Post by V.I.R.O.S. on Apr 20, 2010 20:09:13 GMT -5
Deep within the unexplored nebulae of the Centaurian Arm of the galaxy, a single star system orbits, untouched for millennia, until now. The native inhabitants have recently
developed sentience, but are shocked to find their planet under attack from many forces simultaneously. Caught in the middle of a massive interspecies war, the Children of Thane are helpless to defend themselves before the more advanced species. To them, this is a battle of the Gods.
Inspired by a PC game I started playing recently, and all the war games springing up on the forums, I decided to create this. I did some of what I would call "improvements", but it's up to you to try out the game. If this one goes well, I will create a series of these, where the point of the game is taking over the entire star system, instead of just this planet. Unlike the other war games, this one will focus more on strategy, instead of technological advancement. You can develop technology, but technology has already developed for so many trillions of years, that there is little to invent, and more to discover. In this, technology is centered around ruins that dot the universe, with ancient schematics for machines before the Dark Age of Technology, where the best of the universe's technology was lost during a century-long war. There are 9 races to play in this game, each with their own strengths and weaknesses. You will find that it will take plotting and skill to take over, instead of brute force.
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The Imperium of Man: One would think that after so many eons of interstellar travel, mankind would be altered beyond recognition by evolution. However, this is sadly untrue. The Imperium is unrelenting in their destruction of "the mutant" and "the heretic". They worship their god-figure, the Emperor of Mankind. With their religious fervor, and the endless masses of human soldiers they are able to throw at their enemies, the Imperium is a force to be reckoned with.
The Eldar: An ancient race, one of the first to sail through the stars, the enigmatic Eldar represent a mind-twisting combination of noble causes, and terrible ruthlessness. After the fall of their race, where the majority of their population fell to Chaos, the Eldar have abandoned most planets, and instead sailed through realspace in their city-size craftships. Famous (and infamous) for their use of the intricate Chaos-proof system of tunnels called the Webway, the Eldar can near-instantly transport themselves to any location where a webway gate is. As their psychic leaders turn the tide of battle with reality-bending powers, their powerful infantry is able to pierce armor with their fierce needle weapons. Though their race is small in number, the Eldar are some of the best fighters in the universe.
The Orks: If the Eldar are "some" of the best fighters in the universe, the Orks are the best fighters in the universe. With most of their abilities being instinctively known at birth, and their amazing birth rate, the only reason the Orks haven't conquered the galaxy yet is their inability to unite. Although not stupid in the normal sense, Orks can be unbelievably dense because of generations of inborn hatreds towards things that stopped being enemies many years ago. Ork alliances rarely last up until the looting part, and after that, forget it.
The Forces of Chaos: The forces of Chaos represent the power of the Chaos Gods of the Warp. The Warp is a realm of pure energy, primarily used by Psykers to alter reality, and warpships to pass through massive distances rapidly. In accordance with the wild ebbs and flows of the Warp, the demons impossibly chaotic. Even their leaders struggle to control them, but when they fight they unleash a devastating mix of sheer power and psychic tricks. To make matters worse, Chaos's only limit to it's psychic power is how much they can coax from the fickle Chaos Gods.
The Necrons: Ruthless, and even older than the Eldar, the ancient Necrons were some of the first to roam the galaxy. Their race was cursed by the radiation of their sun, which shortened their lives to a few painful decades. After they discovered the C'tan, a race made of pure energy that spreads it's body over stars to feed on them, the Necrons (then the Necrontyr) bargained a simple deal with them. In return for providing the C'tan with mortal bodies, the C'tan would move the Necron spirits into bodies of living metal, which would effectively make them immortal. Necron Tombs that repeatedly harvest the freed souls of dead Necrons, and place them back inside new living metal bodies don't help much for the rest of the galaxy.
Dark Eldar: The Dark Eldar are the fallen brothers of the Eldar, the ones that succumbed to the powers of Chaos. Like the Eldar, they left planets, but not to Craftworlds. Instead, they left to a cave in the webway, many times larger than even the largest terrestrial planet. The Dark Eldar retain their abilities of traveling through the webway, and are just as (if not more) powerful than Eldar. However, their infighting makes them just as impossible to unite as the Orks, as the only way to move up in their caste system is to kill the one above you. Dark Eldar have developed a way to suck other race's soul stuff to temporarily stop aging, effectively making a "well fed" Eldar immune to death by age.
Tau: The Tau are sometimes called a flicker of light in a dark universe. With technology and life stagnating around them, the young Tau have created a flowering Empire that is quite different from most other races- it is almost never aggressive on sight. All other races are suspicious of eachother, but the Tau extend the offer to join the Greater Good to all new sentient species they meet. Those who refuse are usually left alone, but may be attacked if they pose a threat to the Tau Empire. In addition, the Tau Empire spans several races, unlike the others.
The Lanka: The Lanka have recently achieved note among the other species, by developing a method of draining planets of every resource they have. For it to work, they must place inordinate amounts of fragile generators and pulse charges on the surface, so they can only do so when they have no opposition, but each planet contributes not only it's water and air, but every single useful mineral in the planet to the Lanka Empire. It is not uncommon for entire uninhabited planets to disappear off the maps when left to the devices of the Lanka Empire.
The Children of Thane: Native to this planet, the poor Children of Thane are utterly confused with the god-like powers that assault them. Having recently attained a barely tribal system of government, the Thanians have no comprehension of the many alien races that attack. All they know is that they must protect themselves, and their world.
