Well I liked the idea of the Picturewars game, sadly I have little to no artistic talent. So I decided to make a textbased game. It is similiar to Taricus, but (hopefully) less crazy and more coherent.
OOC thread (http://www.bay12forums.com/smf/index.php?topic=100540.0)
Rules:
-Anyone can join
-Use your common sense
-No discusions in the game thread, no games in the discussion thread.In case of an infrigment on this rule, other players get1 post to notify the Poster of his error.
- Every time a player does something for the first time, he or she writes up the rules for it.
- To give players time for their posts, they can reserve and then edit them. Other players cannot act if a post in front of them is reserved.
- Post must follow the following layout. Post that don't follow the layout or break any of the rules must be ignored.
Fluff
Fluff
Fluff(All players actions here)
Player A: 2
Player B:3
PlayerC:1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
In order to play your actions, you just quote the previous players post, throw out their fluff and add and run your actions. Don't forget to update your stats.
While I won't really play the GM for this thread , any questions can be asked to me.
Bringing Units into the game:All players whitout Units can bring 5 units into the game at no cost which they can then place in unoccupied terretory. These units consist out of 4 weak units and a Medium unit of choise.
Reinforcement
You can get reinforcement from at most 1 weak unit/turn, as long as your leader/hive/whetever is alive. Larger reinforcement need special rules/events.
Movement
Standard units can move 2 tiles per turn if they move fast, 1 tile/turn if they move slowly (dicretly, to make ambush, underground, etc etc)
Flying unitsThese can evade natural hazards, but cannot move stealthily.
--Cavalry: Ground-based mounted units may move an additional square on relatively flat, open terrain, but move one square less on rough terrain like forests, and take two turns to pass over broken terrain such as mountains.
Civilians: Civilians are (Organic) Units that are attracted to a location, because of a specific item the location may posses. Civilians can do nothing, and must be trained to do any job other then lazy around.
BuildingBuilding requires 1 unit and an amount of resoucres( Large building:20R 5 units Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Resource gatheringBasic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Detection: Structures that hide positions cause passing foes to have to roll a 1d10 to spot the hiding place. 1-4 is a failure to spot, 5-8 Notice something suspicious, 9-10 spot the hiding place, and can waltz right through.
Roads:
Roads take two turns to build but is otherwise free. Roads are sometimes race-specific, which means that only the creating race can use it. It goes twice as fast when you travel on roads compared to normal ground.
Map: the map consists out of 676 tiles ordered from A1 to Z26. The description and layout of each tile is written up by the first player to discover it.
Map as of Evil maharadja's last turn:
(http://tnypic.net/97407.png)
A1: adwarf's Village, Heavily Forested Mountain
Q4: The hive: Dense forest filled with organic waste
G11: Glassed desert+crater
In a rain and fire and steel the only surviving drop pod of the automated Droid Mining ship crashes into the earth. It looks like a large chrome colored steel cylinder( about 5 meters tall) and seems to be undamaged from the crash. Slowly the pod door open. Inside are four small robots, about 0.5 meter high and 1 meter long, propelled by caterpillar tracks. The shape of their chrome colored armor gives them the look of giant steel beetles. They quickly exit the pod and begin gathering the falling debris. The pod has landed on the flank of large mountain, on a small plateau just above the tree line.
After the droids have scuried away another robot exists the now empty pod. It's almost 4 meters high and looks like a giant laser mounted on 2 pairs of caterpillar tracks. Thanks to an ingenious mechanism, the Mining droid can fire it's laser in all direction, something it does now by drilling right down next to the pod.
10ebbor 10: 1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
- 4 construction and maintenance droids
- 1 mining droid
N13: 10ebbor10's base: Forested Mountain
Bringing Units into the game:
All players whitout Units can bring 5 units into the game at no cost which they can then place in unoccupied terretory. These units consist out of 4 weak units and a Medium unit of choise.
Map: the map consists out of 676 tiles ordered from A1 to Z26. The description and layout of each tile is written up by the first player to discover it.
The crash resounded deep inside the rainforest. Chief Sheb was on an hunting party with 4 men of his clan. More trouble he tough. Only three years before, a great many Hunter went back to Mother Earth when they had to fight off the loggers. The Yankomino had fought many a battle to preserve their homeland, but more and more people were always coming.
Kanzu. Go back to the camp and bring us the laser rifles. We'll go and see what's going on, you'll follow our tracks. At least the Yankomino weren't defenceless anymore. A great number of scavenged weapons now complemented the traditional ironwood bow. They would be able to deal with whatever they had to face.
10ebbor 10: 1
Sheb:1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
- 4 construction and maintenance droids
- 1 mining droid
- 4 Hunter with Bows
- 1 Chief with Bow and Laspistol.
N13: 10ebbor10's base: Forested Mountain
R17: Sheb's village
P14: Sheb's hunting party.
Bringing Units into the game:
All players whitout Units can bring 5 units into the game at no cost which they can then place in unoccupied terretory. These units consist out of 4 weak units and a Medium unit of choise.
Map: the map consists out of 676 tiles ordered from A1 to Z26. The description and layout of each tile is written up by the first player to discover it.
In the deeper parts of a forest, another creature awakened by the crash. Four small animals, started to cut down smaller trees and hunt the wildlife that dwelled here. They had razorsharp claws and an digestionsystem availbe to digest almost everything. They carried all material back to the spawner. They are few and weak now, but within time, if they are not stopped, they will infest till planet. And all who dwell on it.
10ebbor 10: 1
Sheb:1
Evil Marahadja: 1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
- 4 construction and maintenance droids
- 1 mining droid
- 4 Hunter with Bows
- 1 Chief with Bow and Laspistol.
-4 Bugdwellers
-1 Spawner
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground.
N13: 10ebbor10's base: Forested Mountain
R17: Sheb's village
P14: Sheb's hunting party.
Q4: The hive: Dense forest
Bringing Units into the game:
All players whitout Units can bring 5 units into the game at no cost which they can then place in unoccupied terretory. These units consist out of 4 weak units and a Medium unit of choise.
Map: the map consists out of 676 tiles ordered from A1 to Z26. The description and layout of each tile is written up by the first player to discover it.
Within the Mountain Forest five wolves slip from shadow to shadow, stalking a lumbering creature about the size of a mammoth. From the shadows they spring, and their claws, and teeth tear chunks of flash from the monster bringing it down in moments. Two of the figures begin to drag the corpse back towards a wall of vines, past which are several trees, their trunks hollowed out, and used for homes.
10ebbor 10: 1
Sheb:1
Evil Marahadja: 1
adwarf: 1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
- 4 construction and maintenance droids
- 1 mining droid
- 4 Hunter with Bows
- 1 Chief with Bow and Laspistol.
