redaeth

Unity

Nov 4th, 2015
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  1. Name: Unity
  2.  
  3. Race: Infected
  4. Giant Insects of various types. Scorpions, Moths, Ants, etc.
  5. Wolves
  6. Birds
  7. Bears
  8. Humans
  9. Horses
  10.  
  11.  
  12. Color: Brown
  13.  
  14. Fluff: Cordyceps. That was your name at one time. A fungus that bred through infecting insects and giving them certain behaviors. After the War ended you began to evolve alongside your hosts. As they grew larger, and more complex so did you. Then you awoke. Became more then just some fungus infecting a bunch of dumb insects. Now you are in control… and you want to keep it that way.
  15.  
  16. You are now Unity. Your host's minds are as much a part of you as the fungus is a part of them. You are still in your infancy, learning of the world around you and you are hopeful for the future despite your hardships thus far. Times are tough, but you shall grow past them. You are in CONTROL. And it will remain that way.
  17.  
  18. Government Type: None. You are in control.
  19.  
  20. Economy Type: None. You are in control.
  21.  
  22. Religion : None. You are in control.
  23.  
  24. Progress :
  25. Bio-Environmental Resistance II (3/15)
  26.  
  27. Population: [110.9] [+0 MOBILIZED] [+10.0/turn]
  28. Base : [+2.0/turn]
  29. Territories : [+8.2/turn]
  30. Breeding Populations : [+1.1/turn]
  31. Factories : [-0.6/turn]
  32. Toxic City : [-0.7/turn]
  33.  
  34. Food: [Stable]
  35.  
  36. Raw Currency: [143.1] [+8.2/turn]
  37. Territories : [+8.2/turn]
  38.  
  39. Legitimacy: [Very Strong]
  40.  
  41. Culture: [1]
  42.  
  43. Industry: [9]
  44.  
  45. Trade Routes:
  46. [NFC:Large/+6 industry]
  47.  
  48. Territory: [86]
  49. [4] Initial
  50. [66] Expansions
  51. [5] Seized Cities
  52. [11] Territory Conquered
  53.  
  54. Unique Buildings:
  55. [The Hive] : The birth place of the infected. Large concentrations of both hosts and fungus gather here.
  56. [Breeding Pit] : [+0.2 pop/turn] A place where your hosts can get together and get frisky.
  57. [Vector Evolution Nexus] : The first node. Built to help further your understanding on manipulating both yourself and your hosts through mutation. Now even better at mutations.
  58. [High-Speed Underways] [Armored] : Tunnel Network. Acts as roads. Now at double the speed.
  59. [Expanded Neural Network] : Coordination and sensory tendrils that spread throughout infected lands. They begin to probe outwards to detect incoming threats.
  60. [Control Command Node] It will help the infected as they move through the area, and increase the coordination of the infected. Formerly the city of St. Paul
  61. [Integrate Command Node]
  62. [Fungal Fortress, Minneapolis]
  63. [Bear Farms] : More bears. +.5 bears a turn.
  64. [Fusion Node] : Factory Node. Produces Amalgams from your current population.
  65. [Amalgam Chamber] : Produces even more Amalgams
  66. [Supply Nexus:x1] [Bio-Ammo:+1/turn; Bio-Fuel:+1/turn]
  67.  
  68. Cities :
  69. [Hive]
  70. [Control] : Formerly St. Paul
  71. [Spire] : Formerly the Capital of the Cult.
  72. [Shell][Rebuilt]: Formerly City of Minneapolis. Now with protection. +0.3/pop/turn
  73. [Integrate] : Former city of Chicago
  74. [Evolve][Rebuilt] : Former city of Thunder Bay, Canada. +0.4 a turn
  75.  
  76. Defenses:
  77. AA Artillery Fungus Towers [Medium][AA][Bombard][x2] : These fungal towers constantly emit a miasma of corrosive spores. They are slightly mobile and can pick up units or boulders and fling them at the enemy.
  78. Static [Fields:Simple]
  79.  
  80. Military Units:
  81. 3 Fungus Eagles [x3][Fly]
  82. 2 Shriekers [x4][Inf]
  83. 1 Large Ice Devil Zombie [x8][Resilient]
  84. 1 Shocker Gang [x13][Shock]
  85. 1 Evolved Skulker Squad [x13][Infiltrate]
  86. 1 Shrieker Horde [x20][Inf]
  87. 1 Guardian Escort Swarm[x20][Air]
  88. 1 Tank Buster Amalgams [x26][Arm]
  89. 1 Guardian [x30][Arm][Air][Slow]
  90. 1 Lung [x40][BombardXL:1][Mecha][AP/AT/HE][Resilient][M-field*]
  91.  
  92. Mobilization : You are mobilized! [9 turn, 100%]
  93. 16 Mobilized Infected Mob [x24][Inf]
  94.  
  95. Military Positions:
  96.  
  97. Home :
  98. 3 Fungus Eagles [x3][Fly]
  99. 2 Shriekers [x4][Inf]
  100. 1 Shocker Gang [x13][Shock]
  101. 4 Mobilized Infected Mob [x24][Inf]
  102.  
  103. Bowling Green : Arrived
  104. 1 Large Ice Devil Zombie [x8][Resilient]
  105. 1 Shrieker Horde [x20][Inf]
  106. 1 Guardian Escort Swarm[x20][Air]
  107. 1 Tank Buster Amalgams [x26][Arm]
  108. 1 Guardian [x30][Arm][Air][Slow]
  109. 12 Mobilized Infected Mob [x24][Inf]
  110.  
  111. Operation Sandpit : Ongoing
  112. 1 Evolved Skulker Squad [x13][Infiltrate]
  113.  