Imperium:
Religious Fervor: The soldiers of the Imperium are confident they will be protected by the Emperor of Mankind. They are never frightened by Titanic Units, Necron Units, Chaotic Units, or Dark Eldar Units.
Heresy!: The Imperium can not ally, or even be on peaceful terms with Chaos, Dark Eldar, or the Orks.
Expendable Commoners!: You can create as many General Infantry units you like in one post, at double their normal cost in Requisition and Power. These units function as all General Infantry, but can not attack or do anything except move until your next post.
The Eldar:
Webway: Each Eldar unit except Titanic Units can travel through any active webway gate to any other webway gate once per post. Inactive Webway gates can only be activated by an Eldar or Dark Eldar unit touching them for a full post. Once a gate is activated, you can not deactivate it.
Mortal Enemies: The Eldar may never ally with, or even be on peaceful terms with Chaos or Dark Eldar.
The Forces of Chaos:
Terrifying: All units of Chaos are twisted by the warp, and therefore terrifying to behold. All units fighting Chaos that aren't immune are subject to 50% their normal defense.
Appeal: Chaos can appeal to the Gods of Chaos for more requisition if they find themselves short, but if the Gods are not pleased, or are just in a bad mood, you may face dire consequences.
Corruption: Chaos is corrupting, and any Outpost that is taken over (or built) by Chaos can not be reused by other factions. The building must be knocked down, and built up again.
Dark Eldar:
Addicted: Dark Eldar require souls to remain alive, or else the Chaos Gods will consume them when they die. Even Chaos-aligned creatures find this terrifying, so Dark Eldar must kill or attack at least one unit every ten of the owner's posts, or suffer consequences.
Webway: Each Dark Eldar unit except Titanic Units can travel through any active webway gate to any other webway gate once per post. Inactive Webway gates can only be activated by an Eldar or Dark Eldar unit touching them for a full post. Once a gate is activated, you can not deactivate it.
Appeal: Dark Eldar can appeal to the Gods of Chaos for more requisition if they find themselves short, but if the Gods are not pleased, or are just in a bad mood, you may face dire consequences.
Tau:
Young: The Tau are a fairly young race, and they represent the best hope for the galaxy. The Tau pursue their goals with a surprising fervor, and are rarely unhappy with the orders of their superiors. Tau defense can NEVER fall below 2, even if they are under attack or being terrified by a special ability.
Advanced: The Tau never experience the Dark Age of Technology, and therefore still have access to all of their species' best equipment. The Tau are much more likely to succeed in creating a new technology than other races.
Diplomatic: Unlike other races, the Tau are not openly hostile. NPC races have a much higher chance of allying with the Tau.
Orks:
Stubborn: Orks are incredibly stubborn, and get 150% their defense when holding a Strategic Point or Critical Location.
Ramshackle: Ork Outpost are a complete mess to anyone but an Ork, and any Outpost that is taken over (or built) by Orks can not be reused by other factions. The building must be knocked down, and built up again.
Crazy: NPC races are less likely to attack the crazed Orks, as they always have some insane trick up their sleeve.
Necrons:
Terrifying: With their gaunt metal faces, and their skin-flaying Gauss weapons, Necrons certainly cut an imposing figure. All units fighting Necrons, that aren't immune, are subject to 50% their normal defense.
Gauss Weapons: By ripping the atoms off of someone layer by layer, Gauss weapons render most heavy armor useless. All vehicles fighting Necrons are subject to 50% defense.
Emotionless: Necrons are never scared by anything, as they are essentially robots. Necrons may not ally or be on peaceful terms with anyone but Chaos or the Dark Eldar.
Lanka:
Resources: Sucking the resources out of whole planets provides the entire Empire with good supplies. The Lanka start out with twice as many resources as other races.
Unknown: Recently come to fame, the Lanka are pretty much unheard of from the other races. Nobody knows exactly what tech they have. Lanka are significantly more likely to succeed when working on new technology.
Petition: The Lanka Armada is allowed to petition the Lanka Empire for more resources, much like Chaos petitioning the Gods of Chaos. However, continuously asking for resources if they are denied may result in the Lanka Empire abandoning you.
Children of Thane:
(The Children of Thane can not be played by players, they are permanently NPCs.)
Relic/Archive: These ancient structures are repositories of knowledge. A civilization that has one is more likely to succeed in making new technology.
Communications Point: These areas allow easy communications, for some reason or another. A civilization that owns one of these gains 50+ requisition per turn per Communications point.
Weapons Factory: These factories produce weapons much quicker than HQs. You can choose to make units you build appear here instead of at your HQ.
Capital: While not essential to your civilization's survival, if your capital is captured, your Requisition intake per turn is halved until you are able to capture one.
HQ: This is your main base. If this is captured, you are incapable of creating any more units until you get it back. Enemies may use this as a Weapons Factory until you get it back.
Necron Obelisk: These act as Relics/Archives and Communications Point for any race except Necrons. For Necrons, they act as Weapons Factories and Relics.
Webway Portal (Inactive/Active): Webway portals may be utilized by either of the Eldar races, or by any non-Eldar/Dark Eldar unit that is accompanied by an Eldar/Dark Eldar Unit. Titanic Units may not use these.
