I previously did one of these for Sectors, and Secret Techs. Time to try my luck with the major Factions/Races.
Weapons Tech Groups:
A lot of how a faction plays is already decided by the Weapons groups. Most units will use either of them. Racial techs usually refer back to them. They can even decide how easy it is to apply the Secret Techs debuff with other units, and thus the general viability of some secret techs.
Arc:
- the only thing it is really strong against is vehicles. None of the Wildlife is likely to have any effective vulnerability.
- You can not change it to another damage channel. "If once you go this path, for ever will it Dominate your destiny."
- If you encounter resistances, you need the debuffs to get the resistance down and hope the enemies is not immune to Status effects as well. Or pick a entirely different unit, wich is usually not an option.
- Decent Stagger options
- Good ways of stunning the target
- 2 retaliation/proximity shields
- The primary AoE Option is bouncing attacks: Up to 2 units within 2 tiles of the original target. If hte original unit is hit, there will be no bounces.
Biochemical
- melts armor
- poison, slow, immobilize and Blighted Infection status effects
- status effects fail against mechanicals. can swap into Arc for maximum damage.
- has a rare anti-psionic option
Explosives
- dvar only group. Others get it, but got no upgrades
- almost entirely Area of Effect
- attacks with much increase AoE
- Ranged only
- A lot of Stagger
- Blinded, Burning and Immolate debuff options
- mod to increase range by 1
- Can be turned into Electric, Fire and Friend Save attacks
- has the Nuclear Option, literally.
Firearms
- only bleeding, stagger and concussion side effects
- can be turned into burning and Arc attacks
- reliable damage with few resistances
- AoE option via fire mod. But generally those AoE on Kinetics falls into Explosives
- has a mod to increase range by 1, a rare buff.
- Ranged attacks only (melee is a seperate group)
Laser
- Options for Burning DoT, Stagger, Blindness, Charred
- can ignore or take of Shield and Armor
- a Powerfull instant kill mod at the end
- while wildlife is still an issue, Laser has more vulnerable units and ways to deal with it then Arc
- very high damage, single target attacks
- few AoE or repating attacks
Psionic
- all psionic attacks ignore armor. With the Melee attack ignoring armor and shields.
- a number of secret techs have active weaknesses towards Psionic attacks and debuffs
- weak against vehicles and mindless units, but works on Ethereal ones
- can be changed to Fire and Biochem channels
- all attack mods also boost Buffs with a proper counter effect
- generally many buffs and healing options
- can disable units via Catatonic, Insanity or outright Mind Control. Also has Broken mind.
Pseudo Groups:
A few attacks do not fall neatly into the above categories.
Kinetic Triangle: Kinetic Damage is split over Firearms (ranged, singletarget), Explosives (ranged, AoE) and Melee.
Melee: There are only very few Kinetic melee mods/buffs, but most stuff in the other tech group works fully on the melee version of the attack. They also put targets into Melee overwatch and make it hard for the enemy to use Area of Effect attacks
Plasma: Primarily a Promethea thing. Plasma or Fire uses the Thermal Channel like lasers. They always burn to Imolate tragets, but are considered a different group for mods.
Bows: Bows have less range (usually 5), but they ignore "cover and unit (in the way) penalties".
General Unit rules:
As a general rule, most T3 and T4 units are:
- Elite, requiring an extra Barracks
- large targets or fliers, wich limits their ability to use cover
- as slow as 24, but with some 32 options among T3.
- mechnical, if that is applicable
General Attack rules
Ranges: 7 is the normal "ranged attack range". If you take a random unit with ranged attack, it is propably Range 7.
9 is Reserved for Snipers and Artillery and usually requires a full action to use. 5 is used for shorter range guns that often have some secondary effects. 3 is reserved for grenades and similar throwables. 0 and 1 are generally for melee and self-target attacks, but there is the odd Unit Based AoE attack
Single Action abilities can fire only one shoot per turn. While they pack a punch and the unit can keep 2 action points for movement, they are very vulernable/luckbased when they have poor accuarcy. However with very poor chances, the lucky hit will hit with all the more force.
