-------------- --- Eldere --- -------------- ************************* *** Environment Suits *** ************************* you may and must use only one environment suit at a time; you may not purchase General Health Levels; 0g Weak Environment Suit - 1 HP 4g Stable Environment Suit - 2 HP 10g Armored Environment Suit - 3 HP; prerequisite: Stable Environment Suit *************** *** Weapons *** *************** each weapon has 40 starting and maximum charges each weapon ability can only be used once per turn you may only carry 1 weapon at a time by default 0g Dagger - pay 1 action: 2 damage, 1 range, melee type 3g Energy Pistol - pay 1 action, 1 charge: 3 damage, 7 range, energy type 8g Energy Rifle - pay 1 action, 2 charges: 4 damage, infinite range, energy type 7g Pillar Beam - pay 1 action, 2 charges: 1 damage 4 pushback, 5 range, energy type, characters and barriers may not take more than 2 damage each from pushback from this per attack 11g Pulse Blaster - pay 2 actions, 3 charges: 2 damage 1 pushback, 1 damage at 1 radius per shot, fires 3 shots, energy type, explosive type, infinite range 12g Energy Katana - pay 1 action: 10 damage, 2 range LOS, energy type, you may only use this ability while the energy katana is extended; pay 1 action, 3 charges: extend the energy katana; pay 0 actions, unextend the energy katana; if this is extended at the beginning of your turn 1 charge is consumed 9g Dual Projectile Launcher - pay 1 action: 1 damage per shot, 6 range, fires 4 shots, ballistic; pay 2 actions, 20 charges: 10 damage 2g pushback, 5 damage 1 pushback at 1 radius, 2 damage at 2 radius, 1 damage at 3 radius (up to 1 diagonal), explosive type, energy type, infinite range 10g Scatterpack V Homing Missile Launcher - pay 1 action, 3 charges: 2 damage per shot, fires 5 shots, explosive type, 13 range, each shot may take any path not through obstacles to reach its target space, no 3 shots may target the same space 6g Radiation Suit - pay 2 actions, 10 charges: all characters within infinite range LOS are irradiated; irradiated characters take 1 damage at the beginning of their turns until downed, killed, destroyed, or the board ends; you may not be irradiated and if you were before you began using this you no longer are 10g Quark Warhead - one use, uses 1 turn, infinite range LOS, this attack is blocked by exits, destroy all exits at 0 range, destroy all walls at 1 radius, kill or destroy all characters and barriers at 2 radius, destroy all money at 3 radius, 20 damage at 3 radius, 10 damage at 4 radius, 5 damage at 5 radius, 2 damage at 6 radius, all characters on the board are irradiated, nuclear type, explosive type; 20g Powered Exoskeleton - you may not move as normal; pay 2 actions: move 1 space if you do not have an Exo Power Supply you may not use any of the abilities below; gain 6 starting and max HP; pay 1 action: you are flying until the end of the turn; you may attack up to 3 times per turn while using this; pay 1 action, 1 charge: 3 damage, 7 range, energy type; pay 1 action, 1 charge: 2 damage 1 pushback, 7 range, energy type; pay 1 action, 3 damage, 1 range, melee type; pay 1 action, 1 charge: 1 damage 3 pushback, 1 range, no character may suffer more than one damage from pushback from this attack; pay 1 action, 20 charges: 8 damage 2 pushback, 3 damage 1 pushback at 1 radius, 1 damage at 2 radius, explosive type, you may not attack or have attacked this turn to use this 25g Mystic Ambiance - At the beginning of each of your turns roll 1d6, if the result is a 1 gain 1 karma point, if you have 5 or more karma points and the result is 2 or 3 you lose a karma point; pay 5 karma points: deal 10 damage to all characters within infinite range LOS *************** *** Nanites *** *************** the cost of each nanite group depends on how many nanite groups the character already has you may not have more than 15 nanite groups ---Nanite Groups--- 1g 1st nanite group 1g 2nd nanite group 2g 3rd nanite group 2g 4th nanite group 3g 5th nanite group 3g 6th nanite group 4g 7th nanite group 5g 8th nanite group 6g 9th nanite group 7g 10th nanite group 9g 11th nanite group 11g 12th nanite group 13g 13th nanite group 16g 14th nanite group 22g 15th nanite group *********************** *** Nanite Colonies *** *********************** before each board you may re-form your nanite colonies however you would like, this includes dividing them up into different nanite colonies and moving devices between those nanite colonies however you would like; combat space devices generally let the nanite colonies fight and move more effectively; beneficial space devices generally help the Eldere itself; for each 'Weapon Space', the colony may hold one Eldere weapon from above, but may not fire it; if the Eldere is within 1 range of the nanite colony, it may spend 