-4 Bugdwellers
-1 Spawner
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground.
- 4 Tygashji
- High Tygasji
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
N13: 10ebbor10's base: Forested Mountain
R17: Sheb's village
P14: Sheb's hunting party.
Q4: The hive: Dense forest
A1: adwarf's Village, Heavily Forested Mountain
Bringing Units into the game:
All players whitout Units can bring 5 units into the game at no cost which they can then place in unoccupied terretory. These units consist out of 4 weak units and a Medium unit of choise.
Map: the map consists out of 676 tiles ordered from A1 to Z26. The description and layout of each tile is written up by the first player to discover it.
Kanzu caught up with them as they were climbing the last ridge before the estimated crash site. He was carrying a bunch of laser rifles from various models, old, battered but still highly functional weapons.
Silence brother! whispered Sheb I don't know what is behind this ridge, but we better make sure they don't catch up with us. We'll go by the canopy.
Without a sound, the hunters started climbing up the large trees.
New Rule:Reinforcement
You can get reinforcement from at most 1 weak unit/turn, as long as your leader/hive/whetever is alive. Larger reinforcement need special rules/events.
New Rule:Movement
Standard units can move 2 tiles per turn if they move fast, 1 tile/turn if they move slowly (dicretly, to make ambush, underground, etc etc)
10ebbor 10: 1
Sheb:2
Evil Marahadja: 1
adwarf: 1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
- 4 construction and maintenance droids
- 1 mining droid
- 5 Hunter with Laser Rifles and Bows
- 1 Chief with Laser Rifles, Bows and Laspistol.
-4 Bugdwellers
-1 Spawner
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground.
- 4 Tygashji
- High Tygasji
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
N13: 10ebbor10's base: Forested Mountain
R17: Sheb's village: Open Terrain
P14: Rainforest
O14:Sheb's hunting party: Forested Mountain
Q4: The hive: Dense forest
A1: adwarf's Village, Heavily Forested Mountain
Bringing Units into the game:
All players whitout Units can bring 5 units into the game at no cost which they can then place in unoccupied terretory. These units consist out of 4 weak units and a Medium unit of choise.
Map: the map consists out of 676 tiles ordered from A1 to Z26. The description and layout of each tile is written up by the first player to discover it.
[/quote]
The Construction drones have finished their scaveging operations and return with a bunch of metal and electronical crap. Meanwhile the mining robot has finished diging the hole. He then lasers away the last supports and with a soft rumbling the droppod slides into the hole. One maintenance droid picks up the scrap they gathered and begins repairing the now barely visible pods comm array. Meanwhile 2 other drones go away to gather more scrap. The fourth one picks up some of the scrap and constructs a small solar power array a bit farther on the Mountain.
A bit later the Comm system is finished and turned on. A bit further on the mountain, one piece of debris shakes itself and flies up towards the pod. It's a miraculously undamaged scout drone. It immediatilly begins scanning the countryside and detects unidentified movements near the base. Meanwhile, the mining drone has been digging out a 1 meter deep ditch around the base. It's nowhere near finished yet.
New rule: Resource gathering
Basic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Building
Building requires 1 unit and an amount of resoucres( Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Flying units
These can evade natural hazards, but cannot move stealthily.
10ebbor 10: 2
Sheb:2
Evil Marahadja: 1
adwarf: 1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
Units:
- 4 construction and maintenance droids
- 1 mining droid
- 1 scout droid
Buildings:
-Comm system(Buried in the ground, counts as a leader building for recieving reinforcements)
-Solar power generator
- 5 Hunter with Laser Rifles and Bows
- 1 Chief with Laser Rifles, Bows and Laspistol.
-4 Bugdwellers
-1 Spawner
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground.
- 4 Tygashji
- High Tygasji
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
A1: adwarf's Village, Heavily Forested Mountain
N13: 10ebbor10's base: Forested Mountain
N14: Impassable mountain flank
O14:Sheb's hunting party: Forested Mountain, scout drone
P14: Rainforest
Q4: The hive: Dense forest
R17: Sheb's village: Open Terrain
New rule: Resource gathering
Basic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Building
Building requires 1 unit and an amount of resoucres( Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Flying units
These can evade natural hazards, but cannot move stealthily.
The Tygashiji mill about as they stow the remains of the animal in one of the houses, and then await the High Tygashji's orders. The High Tygashji walks over to the group, and growls 'Three of you go gather stone, and stick. Tools for war are needed. The remaining one go hunt for more meat, our numbers will grow, and we will need much meat.' With that said the group dissipates as they run out into the forest.
The group sent out to bring back wood, and stones quickly finishes their job, and dumps the collection of items into the center of town. They are soon followed by the one sent to hunt, as the Head Tygashji watches he waltz into the clearing with another Tygashji in tow, and a dead animal in its jaw.
The new Tygashji seeks to live in the village, but asks for food in return for staying, and the Head Tygashji complies.
New Rule:
Detection: Structures that hide positions cause passing foes to have to roll a 1d10 to spot the hiding place. 1-4 is a failure to spot, 5-8 Notice something suspicious, 9-10 spot the hiding place, and can waltz right through.
Civilians: Civilians are (Organic) Units that are attracted to a location, because of a specific item the location may posses. Civilians can do nothing, and must be trained to do any job other then lazy around.
10ebbor 10: 2
Sheb:2
Evil Marahadja: 1
adwarf: 2
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
Units:
- 4 construction and maintenance droids
- 1 mining droid
- 1 scout droid
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
- 5 Hunter with Laser Rifles and Bows
- 1 Chief with Laser Rifles, Bows and Laspistol.
-4 Bugdwellers
-1 Spawner
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground.
Units:
- 4 Tygashji
- Tygashji Civilian
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood
1 Stone
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
A1: adwarf's Village, Heavily Forested Mountain
N13: 10ebbor10's base: Forested Mountain
N14: Impassable mountain flank
O14:Sheb's hunting party: Forested Mountain, scout drone
P14: Rainforest
Q4: The hive: Dense forest
R17: Sheb's village: Open Terrain
New rule: Resource gathering
Basic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Building
Building requires 1 unit and an amount of resoucres( Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Flying units
These can evade natural hazards, but cannot move stealthily.
The Bugdwellers kept on gathering resources, and reainforceing the spawn. It became larger and larger. And it didnīt take long for it to grow another Bugdweller. Which soon moved south to scout for other resoruces. And as the spawner creates more workers, the hive itself will become smarter.
It didnīt take long for the landscape to change. A lot of trees had fallen to the Hive. And organic waste decorated the ground. But the bugs kept on working.