Generally those attacks are not worth improoving via mods.
Repeating attacks are arguably the best attacks. They only pack about 1/2 the punch of a singel action per hit, but can fire up to 3 times per turn. Movement trades off firepower for position. Many attack rolls means a high change for a average, predictbale result. At the same strenght they are also much more likely to apply Debuffs, but sometimes get weaker strenght to compensate.
Area of Effect (AoE) usually need a full Action, meaning the unit has to stay stationary. But there are a number of cases where this does not apply. Getting into position has to be done the previous turn. And then the unit has to survive. They offer about repeatable amounts of damage in one attack, but they do affect many units. They can be worth modding for debuffs in particular, as they can affect many units.
Sniper attacks are usually on infatery units. They get Range 9 and kick like a Bombardon.
Artillery: A proper artillery has 2-9 Range (meaning a minimum range), takes a full action to execute, has 1 turn cooldown, does AoE damage, staggers and Demolishes cover. Note that there is a bunch of unit taht seemingly take the Artillery spot, but got a repeating Range 7 attack instead.
Amazons
"Lay down your weapon and dismount that Dinosaur!"
- Biochem and Laser group
- purely biological army - not a single mechanical unit.
- defenses are very shield heavy and range is shortened, making them somewhat vulnerable to melee
- Their basic units use bows, wich have shoter range (5) but ignore cover and similar penalties.
- visual aquity does offset the bows short range somewhat and can buff normal weapons on heroes even further
- Everything that is not infantery is either a Animal or Mounted unit
- 2 Units that count as plants for extra synergy with Growth, but are fire vulnerable as a result
- the biomancher is arguably one of the strongest supports, having a heal and 2 Active Abilities on cooldown
- They only have a single melee unit, but that one is not bad
- have issues incorporating Mechanical units
- got a mod to turn off flanking and a Regeneration mod
Assembly
"We are not quite the Borg. Reassembly is not futile."
- Firearms and Arc Damage
- Firearms usually limtied to single or full action
- Entirely Cyborg Unit Roster, allowing them to benefit from most biological and mechanical 3rd party mods
- Strong melee, in particular using the "Assimilation" on hit regeneration
- No shields, but strong armor and extra arc resistance
- Scavenge part allows selfheal after each battle, making attrition ot a viable tactic
- a selfheal and resurgence mod near the end of the tree
- some odd Biochem options mixed in
Dvar
Russian Space Dvarves
- Firearms and Explosives Group
- Barely any repeating attacks, but a lot of Single Action ones
- strong mechanical focus
- decent single action melee attacks
- aside form their secret tech, none of their units have any shields. But they do feature strong armor
- the Baron is not a Elite unit and the Bulwark and Baron are mechanical and heavy, but not large targets.
- no ability to cleanse debuffs, very minimal buffs
- trenchers in reinforced trenches are nearly impossible to dislodge
- short range having barely any Range 9 units
- the Ultimate unit is rather weak in combat, with doubtfull strategic usability
Kir'Ko
- Biochem and Psionic Techs
- Strong melee options
- rather weak and shortranged ranged attacks
- purely biological unit roster
- very early regeneration mod
- swarm shield allows bunching up of units and is even used in several Hero skills
- numerous options to buff damage
Vanguard
- laser and firearms group
- about as bad in melee as Syndicate
- strong mechanical and drone focus
- can build units very quickly
- weak but servable early selfheal
- the colonizer has a weapon
Syndicate
- Arc and Psionic weapongroup
- A lot of mechanics - inlcuding both supports and even some secret tech units - focus around fielding masses of Indentured.
- If you get other species Units, those often can be turned into Indentured units via a mod
- Indentured units are immune to morale effects in both directions and resist psionic
- about as weak in melee as vanguard
- a large amount of fliers and floaters, with pretty high speeds
- no second ship, as the floaters seem to cover this
- no healing or support options for mechanical units
- a number of options to cloak or camouflage units and even full stacks
- espionage bonuses
Weapons Tech Groups:
A lot of how a faction plays is already decided by the Weapons groups. Most units will use either of them. Racial techs usually refer back to them. They can even decide how easy it is to apply the Secret Techs debuff with other units, and thus the general viability of some secret techs.