Strategic Point: This point is important to taking over the planet, for one reason or another. The owner of a Strategic Point gets 25+ Requisition and Power per each of their posts.
Critical Location: Same as above, except the owner gets 50+ Requisition and Power per each of their posts.
Outpost: These take ten of your posts to build, and can only be built in your territory. They act as Weapons Factories for you, until they are captured or are no longer in the boundaries of your territory.
General Infantry: These are the basic fighters of the game, and have no bonuses beyond those of their racial abilities.
Elite Infantry: These are the best of the general infantry. They cost more than normal infantry, but are significantly better than their less trained fellows.
Army: This is a simple way of moving around multiple units at once. 4 General Infantry can be combined into an army of General Infantry. These armies have significantly more defense, due to their greater numbers.
Elite Army: The same as a regular army, but made of Elite units.
Titanic Unit: These are the behemoths of each race, gigantic creatures or vehicles whose sole purpose is to decimate the enemy. Each race has a Titanic Unit, but to build one you must own at least one Relic/Archive. If you lose your Relic afterward, you can build no more, but any you have already built stay. All race's Titanic Units can travel through water without a transport, and they have a unique ability that is revealed when the owner builds it. There is a maximum of 3 Titanic units per race.
Water Transport: These are required for traveling across water for all units but Titanic Units. Each Transport can carry up to 16 Units on board (Armies count as four units).
Ground Transport: These add +2 to the movement speed of any units in them. They carry up to 4 units. (Armies count as 4 units) Titanic Units can not be carried on Ground Transports.
Air Transport: These add +4 to the movement speed of any units in them. They carry up to 4 units. (Armies count as 4 units) Titanic Units can not be carried on Air Transports.
Combat Vehicle: These are land vehicles. Tanks, walkers etc. Each race has it's own land vehicle type. They do not transport troops
Flying Combat Vehicle: These are flying combat vehicles. Each race has it's own flying combat vehicle type. They do not transport troops.
Warship: These are water combat vehicles. Each race has it's own water combat vehicle type. They do not transport troops.
Leader Unit: All races have one leader. The Leader Unit is not expressly needed, but losing your leader will hopelessly confuse the armies. If the Leader of a race is killed, research is very unlikely to go well, and there is a chance that units you build will fail to be built. All leaders have special abilities, count as one unit, and are unique (Meaning you can only have one at a time.). If your leader dies you may build a new one at your HQ, but this costs A LOT of resources.
Technology in The War For Kauv is a bit different from other games. Similar to other games, all you have to do is state what you are researching in-game, or to me (In secret if you don't want people to know what you are doing). You may say how many of your posts it will take you to develop this tech, and unless the amount is ridiculous (2 posts for a doomsday weapon), I will give you lots of freedom determining how long it will take. Unlike other games however, there is a chance your research will not succeed. Every time you meet your deadline for a piece of tech, I will use a secret algorithm to determine if you succeeded. If you do succeed, you get the tech. If you don't succeed, I tell you to try again. You don't have to research the project all over again, but you may need to add on another 5-15 posts. You can fail multiple times, but each time you retry, you are more likely to get it right.
Note: Technology is defined as anything. Whether it armors your troops, speeds up troop movement, shoots lasers into space, or does something outside what I have provided for you already, it is technology, and therefore must be researched.
As you will notice, the map has a big grid laid over it. This is how movement of units work. Each unit has a specific amount of squares it can move per turn, and all you have to do is name the coordinates they move to. Instead of naming the coordinates you want them to end up at, you should name the coordinates they are going to be on at the end of that turn. So if you wanted a unit to move 6 squares away, but it could only move 2 squares per turn, you should name the coordinates of the place they will be after they move 2 squares, not 6. Moving counts all squares between your starting square and your ending square, in addition to the ending square. Do not count the square you are on at the start of the post. You may not travel through water without a boat, unless the square has land on it. (So boats are not needed to travel to islands if they are within the same square as part of the mainland.)
I have to be strict about post format. I can't update the map every time someone posts, but I will do my best to update it at every chance I get. In each post, you will have to include the name of each unit (More on unit names later) you have, and it's current coordinate location. However, you do NOT need to include the locations of anything besides Transports, Vehicles, Leader Units, Titanic Units, or Infantry.
When you create a unit, you must give it a name in the post that it is finished. So if you start a unit that takes two posts to make, and two posts later it is created, you must name it and put it's location and name in a spoiler in your post (along with the rest of your units.)You are free to make creative names for your squads like "Alpha Squad", or something as simple as "Squad Three". All units, including Transports, Vehicles, and Titanic Units must have names.
All units have Attack, Defense, and Morale values. Attack denotes the strength of the unit, Defense denotes how well it defends from attackers, and Morale denotes how eager a unit is to fight. At the beginning of a combat sequence, the Attacker and Defender will be determined. The Attacker(s) are the units attacking units owned by the land they are in. The Defender(s) are anyone defending the land. In the rare case that armies from two separate factions meet in land to which neither of them is affiliated, Attack and Defense play no part in the battle, just chance and Morale. I have a special (no, it's not random, so don't yell at me!) way of determining what units survive a battle. All you need to know is that high Attack, Defense, and Morale are good, and that Morale can vary depending on how close you are to one of your structures. Units have a base Morale which can change depending on certain parameters. Morale has a maximum of 10.
General Infantry:
Atk: 2
Dfn: 1
Mrl: 7
Special Abilities: All Necron units carry Gauss Weapons.