  114. Resources/Quantity:
  115. [Stone:12.0] [+1.0 per turn]
  116. [Glass:4.0] [+0.2/turn]
  117. [Bears:11.4] [+0.6/turn]
  118. [Foodstuffs:2.6 ][+0.5/turn]
  119. [Crude:10.0] [+.4/turn]
  120. [Fuel:27.5] [+0.9/turn]
  121. [Biofuel:15.6] [+1.4/turn]
  122. [Ammo: 5.2] [+.6/turn]
  123. [Bioammo:2.0] [+1.0/turn]
  124. [Small Arms:7.4] [+0.2/turn]
  125. [Heavy Weapons:3.7] [+0.1/turn]
  126. [Explosives:3.8] [+0.2/turn]
  127. [Car Wrecks:5.0] [+0.2/turn]
  128. [Amalgams:3.8] [+0.6/turn][-.6pop/turn][-0.2 Small Arms/turn][-0.2 Heavy Weapons/turn]
  129. [Ruined HMMVs: 3.0]
  130. [Wrecked Canadian LAVs: 4.0]
  131. [Wrecked Artillery:2]
  132. [Coilguns:2]
  133. [VX Rockets:3]
  134. [Ruined Tanks:2]
  135. [Supercobras:1]
  136.  
  137.  
  138. Technology:
  139.  
  140. Infection
  141. [Anamesis I] : Infected hosts give up their memories
  142. [Bio-Environmental Resistance I] : You can handle living in extreme terrestrial temperatures.
  143. [Fungiborg III] : Infected can use weapons they acquire. They can now infect larger vehicles and electronics.
  144. [Infection IV] : Bites and scratches and the slightest whiff of fungal spores now are a danger to everyone not already infected. You are currently transmittable through air and blood.
  145. [Mutagens II]
  146. [Mutations V] : Provides fine control and a wide variety of effects to mutating the fungus and its hosts.
  147. [Parasitic Control I] : You are in control.
  148. [Pioneering III]
  149. [Semi-Plural Intelligence I] : The infected views each other as the same being. They all share the same mind, the same intelligence, but they are not all part of the same mind.
  150.  
  151. Infrastructure
  152. [Biofarming III] : Farming with fungus. Now with Pseudo Creep!
  153. [Bioheating I] : Heating with fungus.
  154. [Industry III]
  155. [Nodes I] : Part fungal computer, part laboratory, part control center, these nodes increase your mental capabilities. How they do so depends on their focus.
  156. [Neural Networks I]
  157. [Spawning I] : Mutations to increase birth rate.
  158. [Tunneling I] : Your nation has the equivalent of underground roads.
  159. [Bio-Electricity II]
  160. [Bio-Reinforcement I] : Your tunnels can take up to sustained fire now.
  161. [Bio-Radar I] : Those who enter your territory are known to you.
  162. [Bio-Surveillence I] : You are aware of those in your territory, beyond just their position.
  163.  
  164. Production :
  165. [Bio-Aeronauts III]
  166. [Bio-Bullets I] : You use less bullet.
  167. [Biofuels I] : Fuel production with fungus
  168.  
  169. Military
  170. [Bio-AA V] : You are effective at shooting down enemy aircraft.
  171. [Armor-Piercing Claws I]
  172. [Bioarmor V] : Calcified fungus and incorporated ingested materials into hide and skin have improved durability. You have begun to experiment with density and weaving strands of material.
  173. [Bio-Camouflage II] : You have mutated your hosts to be unseen for the most part. Wolves cannot see your hosts.
  174. [Bio-Coordination II] : You are more coordinated then you should be.
  175. [Bio-Obscurantism I]
  176. [Chem Glands I] : Short range chemical spitting glands in each infected.
  177. [Chemical Weapons I]
  178. [Combat Infection I]
  179. [Flamers I]
  180. [Hazard Resistance I] : Helps against violent and sudden attacks.
  181. [Improvised: Bioelectric Projection]
  182. [Resistance IV] : You are incredibly resistant to chemical weaponry. Only the most dedicated efforts can hurt you.
  183. [Stims I]
  184. [Spore Bombardment II] : You can send out spores to bombard the enemy.
  185.  
  186. Tactics :
  187. [Anti-Human Tactics I]
  188. [Anti-Swarm Tactics III]
  189. [Bio Close Combat I]
  190. [Bio-Urban Warfare II]
  191. [Bio-Guerrilla Tactics I] : You are comfortable fighting against larger forces and using unconventional means of warfare.
  192. [Swarm Tactics II] : You are skilled in handling the Swarm. Each unit is a part of the whole.
  193. [Terror II]
  194.  
  195. Specializations :
  196. [Bioradical: +4 to combat mutation research]
  197. [Aerial Experimentation :+2 to all air research]
  198. [Bio-Infantry Armor: +1 to infantry combat]
  199.  
  200. Bonuses:
  201.  
  202. 1.Creeping Nightmare: Every time you expand, you gain an additional 2 hexes. This does not impact resource allocation dice. You also occasionally get units from population-dense areas that you expand into or conquer.
  203.  
  204. 2.Swarm: Every time you roll above 50 in unit recruitment you effectively double the amount of units produced.
  205.  
  206. Infection Vector FN-027 Bonus :
  207.  
  208. 3. Insinuation: It is much easier for you to develop structures or mutations. You get a +5 bonus to develop mutations or structures.
  209.  
  210. Eccentricities:
  211.  
  212. 1.Postmodern Luddism: Generally you cannot make use of anything anyone makes unless you have a zombie that can carry or use it. Even then it takes a good deal of work on your port. You also don't give a crap about money or whatever.
  213.  
  214. 2. DDT4ME: You are vulnerable to large-scale chemical deployments unless something is done to adjust for this.
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