10ebbor 10: 2
Sheb:2
Evil Marahadja: 2
adwarf: 2
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.i
Units:
- 4 construction and maintenance droids
- 1 mining droid
- 1 scout droid
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
- 5 Hunter with Laser Rifles and Bows
- 1 Chief with Laser Rifles, Bows and Laspistol.
-5 Bugdwellers
-1 Great Spawner
Resources:
1 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Units:
- 4 Tygashji
- Tygashji Civilian
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood
1 Stone
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
A1: adwarf's Village, Heavily Forested Mountain
N13: 10ebbor10's base: Forested Mountain
N14: Impassable mountain flank
O14:Sheb's hunting party: Forested Mountain, scout drone
P14: Rainforest
Q4: The hive: Dense forest filled with organic waste
Q5: Forest.
R17: Sheb's village: Open Terrain
Resource gathering
Basic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Building
Building requires 1 unit and an amount of resoucres( Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Flying units
These can evade natural hazards, but cannot move stealthily.
Detection: Structures that hide positions cause passing foes to have to roll a 1d10 to spot the hiding place. 1-4 is a failure to spot, 5-8 Notice something suspicious, 9-10 spot the hiding place, and can waltz right through.
Civilians: Civilians are (Organic) Units that are attracted to a location, because of a specific item the location may posses. Civilians can do nothing, and must be trained to do any job other then lazy around.
Sheb was busy trying to find a way up the majestic tower tree when he heard a faint buzzing sound up in the sky. Damnation! How did they find us! tought he. It looked small, weak. Probably a scout of some kind, similar to the small drones the loggers used to identify trees worth cutting.
We cannot let us report our position brother. We need to get it with the first shots. The six men armed their laser rifles and found good shooting position. At my command. 3, 2, 1, Fire! The laser bolts streaked across the afternoon sky, frightening a nearby flock of colourful paradise birds. 4 of the shots missed the small, moving target, but two of them impacted, sending clouds of sparks flying. Without a sound, the drons started losing altitude, before crashing in a nearby mountainside.
Now, we need to run. We have to get back to the village and confer with the elders. Soon the loggers will be after us.
P.S. Don't pay attention to the people in the village, they're there for flavour purpose. I won't be gaining many new peoples anyway.
P.P.S. I chosed the colour brown. The house thingie is my village, the totem thingie my people. I suggest you also choose token (or invent new one of the way) and a colour. Indicate your stuff in your spoiler rather than in the legend map.
Sheb:3
10ebbor 10: 2
Evil Marahadja: 2
adwarf: 2
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 4 construction and maintenance droids
- 1 mining droid
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-5 Bugdwellers
-1 Great Spawner
Resources:
1 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Units:
- 4 Tygashji
- Tygashji Civilian
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood
1 Stone
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
(http://tnypic.net/c1035.png)
A1: adwarf's Village, Heavily Forested Mountain
N13: 10ebbor10's base: Forested Mountain
Q4: The hive: Dense forest filled with organic waste
Resource gathering
Basic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Building
Building requires 1 unit and an amount of resoucres( Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Flying units
These can evade natural hazards, but cannot move stealthily.
Detection: Structures that hide positions cause passing foes to have to roll a 1d10 to spot the hiding place. 1-4 is a failure to spot, 5-8 Notice something suspicious, 9-10 spot the hiding place, and can waltz right through.
Civilians: Civilians are (Organic) Units that are attracted to a location, because of a specific item the location may posses. Civilians can do nothing, and must be trained to do any job other then lazy around.
"Warning: Movement spotted by Scout Drone Alpha. Location: O14." The laser bolts streak through the sky, easily frying the poor drones systems."Connection:Lost. Scout drone alpha: Presumed Destroyed. Initialising Emergency Protocol Beta: Unidentified enemies near base detected" Suddenly all the robots stand still, before continuing with their work with greater haste. The four drones start gathering more rescources, while the mining drone finishes it's ditch. It's a smooth ditch, about 1 meter wide and 2 meter deep. The walls of the ditch are near vertical and unclimable, though there's a small ramp that leads to the outside of the camp. The base remains accesible by a small strip of Land, about 4 meters across.
Meanwhile the Comms system turns on an Emergency signal, trying to rally as many remaing droids as possible. Nothing reacts. Until a shadow forms next to one of the destroyed parts. It leaps onto of the construction drones as it passes by. This shadow is made up form many small airborne nanobots, hitching a ride on the robots magnetic field. Thanks to their dispersed nature, they're near invincible but they're unable to move by themselves. They are incredibly deadly, as once they have managed to latch on their target, they will slowly disassemble him. There are only a few ways to disable them, including submersion, fire and Electromagnetic pulses.
For now, they're just helping the Maintenance bots gathering materials.
Sheb:3
10ebbor 10: 3( Supposed to be gray)
Evil Marahadja: 2
adwarf: 2
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
-Unfinished ditch
Resources:
4 Metal scrap
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-5 Bugdwellers
-1 Great Spawner
Resources:
1 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Units:
- 4 Tygashji
- Tygashji Civilian
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood
1 Stone
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
(http://tnypic.net/18c98.png)
A1: adwarf's Village, Heavily Forested Mountain
The Ral where strange creatures, hunched exoskeletoned humanoids.
They had long arms but short legs, their fingers and toes where hook shaped.
These tree climbing tribal primatives where proud, strong and had a vicious bite that can crush many different kinds of pray.
They move swiftly through trees but awkwardly along the ground.
Re'Larvine surveyed their new home, tragedy and natural disasters had pushed them from their ancstral home.
And so this small band of refugees had made it to new and strange lands.
Food and wood was plentyful here perhaps the gods weren't as angry at them as they had believed.
Re'Larvine was a great warrior and had herded his little group here from the old lands and now he ordered them to gather wood a build a new home in the treetops.
This would be where their village hides
Sheb:3
10ebbor 10: 3( Supposed to be gray)
Evil Marahadja: 2
adwarf: 2
Jerick:3
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
-Unfinished ditch
Resources:
4 Metal scrap
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-5 Bugdwellers
-1 Great Spawner
Resources:
1 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Units:
- 4 Tygashji
- Tygashji Civilian
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood
1 Stone
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Resources:
3 wood
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
(http://tnypic.net/97407.png)
A1: adwarf's Village, Heavily Forested Mountain
Q4: The hive: Dense forest filled with organic waste
Resource gathering
Basic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Building
Building requires 1 unit and an amount of resoucres( Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Flying units
These can evade natural hazards, but cannot move stealthily.
Detection: Structures that hide positions cause passing foes to have to roll a 1d10 to spot the hiding place. 1-4 is a failure to spot, 5-8 Notice something suspicious, 9-10 spot the hiding place, and can waltz right through.