Requisition: 10
Power: 25
Time: 1 Posts
Elite Infantry:
Atk: 6
Dfn: 1
Mrl: 7
Special Abilities: All Necron units carry Gauss Weapons
Requisition: 25
Power: 50
Time: 2 Posts
Army:
Atk: 9
Dfn: 5
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one. All Necrons carry Gauss weapons.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 20
Dfn: 5
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one. All Necrons carry Gauss weapons.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 500
Power: 700
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 100
Power: 140
Combat Vehicle (Land):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: All Necron vehicles are equipped with Gauss weapons. Do not act as transports.
Requisition: 100
Power: 140
Combat Vehicle (Air):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 200
Power: 280
Combat Vehicle/Warship (Water):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: All Necron vehicles are equipped with Gauss weapons. Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 100
Power: 140
Leader Unit
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: All Necron units carry Gauss weapons. All Necron units in the same square as a Leader Unit get a much higher chance of success. The Necron Leader Unit carries an ultra-powerful Gauss Weapon that negates the Defense of all enemy units in the square until they die, or flee. This ability can only be used once every 25 turns
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
General Infantry:
Atk: 3
Dfn: 3
Mrl: 4
Special Abilities:
Requisition: 15
Power: 20
Time: 1 Posts
Elite Infantry:
Atk: 5
Dfn: 5
Mrl: 7
Special Abilities:
Requisition: 50
Power: 10
Time: 2 Posts
Army:
Atk: 13
Dfn: 13
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 21
Dfn: 21
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 600
Power: 600
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 60
Power: 60
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 60
Power: 60
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 120
Power: 120
Combat Vehicle (Land):
Atk: 9
Dfn: 9
Mrl: 10
Special Abilities: . Do not act as Transports.
Requisition: 120
Power: 120
Combat Vehicle (Air):
Atk: 9
Dfn: 10
Mrl: 9
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 240
Power: 240
Combat Vehicle/Warship (Water):
Atk: 9
Dfn: 9
Mrl: 9
Special Abilities: Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 120
Power: 120
Leader Unit
Atk: 9
Dfn: 10
Mrl: 10
Special Abilities: The leader unit may use his wondrous technical knowledge to short-out all Vehicles in the same square as him, rendering them useless for the remainder of the battle. This may only be used onc every 30 posts.
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
General Infantry:
Atk: 1
Dfn: 1
Mrl: 5
Special Abilities:
Requisition: 10
Power: 10
Time: Instantaneous.
Elite Infantry:
Atk: 7
Dfn: 7
Mrl: 10
Special Abilities:
Requisition: 100
Power: 125
Time: 5 Posts
Army:
Atk: 5
Dfn: 5
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 29
Dfn: 29
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 1125
Power: 1500
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 100
Power: 140
Combat Vehicle (Land):
Atk: 9
Dfn: 9
Mrl: 10
Special Abilities: All Eldar may use the Webway. Do not act as Transports.
Requisition: 100
Power: 140
Combat Vehicle (Air):
Atk: 9
Dfn: 10
Mrl: 9
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 200
Power: 280
Combat Vehicle/Warship (Water):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: Warships can not use Webway portals, as there are no Webway portals in the water. Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 100
Power: 140
Leader Unit
Atk: 9
Dfn: 10
Mrl: 10
Special Abilities: All Eldar may use the Webway. The Eldar Leader Unit may use his/her psychic abilities to turn the tide of any battle, giving you a significantly higher chance of winning it. This ability may only be used once every 20 posts.
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
General Infantry:
Atk: 1
Dfn: 2
Mrl: 7
Special Abilities: All Eldar can make use of the Webway.
Requisition: 25
Power: 10
Time: 1 Posts
Elite Infantry:
Atk: 3
Dfn: 7
Mrl: 7
Special Abilities: All Eldar can use the Webway.
Requisition: 50
Power: 10
Time: 2 Posts
Army:
Atk: 5
Dfn: 9
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one. All Eldar can use the Webway.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 5
Dfn: 20
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one. All Eldar can use the Webway.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 1100
Power: 200
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 100
Power: 140
Combat Vehicle (Land):
Atk: 9
Dfn: 9
Mrl: 10
Special Abilities: All Eldar may use the Webway. Do not act as Transports.
Requisition: 100
Power: 140
Combat Vehicle (Air):
Atk: 9
Dfn: 10
Mrl: 9
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 200
Power: 280
Combat Vehicle/Warship (Water):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: Warships can not use Webway portals, as there are no Webway portals in the water. Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 100
Power: 140
Leader Unit
Atk: 9
Dfn: 10
Mrl: 10
Special Abilities: All Eldar may use the Webway. The Eldar Leader Unit may use his/her psychic abilities to turn the tide of any battle, giving you a significantly higher chance of winning it. This ability may only be used once every 20 posts.
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
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developed sentience, but are shocked to find their planet under attack from many forces simultaneously. Caught in the middle of a massive interspecies war, the Children of Thane are helpless to defend themselves before the more advanced species. To them, this is a battle of the Gods.
