Survival is key, and adaptation is the way to achieve it! Constant optimization and improvement secure the combatant’s rank among the strong, ensuring they remain formidable in the face of any challenge.
Each unit has the capacity to carry weapons and items, with configuration options varying according to the unit type. This variability supports diverse playing styles and strategic approaches. Sets and weapons are switched on a card basis and at the miniature level, using magnetic connections to change the used equipment.
Heroes must be thoughtfully equipped not only to enhance their individual capabilities but also to complement their drones. Drones, controlled by the hero, should be configured to create tactical advantages on the battlefield. Abilities are dictated by the configuration, and while items can be stored in the inventory, only a limited number can be placed in active slots for immediate use.
Each unit’s character sheet provides detailed information on valid configurations and crafting possibilities. It outlines potential weapon combinations and specifies the number of active items a unit can carry. This detailed guidance helps players understand the available options for customizing their units’ capabilities, ensuring they can strategically plan and optimize their equipment choices for various combat scenarios.
Each unit has the capacity to carry weapons and items, with configuration options varying according to the unit type. This variability supports diverse playing styles and strategic approaches. Sets and weapons are switched on a card basis and at the miniature level, using magnetic connections to change the used equipment.
Heroes must be thoughtfully equipped not only to enhance their individual capabilities but also to complement their drones. Drones, controlled by the hero, should be configured to create tactical advantages on the battlefield. Abilities are dictated by the configuration, and while items can be stored in the inventory, only a limited number can be placed in active slots for immediate use.
Each unit’s character sheet provides detailed information on valid configurations and crafting possibilities. It outlines potential weapon combinations and specifies the number of active items a unit can carry. This detailed guidance helps players understand the available options for customizing their units’ capabilities, ensuring they can strategically plan and optimize their equipment choices for various combat scenarios.
Inventory
Within the heated battle, only the most essential equipment can be carried, while non-crucial items must remain in the bags, waiting for their moment to be utilized.
The inventory serves as a storage area for items, equipment, and weapons, holding them until they are needed. Anything stored in the inventory is inactive and cannot be used directly during gameplay.
For weapons, if a unit wishes to switch weapons held in different hands—such as in dual-wielding scenarios—each weapon switch costs 1 action point per hand. However, items can be used directly from the inventory with a penalty of 1 action point.
The inventory serves as a storage area for items, equipment, and weapons, holding them until they are needed. Anything stored in the inventory is inactive and cannot be used directly during gameplay.
For weapons, if a unit wishes to switch weapons held in different hands—such as in dual-wielding scenarios—each weapon switch costs 1 action point per hand. However, items can be used directly from the inventory with a penalty of 1 action point.
Active Item Slots
To effectively utilize items, they must be transferred to an available active item slot. At the start of the game, active slots can be filled without any penalty. Transfers later in the game require the use of 1 action point per switched, retrieved, or stored card.
Small item cards occupy only 1/3 of an item slot. The placement in the item slot is limited only by geometrical constraints, allowing for multiple small items to be placed in a single slot as long as they fit side-by-side within the bounds, without overlapping.
Small item cards occupy only 1/3 of an item slot. The placement in the item slot is limited only by geometrical constraints, allowing for multiple small items to be placed in a single slot as long as they fit side-by-side within the bounds, without overlapping.
Weight
including equipment and weapons. Each unit has a weight capacity limit that cannot be exceeded. This limitation ensures that players must carefully manage and prioritize their inventory, balancing the benefits of various items and equipment against the unit’s ability to carry them.
Traded items can be directly consumed without being added to the total weight, allowing for immediate use without affecting the unit’s weight capacity.
Traded items can be directly consumed without being added to the total weight, allowing for immediate use without affecting the unit’s weight capacity.
Sets
The chain of decisions in life forms the character, defining strengths and weaknesses, abilities, and incompetencies. Each combatant moves through this journey, continually creating and refining a version of themselves.
Sets are collections of equipment designed to complement each other. They combine different parts of armor, define additional crafting possibilities, grant special abilities, and influence character behavior. While some characters have dominant characteristics, sets can adjust these traits, scaling them up or down. This system allows for greater customization and strategic flexibility, enabling players to tailor their characters’ roles and strengths to suit different scenarios.
Sets are collections of equipment designed to complement each other. They combine different parts of armor, define additional crafting possibilities, grant special abilities, and influence character behavior. While some characters have dominant characteristics, sets can adjust these traits, scaling them up or down. This system allows for greater customization and strategic flexibility, enabling players to tailor their characters’ roles and strengths to suit different scenarios.
Example: Different Legionary Sets
To select a character, the corresponding set must also be chosen. Represented by a card, the set outlines the character’s capabilities, which are further detailed by adding weapons and items to specific slots. The crafting phase is completed when all slots are occupied or the weight limit is reached.
Configurations can still be changed during gameplay by picking up or synthesizing new weapons or items. Previous items and weapons can be transferred to the inventory or left on the ground, while new ones can be equipped. However, since the available options during gameplay are limited and occur randomly, players should rely more on the offline crafting phase before the battle to ensure optimal preparation.
Configurations can still be changed during gameplay by picking up or synthesizing new weapons or items. Previous items and weapons can be transferred to the inventory or left on the ground, while new ones can be equipped. However, since the available options during gameplay are limited and occur randomly, players should rely more on the offline crafting phase before the battle to ensure optimal preparation.