Civilians:
Civilians are (Organic) Units that are attracted to a location, because of a specific item the location may posses. Civilians can do nothing, and must be trained to do any job other then lazy around.
Reinforcement
You can get reinforcement from at most 1 weak unit/turn, as long as your leader/hive/whetever is alive. Larger reinforcement need special rules/events.
Movement
Standard units can move 2 tiles per turn if they move fast, 1 tile/turn if they move slowly (dicretly, to make ambush, underground, etc etc)
High above the planet something stirred. From behind it's moon a strange object moved out. Slightly conical and covered in strange writing the craft opned up one of it's pod bay doors. A flash of light tore out of the bottom of craft, vaporzing the forest below it. In the newly created glass desert a strange shape emerged from a crater.
The Shis'kal as a race of spider like monstrousites with giant claws and energy weapons. Does anyone rember the Bioncle Vahki things, Link:http://bionicle.wikia.com/wiki/Vahki, expect with giant clows and preadator style shoulder cannons.
Sheb:3
10ebbor 10: 3( Supposed to be gray)
Evil Marahadja: 2
adwarf: 2
Jerick:3
Mcclay: 1
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
-Unfinished ditch
Resources:
4 Metal scrap
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-5 Bugdwellers
-1 Great Spawner
Resources:
1 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Units:
- 4 Tygashji
- Tygashji Civilian
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood
1 Stone
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Resources:
3 wood
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord
4 Shish'kal drop troops
A1: adwarf's Village, Heavily Forested Mountain
Q4: The hive: Dense forest filled with organic waste
G11: glass desert, crater.
Resource gathering
Basic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Building
Building requires 1 unit and an amount of resoucres( Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Flying units
These can evade natural hazards, but cannot move stealthily.
Detection: Structures that hide positions cause passing foes to have to roll a 1d10 to spot the hiding place. 1-4 is a failure to spot, 5-8 Notice something suspicious, 9-10 spot the hiding place, and can waltz right through.
Civilians:
Civilians are (Organic) Units that are attracted to a location, because of a specific item the location may posses. Civilians can do nothing, and must be trained to do any job other then lazy around.
Reinforcement
You can get reinforcement from at most 1 weak unit/turn, as long as your leader/hive/whetever is alive. Larger reinforcement need special rules/events.
Movement
Standard units can move 2 tiles per turn if they move fast, 1 tile/turn if they move slowly (dicretly, to make ambush, underground, etc etc)
The great spawner continuied to spit out dwellers, who immidiely started to harvest the now thinner and thinner forest. But that was not enough. One dweller started to dig below ground, to create a tunnel connecting the great spawner with the forest around it. But resoruces here started to become scare, atleast compared to what the Hive needed. Instead most of the Hive now followed the scout. With only two who stayed to feed the Great spawner.
The rest of the Hive used its newly gained resources to create another spawn. Further increasing the size of the Hive.
Sheb:3
10ebbor 10: 3( Supposed to be gray)
Evil Marahadja: 3
adwarf: 2
Jerick:3
Mcclay: 3 (!)
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
-Unfinished ditch
Resources:
4 Metal scrap
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-7 Bugdwellers (5 on Q5, 2 on Q4)
-1 Great Spawner (Q4)
- Spawner (Q5)
Resources:
0 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Units:
- 4 Tygashji
- Tygashji Civilian
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood
1 Stone
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Resources:
3 wood
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord
4 Shish'kal drop troops
(http://img11.imageshack.us/img11/5782/18c98.png)
G11: glass desert, crater.
Roads:
Roads take two turns to build but is otherwise free. Roads are sometimes race-specific, which means that only the creating race can use it. It goes twice as fast when you travel on roads compared to normal ground.
(Argh! Ninjad. But I told you that I started to write my turn in the off section.)
As the Head Tygashji goes into a house to rest one of the others heads out to gather more stones, and another decides to go hunting once more. The one who went out for stones comes back quickly, and the remaining two Tygashji begin work on the creation of spears for war, and hunting. They finish their work quickly, and soon enough their are enough spears for two Tygashji.
Meanwhile the Tygashji that went out to hunt is prowling through the shade of the tree sneaking up on a elk like creature with two heads. Just as the elk0beast hears the leaves rustling the Tygashji falls upon it, and tears its throat out in seconds. That done it returns home to rest, and store the food.
Upon awakening the head Tygashji heads outside quickly grabbing the pair of spears, and heading over to the newly arrived Tygashji. For the next hour the Head teaches him the art of the spear, and by the end the Tygashji had learned enough to be a warrior.
Sheb:3
10ebbor 10: 3( Supposed to be gray)
Evil Marahadja: 3
adwarf: 3
Jerick:3
Mcclay: 3 (!)
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
-Unfinished ditch
Resources:
4 Metal scrap
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-7 Bugdwellers (5 on Q5, 2 on Q4)
-1 Great Spawner (Q4)
- Spawner (Q5)
Resources:
0 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Base Population: 6/12
Units:
- 4 Tygashji
- Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Resources:
3 wood
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord
4 Shish'kal drop troops
(http://img11.imageshack.us/img11/5782/18c98.png)
G11: glass desert, crater.
Roads:
Roads take two turns to build but is otherwise free. Roads are sometimes race-specific, which means that only the creating race can use it. It goes twice as fast when you travel on roads compared to normal ground.
The Maintenance drones were running around gathering the last of the remaining scrap. Luckily for them they managed to find another Maintenance droid, which they quickily reactivated. One of the drones started to build a wall around the perimeter. As they noticed that the scrap had almost ran out they ordered the Mining droid dig a Mine, it pointed it's laser straight down and started drilling. It wasn't too long before it struck iron. Using the remainder of the gathered scrap metal, a small autominer was constructed, completly with a nanitepowered smelter and naniteforge.
It didn't look like much and the production wasn't that great, but it would have to do now that the scrap metal had run out. The Perimeter wall looks like a small 1 meter high wall, surrounded by a 1 meter wide, 2 meter deep ditch. It would prevent anyone from entering the base if they couldn't fly, or unless they were quite gigantic. Both the Perimeter wall and the ditch have smooth, perfectly vertical walls without impurities or seams.
Sheb:3
10ebbor 10: 4( Supposed to be gray)
Evil Marahadja: 3
adwarf: 3
Jerick:3
Mcclay: 3 (!)
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 5 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
N13
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
-Ditch+ Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Resources:
0 Metal scrap
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-7 Bugdwellers (5 on Q5, 2 on Q4)
-1 Great Spawner (Q4)
- Spawner (Q5)
Resources:
0 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Base Pop:6/12
Units:
- 4 Tygashji
- Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
[spoiler=Jerick's stats]4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Resources:
3 wood
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord
4 Shish'kal drop troops
(http://img11.imageshack.us/img11/5782/18c98.png)
G11: glass desert, crater.
