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Units

Hero

Captured and brought to Legion, the AI arena, a diverse array of alien species are imprisoned and forced to fight each other for Legion’s amusement.

The hero is the player’s main unit, selected and configured before starting the game. Unlike supporting units, the hero can gain anger and change his temper state to become stronger. Heroes do not need command points and always act at the beginning of each round. Only the hero can interact with Synthesizers and Breeders to build and command an army. If the hero is downed and the player cannot recover from this state, the game is lost. The rules for recovery are defined according to the game mode.

Each hero possesses distinct advantages and disadvantages, promoting a variety of playing styles and ensuring a unique progression path for each character. Strategic hero selection is crucial, as their specific strengths and weaknesses significantly influence the player’s tactics and overall game experience. This diversity in hero attributes enhances the replayability and depth of the gameplay.

Drones

Legion created these robotic units without any emotion to enforce his will and allow combatants to use them in their arena fights. Each drone is adapted to specific roles in combat and can be crafted by the player.

Drones can be summoned by channeling Rad to assist in battles through heroes using Synthesizers within the arena.

Each drone can be commanded by the hero, who manages them alongside their own arsenal of equipment and abilities. While the hero boasts a wide range of capabilities, drones are specifically designed for more limited roles, primarily serving as fire support on the battlefield.

Drones behave like heroes in terms of movement and attack possibilities, offering strategic flexibility and support during combat.

Critters

Dangerous creatures are lurking in the depths of the arena and its surroundings. Adapted to the harsh environmental conditions, these species have evolved into formidable adversaries. Each type of creature exhibits unique abilities along with specific strengths and weaknesses. Despite their diversity, all share a common objective: to relentlessly hunt down and eliminate all combatants in the arena.

Movement

Critters are insectoid lifeforms that have lived within the arena for centuries. Their superior evolutionary skills have made them perfectly adapted to their environment. Critters can move over traps without triggering them due to their effective behavior. However, if a special action is used to throw or retract any critter into a trap, it will trigger. Critters are also not affected by difficult terrain and therefore need only 1 action point to move regardless of the ground type.

Swarms

The primary goal of swarming Critter types is to form groups with others of the same type and genus by reaching their tiles as soon as possible. Even decimated swarms will attempt to regroup and flock together until they reach the maximum swarm size of three units. The activation order is described in the NPC section.

Swarming Behavior

If a critter of the same genus is within movement range, the unit will move and merge with the other Critter.

If there is no other Critter in movement range, the Critter will continue towards the closest enemy.

Only if a Critter is in immediate attack range will it attack the enemy rather than move to swarm.

Each time a swarm is formed, it recovers its full health and action points, allowing it to resume its assault with renewed vigor. Players should be vigilant and prevent enemies from flocking to mitigate the threat of powerful, fully recovered swarms. Swarms retain the same stats as their individual units, making them just as formidable in larger numbers. However, they behave as a single unit.

A maximum of three units of the same type can form a swarm and occupy a single tile. Critters that can form swarms are identified as “Swarm” on their cards.

Spawn

Waves of enemies and combatants amassing their armies make the battlefield a chaotic and hectic place, brimming with constant challenges and surprises. Each moment is unpredictable, demanding relentless vigilance and quick thinking to survive.

Units are spawned either at designated positions described by the scenario or automatically by spawners (such as synthesizers or breeders). If the spawn location is occupied, the lowest damage value of the spawning unit is inflicted on the occupant, and the occupant is retracted to the closest neighboring tile. If all neighboring tiles are blocked, the occupant is killed and replaced with the spawning unit.

Synthesizer

Drones and equipment are materialized through advanced technology, secrets known only to the enigmatic Legion. Synthesizers are specialized devices that enable heroes to materialize drones and equipment on the battlefield by channeling the energy-based currency, Rad.

To activate a synthesizer, a hero must move to an adjacent tile and initiate the materialization process by spending the required Rad and two action points, then placing the produced drone on the synthesizer tile. The hero must then wait for the process to complete over two rounds while maintaining active control of the synthesizer. In the next update phase, the synthesizer tile is flipped to indicate progress. When the tile reaches its initial side, the materialization process is completed. Working synthesizers cannot be used until they finish or are disrupted.

Equipment and items can be selected from the merchant deck and are instantly available without any wait time, only requiring the payment of the needed Rad.

The build order selection must be completed within 30 seconds; otherwise, the Synthesizer locks and the spent action points are lost.

If an enemy unit approaches and reaches a neighboring tile of the synthesizer while no friendly units are in adjacent tiles, the enemy will disable the synthesizer. This disruption must occur before the materialization is complete. An interrupted materialization process results in the loss of the Rad spent.

Breeder

Critters live in a hive-controlled collective, with their offspring nurtured within an organic structure known as the Breeder. Connected by pulsating veins, this complex feeds and grows the young, ultimately expelling the fully developed spiders through monstrous mouths that spit them out into the world.

Breeders are special non-moving critters capable of spawning spiders. Their locations are defined by the level sheet or they are created from event cards. Breeders operate autonomously, spawning constantly every two rounds. In the update phase, the breeder’s tile is flipped to indicate progress. When the tile reaches its initial side, the breeding process is completed, and the new spider is spawned. Then the breeder restarts the progress until disrupted or destroyed by the player.

Player-Control

Breeders function similarly to synthesizers, requiring player input to initiate the breeding process. To use a breeder, a hero must move to an adjacent tile and activate the breeding process by spending the required Rad, as specified on the spider card, and two action points. The produced spider is then placed on the Breeder tile. The hero must wait for the process to complete over two rounds while maintaining active control of the Breeder. During this time, the Breeder remains under player control. Once the process concludes—whether through disruption or finalization—the Breeder becomes hostile again and continues breeding autonomously.

Protecting Breeders

Players must manage and protect their breeders to benefit from their critter-spawning abilities. If an enemy unit approaches and reaches a neighboring tile of the breeder while no friendly units are in adjacent tiles, the enemy will disrupt the breeding process. This disruption must occur before the breeding is complete. An interrupted breeding process results in the loss of the Rad spent.

Evolution

Critters possess unparalleled DNA adaptation abilities, surpassing those of any known species. While they can only be born as spiders, they also have the unique capability to undergo metamorphosis by reverting to an egg state, allowing them to transform from one evolutionary stage to another.

Critters can evolve into the next higher-level critter type, a transformation triggered by either an event card or the controlling player spending the required Rad, no matter the distance. This process converts the critter into an egg on the same tile, placing it in stasis for two rounds. In the next update phase, the egg’s tile is flipped to indicate progress. Once the tile returns to its initial side, the evolution is complete, and the new critter emerges on the same tile.

During this vulnerable period, the egg is defenseless and can be destroyed with any amount of damage, necessitating vigilant protection to ensure the successful evolution of the critter.

Only single units can evolve, even within swarms, so they need to split, with each evolving process occupying one tile.

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