Inspired by a PC game I started playing recently, and all the war games springing up on the forums, I decided to create this. I did some of what I would call "improvements", but it's up to you to try out the game. If this one goes well, I will create a series of these, where the point of the game is taking over the entire star system, instead of just this planet. Unlike the other war games, this one will focus more on strategy, instead of technological advancement. You can develop technology, but technology has already developed for so many trillions of years, that there is little to invent, and more to discover. In this, technology is centered around ruins that dot the universe, with ancient schematics for machines before the Dark Age of Technology, where the best of the universe's technology was lost during a century-long war. There are 9 races to play in this game, each with their own strengths and weaknesses. You will find that it will take plotting and skill to take over, instead of brute force.
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The Imperium of Man: One would think that after so many eons of interstellar travel, mankind would be altered beyond recognition by evolution. However, this is sadly untrue. The Imperium is unrelenting in their destruction of "the mutant" and "the heretic". They worship their god-figure, the Emperor of Mankind. With their religious fervor, and the endless masses of human soldiers they are able to throw at their enemies, the Imperium is a force to be reckoned with.
The Eldar: An ancient race, one of the first to sail through the stars, the enigmatic Eldar represent a mind-twisting combination of noble causes, and terrible ruthlessness. After the fall of their race, where the majority of their population fell to Chaos, the Eldar have abandoned most planets, and instead sailed through realspace in their city-size craftships. Famous (and infamous) for their use of the intricate Chaos-proof system of tunnels called the Webway, the Eldar can near-instantly transport themselves to any location where a webway gate is. As their psychic leaders turn the tide of battle with reality-bending powers, their powerful infantry is able to pierce armor with their fierce needle weapons. Though their race is small in number, the Eldar are some of the best fighters in the universe.
The Orks: If the Eldar are "some" of the best fighters in the universe, the Orks are the best fighters in the universe. With most of their abilities being instinctively known at birth, and their amazing birth rate, the only reason the Orks haven't conquered the galaxy yet is their inability to unite. Although not stupid in the normal sense, Orks can be unbelievably dense because of generations of inborn hatreds towards things that stopped being enemies many years ago. Ork alliances rarely last up until the looting part, and after that, forget it.
The Forces of Chaos: The forces of Chaos represent the power of the Chaos Gods of the Warp. The Warp is a realm of pure energy, primarily used by Psykers to alter reality, and warpships to pass through massive distances rapidly. In accordance with the wild ebbs and flows of the Warp, the demons impossibly chaotic. Even their leaders struggle to control them, but when they fight they unleash a devastating mix of sheer power and psychic tricks. To make matters worse, Chaos's only limit to it's psychic power is how much they can coax from the fickle Chaos Gods.
The Necrons: Ruthless, and even older than the Eldar, the ancient Necrons were some of the first to roam the galaxy. Their race was cursed by the radiation of their sun, which shortened their lives to a few painful decades. After they discovered the C'tan, a race made of pure energy that spreads it's body over stars to feed on them, the Necrons (then the Necrontyr) bargained a simple deal with them. In return for providing the C'tan with mortal bodies, the C'tan would move the Necron spirits into bodies of living metal, which would effectively make them immortal. Necron Tombs that repeatedly harvest the freed souls of dead Necrons, and place them back inside new living metal bodies don't help much for the rest of the galaxy.
Dark Eldar: The Dark Eldar are the fallen brothers of the Eldar, the ones that succumbed to the powers of Chaos. Like the Eldar, they left planets, but not to Craftworlds. Instead, they left to a cave in the webway, many times larger than even the largest terrestrial planet. The Dark Eldar retain their abilities of traveling through the webway, and are just as (if not more) powerful than Eldar. However, their infighting makes them just as impossible to unite as the Orks, as the only way to move up in their caste system is to kill the one above you. Dark Eldar have developed a way to suck other race's soul stuff to temporarily stop aging, effectively making a "well fed" Eldar immune to death by age.
Tau: The Tau are sometimes called a flicker of light in a dark universe. With technology and life stagnating around them, the young Tau have created a flowering Empire that is quite different from most other races- it is almost never aggressive on sight. All other races are suspicious of eachother, but the Tau extend the offer to join the Greater Good to all new sentient species they meet. Those who refuse are usually left alone, but may be attacked if they pose a threat to the Tau Empire. In addition, the Tau Empire spans several races, unlike the others.
The Lanka: The Lanka have recently achieved note among the other species, by developing a method of draining planets of every resource they have. For it to work, they must place inordinate amounts of fragile generators and pulse charges on the surface, so they can only do so when they have no opposition, but each planet contributes not only it's water and air, but every single useful mineral in the planet to the Lanka Empire. It is not uncommon for entire uninhabited planets to disappear off the maps when left to the devices of the Lanka Empire.
The Children of Thane: Native to this planet, the poor Children of Thane are utterly confused with the god-like powers that assault them. Having recently attained a barely tribal system of government, the Thanians have no comprehension of the many alien races that attack. All they know is that they must protect themselves, and their world.
Imperium:
Religious Fervor: The soldiers of the Imperium are confident they will be protected by the Emperor of Mankind. They are never frightened by Titanic Units, Necron Units, Chaotic Units, or Dark Eldar Units.
Heresy!: The Imperium can not ally, or even be on peaceful terms with Chaos, Dark Eldar, or the Orks.
Expendable Commoners!: You can create as many General Infantry units you like in one post, at double their normal cost in Requisition and Power. These units function as all General Infantry, but can not attack or do anything except move until your next post.