[/quote]
The Ral worked on, some of the Tribesman went in search of food others gathered more wood to eract a training hall where older and wiser Ral can impart their knowledge and skills to foolish citizens.
The Ral tribesmen searching for food returned to the new village with another refugee they found wandering the area.
Sheb:3
10ebbor 10: 4( Supposed to be gray)
Evil Marahadja: 3
adwarf: 3
Jerick:4
Mcclay: 3 (!)
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 5 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
N13
-Comm system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar power generator
-Ditch+ Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Resources:
0 Metal scrap
Brown
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (P15)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunter, an elder. (R17)
-7 Bugdwellers (5 on Q5, 2 on Q4)
-1 Great Spawner (Q4)
- Spawner (Q5)
Resources:
0 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Base Pop:6/12
Units:
- 4 Tygashji
- Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang, and claw.
[spoiler=Jerick's stats]4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Training hall (powered by food)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord
4 Shish'kal drop troops
(http://img11.imageshack.us/img11/5782/18c98.png)
G11: glass desert, crater.
Sheb was running like he never run before. The flying drones were much faster than his feet, and his village was in danger.
Back at the village, the Elder was slowly awalening from one of his mushroom-induced trance. He had a lasting feeling of uneasiness, not unlike what one would feel the day after drinking to much palm wine. Slowly pictures were coming back from his foggy memory. Things he saw while floating on the magic mushroom. Great bludgeon hammering the forest from the sky. Insiduous toxins poisoning the roots. Slash and pierce, burn and crush, the forest was suffering.
Any formal decision would need to wait the return of Chief Sheb, but the village, the forest, their whole way of life was in danger. Urgently, he started ordering the women and the children to go and gather as much food as possible, for soon they may have to leave. The women first laughed a the old man, still wavering from the mushroom high, but as his voiced started sounding more and more desesperate, they finally agreed and started stockpiling food.
Sheb:4
10ebbor 10:4
Evil Marahadja: 3
adwarf: 3
Jerick:4
Mcclay: 3 (!)
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Players
Units:
- 5 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
N13
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Resources:
0 Metal scrap
- 5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
-7 Bugdwellers (5 on Q5, 2 on Q4)
-1 Great Spawner (Q4)
-1 Spawner (Q5)
Resources:
0 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Base Pop:6/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw.
Units
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Training hall (powered by food)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
4 Shish'kal drop troops (G11)
(http://tnypic.net/a5c28.png)
The sky around the crater grew grey from smoke as the Shis'kal scuttled across the blasted glass. The forests around the landsite we're blackned by the explosion, the Shis'kal used this to their advantage scuttling unseens through the unerbrush, towards the heat signals of other life. Back in the crater the Overlord opended up it's chest cavity and spewed green goo on the ground. The goo twistedand turned until a new Shock troop. was fully formed
Sheb:4
10ebbor 10:4
Evil Marahadja: 3
adwarf: 3
Jerick:4
Mcclay: 3 (!)
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 5 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
N13
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Resources:
0 Metal scrap
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
7 Bugdwellers (5 on Q5, 2 on Q4)
-1 Great Spawner (Q4)
-1 Spawner (Q5)
Resources:
0 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Base Pop:6/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw.
Units
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Training hall (powered by food)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
4 Shish'kal drop troops (H11)
(http://tnypic.net/images/3bc72_thumb.png) (http://tnypic.net/3bc72.png.html)
The Hive is soon ready to initiate phase two. It has already dubbled is population and is growing stronger by the second. As the Great spawns mearge their roots togather they start to form what will become the centralnervsystem of the Hive. It is still dumb though, and whouldt have a chance against a prepared force, but soon the spawns will produce real battleunits.
Sheb:4
10ebbor 10: 4( Supposed to be gray)
Evil Marahadja: 4/color]
adwarf: 3
Jerick:4
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
Units:
- 5 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 1 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others)Needs other unit to move itself.
Buildings:
N13
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements)
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Resources:
0 Metal scrap
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
-10 Bugdwellers (5, Q5, 2,Q4 1,Q6 )
-2 Great Spawners (Q4) (Q5)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Current orders: Spawns: Produce battleunit and bugdwellers. Dwellers: 9 produce resources, 1 build tunnel in Q6 (1 round left).
Base Pop:6/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw.
4 Ral Tribesman
Units
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Training hall (powered by food)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
(http://img17.imageshack.us/img17/9065/3bc72copy.png)
As four of the drones gathered the last of the scrap metal, they found 1 extra scout drone. They immedialty connected it to their system and it set of towards the North, where it found a river starting at small glacial lake, which it followed towards the West. One of the drones set of to create a route towards the Lake, while the other one took 5 of the metal and started to Upgrade the Comm center, adding a radar and motion detector.
New Rule: Building: Detector:
Units must roll a d10 to pass unseen through the tile in which the detector stand or the tiles it surrounds. 1-4 means detection5-8 mean something suspicous9-10 Mean undetected. Special unit feats may change these rolls.
The last of the metal was used by the Shredder drones, who ate it and multiplied, nearly doubling their numbers. The mining drone starts digging a second vertical hole.
Sheb:4
10ebbor 10: 5( Supposed to be gray)
Evil Marahadja: 4/color]
adwarf: 3
Jerick:4
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 2 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M13
-Units: 1 construction drone
M12:
-Units: 1 scout drone
Resources:
0 Metal scrap
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
-10 Bugdwellers (5, Q5, 2,Q4 1,Q6 )
-2 Great Spawners (Q4) (Q5)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Current orders: Spawns: Produce battleunit and bugdwellers. Dwellers: 9 produce resources, 1 build tunnel in Q6 (1 round left).
Base Pop:6/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw.
4 Ral Tribesman
Units
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Training hall (powered by food)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
(http://img17.imageshack.us/img17/9065/3bc72copy.png)
M13: Glacial lake
M12: River
New Rule: Building: Detector:
Units must roll a d10 to pass unseen through the tile in which the detector stand or the tiles it surrounds. 1-4 means detection5-8 mean something suspicous9-10 Mean undetected. Special unit feats may change these rolls.
Sir Tirus frowned as he surveyed the landscape from the hill the group of stragglers had made it to. Firstly, there was supposed to be a city here, where there now lie pristine, open plains- as if civilization had never even existed here- and secondly, the army had been expecting to meet enemy soldiers as they crossed the mountains, rather than whatever godless screeching nightmare beasts had fallen upon them, tearing apart green recruits and veteran knights alike, and scattering the lot of them screaming into the hills. It was only a lifetime of training and a heaping portion of luck that led him to survive, and rescue a handful of the peasant workers from the army's supply convoy- and more fortune still that they were able to recover a wagon of supplies on their way out of the mountain pass.
