TROOPER
Health
You have 25 health points but strapping ability can increase it. When you are under attack, the damage are deducted from remaining health, when it comes down to 0, your trooper is knocked out. Some effects like damages over time, may continue to decrease health after an attack. to rest and care from a nurse allows to raise health.
To rest
Action cost :
40
In the absence of nurse, to rest regenerates 2 of health and also provides 2 morale. Some consumables, like survival kit, allow to increase this regeneration.
Energy
Energy is needed for the most of actions, whether it’s to move, shoot, or even to rest. However, it is not necessary to wait until its next turn before it can start a new action since the energy returns at regular intervals. The energy limit is 40. Certains consumables, such as war doping agents, allow, in their use, to obtain an immediate gain of energy.
Experience
Experience allow you to reach higher rank and be able to choose a spécialty or a new ability. At every turn, trooper experience increases with its involvement in the events. When a trooper is knocked out, it loses few of the experience gained.
Morale
Morale represents the motivational gauge of your trooper and allows him to use his free time to fabricate, harvest or pick up objects. morale decreases by 1 for each received injury. The means to reassemble are many, you can perform to rest, use a consumables (food or antidepressants of any kind) or eliminate an enemy. spécialty sapper makes it possible to regain morale by finishing a construction or by solving a breakdown, that of nurse by care for a trooper seriously injured.
Credits
Credits are the galactic currency in use and allow you to buy a better equipment in a armory. At each turn you receive your balance of 50 credits increase by 10 credits if you are integrated into a regiment. You can transfer credits to another trooper at any time via the private communication system.
TURN
Each turn lasts 23h. When a turn expires, your trooper is no longer affected by restriction of last turn. You receive in addition to credits of you paid, a variable amout of d’experience depending of actions of last turn.
Trooper knocked out
When your trooper was knocked out, he loses 5% of the accumulated experience and its equipment. His morale and energy are reset to 0 and he will be redeployed close to a headquarter of your faction.
Restriction
Some actions are limited to a single use per turn. This restriction may concern the advanced feature of combat suits like jump and ionic shoot or limited the use of certain consumables like war dopants.
INVENTORY
The inventory allows you to store trophies or other equipment parts. Its default size is 36 locations. It’s important to keep a free inventory location to allows buy new stuff or keep going to pick up or harvest. Objects in inventory increase load, unlike those deposited in the locker.
Locker
As the INVENTAIRE, the locker allows you to store trophies or other parts of equipment. its size is 84 locations You can access your locker from any headquarter
Pick up
Action cost :
1
Pick up allows you to retrieve various resources, especially trophies, which you can then resell in a headquarter. This is an effective way to get the components used to fabricate some objects or just to earn credits. To pick up a resource you must go to the hexagon where it is located.
Trophies
Trophies can be pick up on the corpses. A trooper corpse can be used to collect ammunition and batteries, and sometimes even parts of equipment. You can collect various samples and other trophies from the corpses of aliens.
Harvest
Action cost :
1
You can pick up a resource in your inventory if the ground you are on contains one. Resources only regenerated slowly.
EQUIPMENT
_EQUIPMENT parts can be obtained in different ways and it is necessary to equip them to benefit from their effects. The _EQUIPMENT can be bought in a armory, but you can also pick up it on a corpse of trooper or fabricate it yourself to the workshop.
Equip
Action cost :
1
Equip allows to transfer from your inventory a weapon, consumables or any other equable object in your possession as only the parts of equipment carried can be used. On the other hand, the unpacking replaces objects in inventory and the latter will no longer be immediately usable.
Load
The different parts of your equipment and your inventory increase load. If it exceeds your limit, the energy cost for to move starts to increase. If load gets too big, your trooper will be immobilized and you will not be able to pick up, harvest, buy or retrieve new items. You can, however, get rid of certain items in your inventory to reduce the load or store objets in your locker. The limit of load can also be increased by ability strapping or by wearing a backpack.
Consumables
Consumables are pieces of equipment that disappear after use. ammunition and batteries are automatically used but you must equip other consumables before using. You can buy your consumables in armory.