The Eldar:
Webway: Each Eldar unit except Titanic Units can travel through any active webway gate to any other webway gate once per post. Inactive Webway gates can only be activated by an Eldar or Dark Eldar unit touching them for a full post. Once a gate is activated, you can not deactivate it.
Mortal Enemies: The Eldar may never ally with, or even be on peaceful terms with Chaos or Dark Eldar.
The Forces of Chaos:
Terrifying: All units of Chaos are twisted by the warp, and therefore terrifying to behold. All units fighting Chaos that aren't immune are subject to 50% their normal defense.
Appeal: Chaos can appeal to the Gods of Chaos for more requisition if they find themselves short, but if the Gods are not pleased, or are just in a bad mood, you may face dire consequences.
Corruption: Chaos is corrupting, and any Outpost that is taken over (or built) by Chaos can not be reused by other factions. The building must be knocked down, and built up again.
Dark Eldar:
Addicted: Dark Eldar require souls to remain alive, or else the Chaos Gods will consume them when they die. Even Chaos-aligned creatures find this terrifying, so Dark Eldar must kill or attack at least one unit every ten of the owner's posts, or suffer consequences.
Webway: Each Dark Eldar unit except Titanic Units can travel through any active webway gate to any other webway gate once per post. Inactive Webway gates can only be activated by an Eldar or Dark Eldar unit touching them for a full post. Once a gate is activated, you can not deactivate it.
Appeal: Dark Eldar can appeal to the Gods of Chaos for more requisition if they find themselves short, but if the Gods are not pleased, or are just in a bad mood, you may face dire consequences.
Tau:
Young: The Tau are a fairly young race, and they represent the best hope for the galaxy. The Tau pursue their goals with a surprising fervor, and are rarely unhappy with the orders of their superiors. Tau defense can NEVER fall below 2, even if they are under attack or being terrified by a special ability.
Advanced: The Tau never experience the Dark Age of Technology, and therefore still have access to all of their species' best equipment. The Tau are much more likely to succeed in creating a new technology than other races.
Diplomatic: Unlike other races, the Tau are not openly hostile. NPC races have a much higher chance of allying with the Tau.
Orks:
Stubborn: Orks are incredibly stubborn, and get 150% their defense when holding a Strategic Point or Critical Location.
Ramshackle: Ork Outpost are a complete mess to anyone but an Ork, and any Outpost that is taken over (or built) by Orks can not be reused by other factions. The building must be knocked down, and built up again.
Crazy: NPC races are less likely to attack the crazed Orks, as they always have some insane trick up their sleeve.
Necrons:
Terrifying: With their gaunt metal faces, and their skin-flaying Gauss weapons, Necrons certainly cut an imposing figure. All units fighting Necrons, that aren't immune, are subject to 50% their normal defense.
Gauss Weapons: By ripping the atoms off of someone layer by layer, Gauss weapons render most heavy armor useless. All vehicles fighting Necrons are subject to 50% defense.
Emotionless: Necrons are never scared by anything, as they are essentially robots. Necrons may not ally or be on peaceful terms with anyone but Chaos or the Dark Eldar.
Lanka:
Resources: Sucking the resources out of whole planets provides the entire Empire with good supplies. The Lanka start out with twice as many resources as other races.
Unknown: Recently come to fame, the Lanka are pretty much unheard of from the other races. Nobody knows exactly what tech they have. Lanka are significantly more likely to succeed when working on new technology.
Petition: The Lanka Armada is allowed to petition the Lanka Empire for more resources, much like Chaos petitioning the Gods of Chaos. However, continuously asking for resources if they are denied may result in the Lanka Empire abandoning you.
Children of Thane:
(The Children of Thane can not be played by players, they are permanently NPCs.)
Relic/Archive: These ancient structures are repositories of knowledge. A civilization that has one is more likely to succeed in making new technology.
Communications Point: These areas allow easy communications, for some reason or another. A civilization that owns one of these gains 50+ requisition per turn per Communications point.
Weapons Factory: These factories produce weapons much quicker than HQs. You can choose to make units you build appear here instead of at your HQ.
Capital: While not essential to your civilization's survival, if your capital is captured, your Requisition intake per turn is halved until you are able to capture one.
HQ: This is your main base. If this is captured, you are incapable of creating any more units until you get it back. Enemies may use this as a Weapons Factory until you get it back.
Necron Obelisk: These act as Relics/Archives and Communications Point for any race except Necrons. For Necrons, they act as Weapons Factories and Relics.
Webway Portal (Inactive/Active): Webway portals may be utilized by either of the Eldar races, or by any non-Eldar/Dark Eldar unit that is accompanied by an Eldar/Dark Eldar Unit. Titanic Units may not use these.
Strategic Point: This point is important to taking over the planet, for one reason or another. The owner of a Strategic Point gets 25+ Requisition and Power per each of their posts.
Critical Location: Same as above, except the owner gets 50+ Requisition and Power per each of their posts.
Outpost: These take ten of your posts to build, and can only be built in your territory. They act as Weapons Factories for you, until they are captured or are no longer in the boundaries of your territory.
General Infantry: These are the basic fighters of the game, and have no bonuses beyond those of their racial abilities.
Elite Infantry: These are the best of the general infantry. They cost more than normal infantry, but are significantly better than their less trained fellows.
Army: This is a simple way of moving around multiple units at once. 4 General Infantry can be combined into an army of General Infantry. These armies have significantly more defense, due to their greater numbers.