"...What now, sir?" Tirus snapped out of his reverie as the peasants finished dragging the wagon up the hill.
"We hold our ground until reinforcements arrive. Set up camp here; I'll keep an eye out for stragglers, or any more of those hell-creatures. General Derron's the toughest son-of-a-bitch I know, and it's going to take more than an army of the damned to keep him from cleaving his way out of there."
The three laborers begin unpacking the wagon and setting up rudimentary shelter, while the group's hunter scouts the area for game.
Sheb:4
10ebbor 10: 5( Supposed to be gray)
Evil Marahadja: 4/color]
adwarf: 3
Jerick:4
Mcclay: 4
HailFire: 5
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 2 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M13
-Units: 1 construction drone
M12:
-Units: 1 scout drone
Resources:
0 Metal scrap
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
-10 Bugdwellers (5, Q5, 2,Q4 1,Q6 )
-2 Great Spawners (Q4) (Q5)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Current orders: Spawns: Produce battleunit and bugdwellers. Dwellers: 9 produce resources, 1 build tunnel in Q6 (1 round left).
Base Pop:6/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw.
4 Ral Tribesman
Units
4 Ral Tribesman
1 Ral Warrior
Buldings
Small Clan hall (house)
Training hall (powered by food)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://img17.imageshack.us/img17/9065/3bc72copy.png)
M13: Glacial lake
M12: River
Y22: Hills
Z22: High Mountains
--Cavalry: Ground-based mounted units may move an additional square on relatively flat, open terrain, but move one square less on rough terrain like forests, and take two turns to pass over broken terrain such as mountains.
The Ral gathered up as much wood and building materials as they could to build their shrine.
It would hopefuly calm the anger of the gods.
But it will help to convert other Ral to the worship of the tribe's gods.
Their work completed the tribe gazed at their shrine, it was carved into a huge tree and depicted the dueling gods of the earth and the sky.
Another refugee from a different tribe that once inhabaited the old lands before the rage of the gods was found near the village.
After seeing the impressive shrine to this tribe's gods and feeling abandonded by the gods of his old tribe he pledged himself to their service.
Re'Larvine was pleased, if they were to continue like this the gods would surely be pleased and reward them for their faith and loyalty.
But he was also worried, these new lands held the risk of unknown danagers and threats.
Climbing and swinging through the trees with ease he headed out to socut around the village finding nothing but more trees and more jungle.
These would provide good hunting grounds.
Sheb:4
10ebbor 10: 5( Supposed to be gray)
Evil Marahadja: 4
adwarf: 3
Jerick:5
Mcclay: 4
HailFire: 5
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 2 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M13
-Units: 1 construction drone
M12:
-Units: 1 scout drone
Resources:
0 Metal scrap
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
-10 Bugdwellers (5, Q5, 2,Q4 1,Q6 )
-2 Great Spawners (Q4) (Q5)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Current orders: Spawns: Produce battleunit and bugdwellers. Dwellers: 9 produce resources, 1 build tunnel in Q6 (1 round left).
Base Pop:6/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- High Tygasji
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Vine Wall (Conceals the village)
Resources:
3 Food
1 Spear
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (2 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw.
Units
5 Ral Tribesman (d23)
1 Ral Warrior (C22)
Buldings
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://tnypic.net/4b39c.png)
Those Tribesmen who can work head out into the forest to begin collecting wood, and other buildings supplies. For nearly an entire day they roam the dark woods of their home, Firen, and when they return they are loaded down by a large haul of wood which they store away in one of the houses for later use. [Lvl. Up! House Changed to Store House]
Using this large stockpile of building supplies the Head Tygashji, Helish Tygah, begins the construction of a large temple in the middle of the clearing, for a day he works, and by the time he is done a circular hut that looks as if it grew forth from the ground stands in the middle of the clearing with a carved wooden idol of a Three Headed Dire Wolf taking up the middle of the shrine.
Upon seeing this structure a passing Tygashji wanders inside, and a fearsome presence can be felt emanating from the shrine, and none can enter it to bring him out.
Sheb:4
10ebbor 10: 5( Supposed to be gray)
Evil Marahadja: 4
adwarf: 5
Jerick:5
Mcclay: 4
HailFire: 5
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 2 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M13
-Units: 1 construction drone
M12:
-Units: 1 scout drone
Resources:
0 Metal scrap
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17)
-10 Bugdwellers (5, Q5, 2,Q4 1,Q6 )
-2 Great Spawners (Q4) (Q5)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Current orders: Spawns: Produce battleunit and bugdwellers. Dwellers: 9 produce resources, 1 build tunnel in Q6 (1 round left).
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- 1 Civilian Tygashji [Within the Shrine to Dogash]
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood [-6 In construction of the Shrine]
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (3 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles]
Units
5 Ral Tribesman (d23)
1 Ral Warrior (C22)
Buldings
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://tnypic.net/4b39c.png)
A1 - Adwarf's Village (If someone could please draw two green crossed spears in the sky of that tile)
Most of the forest have now been sacked and turned into organic mass. The hive had to send out scoutparties to find new resources to harvest. North they find a river. And a spawner created a waterscout to search whatever lays upstream. The rest of the Hive worked fast. And anotother spawn was created. The hive was forming its first indipendent thoughts. Abbhhzzzz, spread...serach...eat...., not much, but as the hive gets more and more information from its scouts. It might be strong enough to face a proper foe.
Sheb:5
10ebbor 10: 5( Supposed to be gray)
Evil Marahadja: 5
adwarf: 5
Jerick:5
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 2 unit of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M13
-Units: 1 construction drone
M12:
-Units: 1 scout drone
Resources:
0 Metal scrap
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17). (R17)
-12 Bugdwellers (5, Q5, 2,Q4 3,Q6 1,R5 1,R4 )
-2 Great Spawners (Q4) (Q5)
-1 Spawner (Q6)
-1 Waterbug (O6)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Waterbugs: Lives in water. Ware able to drag down landliving creatures into the water and drown them. Moves four tiles in water, but canīt move on land.
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- 1 Civilian Tygashji [Within the Shrine to Dogash]
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood [-6 In construction of the Shrine]
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (3 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles
Units
5 Ral Tribesman (d23)
1 Ral Warrior (C22)
Buldings
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://img27.imageshack.us/img27/2209/4b39c.png)
G11: glass desert, crater.