Arc:
- the only thing it is really strong against is vehicles. None of the Wildlife is likely to have any effective vulnerability.
- You can not change it to another damage channel. "If once you go this path, for ever will it Dominate your destiny."
- If you encounter resistances, you need the debuffs to get the resistance down and hope the enemies is not immune to Status effects as well. Or pick a entirely different unit, wich is usually not an option.
- Decent Stagger options
- Good ways of stunning the target
- 2 retaliation/proximity shields
- The primary AoE Option is bouncing attacks: Up to 2 units within 2 tiles of the original target. If hte original unit is hit, there will be no bounces.
Biochemical
- melts armor
- poison, slow, immobilize and Blighted Infection status effects
- status effects fail against mechanicals. can swap into Arc for maximum damage.
- has a rare anti-psionic option
Explosives
- dvar only group. Others get it, but got no upgrades
- almost entirely Area of Effect
- attacks with much increase AoE
- Ranged only
- A lot of Stagger
- Blinded, Burning and Immolate debuff options
- mod to increase range by 1
- Can be turned into Electric, Fire and Friend Save attacks
- has the Nuclear Option, literally.
Firearms
- only bleeding, stagger and concussion side effects
- can be turned into burning and Arc attacks
- reliable damage with few resistances
- AoE option via fire mod. But generally those AoE on Kinetics falls into Explosives
- has a mod to increase range by 1, a rare buff.
- Ranged attacks only (melee is a seperate group)
Laser
- Options for Burning DoT, Stagger, Blindness, Charred
- can ignore or take of Shield and Armor
- a Powerfull instant kill mod at the end
- while wildlife is still an issue, Laser has more vulnerable units and ways to deal with it then Arc
- very high damage, single target attacks
- few AoE or repating attacks
Psionic
- all psionic attacks ignore armor. With the Melee attack ignoring armor and shields.
- a number of secret techs have active weaknesses towards Psionic attacks and debuffs
- weak against vehicles and mindless units, but works on Ethereal ones
- can be changed to Fire and Biochem channels
- all attack mods also boost Buffs with a proper counter effect
- generally many buffs and healing options
- can disable units via Catatonic, Insanity or outright Mind Control. Also has Broken mind.
Pseudo Groups:
A few attacks do not fall neatly into the above categories.
Kinetic Triangle: Kinetic Damage is split over Firearms (ranged, singletarget), Explosives (ranged, AoE) and Melee.
Melee: There are only very few Kinetic melee mods/buffs, but most stuff in the other tech group works fully on the melee version of the attack. They also put targets into Melee overwatch and make it hard for the enemy to use Area of Effect attacks
Plasma: Primarily a Promethea thing. Plasma or Fire uses the Thermal Channel like lasers. They always burn to Imolate tragets, but are considered a different group for mods.
Bows: Bows have less range (usually 5), but they ignore "cover and unit (in the way) penalties".
General Unit rules:
As a general rule, most T3 and T4 units are:
- Elite, requiring an extra Barracks
- large targets or fliers, wich limits their ability to use cover
- as slow as 24, but with some 32 options among T3.
- mechnical, if that is applicable
General Attack rules
Ranges: 7 is the normal "ranged attack range". If you take a random unit with ranged attack, it is propably Range 7.
9 is Reserved for Snipers and Artillery and usually requires a full action to use. 5 is used for shorter range guns that often have some secondary effects. 3 is reserved for grenades and similar throwables. 0 and 1 are generally for melee and self-target attacks, but there is the odd Unit Based AoE attack
Single Action abilities can fire only one shoot per turn. While they pack a punch and the unit can keep 2 action points for movement, they are very vulernable/luckbased when they have poor accuarcy. However with very poor chances, the lucky hit will hit with all the more force.