Weapons
Every problem has a solution, and in the harsh reality of combat, weapons are the tools for survival. They transform every confrontation into a chance to prevail, ensuring a combatant’s continued existence amidst the chaos.
Weapons come in different types and possibilities, each with its own advantages and disadvantages. Each unit has distinct abilities related to equipping and utilizing weapons and weapon combinations, as outlined on their character sheet. Units may carry one or more weapons simultaneously, but only one allowed weapon combination can be active at any given time. Additional weapons or combinations can be stored in the inventory for later use.
Weapons come in different types and possibilities, each with its own advantages and disadvantages. Each unit has distinct abilities related to equipping and utilizing weapons and weapon combinations, as outlined on their character sheet. Units may carry one or more weapons simultaneously, but only one allowed weapon combination can be active at any given time. Additional weapons or combinations can be stored in the inventory for later use.
Ranged Weapons
Ranged weapons allow users to engage targets from a distance, enhancing safety and tactical flexibility.
Projectile Weapons
Projectile weapons utilize ballistic kinetic projectiles to inflict impact damage. As the most widespread ranged weapons, they deliver a commendable balance of fire rate and range. Although their damage output tends to be moderate, the physical nature of the projectiles—coupled with rapid firing rates and high velocities—grants these rifles the distinct advantage of entirely penetrating energy shields.
Explosive Weapons
Loaded with an explosive payload, these projectiles unleash massive devastation upon impact, inflicting damage across entire areas. In addition to standard ammunition, smart ammunition can also be found. This advanced type of ammunition features homing capabilities, allowing it to maneuver toward its target for increased accuracy and effectiveness.
Energy Weapons
Energy weapons transform significant power into a dense, accelerated form, directing it at enemies to inflict substantial damage. Typically, these weapons feature lower fire rates and high damage impact, trading off agility and action points for their potent attack capability. This makes them especially effective in situations where high single-shot damage is critical.
Organic Weapons
Discovered deep within dungeons, Organic Rifles are rare and largely unexplored weapons with astonishing potential. These rifles can deliver initial damage through either projectile or energy forms. Their unique secondary damage mechanism sets them apart, introducing a new dimension to weapon combat. The affected area is afflicted with viruses embedded in acid, capable of penetrating even heavy armor to directly harm the organic entity beneath.
Form Factors
Ranged weapons are available in different sizes and form factors, each with distinct characteristics and uses:
Pistols are primarily used for supplementary purposes. They are the smallest weapon form, allowing for dual-handed use or swift draws. Pistols deliver very low damage but have low action costs.
Rifles are two-handed weapons, commonly used by infantry-style combatants. They deliver medium damage and offer a good ratio of action costs to inflicted damage.
Cannons are heavy weapons that are difficult for a normal man to carry. They deliver high damage with high action costs, exemplifying pure power, which makes them best suited for heavy-duty combat scenarios.
Ammunition
Each weapon’s form factor and type requires a specific type of ammunition, represented by an item card with varying sizes:
Pistol ammunition is light and compact
Rifle ammunition is slightly heavier and bigger
Cannon ammunition is heavy and big
This differentiation in ammunition weight requires players to consider the trade-offs between firepower and carrying capacity.
Pistol ammunition is light and compact
Rifle ammunition is slightly heavier and bigger
Cannon ammunition is heavy and big
This differentiation in ammunition weight requires players to consider the trade-offs between firepower and carrying capacity.
Melee Weapons
Melee weapons are used in immediate close-range combat, inflicting heavy damage but bringing the wielder dangerously close to their target. These weapons include a wide range of variations, such as swords, axes, spears, and blunt weapons. Their common attribute is their physical nature, which allows them to bypass all energy shields and heavily damage their opponents.
While most of the units can only carry one single melee weapon, some units are also capable of carrying a melee weapon in each hand.
While most of the units can only carry one single melee weapon, some units are also capable of carrying a melee weapon in each hand.
Items
Items serve various functions within the game. Some provide short-term bonuses, others recover health or armor, and some enable energy shields or even grant abilities. The number of items that can be active at any given time is determined by the character’s item slots, adding a layer of strategy to inventory management and item usage. Items are crucial for balancing out long-term game effects, such as lost armor or health, ensuring that characters can sustain their effectiveness throughout the game.
While most items are consumables and can only be used once (or a specified number of times), some items can be used without any limitations.
While most items are consumables and can only be used once (or a specified number of times), some items can be used without any limitations.
Equipment
Besides weapons and armor provided by the sets, equipment offers a variety of useful additions. Equipment can enable armor upgrades, shields, or other defense mechanisms, enhancing a unit’s survivability in combat. Additionally, items such as bags provide more space to carry gear, allowing for better resource management. Some equipment is specialized, granting the player the ability to perform helpful abilities that can turn the tide of battle. These versatile tools are essential for customizing and optimizing each unit’s capabilities, ensuring they are well-prepared for the challenges they face.
Upgrade
Weapons can be enhanced and optimized through upgrades. For example, a rifle scope attachment can increase the range of an equipped rifle, or a magazine extension allows for more ammo to be loaded. A maximum of one upgrade item can be directly attached to a single weapon. Upgrades do not need to occupy an active item slot to be used.
Offensive
Special items are designed to inflict damage on enemies or provide offensive capabilities. Explosive grenades can cause heavy area damage, while mines can be placed to trap and harm enemies.
Support
These are items used to recover stats, heal, or temporarily increase stats, making them crucial for survival. Some support items can be used not only for self-recovery but also to aid allied units.