1 
      Build a Water Construct on an adjacent hex.
      • Only affects Ground targets
      • Cooldown: 3 
    • Wrecking Shot
      Action Accuracy Damage Range
      Full Action   90%  28  5 
      Fire a wrecking shot at the target.
      • Disable: 12  strength chance to apply Disable for 1 
      • Affected by line of sight rules
      • Cooldown: 2 

    Stats
    Upkeep 5 
    Health 30 
    Armor 1 
    Shields 0 
    Move Points 40 
    Ranks
    Novice
    Veteran
    Expert
    Prime
    Water Construct
    Production
    Tier I
    Base Cost 30  130 
    Research
    Structure Annex Navel Base
    “I never wanted to be a floating bomb. Mom wanted me to go to college, but I wanted to be a fisherman. When the Wrecking Ship came and started chopping up the ships I tried to swim away when a mechanical arm reached out and lopped off my head, welding me to the front of a nest of levers and explosives. They stuck something in my brain. I’m being told I’m supposed to blow up now. I don’t know how long I can resist it. I should’ve listened to my mother.”—Fisherman Manuel Morris, “RV-46443D: Assembly of Heads”

    Abilities

    • Self-destruct
      Action Accuracy Damage Range
      Single Action   100%  20  0 
      This unit self-destructs, dealing damage to all adjacent units.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.

    Operations

    Doctrine

    • Battlefield Autopsies
      Tier Priming Costs Research
      I 50  6  Efficient Scavenging
      The Assembly pick through the bodies of the dead, examining every nut, bolt and organ for their sinister research. After winning Tactical Combat, gain 3  for each enemy unit killed, multiplied by their tier. 15  is gained from each enemy commander and hero defeated.
    • Scavenger
      Tier Priming Costs Research
      I 50  6  Efficient Scavenging
      The assembly can see uses for things others would discard. Rewards from clearing Structures on the World Map are increased.
    • Connected Society
      Tier Priming Costs Research
      V 50  6  Social Reconstruction
      Jack into the brains of your colonists to borrow spare processing power. They're probably not using it anyway... All Colonists provide +1 , but our Colonies suffer 4 .
    • The Great Harvest
      Tier Priming Costs Research
      IX 200  15  Universal Reassembly
      Our mastery of reassembly approaches completion. Nothing is wasted; everything has a purpose.
      After winning Tactical Combat, gain 5  and 10  for each enemy unit killed, multiplied by their tier. 20  and 40  is gained from each enemy commander and hero defeated.
    • Re-cycle of Life
      Tier Priming Costs Research
      IX 200  15  Universal Reassembly
      Knowing that our troops can be assembled again and again upon their destruction increases their willingness to keep on fighting as their end eludes them. Your Cyborg units gain +400 . After winning Tactical Combat, gain 25  for each friendly Cyborg unit killed, multiplied by their tier.

    Strategic

    • Reprocess Colonist
      Tier Priming Costs Research
      II 40  4  Auxiliary Resource Extraction
      Reprocess one of your colonists to temporarily boost your production facilities. Removes 1 population and provides a 50%  increase. This effect lasts for 3 .
    • Sample Collection
      Tier Priming Costs Research
      II 80  8  Auxiliary Resource Extraction
      Assembly nanites assault the target army, retrieving valuable samples. Damages all units in the target army for 20% of their current  , reduces all their resistances by -1 for this round and provides 3-5  for every unit damaged this way.


      On failure, all units suffer 20% instead

    • Ion Storm
      Tier Priming Costs Research
      VI 140  16  Ionic Manipulation
      By drawing static electricity from the air and channeling it all into a small target area, we can unleash a powerful Ion Storm, which reduces economic income and weakens any units in the sector. All Mechanical units in the targeted sector lose all of their  .


      On failure, all Mechanical units in the targeted sector lose all of their   but are not weakened.

    • Ionic Overdrive
      Tier Priming Costs Research
      VI 120  12  Ionic Manipulation
      Channel raw ionic energy into target friendly army. All Cyborg units lose 25%  and gain Ionic Overdrive for 1 . Ionic Overdrive gives units Fast Movement Speed, causes their melee attacks to Stun targets, and deal 25% extra damage.