Generally those attacks are not worth improoving via mods.
Repeating attacks are arguably the best attacks. They only pack about 1/2 the punch of a singel action per hit, but can fire up to 3 times per turn. Movement trades off firepower for position. Many attack rolls means a high change for a average, predictbale result. At the same strenght they are also much more likely to apply Debuffs, but sometimes get weaker strenght to compensate.
Area of Effect (AoE) usually need a full Action, meaning the unit has to stay stationary. But there are a number of cases where this does not apply. Getting into position has to be done the previous turn. And then the unit has to survive. They offer about repeatable amounts of damage in one attack, but they do affect many units. They can be worth modding for debuffs in particular, as they can affect many units.
Sniper attacks are usually on infatery units. They get Range 9 and kick like a Bombardon.
Artillery: A proper artillery has 2-9 Range (meaning a minimum range), takes a full action to execute, has 1 turn cooldown, does AoE damage, staggers and Demolishes cover. Note that there is a bunch of unit taht seemingly take the Artillery spot, but got a repeating Range 7 attack instead.
Amazons
"Lay down your weapon and dismount that Dinosaur!"
- Biochem and Laser group
- purely biological army - not a single mechanical unit.
- defenses are very shield heavy and range is shortened, making them somewhat vulnerable to melee
- Their basic units use bows, wich have shoter range (5) but ignore cover and similar penalties.
- visual aquity does offset the bows short range somewhat and can buff normal weapons on heroes even further
- Everything that is not infantery is either a Animal or Mounted unit
- 2 Units that count as plants for extra synergy with Growth, but are fire vulnerable as a result
- the biomancher is arguably one of the strongest supports, having a heal and 2 Active Abilities on cooldown
- They only have a single melee unit, but that one is not bad
- have issues incorporating Mechanical units
- got a mod to turn off flanking and a Regeneration mod
Assembly
"We are not quite the Borg. Reassembly is not futile."
- Firearms and Arc Damage
- Firearms usually limtied to single or full action
- Entirely Cyborg Unit Roster, allowing them to benefit from most biological and mechanical 3rd party mods
- Strong melee, in particular using the "Assimilation" on hit regeneration
- No shields, but strong armor and extra arc resistance
- Scavenge part allows selfheal after each battle, making attrition ot a viable tactic
- a selfheal and resurgence mod near the end of the tree
- some odd Biochem options mixed in
Dvar
Russian Space Dvarves
- Firearms and Explosives Group
- Barely any repeating attacks, but a lot of Single Action ones
- strong mechanical focus
- decent single action melee attacks
- aside form their secret tech, none of their units have any shields. But they do feature strong armor
- the Baron is not a Elite unit and the Bulwark and Baron are mechanical and heavy, but not large targets.
- no ability to cleanse debuffs, very minimal buffs
- trenchers in reinforced trenches are nearly impossible to dislodge
- short range having barely any Range 9 units
- the Ultimate unit is rather weak in combat, with doubtfull strategic usability
Kir'Ko
- Biochem and Psionic Techs
- Strong melee options
- rather weak and shortranged ranged attacks
- purely biological unit roster
- very early regeneration mod
- swarm shield allows bunching up of units and is even used in several Hero skills
- numerous options to buff damage
Vanguard
- laser and firearms group
- about as bad in melee as Syndicate
- strong mechanical and drone focus
- can build units very quickly
- weak but servable early selfheal
- the colonizer has a weapon
Syndicate
- Arc and Psionic weapongroup
- A lot of mechanics - inlcuding both supports and even some secret tech units - focus around fielding masses of Indentured.
- If you get other species Units, those often can be turned into Indentured units via a mod
- Indentured units are immune to morale effects in both directions and resist psionic
- about as weak in melee as vanguard
- a large amount of fliers and floaters, with pretty high speeds
- no second ship, as the floaters seem to cover this
- no healing or support options for mechanical units
- a number of options to cloak or camouflage units and even full stacks
- espionage bonuses
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