The scout drone decides to follow the river to the West and makes good progress until it finds an intersection, with the river splitting, one part going to the South and one continuing to the West. Meanwhile the droids at the base are gathering. The Shredders use the mines output once more to multiply themselves and then hitch a ride onto the mining drone, moving with them towards the lake. Another construction droids joins them on their way there, responding to the Main bases beacon. Once they've arrived there, they all start drilling and digging and gathering all the scrap metal they can find.(It rained metal here too, but not that much). They have a plan with this location, and that would require a lot of investments but once finished they would reap the rewards.
Sheb:5
10ebbor 10: 6( Supposed to be gray)
Evil Marahadja: 5
adwarf: 5
Jerick:5
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
M13
-Buildings: Road
-Units:
- 6 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 4 units of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M10:
-Units: 1 scout drone
Resources:
5 Metal scrap
5 Stone
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17). (R17)
-12 Bugdwellers (5, Q5, 2,Q4 3,Q6 1,R5 1,R4 )
-2 Great Spawners (Q4) (Q5)
-1 Spawner (Q6)
-1 Waterbug (O6)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Waterbugs: Lives in water. Ware able to drag down landliving creatures into the water and drown them. Moves four tiles in water, but canīt move on land.
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- 1 Civilian Tygashji [Within the Shrine to Dogash]
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood [-6 In construction of the Shrine]
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (3 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles
Units
5 Ral Tribesman (d23)
1 Ral Warrior (C22)
Buldings
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Resources:
0 wood
0 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://img27.imageshack.us/img27/2209/4b39c.png)
G11: glass desert, crater.
M11: River
M10: River intersection( West, south)
Large building: 20 Rescources, 5 People required to build.
The tribes' only warrior bounded through the trees getting a feel for the terrain around their new home.
He found himself on a slope heading upward into a forested mountain.
At the village another refugee from the old lands arrived and tribesman worked on making deadfall, spear and pit traps to ensare and kill unsuspecting prey that wandering around on the ground beneath the village.
Sheb:5
10ebbor 10: 6( Supposed to be gray)
Evil Marahadja: 5
adwarf: 5
Jerick:6
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-Solar Power Generator
-Ditch + Perimeter wall
-Mine: Produces 2 resources/turn. Requires power.
Units:
M13
-Buildings: Road
-Units:
- 6 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 4 units of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M10:
-Units: 1 scout drone
Resources:
5 Metal scrap
5 Stone
Brown
5 Hunter with Laser Rifles and Bows, 1 Leader with Laser Rifle, Bow and Laspistol (Q16)
- 1 Village (Count as a Leader Building):Several families of civilians, a dozen hunters (2 usable), an elder. (R17). (R17)
-12 Bugdwellers (5, Q5, 2,Q4 3,Q6 1,R5 1,R4 )
-2 Great Spawners (Q4) (Q5)
-1 Spawner (Q6)
-1 Waterbug (O6)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Waterbugs: Lives in water. Ware able to drag down landliving creatures into the water and drown them. Moves four tiles in water, but canīt move on land.
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- 1 Civilian Tygashji [Within the Shrine to Dogash]
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood [-6 In construction of the Shrine]
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (3 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles
Units
6 Ral Tribesman (d23)
1 Ral Warrior (C24)
Buldings(d23)
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 4 turns left)
Resources:
0 wood(0+1 gathering -1 animal traps)
5 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://tnypic.net/30357.png)
G11: glass desert, crater.
A1: Adwarf's Village (If someone could please draw two green crossed spears in the sky of that tile)
The robots continue working. Another shredder responds to the call of the comms system and joins his friends near the lake. 2 MAintenance bots leave the lake, taking 6 Metal with them, constructing another mine and another solar power plant. The others continue gathering, occasionally helped by the mining drone as it chips away at the rocks. Some more modifications are made to the mines, allowing them to be overloaded for more power.
10ebbor 10: 7( Supposed to be gray)
Evil Marahadja: 5
adwarf: 5
Jerick:6
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-2 Solar Power Generator
-Ditch + Perimeter wall
-2 Mine: Produces 2 resources/turn. Requires 1 power.
-Units:
- 2 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
Units:
M13
-Buildings: Road
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 5 units of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M10:
-Units: 1 scout drone
Resources:
10 Metal scrap
6 Stone
-12 Bugdwellers (5, Q5, 2,Q4 3,Q6 1,R5 1,R4 )
-2 Great Spawners (Q4) (Q5)
-1 Spawner (Q6)
-1 Waterbug (O6)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Waterbugs: Lives in water. Ware able to drag down landliving creatures into the water and drown them. Moves four tiles in water, but canīt move on land.
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- 1 Civilian Tygashji [Within the Shrine to Dogash]
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood [-6 In construction of the Shrine]
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (3 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles
Units
6 Ral Tribesman (d23)
1 Ral Warrior (C24)
Buldings(d23)
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 4 turns left)
Resources:
0 wood(0+1 gathering -1 animal traps)
5 food
1 citizen
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://tnypic.net/30357.png)
G11: glass desert, crater.
A1: Adwarf's Village (If someone could please draw two green crossed spears in the sky of that tile)
[/quote]
Modifying 2 of my buildings and clearifying electricity.
1 Solar plant= 1 Power
1 Mine= 1 power, produces 2 metal. Produces 1 extra metal per 2 extra power capped at 5.
While Re'Larvine ran around the forest beyond the village, things ticked over in the new village.
Wood was gathered, more traps set and more Ral refugees arrived.
But in the training hall one citizen worked and practiced.
When Re'Larvine returned to the village he took it upon himself to teach this Ral the finer points of combat; how to use the hooked fingers and strong arms to cling to the back of a foe and use them to break the limbs of the enemy, how to deliver a powerful and lethal bite to the back of a foe's thoart and how to pounce from the tree tops and land on unspecting prey.
10ebbor 10: 7( Supposed to be gray)
Evil Marahadja: 5
adwarf: 5
Jerick:7
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-2 Solar Power Generator
-Ditch + Perimeter wall
-2 Mine: Produces 2 resources/turn. Requires 1 power.
-Units:
- 2 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
Units:
M13
-Buildings: Road
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 5 units of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M10:
-Units: 1 scout drone
Resources:
10 Metal scrap
6 Stone
-12 Bugdwellers (5, Q5, 2,Q4 3,Q6 1,R5 1,R4 )
-2 Great Spawners (Q4) (Q5)
-1 Spawner (Q6)
-1 Waterbug (O6)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Waterbugs: Lives in water. Ware able to drag down landliving creatures into the water and drown them. Moves four tiles in water, but canīt move on land.