    Tactical

    • Signal Shredding
      Tier Priming Costs Research
      I 25  1  Molecular Computing
      Send a pulse of disruptive energy through target enemy Mechanical or Cyborg unit. Signal Shredding has a strength 12  chance to apply Stunned for 1 . If the stun fails, the unit receives Massive Impact instead, potentially staggering it.
    • Remote System Purge
      Tier Priming Costs Research
      III 30  2  Advanced Bionics
      Sometimes it is necessary to hard reset a computer, and Cyborgs are no exception. Removes all negative Status Effects from target friendly Cyborg unit. The effect can then jump to {numTargets} additional friendly targets within 3 hexes.
    • Linear Accelerator
      Tier Priming Costs Research
      IV 45  3  Adaptive Systems
      Supercharge target Mechanical or Cyborg unit, restoring all of its action points . Units can only be supercharged once per turn.
    • Deploy Constrictor
      Tier Priming Costs Research
      IV 45  3  Adaptive Systems
      Summon a Constrictor onto target hex during combat. The summoned unit lasts until the end of combat. The Constrictor is a Melee unit with strong incapacitating abilities that can disable other units and then deal tremendous damage.
    • Adhesive Artillery
      Tier Priming Costs Research
      V 60  4  Toxic Applications
      Fire adhesive-containing shells at the targeted area that burst open just before impact and cover a 2 hex radius in an adhesive Biochemical foam, dealing 10  damage, with a 8  strength chance to Slow to the affected units for 2 .
    • Temporal Disruption
      Tier Priming Costs Research
      VII 75  6  System Reload
      Disables 1 unit mod on all enemy units for 2 .

    Equipment

    Weapons

    • Arc Sword
      Type Tier Costs Research
      Primary I 16  8  -
      Arc Sword
      Strike the target with a Arc Sword.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Only affects Ground Targets
      Action Accuracy Damage Range
      Repeating Action   90%  14  1 
    • Arc Projector
      Type Tier Costs Research
      Primary I 16  8  -
      Arc Projector
      A medium-range Arc Weapon.
      • Electrified: 4  strength chance to apply Electrified to non-Ethereal for 3 
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating Action   90%  11  7 
    • Scavenger Shotgun
      Type Tier Costs Research
      Primary I 16  8  -
      Scavenger Shotgun
      Fire a Shotgun at the target.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating Action   90%  11  7 
    • Arc Rod
      Type Tier Costs Research
      Secondary I 16  8  -
      Arc Rod
      A medium-range Arc weapon.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating Action   90%  7  7 
    • Arc Grenade
      Type Tier Costs Research
      Secondary I 16  8  -
      Arc Grenade
      Throw a grenade, dealing damage in a 1 hex radius.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Ignores line of sight penalties
      • Only affects Ground targets
      • Can only be used once per battle
      Action Accuracy Damage Range
      Single Action   100%  8  3 
    • Basic Grenade
      Type Tier Costs Research
      Secondary I 16  8  -
      Basic Grenade
      Throw a grenade, dealing damage in a 1 hex radius.
      • 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
      • Only affects Ground targets
      • Cooldown: 2 
      Action Accuracy Damage Range
      Singel Action   100%  8  3 
    • Vorpal Sniper Rifle
      Type Tier Costs Research
      Primary II 24  12  -
      Vorpal Shot
      Fire the Vorpal Sniper rifle at the target.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Power Shot: +15% critical chance
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Full Action   90%  16  9 
    • Arc Blaster
      Type Tier Costs Research
      Primary II 24  12  Reveerse Engineering
      Arc Blaster
      Fire a blast of Arc energy at the target
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Single Action   90%  18  5 
    • Imperial Pistol
      Type Tier Costs Research
      Secondary II 24  12  -
      Pistol
      Fire a Pistol at the target.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating Action   90%  8  5 
    • Chopper
      Type Tier Costs Research
      Vehicle II 60  -
      Mounted Gun
      Fire at the target with a mounted gun.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating Action   80%  11  7 
      Repulsor Blast
      A blast of energy targeted at a unit. Knocks back Light units.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Affected by line of sight rules
      • Only affects Ground targets
      • Cooldown: 1 
      Action Accuracy Damage Range
      90px]] 90%  22  5 
    • Lightning Rider
      Type Tier Costs Research
      Vehicle II 60  Harness the Storm
      Arc Thrower
      A medium-range, air-to-air Arc weapon.
      • Air to Air: +33% additional damage against Flying units
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating   90%  9  5 
      Arc Strike
      Call down blasts of electricity to strike nearby units in a 2 hex radius. The unit enters defense mode after using this ability.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Cooldown: 2 
      Action Accuracy Damage Range
      Single Action   75%  14  0 
      Arc Charge
      Charge the craft's internal capacitors, causing it's attacks to Stagger targers and do 50% extra damage until the end of its next turn.
      • Cooldown: 1 
      Action Accuracy Damage Range
      Single Action   100%  - 0 
    • Wrecker
      Type Tier Costs Research
      Vehicle III 100  20  Destructive Means
      Hammer Strike
      A powerful melee strike.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Only affects Ground targets.
      Action Accuracy Damage Range
      Repeating   90%  17  1 
      Wild Swing
      A wild swing of the hammer that can damage all targets in front of the unit.
      • Massive Impact: Stagger units, including stagger resistant units, reducing action points and canceling defense modes.
      • Melee: Bypass all  
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Only affects Ground targets
      Action Accuracy Damage Range
      Single Action   90%  22  1 
    • Disassembler
      Type Tier Costs Research
      Vehicle III 100  20  Disassemblers
      Gatling Gun
      Fire a Gatling Gun at the target.
      • High Impact: Stagger units, reducing action points and canceling defense modes.
      • Affected by line of sight rules
      Action Accuracy Damage Range
      Repeating Action   90%  13  7 
      Disassembler Shot
      Fire a Disassembler Shot at the ground with 1 hex radius area of effect.
      • Demolisher: 200% additional damage to obstacles. Can destroy fortified obstacles.
      • Disassembler Nanites Cloud: Deals 15  to units moving through or ending their turn in this cloud.
      • Ignores line of sight penalties
      • Cooldown: 1 
      Action Accuracy Damage Range
      Single Action   90%  18  6 