0 actions on its turn to take a weapon out of weapon space and/or place a weapon it is currently carrying into weapon space during the Eldere's turn; if a Nanite Colony goes down to 0 HP, it is destroyed until the end of the board; on the nanite colony's turn, each device may be used once; the Eldere may occupy the same space as a Nanite colony; all stronghold nanite colonies have one Combat Recharger device at no space or gold cost; nanite colonies are secondary characters which spawn onto the board at the beginning of each board at random locations using the same rules as primary characters; ---Nanite Colonies--- Village - costs 2 nanite groups, has 20 Combat Space, has 25 Beneficial Space, 3 HP, has 1 Weapon Space Town - costs 3 nanite groups, has 35 Combat Space, has 40 Beneficial Space, 4 HP, has 1 Weapon Space Stronghold - costs 4 nanite groups, has 75 Combat Space, has 0 Beneficial Space, 6 HP, has 2 Weapon Space City - costs 4 nanite groups, has 40 Combat Space, has 70 Beneficial Space, 6 HP, has 2 Weapon Space ************************** *** Beneficial Devices *** these devices occupy benefical space in nanite colonies; they're abilities generally help the Eldere rather than the Nanite Colony on the nanite colony's turn, each device may be used once if the nanite colony is destroyed, the benefits of all beneficial devices on the Eldere immediately stop 3g Field Generator - 5 space; prevent a damage to the Eldere, you may only use this ability once per round per field generator, you may not use this ability while Eldere is downed 7g Quickener - 10 space; Eldere gains 1 action per turn 2g Healer - 7 space; use: heal Eldere 1 HP if Eldere is downed 2g Weapon Recharger - 5 space; use: all weapons inside this nanite colony gain 4 charges per turn up to 40 charges max 3g Teleporter - 15 space; if Eldere is on this Nanite colony, it may pay 1 action to immediately teleport to the same space as a different Nanite colony 8g Returner - 20 space; on Eldere's turn, it may pay 1 turn to teleport to the same space as this nanite colony; 20g Shield Generator - 20 space; before each board, choose a shield type for each shield generator from electric, fire, water, energy, magical, ballistic, explosive, or melee, attacks of that type may not target or damage the Eldere, for the purposes of Shield Generator, treat any electric, fire, water, or energy attacks as if they were not ballistic, explosive, magical, or melee, if they otherwise would be 5g Exo Power Supply - 12 space; Eldere gains 1 action per turn while using a powered skeleton ********************** *** Combat Devices *** these devices occupy combat space in nanite colonies; they're abilities generally let the nanite colony attack or defend or move rather than helping the Eldere in some more direct way 1g Laser - 13 space; use: 2 damage, infinite range, energy type 1g Grenade Launcher - 10 space; use: 3 damage, 1 damage at 1 radius, infinity range, explosive type, requires the consumption of a grenade 0g Grenade - 2 space; one use 1g Flame Thrower - 14 space; use: 1 damage, 4 range LOS, fire type, 1/2 X burn 3 1g Tezla Coil - 15 space; use: 1 damage, 3 range LOS, stun, electric type 2g Self-Destruct Mechanism - 10 space; use: destroy this nanite colony until end of board and deal A damage B pushback at 1 radius (1 diagonal), C damage D pushback at 2 radius (2 diagonals), explosive type use these numbers depending on the type of the nanite colony: Village A = 4, B = 1, C = 1, D = 0 Town A = 6, B = 1, C = 2, D = 0 Stronghold A = 8, B = 2, C = 3, D = 1 City A = 10, B = 2, C = 4, D = 1 4g BOOM(tm) Self-Destruct Mechanism - 25 space; same ability as Self-Destruct Mechanism except A, B, C, and D are all doubled 1g Wheels - 10 space; use: move the nanite colony 1 space, this ability may not be used if it was used by the same wheels last turn 2g Jets - 15 space; use: consume 1 fuel: this nanite colony this moves up to 2 spaces and is considered to be levitating until the end of your next turn; this nanite colony starts the board with 5 more fuel; 0g Reserve Fuel Tanks - 1 space; the nanite colony this is on starts the level with 2 more fuel 2g Colonial Shield - 15 space; all damage to this nanite colony is reduced by 1 per attack; use: prevent up to 2 damage to this nanite colony until the beginning of its next turn 1g Steel Armor - 8 space; this nanite colony gains 3 max and starting HP 2g Titanium Armor - 20 space; this nanite colony gains 7 max and starting HP; all damage from attacks to this nanite colony are reduced by 1 per attack 1g Combat Recharger - 5 space; use: any weapon in the nanite colony this is in gains 5 charges up to 40 charges max this may only be added to stronghold nanite colonies; all stronghold nanite colonies have one of these located on them at no space or gold cost;