EQUIPMENT : ARMOR
Armor is a major pieces of your equipment. This armouring preserves health of your trooper and the combat suits module give, if your batteries reserves are sufficient, the opportunity to perform specific features like fast moving, jump or ionic shoot. The armor can also be customized via the armor fixation. You can buy your armor in armory.
Armouring
armor armouring preserves trooper health by reducing blows strength when you are under attack. carapace of some aliens works in the same way as the armouring. armouring protection can be reduced by some special ammunition or by concentrate ability. armouring shouldn’t be confused with magnetic absorption, who depend of equiped module and offer an additionnal defensive function.
Module
Module is an equipment piece reserved for combat suits who offer an specialization to trooper armor . module can, by category, fulfill three functions :
- Mobility module increase fast moving capacity and allows the jump.
- Defensive module complete armouring with this magnetic absorption layer.
- Offensive module allows to attack an enemy target by ionic shoot.
Some restrictions exist, for example, a light suit can’t be equiped by a devensive module neither a heavy suit by a mobility module. You can buy your module in armory.
Helmet
Helmet is a piece of armor to increase some characteristic like accuracy or seeing. helmet performances can be improved by a helmet module. You can buy your helmet in armory.
Helmet module
The helmet can BE equip on a helmet to improve its characteristics. It is possible to fabricate improved versions of some models of helmet. You can buy your helmet in armory.
Armored boots
Armored boots are a piece of armor to increase the ability of jump or fast moving. The armored boots performance can be improved by a armored boots module. You can buy your armored boots in armory.
Armored boots module
Armored boots module can equip on armored boots to improve its characteristics. You can buy your armored boots module in armory.
Armor fixation
The armor fixation is a small piece of equipment, similar to a module, which can be fixed on a combat suit. These armor customizations can be fabricate in a WORKSHOP.
Batteries
Batteries are essential to combat suits. When they run out, ground energy cost of your trooper will to move is increase by batteries consumption of your armor . fast moving, jump, ionic shoot and magnetic absorption high consumption de batteries. For recharge batteries you need to go in armory or pick up on the corpse of an other trooper.
Autonomy
The maximum number of batteries you can carry depends on the autonomy of your _ARMURE.
Magnetic absorption
Magnetic absorption of armor or defensive module allows to collect damages when the armouring of armor is penetrated. Each canceled damage reduces the absorption layer and when layer is destroyed, your trooper will begin to lose health. Triggering of magnetic absorption cost 5 batteries. If the batteries level is insufficient, magnetic absorption is deactivated. At each new turn, magnetic absorption layer regenerates at its maximum level. Heavy combat suits can’t be equipped with a magnetic absorption module.
Fast moving
Fast moving, available for all combat suits can reduce energy cost of crossed ground by 1. However, this activation result a batteries consumption 3 times higher than normal. At any time it is possible to activate/desactivate "fast moving". A red icon indicate that the fast moving is out of print and a grey that the armor type who equipped doesn’t allows its use. Number of available fast moving can be increase by mobility module and returns to its maximum after every turn.
Jump
Action cost :
5
Jump allows to cross enemy lines or obstacles by flying over them. As with any move, the destination ground must be empty. The total hex distance that can be traversed by jump depends on the armor pieces equipped, notably of module, armored boots and armored boots module. This total value of jump is reset every turn. The consumption of batteries during a jump is 5 times larger than for a classic move.
Ionic shoot
If your combat suit is equipped with a offensive module, ionic shoot allows you to attack enemy with a powerfull canon. This use is limited est limité to a single use per turn. Most models allow to reduce cover and each TIR_IONIQUE consumes 10 batteries.
EQUIPMENT : WEAPON
L’weapon is an equipment piece who allows you to attack enemies. You can buy your weapon in armory.
Attack
Provided that its range is sufficient, your weapon allows you to attack enemies in your field of seeing. accuracy determines the chances to reaching your target and strength the inflicted damages.
Range
You can attack all targets at a lesser or equal distance to therange of yourweapon. range is different from seeing, it sometimes happens to see an enemy and to have to get closer to reach it. sniper rifle offer the better range and is restricted to sniper spécialty.