    Mods

    • Ocular Implants (Detector)
      Type Defense Mod - Armor
      Tier I
      Base Cost 10 /  5 
      Research Molecular Computing
      Unit gains Detection, +1 Strategic Vision Range and a 10% bonus to critical hit chance. Additionally, this mod grants the unit +1 .


      This Mod can only be applied to Biological and Cyborg units.

    • Flesh Tearer Implants
      Type Offensive Mod
      Tier I
      Base Cost 10 /  5 
      Research Advanced Bionics
      Melee attacks against Biological and Cyborg units heal the user for 4 , and have a 12  strength chance (8  for repeating attacks) to apply Bleeding, doing damage over time and reducing   resistance for 3 .

      Additionally, this mod grants the unit +10% increased damage on all abilities..
      This Mod can only be applied to Assembly Melee Units or units with a Claw ability.

    • Miniaturized Corpse Processor
      Type Defense Mod - Armor
      Tier I
      Base Cost 10 /  5 
      Research Advanced Bionics
      A device for the rapid collection, processing and reuse of dead bodies on the battlefield. Additionally, this mod grants the unit +2 .


      This mod can only be applied to Cyborg units that have Land   or Floating Movement .

      Repurpose Corpse
      Destroy the target corpse and heal the unit for 30 . Puts the unit into defense mode after use.
      • Only affects Ground targets
      • Can only be used once per battle
      Action Accuracy Damage Range
      Single Action   100%  - 1 
    • Cloaking Implants
      Type Defense Mod - Armor
      Tier II
      Base Cost 10 /  10 
      Research Adaptive Systems
      Advanced technologies grant this unit Universal Camouflage on the Strategic Map and the Evasion defense mode. In addition, this unit becomes 15% harder to hit with all attacks. Additionally, this mod grants the unit +2 .


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

    • Toxin Nanites Ammunition
      Type Offensive Mod
      Tier II
      Base Cost 10  10 
      Research Toxic Applications
      Replaces the Disassembler shell with a Toxis variant. It now leaves behind a cloud of Toxic Nanites that deal 15  damage to enemy units standing in it, as well as having a 12  chance to apply Debilitating Infection to Biological or Cyborg units. Additionally, this mod grants the unit 20% increased damage on all abilities.


      This Mod can only be applied to the Assembly Disassembler unit.

    • Neurotoxic Implants
      Type Offensive Mod
      Tier II
      Base Cost 10 /  10 
      Research Toxic Applications
      This unit's melee attacks now do Biochemical damage and have a 12  strength chance (8  for repeating attacks) to apply Neural Toxin to Biological and Cyborg units, which can damage or stun the target, for 3 .

      Additionally, this mod grants the unit 20% increased damage on all abilities.
      This Mod can only be applied to the Assembly Scavenger, Wrecker and Reverse Engineer units.

    • Reassembly Module
      Type Defense Mod - Hit Points
      Tier III
      Base Cost 10 /  15 
      Research System Reload
      This unit gains Regeneration, healing 8  each turn in combat, and recovers all of its   at the start of its owner's turn on the strategic map. If the unit dies, the reassembly module attempts to repair all vital systems, allowing the unit to reassemble itself after the battle if the unit's owner wins.

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

    • Advanced Re-engineering
      Type Defense Mod - Armor
      Tier III
      Base Cost 10 /  15 
      Research System Reload
      Upgrades the Reverse Engineer. It is no possible to Reassemble Heavy units as well as Light units, and to create more powerful Advanced Constructs.

      Additionally, this mod grants the unit +2 .
      This Mod can only be applied to the Assembly Reverse Engineer unit.

    • Emergency Quantric Shielding
      Type Defense Mod - Armor
      Tier III
      Base Cost 10 /  15 
      Research Quantric Technology
      This unit is immune to all damage over time status effects. Whenever the unit takes damage that would kill it, the unit is left at 1  instead, and it gains comple immunity to all damage, stagger and status effects for 1 . Only triggers once per battle.

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

    • Quantum Support Nanites
      Type Defense Mod - Armor
      Tier III
      Base Cost 10 /  15 
      Research Quantric Technology
      Unlocks ability: Quantum Support Nanites.

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

      Quantum Support Nanites
      Extensive implants fitted with specialized field generators automatically target all friendly units within a 2 hex radius of this unit. This unit and all otehr affected units gain +2  and heal for 10  each turn for 3 
      • Can only be used once per battle
      Action Accuracy Damage Range
      Single Action   100%  - 0