Elite Army: The same as a regular army, but made of Elite units.
Titanic Unit: These are the behemoths of each race, gigantic creatures or vehicles whose sole purpose is to decimate the enemy. Each race has a Titanic Unit, but to build one you must own at least one Relic/Archive. If you lose your Relic afterward, you can build no more, but any you have already built stay. All race's Titanic Units can travel through water without a transport, and they have a unique ability that is revealed when the owner builds it. There is a maximum of 3 Titanic units per race.
Water Transport: These are required for traveling across water for all units but Titanic Units. Each Transport can carry up to 16 Units on board (Armies count as four units).
Ground Transport: These add +2 to the movement speed of any units in them. They carry up to 4 units. (Armies count as 4 units) Titanic Units can not be carried on Ground Transports.
Air Transport: These add +4 to the movement speed of any units in them. They carry up to 4 units. (Armies count as 4 units) Titanic Units can not be carried on Air Transports.
Combat Vehicle: These are land vehicles. Tanks, walkers etc. Each race has it's own land vehicle type. They do not transport troops
Flying Combat Vehicle: These are flying combat vehicles. Each race has it's own flying combat vehicle type. They do not transport troops.
Warship: These are water combat vehicles. Each race has it's own water combat vehicle type. They do not transport troops.
Leader Unit: All races have one leader. The Leader Unit is not expressly needed, but losing your leader will hopelessly confuse the armies. If the Leader of a race is killed, research is very unlikely to go well, and there is a chance that units you build will fail to be built. All leaders have special abilities, count as one unit, and are unique (Meaning you can only have one at a time.). If your leader dies you may build a new one at your HQ, but this costs A LOT of resources.
Technology in The War For Kauv is a bit different from other games. Similar to other games, all you have to do is state what you are researching in-game, or to me (In secret if you don't want people to know what you are doing). You may say how many of your posts it will take you to develop this tech, and unless the amount is ridiculous (2 posts for a doomsday weapon), I will give you lots of freedom determining how long it will take. Unlike other games however, there is a chance your research will not succeed. Every time you meet your deadline for a piece of tech, I will use a secret algorithm to determine if you succeeded. If you do succeed, you get the tech. If you don't succeed, I tell you to try again. You don't have to research the project all over again, but you may need to add on another 5-15 posts. You can fail multiple times, but each time you retry, you are more likely to get it right.
Note: Technology is defined as anything. Whether it armors your troops, speeds up troop movement, shoots lasers into space, or does something outside what I have provided for you already, it is technology, and therefore must be researched.
As you will notice, the map has a big grid laid over it. This is how movement of units work. Each unit has a specific amount of squares it can move per turn, and all you have to do is name the coordinates they move to. Instead of naming the coordinates you want them to end up at, you should name the coordinates they are going to be on at the end of that turn. So if you wanted a unit to move 6 squares away, but it could only move 2 squares per turn, you should name the coordinates of the place they will be after they move 2 squares, not 6. Moving counts all squares between your starting square and your ending square, in addition to the ending square. Do not count the square you are on at the start of the post. You may not travel through water without a boat, unless the square has land on it. (So boats are not needed to travel to islands if they are within the same square as part of the mainland.)
I have to be strict about post format. I can't update the map every time someone posts, but I will do my best to update it at every chance I get. In each post, you will have to include the name of each unit (More on unit names later) you have, and it's current coordinate location. However, you do NOT need to include the locations of anything besides Transports, Vehicles, Leader Units, Titanic Units, or Infantry.
When you create a unit, you must give it a name in the post that it is finished. So if you start a unit that takes two posts to make, and two posts later it is created, you must name it and put it's location and name in a spoiler in your post (along with the rest of your units.)You are free to make creative names for your squads like "Alpha Squad", or something as simple as "Squad Three". All units, including Transports, Vehicles, and Titanic Units must have names.
All units have Attack, Defense, and Morale values. Attack denotes the strength of the unit, Defense denotes how well it defends from attackers, and Morale denotes how eager a unit is to fight. At the beginning of a combat sequence, the Attacker and Defender will be determined. The Attacker(s) are the units attacking units owned by the land they are in. The Defender(s) are anyone defending the land. In the rare case that armies from two separate factions meet in land to which neither of them is affiliated, Attack and Defense play no part in the battle, just chance and Morale. I have a special (no, it's not random, so don't yell at me!) way of determining what units survive a battle. All you need to know is that high Attack, Defense, and Morale are good, and that Morale can vary depending on how close you are to one of your structures. Units have a base Morale which can change depending on certain parameters. Morale has a maximum of 10.
General Infantry:
Atk: 2
Dfn: 1
Mrl: 7
Special Abilities: All Necron units carry Gauss Weapons.
Requisition: 10
Power: 25
Time: 1 Posts
Elite Infantry:
Atk: 6
Dfn: 1
Mrl: 7
Special Abilities: All Necron units carry Gauss Weapons
Requisition: 25
Power: 50
Time: 2 Posts
Army:
Atk: 9
Dfn: 5
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one. All Necrons carry Gauss weapons.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 20
Dfn: 5
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one. All Necrons carry Gauss weapons.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 500
Power: 700
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 100
Power: 140
Combat Vehicle (Land):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: All Necron vehicles are equipped with Gauss weapons. Do not act as transports.