Accuracy
Accuracy, expressed as a percentage, represents your chances to reach your target. Every weapon have this accuracy who can be increased by observant ability, helmet or helmet module. A ground or a construction in elevated position increases the accuracy and vice versa. shoot on large aliens increase accuracy by 10, do it in underground decreases your chances to reaching your target by 40%
+5
Strength
When you reach your target, Its the strength of your weapon combined with a random factor who Determines the number of damage inflicted. strength can be reduced by réduite magnetic absorption and armouring of armor ou by carapace of some aliens. Some pieces of equipment such as special ammunition allow to increase weapon strength.
Damages over time
Some special ammunition may inflict damages over time. At regular intervals, the affected target will lose a quantity of health depending on the type of damages over time undergone. This damage can not be reduced by armor or by magnetic absorption
Perforation
La cover reduction applies only to some particularly powerful equipment parts such as grenades, flame-throwers or some ionic cannons. The value in % expressed by the cover reduction reduces the value of the cover of the target and represents the chances of reducing a destructible ground to ashes. A construction located on the targeted hexagon will suffer damage depending on the strength of the used stuff.
Cover reduction
perforation allows to reduce the armouring (or the carapace) of an opponent. Some special ammunition as well as _CONCENTRATION ability make it possible to achieve this effect.
Ammunition
Whenever you use your weapon for shoot on target, you consume one of yours ammunition. If you run out of ammunition you will not be able to continue to attack. If you choose to equip special ammunition you will consume the latter in place of your ammunition. You can buy ammunition to consumables shelf of armory or pick up on the corpse of an other trooper.
Special ammunition
ammunition_SPECIALES can be distinguished from the ammunition conventional by strength increased, additional perforation or by the damages over time infliction to the target. Some must be fabricate via workshop while others are only intended for particular weapon such as the flamethrower. special ammunition are stored by 6 and the remaining amount is visible when trooper wants to equip its special ammunition. You can buy your special ammunition in armory.
Shoot
Action cost :
2-11
Shoot on the target consumes ammunition and your accuracy can be reduced by ground cover. You can shoot as far as your weapon range permits.
Melee
Action cost :
11+
Melee attack means to be in direct proximity to enemi. melee weapon not consumes ammunition and ground cover doesn’t protect your target but remember that a trooper generally perform less well than aliens in this case of fight.
Secondary weapon
Secondary weapon is a minor equipment piece allowing, those who have chosen a non-combatant spécialty, to have a substitution weapon without to need equip weapon form inventory. A secondary weapon by its lightness limits load. By default, secondary weapon is a knife. You can buy your secondary weapon in armory.
RANK
Your rank depend on acquired experience and represents the evolution of your trooper within the hierarchy. Every rank offers new possibilities of personalization by allowing to choose a spécialty or a ability. You start as a simple recruit.
Soldier
Once reached 100 experience points, your trooper complete his training and move from the rank of recruit to that of soldier and can choose spécialty in training ground.
Corporal
Once reached 250 experience points, your trooper is promoted to corporal rank and can improve by learning a ability at training ground.
Sergeant
Once reached 750 experience points, your trooper is promoted to sergeant rank and can improve by learning a second ability at training ground.
Staff sergeant
Once reached 1500 experience points, your trooper is promoted to staff sergeant rank and can improve by learning a third ability at training ground.
Tech sergeant
Once reached 3000 experience points, your trooper is promoted to tech sergeant rank and can improve by learning a fourth ability at training ground.
Master sergeant
Once reached 5000 experience points, your trooper is promoted to master sergeant rank and can improve by learning a fifth ability at training ground.
Officer
An officer has certain prerogatives within his regiment or his faction. The officer rank doesn’t depend of gained experience and cumulates with standart rank. An officer has some advantage, such as access to command armor
Colonel
Colonel rank may have been obtained by directing a regiment. colonel is an officer who has a console to locate and obtain information about the members of his regiment
Major general
Major general rank is reserved for players who lead a faction. major general is a officer which has a console allowing it to give orders to _BOT squad.
SPÉCIALTY
Forom soldier rank de soldier you can choose or reset une spécialty in training ground. The corresponding equipment parts will then be unlocked.