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- 1 Civilian Tygashji [Within the Shrine to Dogash]
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
2 Food
2 Wood [-6 In construction of the Shrine]
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (3 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles
Units
7 Ral Tribesman (d23)
2 Ral Warrior (d23)
Buldings(d23)
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 3 turns left)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 4 turns left)
Resources:
3 wood(0+4 gathering -1 animal traps)
0 food(5+1 animal traps, -4 training -2 citizen recruitment)
1 citizen(1-1 training +1 recruitment)
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://tnypic.net/7871c.png)
G11: glass desert, crater.
A1: Adwarf's Village (If someone could please draw two green crossed spears in the sky of that tile)
The Tygashji spend the time waiting for the civilian to emerge from the shrine hunting in close proximity to the village, and soon have dozens more corpses piled into the store room for use later on. While they are away the Head waits outside of the shrine patiently, and on the third day inside the hut he emerges. When he comes forth he bears a sort of power around himself, and claims to have been visited by the God Dogash. He carries a wooden staff that seems to have been carved by the legendary Tygashji craftsmen of old, but those had long since died out.
10ebbor 10: 7( Supposed to be gray)
Evil Marahadja: 5
adwarf: 7
Jerick:7
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-2 Solar Power Generator
-Ditch + Perimeter wall
-2 Mine: Produces 2 resources/turn. Requires 1 power.
-Units:
- 2 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
Units:
M13
-Buildings: Road
- 4 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 5 units of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
M10:
-Units: 1 scout drone
Resources:
10 Metal scrap
6 Stone
-12 Bugdwellers (5, Q5, 2,Q4 3,Q6 1,R5 1,R4 )
-2 Great Spawners (Q4) (Q5)
-1 Spawner (Q6)
-1 Waterbug (O6)
Resources:
2 Organic material.
Bugdwellers: The main workforce for The Hive, gathers resources and scouts the local area. But bad at fighting. They are small but fast creatures. With razorsharp claws that can cut almost everything.
Great Spawner: More of an building than a real unit. Its imobile and it stores resources and creates new spawns for the Hive. Abovegrund its farily small, just above one meter, as most of the mass is located underground. A great spawner is able to create 2 bugdwellers each turn provided it gets 2 resources to make them. It is also able to create more advanced lifeforms.
Waterbugs: Lives in water. Ware able to drag down landliving creatures into the water and drown them. Moves four tiles in water, but canīt move on land.
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- Dogash Priest (Leader)
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
8 Food
2 Wood
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (1 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles
Units
7 Ral Tribesman (d23)
2 Ral Warrior (d23)
Buldings(d23)
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 3 turns left)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 4 turns left)
Resources:
3 wood(0+4 gathering -1 animal traps)
0 food(5+1 animal traps, -4 training -2 citizen recruitment)
1 citizen(1-1 training +1 recruitment)
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://tnypic.net/7871c.png)
G11: glass desert, crater.
A1: Adwarf's Village (If someone could please draw two green crossed spears in the sky of that tile)
The robots continue working. One of the maintenance drones returns, taking the four iron with him. The other stays and starts to construct a road. Meanwhile at the glacial lake all the robots are working. The mining drone has cut a piece of ice loose to temporarly stop the river, while the construction drones are building a large dam downstream. It's a truly magnificent thing, situated in the gorge the water flowed through. It's about 30 meters across but at least a hundred meters high. Down below a hydroelectrical power generator is connected to the grid, overcharging all systems with plentiful and mostly free power.
The shredders aren't doing anything useful so the scout drone returns to pick up one of them. Another scout drone is called for by the communicators.
10ebbor 10: 8
Evil Marahadja: 5
adwarf: 7
Jerick:7
Mcclay: 4
This is a fairly important part of the game. Every time you post your actions(After you have calculated and ran your entire turn), you change the number behind your name to the highest number in the list or Your number+1, whichever is higher. You cannot attack a player who's number is lower than yours.
N13
Buildings:
-Communication system(Buried in the ground, counts as a leader building for receiving reinforcements) DETECTOR
-2 Solar Power Generator
-Ditch + Perimeter wall
-2 Mine: Produces 2 resources/turn. Requires 1 power.( Overcharged - 18 power)
-Road(1 turn left)
-Units:
- 1 construction and maintenance droids(0.5 meter high, look like chrome metal bugs)
M13
- Buildings:
-Road
-Hydroelectrical dam: (+30 power, Can lock of river (Max 3 turns, no power production)
-Units
-5 construction and maintenance droids
- 1 mining droid( Several meters high, laser mounted onto caterpillar tracks)
- 5 units of Shredders( Repurposed nanobots, rather then repairing things, these deconstruct others, Can multiply using metal)Needs other unit to move itself
- 1 scout drone
M12:
-Units: 1 scout drone
Resources:
14-14 Metal scrap
6-6 Stone
Base Pop:7/12
Units:
- 4 Tygashji
- 1 Spear Tygashji (Armed With Spear)
- Dogash Priest (Leader)
- High Tygasji 'Helish Tygah' (Leader, Spear)
Buildings:
- 8 Houses (Carved into Tree Trunks)
- Store House (Protects Supplies from Thievery)
- Shrine to Dogash (Purpose Hidden)
- Vine Wall (Conceals the village)
Resources:
8 Food
2 Wood
Misc:
Attracts 1 Civilian Tygashji every three turns for 1 Food (1 Turns Remaining)
Tygashji: The Tygashji are similar to wolves, but about three times as large as the average human, and are just as smart as humans. They can stand on their hind legs, and walk about, but prefer to run on all fours. They also use weapons sometimes, but prefer fang and claw. [Racial Bonus: +1 to Movement Speed over any Forest, or Plain tiles
Units
7 Ral Tribesman (d23)
2 Ral Warrior (d23)
Buldings(d23)
Small Clan hall (house)
Training hall (powered by food, converts citizens to warriors for four food)
Shirne to the Gods (leader building)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 3 turns left)
Animal traps (produce 1 unit of food a turn, adds 1 to the attack of any Ral defending this square, temp building 4 turns left)
Resources:
3 wood(0+4 gathering -1 animal traps)
0 food(5+1 animal traps, -4 training -2 citizen recruitment)
1 citizen(1-1 training +1 recruitment)
Racial advantage/disadvantage:
Ral can move an extra square through forest or forestlike squares but move one square less on any other terrain.
(This means the Ral must always move fast to be able to move across normal terrain)
1 Shis'kal overlord (G11)
5 Shish'kal drop troops (H11)
Sir Tirus, Cavalier of Arkoria (Lord, Cavalry)
3 Peasant Laborers
1 Peasant Hunter
(http://tnypic.net/7871c.png)
G11: glass desert, crater.
A1: Adwarf's Village (If someone could please draw two green crossed spears in the sky of that tile)
[/quote]
If people feel like it, they may make the equivalent of their ( their last turn number - highest turn number) amount of turns per turn. This stops me of feeling guilty for posting so often and will balance the game better.