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Table of Contents
RoamersThe lookout reports a mysterious shadow lurking in the wastelands. Within the reinforced walls of mighty Battle Mines reside the citizenry of the land, protected and content. Other creatures however endure, and even thrive in the wastes outside. Collectively they are known as Roamers, but under that blanket term there are several varieties each with different characterstics. Well just a few to start but hang on. Roamers spawn in their favourite environments where they become immediately visible on the map. They will move along with moving land, but some can swim off the land. If a land moves overtop of them, they will thence appear. Roamers reside (conceptually) outside the Dome. Visible roamers can be attacked on the Warfare page in a procedure tentatively known as Potshots. Potshots are similar to normal local warfare in terms of physical requirements and accuracy, but they do not affect outposts, diplomats, and other player-based elements. Buildings will usually remain unharmed, excepting of course Domes, for which proper scrap will be provided when destroyed. You can attack roamers on your land, or adjacent lands, but only the geophysical host will reap any rewards if a roamer is defeated. You receive a +20% Accuracy bonus for shooting at a roamer on your own territory. Note: Roamers do not sustain damage from being shot and damaged partially. The levels of damage they sustain are absolute, but may increase as they feed, and as a byproduct of other circumstances. A list of known roamers follows, together with their general characteristics. Don the SageDon the Sage is a man of legend. He wanders throughout the world to his own inscrutable ends, but is always ready to lend a friendly smile and earful of arcane knowledge.
RatsLike the rats of our day and age, these rapscallious rodents breed in abundance, and have no regard for human property. Unlike our mundane vermin however, these monsters have aquired the mutation of accelerated growth, and the ability to attain truly monsterous proportions, given ample sustenance.
GodzillaOnly in the dusty movie reels of a bygone era can the history of this terrifying behemoth be studied. Once confined to silver screens, denizens of the new world know all too well the towering monster made flesh, and that he is truly a force to feared!
Tetsujin(The correct name for the section would be ”Tetsujin” but can't be italicized due to technical reasons) With sufficient academic savvy, your technicians can learn the process of manufacturing Tetsujin, the incredible metallic men! They can be used to shuffle goods around at will, and dispatch spies to distant lands. They take on special characteristics, depending on what objects are loaded on to them. Tetsujin cost 2 Steel and 1 Aluminum to manufacture in a Factory, once researched in the Academy. Unlike other Roamers which move of their own accord, Tetsujin receive a base of three moves per cycle. This number is reset at production. They are controlled from a special page available only to their owners. They may also spend moves loading or unloading objects, or fighting. Loading or unloading a Tetsujin takes one move. If you leave your Tetsujin on an opponent's land, they too may load your it with goods if it has moves to do so, but only you can unload your own Tetsujin. The inventory of a Tetsujin is not like a player's inventory, rather it is like a stack. Objects must be put on and removed in order, one at a time. A maximum of 10 objects can be on the Tetsujin stack at once. Objects cannot be loaded until their Tech Level is reseached. Tetsujin can also load Spies, though once a Spy has been loaded, nothing else can be loaded onto the Tetsujin. Spies unloaded on foreign soil take up residence in the nearest building. Fighting pits the number of hits your Tetsujin can take directly against those of another Roamer. If one side can take more hits than the other, it will win, at which point there is a 50/50 chance the loser will be destroyed, leaving objects behind as with Potshots. Fighting takes all the remaining moves your Tetsujin can muster. In addition to their three base moves, Tetsujin can take four hits, and carry one object. This table shows how certain objects affect Tetsujin, all of which are cumulative:
In addition, holding a base object of the same tile resource the Tetsujin is in will boost its hits by one. Holding a refined object that matches the tile will boost its hits by two.
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