Reset spécialty
Action cost :
40
Reset your spécialty allows you to choose a new. During process, each ability is also reset and equipment parts related to your spécialty are automatically sold.
SPÉCIALTY : NURSE
Nurse accompany the troops on the front line, trying to care, among the wounded, those who can be.
Medical stuff
Medical stuff requires nurse spécialty, this equipment part does weapon and allows to care allies. You can buy your medical stuff in armory.
Care
Action cost :
6-9
Care restore health of wounded allies located nearby. diagnostic determines the success or failurec of care. Care efficiency depend of using medical stuff strength as well as a random factor. care a severely injured trooper increases by 2 the nurse morale.
Diagnostic
Le diagnostic remplace accuracy when nurse performs care action. diagnostic value depends largely on medical stuff used and can be increased by some pieces of equipment.
SPÉCIALTY : SNIPER
Sniper, favors ground offering a cleared seeing, covers the advancing troops while observing enemy maneuvers.
Sniper rifle
Sniper rifle is a weapon reserved for the sniper spécialty. It has high accuracy, excellente range and can reduced cover by 50%. However, energy cost for shoot is high because each shoot requires greater preparation. You can buy your sniper rifle in armory.
SPÉCIALTY : GUNNER
With the strength without equal of machine guns, gunner can stop whole waves of enemies, especially if they are advancing on no cover ground.
Machine guns
Machine guns is reserved for gunner spécialty. The energy cost for shoot with machine guns is ridiculous which largely offsets the low accuracy of this weapon. The machine guns requires a lot of ammunition to function effectively and load can become a probleme. You can buy your machine guns in armory.
SPÉCIALTY : SAPPER
Sapper changing ground on which it is located allows its faction more effectively control certain combat zones.
Shovel
Shovel is reserved for sapper spécialty. Contrary to a widespread idea, shovel isn’t a melee weapon very effective. In reality, it serves only to build, to repair and to demolish a construction. You can buy your shovel in armory.
Build
Action cost :
7
Build require shovel and allows to create construction on the ground on witch you are located. The implementation speed depends on the strength of using shovel as well as a random factor. Completing a construction increases sapper morale by 1. The speed of production depends on the strength of shovel as well as a random factor.
Repair
Action cost :
7
Repair allows to restore a damaged construction has more than 50% as well as resolve failures of disabled construction like electrified fence. Resolution of these failures can fail but increases by 1 the morale sapper in case of success. The speed of repair depends on the strength of shovel as well as a random factor.
You can repair a construction if its visible deterioration state resembles the pictures below.
Demolish
Action cost :
7
If demolish is far more fun than build, it’s also faster. You can demolish an unfinished construction in one go. Once destroyed, construction disappears from ground. The speed of destruction depends on the strength of shovel as well as a random factor.
ABILITY
From corporal tou can choose or reset a ability in training ground. Some are reserved for specific spécialty and all have varied effects such as changing the success threshold or reducing the action cost, increase your trooper skill or unlock new action.
Cautious
Some people talk about cowardice, but the cautious considers himself an altruist who leaves to others all the glory. cautious ability allows you to use take cover action, that, when you are under shoot increase ground cover protection.
Take cover
Action cost :
2
Take cover require cautious ability. Its allows, if ground have cover, to receive additional protection of 10%. This protection remains effective as long as you do not move from your position.
Discreet
Action cost :
0
Action cost :
5
Walking on tiptoe doesn’t do everything but by being sufficiently discreet you can easily bypass the enemy. This ability allows using sneak action through enemies, including aliens and cancel energy cost of sneak if crossed ground is occupied by an ally.
Strapping
Isn’t the strapping who is big and strong but the others who are small and sickly and it is impossible for him to understand why others are strained by wearing bags remitted with stones. The strapping ability give to trooper 29 health instead of usual 25 and is load limit is increase by 10
Tough
Tough never understands why others are so bored or why he is always sent to be scouted. This ability save 1 energy to trooper on ground with an energy cost for to move is more than 3.
Concentrate
Concentrate ability is reserved for sniper spécialty.
The bad sniper, he aim and "pef" he shoot while the concentrate, he aime and "poum" he shoot. This ability allows 50% to reduce enemy armor armouring by 1 with sniper rifle.
