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Nethulk Factions - Ancients

November 26th, 2008

The ancients are a hybrid race of cyborgs. Battle hardened automatons that have the unique ability to reconsitute themselves from their pieces if they have been destroyed incompletely. Its hard to keep them down and its hard to stop their slow, powerful advance.

Most ancients have 4 ap per turn, and ancients cannot use CP or interrupt. This does make them a slower, almost plodding faction, but a few units do get 6 ap per turn. Facing the ancients in battle is a two-waved onslaught, led by faster teleporting units and followed by numerous shoulder-to-shoulder gun-toting robots.

Ancients can be deployed as blips or be purchased with points, depending on the mission scenario. When purchased with points, the majority of the units available are quite cheap and easy to build up plentiful forces with. There are a few notable exceptions to this though, such as their capital units and the wraiths, both of which have some very useful unique abilities.

Wraiths can teleport two spaces for two AP. Its the same cost as walking, but saves them the ap of opening doors, and the shot of overwatch from crossing spaces. They also shift out of phase when struck, giving them an additional roll to save when about to be destroyed.

Ancients also have a unit that increases the likelyhood that units around it will be able to regenerate the turn after they are destroyed.

They do however, know the better part of valor. If over three quarters of their forces are destroyed, they will teleport out and escape combat. The player controlling them loses if this happens.

nethulk

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