Requisition: 100
Power: 140
Combat Vehicle (Air):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 200
Power: 280
Combat Vehicle/Warship (Water):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: All Necron vehicles are equipped with Gauss weapons. Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 100
Power: 140
Leader Unit
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: All Necron units carry Gauss weapons. All Necron units in the same square as a Leader Unit get a much higher chance of success. The Necron Leader Unit carries an ultra-powerful Gauss Weapon that negates the Defense of all enemy units in the square until they die, or flee. This ability can only be used once every 25 turns
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
General Infantry:
Atk: 3
Dfn: 3
Mrl: 4
Special Abilities:
Requisition: 15
Power: 20
Time: 1 Posts
Elite Infantry:
Atk: 5
Dfn: 5
Mrl: 7
Special Abilities:
Requisition: 50
Power: 10
Time: 2 Posts
Army:
Atk: 13
Dfn: 13
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 21
Dfn: 21
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 600
Power: 600
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 60
Power: 60
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 60
Power: 60
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 120
Power: 120
Combat Vehicle (Land):
Atk: 9
Dfn: 9
Mrl: 10
Special Abilities: . Do not act as Transports.
Requisition: 120
Power: 120
Combat Vehicle (Air):
Atk: 9
Dfn: 10
Mrl: 9
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 240
Power: 240
Combat Vehicle/Warship (Water):
Atk: 9
Dfn: 9
Mrl: 9
Special Abilities: Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 120
Power: 120
Leader Unit
Atk: 9
Dfn: 10
Mrl: 10
Special Abilities: The leader unit may use his wondrous technical knowledge to short-out all Vehicles in the same square as him, rendering them useless for the remainder of the battle. This may only be used onc every 30 posts.
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
General Infantry:
Atk: 1
Dfn: 1
Mrl: 5
Special Abilities:
Requisition: 10
Power: 10
Time: Instantaneous.
Elite Infantry:
Atk: 7
Dfn: 7
Mrl: 10
Special Abilities:
Requisition: 100
Power: 125
Time: 5 Posts
Army:
Atk: 5
Dfn: 5
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 29
Dfn: 29
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 1125
Power: 1500
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 100
Power: 140
Combat Vehicle (Land):
Atk: 9
Dfn: 9
Mrl: 10
Special Abilities: All Eldar may use the Webway. Do not act as Transports.
Requisition: 100
Power: 140
Combat Vehicle (Air):
Atk: 9
Dfn: 10
Mrl: 9
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 200
Power: 280
Combat Vehicle/Warship (Water):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: Warships can not use Webway portals, as there are no Webway portals in the water. Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 100
Power: 140
Leader Unit
Atk: 9
Dfn: 10
Mrl: 10
Special Abilities: All Eldar may use the Webway. The Eldar Leader Unit may use his/her psychic abilities to turn the tide of any battle, giving you a significantly higher chance of winning it. This ability may only be used once every 20 posts.
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
General Infantry:
Atk: 1
Dfn: 2
Mrl: 7
Special Abilities: All Eldar can make use of the Webway.
Requisition: 25
Power: 10
Time: 1 Posts
Elite Infantry:
Atk: 3
Dfn: 7
Mrl: 7
Special Abilities: All Eldar can use the Webway.
Requisition: 50
Power: 10
Time: 2 Posts
Army:
Atk: 5
Dfn: 9
Mrl: 10
Special Abilities: Armies are the sum of their parent unit's stats, +1 a bonus of one. All Eldar can use the Webway.
Requistion: N/A (Armies can not be built, they must be assembled from 4 General Infantries.)
Power: N/A
Elite Army:
Atk: 5
Dfn: 20
Mrl: 10
Special Abilities: Elite Armies are the sum of their parent unit's stats, +1 a bonus of one. All Eldar can use the Webway.
Requistion: N/A (Elite Armies can not be built, they must be assembled from 4 Elite Infantries.)
Titanic Unit: (Titanic Unit stats will not be revealed until you build one.)
Requisition: 1100
Power: 200
Water Transport: (Water Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Land Transport: (Land Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 50
Power: 70
Air Transport: (Air Transport's attack, defense, and morale all depend on the stats of the units they carry.)
Requisition: 100
Power: 140
Combat Vehicle (Land):
Atk: 9
Dfn: 9
Mrl: 10
Special Abilities: All Eldar may use the Webway. Do not act as Transports.
Requisition: 100
Power: 140
Combat Vehicle (Air):
Atk: 9
Dfn: 10
Mrl: 9
Special Abilities: Air Vehicles may attack units on land, in the air, or in water. They take a heavy penalty when fighting against other vehicles, and can not be attack by General Infantry, or General Infantry Armies.
Requisition: 200
Power: 280
Combat Vehicle/Warship (Water):
Atk: 10
Dfn: 10
Mrl: 7
Special Abilities: Warships can not use Webway portals, as there are no Webway portals in the water. Water Vehicles are confined to water, but may fight any enemies in the same square as them, regardless of if the enemies are on land or not. Do not act as transports.
Requisition: 100
Power: 140
Leader Unit
Atk: 9
Dfn: 10
Mrl: 10
Special Abilities: All Eldar may use the Webway. The Eldar Leader Unit may use his/her psychic abilities to turn the tide of any battle, giving you a significantly higher chance of winning it. This ability may only be used once every 20 posts.
Requisition: N/A (Everyone starts with a leader unit, if it is killed, you must research how to build a new one first.)
Power: N/A
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