Observant
Observant ability is reserved for sniper spécialty.
The observant is the best because he focuse on details. Jealous accuse him of voyeurisme while no article prohibits the telescope sighting around the bathing area. This ability increase accuracy by 5.
Unwavering
Unwavering ability is reserved for nurse spécialty.
He would have liked to be a butcher, but he consoles himself as he can thanks to vivisections. When you care, your accuracy is increase by 10.
Assessor
Assessor ability is reserved for nurse spécialty.
Assessor is popular because in case of glitch all hope to receive a bracelet of the right color. This ability allows to reveal the health level of an ally trooper.
Frenetic
Frenetic ability is reserved for gunner spécialty.
Le frenetic is a musical for which strafing comes to composing a vibrant concerto or the rales of the dying intermingle with the pernicious percussions of the machine guns. frenetic ability give, if the target is adjacent 30% chance to reduce by 1 the energy cost for shoot.
Needy
Needy ability is reserved for sapper spécialty.
The needy doesn’t differentiate between legos and parpaimg blocks, he assembles and enjoys himself while working. This ability reduce by 1 the energy cost for build, repair and demolish
Ingenious
Ingenious ability is reserved for sapper spécialty.
His fascination with electrical installations makes him an undisputed expert for repair. One might wonder, however, whether his hacking isn’t the original cause of the problem. This ability increase efficiency for repair, including when troubleshooting
GROUNDS
Exploit to its advantage the particularity of ground is essential, this last can offer a cover of a better field seeing. Theenergy cost for to move depend of the type of ground. Major developments such as buildings or walls are considered as TERRAINS. A destructible ground can be reduced to ash by cover reduction of a weapon. Some ground, like the wall can block the aliens who can’t flying
Underground
Underground is a very dangerous area where the arachnids abound. It is accessed by entering through a tunnel. seeing is reduced by 1 in addition to the ground specific modifiers and accuracy is decreased by 40%. Some helmet module have the night vision and thus compensate in part underground penalties.
To move
It is possible to to move on an adjacent hexagon if that one contains no other trooper and aliens and that you have requiredenergy for crosse the ground. This cost can be reduced par by using fast moving or tough ability. COntrary, a batteries lack in combatsuits armor or an important load can slow you down, even see you immobilize. There are special ways to to move as jump or sneak action. The shuttle also makes it possible to to move between headquarter and even to leave planet.
The sign - designates an impassable ground.
Sneak
Action cost :
3
Sneak allows you to cross an allied trooper (and only one) for move on an unoccupied hexagone in your seeing located at two hexagons of range. It is necessary to be able to pay, in addition to the energy cost of action, that of each ground crossed. The discreet ability allows to sneak through ennemies, including aliens.
Construction
Construction is an element which is superimposed on ground. Some offer a bonus of cover, others can inflict damage to the units that pass through them and even completely block the passage of arachnids. Every construction is subject to progressive wear and those that are electric can break down. The sapper can repair them or build news an a hex that doesn’t have one.
Trench
Give a cover bonus
Barricade
Give a cover bonus
Electrified fence
Block arachnids
Minefield
Slowed enemy and can inflict damage
Barbed wire
Slowed enemy and can inflict damage
Sentinel
Triggers shots against enemies
Mirador
Give a cover bonus , seeing bonus and accuracy bonus
Seeing
Your seeing depends on the ground on which are your trooper, You will have less visibility to the bottom of a canyon at the top of a rock mass. You can’t shoot without seeing he target. Some construction or helmet, increase the seeing. In underground, seeing is reduce by 1.
Night vision
Night vision replaces seeing in underground for all equipment parts
Cover
Cover of ground give protection against opponents who would seek to shoot you. Thecover is ineffective in the event of melee and can be reduced by cover reduction of weapon. The cautious ability increase cover value. Note that large or flying aliens do not benefit from cover.
GROUNDS : HEADQUARTER
headquarter offers many services, like shuttle, armory or training ground And it’s a major strategic objective for planet control. It is possible to capturing enemy headquarter during clashes. You can access to headquarter only if it’s controlled by your faction and that it’s in your seeing field.
Capturing headquarter
Action cost :
5
You can _CAPTURE an opposing headquarter from a hexagon adjacent to it. You will then be able to access normally the various buildings that compose it.
Armory
Armory is a place where you can buy news equipment parts.
Buy equipment
For buy newequipment parts in armory, you must ensure that you do not exceed the load limit and to have at least one free inventory place thus the amount of credits requested. Some equipment parts are reserved for a particular spécialty.
Workshop
Workshop is a place to fabricate various objects including some parts of equipment.
Fabricate
Action cost :
1
By dropping items from your inventory to the workshop, you can try to combine several items together. It is possible to combine a resource with an EQUIPEMENT part or two resources with each other. If assembly is relevant, resources used will disappear and you will get the corresponding enhanced object. Assembly is a domain to be explored by yourself or by benefiting from the knowledge shared by others. There are currently 44 of manufacturing recipes to be discovered.
Drop zone
Drop zone is a ground allowing the arrival of shuttle. All headquarter have drop zone allowing to embark and disembark troops, however a drop zone located outside a headquarter serves only as a destination and can not be used to reach another point. A drop zone can be captured as a headquarter or simply blocked if an enemy trooper is on an adjacent hexagon.
Shuttle
Action cost :
15
The shuttle allows you to be transported to any unblocked drop zone controlled by your faction. Similarly, if the destination area is full or blocked, you will not be able to take a shuttle to get there.
The Spatioport shuttle allows you to change planet. The journey takes place automatically in two steps, which allows you to borrow it from any headquarter from the moment when the drop zone of the Spatioport is not blocked.
Training ground
Training ground is a place where you can either choose or reset a spécialty or a ability. Every headquarter have this training ground.
ALIENS
Arachnids
Les arachnids are an invasive species of aliens that can infect whole systems. Their organization resembles the hive model. The arachnids appear in underground (via the lower floors or are born from eggs deposit or a egg laid by a queen) and rise to the surface near a tunnel. There is a multitude of arachnids. There are many different types of arachnids. Some such as scorpion, are large and difficult to kill. Other, like locust can fly above ground for avoid obstacles.
Worker
Warrior
Scorpion
Eggs
Ambusher
Locust
Plasma
Spitting
Baby Worker
Young Worker
Young Warrior
Young Warrior
Brain
Queen
Tunnel
arachnids build their habitat in depth and develop an impressive network of galleries. It is by these latter that they come out to the surface to chase the intruders. Staying close to a tunnel is usually a bad idea. The TUNNEL allows access to the underground dimension of a map, an extremely dangerous zone, completely infested by arachnids.
Eggs deposit
Deep in the underground, Some spaces are arranged to collect the eggs that will give birth to the next arachnids generation. Newborns are likely to emerge of this type of ground which can only be found under a tunnel.
Carapace
Carapace protects ARACHNIDES and reduces the damage suffered in the same way as the trooper armor .
REGIMENT
The regiment facilitates the transfer of information between its members via the regiment chanel of comlink and provides, once the threshold of 10 members has been reached and the validation obtained, various advantages such as a bonus of 10 credits added to the pay of its members at each turn or the locker of regiment.. The colonel regiment is able to perform the following actions :
- Send instructions to all members using the regiment group of the private messaging system
- Have a view of all members of the regiment on the strategic map
- Obtain information about the status and _HEALTH status of regiment members via the "manpower management" panel of the regimental page
- Accept or decline an application via the "manpower management" panel of the regimental page
- Assigning a member to a squad via the "manpower management" panel of the regimental page
- Exclude a member of the regiment via the "manpower management" panel of the regimental page
- Change the layout and icon of regiment
- Transferring his position to colonel via the "manpower management" panel of the regimental page
Squad
A squad is a subdivision of the regiment. Its size is limited to 5 crew members who enjoy the following benefits :
- Possibility to communicate via the squad chanel of comlink
- Possibility of sending a group message to the other crew members using the squad group of the private messaging service
- See the position of the other crew members on the strategic map via the "manpower management" panel of the regimental page
- Obtain information on the status and _HEALTH status of other crew members