2024.05.13 21:23 LeBourgeoisGent Obervations on Starfield’s Tile System
I’ve been scouring different planets, mostly taking notes on POIs and their distribution, but along the way—in true Bethesda fashion—I got sidetracked by another mission: to dig into the game’s terrain generation. submitted by LeBourgeoisGent to NoSodiumStarfield [link] [comments] What are “tiles,” exactly?They may not be what you think they are.Take a look at your map. Ever notice how hilly or mountainous areas rising from surrounding plains—or even right next to each other—seem to be squared off? Look closely… https://preview.redd.it/bzh3s3n5180d1.png?width=1920&format=png&auto=webp&s=287c591a71ac111a20b2633f992832bd2ae37cf2 Once you see it, you can’t unsee it. https://preview.redd.it/dbskcu38180d1.png?width=1920&format=png&auto=webp&s=c8da2670dd1b957f0e1db001a24b5f59833e806c Those are the “tiles.” And you’ve been crossing them the whole time. Why do we call them “tiles”?Todd Howard, of course. Here’s a relevant quote:Well, the planets themselves, the landscape's pretty much all procedural. We kind of make these large... Think like kilometer-sized tiles we've generated. And those get kind of wrapped around the planet.https://www.ign.com/articles/todd-howard-interview-starfield-sgf-2023 People latched onto the idea that “tiles” represented distinct world spaces because that’s what they were looking for, but Todd never said that. He was simply talking about the way blocks of terrain are distributed across a whole planet. That’s a wholly separate question from what gets loaded and how. Mind you, I’m not touching that latter question at all, just noting what a “tile” refers to. As Todd indicated, tiles are (usually!) just 1 square kilometer in size. They contain a few distinct topographical features. They level off at their edges so they can fit with any other tiles, and the world’s landscape is generated by procedurally arranging them in a mosaic. It’s a pretty basic system and one people have long used with pen-and-paper RPGs, just not to this scale. Occasionally there are bigger tiles. The largest mountains outside Akila City, for instance, appear to be 2X2. https://preview.redd.it/aa06orvn180d1.jpg?width=1920&format=pjpg&auto=webp&s=82674ddcf5fc98012d51698f42a9b4321e538b66 The playable world space itself is 64 square km, so each zone contains dozens of tiles. The tile placement is consistent across separate playthroughs, so there must be underlying rules that yield consistent outcomes. Doesn’t mean they’re not at least partly random, though, as they could’ve just tagged an initial randomized outcome to lock them in place. Déjà vuAnother thing about the tiles is that they’re preset components, finite in number, and, yes, they can and do repeat, even within the same zone.Here’s a nice location on Maheo I. Swamp biome. https://preview.redd.it/ekplojzf280d1.png?width=1920&format=png&auto=webp&s=91210848723410910ead8ea69a2587b40bf776a9 Here’s what the tile itself looks like in the map view. https://preview.redd.it/fptdw6pg380d1.jpg?width=1920&format=pjpg&auto=webp&s=e24240daf407ce6ea844e239454baa04807c98cb You can see just how big that one tile as it takes up most of the visible landscape, although you can see beyond it in the distance. Here’s the “same” location elsewhere in the same zone. https://preview.redd.it/08q0cl2p280d1.png?width=1920&format=png&auto=webp&s=6c623dcbf853b3a5914c51247c747ae6c3942119 Here’s what that tile looks like in the map view. https://preview.redd.it/tphc13x5380d1.jpg?width=1920&format=pjpg&auto=webp&s=590772b4a673972ef0652670c05f98d02fff5b15 Note how it’s been rotated 180 degrees. Rotating tiles is a quick and easy way of creating additional landscape variation since you can’t literally make an infinite number of presets. (Same trick you use when installing laminate flooring.) Also note how, despite being in the very same zone, the objects placed on the tiles (rocks/trees/bushes) differ somewhat. They’re presumably subject to separate procedural variation, and they’ll make a bigger impression on anyone looking around at ground level. Here’s the “same” location on Indum IV-d, in another swamp biome. Note how we have a very different terrain texture, as it’s an icy moon. https://preview.redd.it/vp54bwy9280d1.png?width=1920&format=png&auto=webp&s=07408d6c342cc5c713b24b1b3abb8bd0febde8fc And here we have the “same” location on Charbydis II. Another swamp. https://preview.redd.it/cdk80kxy280d1.png?width=1920&format=png&auto=webp&s=61330bad1e9a560e7aaca62edc150fe70c0515b7 In this case, the tile has actually been reversed. That further doubles the number of potential variants, and—Jessamine, I told you to get out of the way! Different biomes and POIsWhile conducting this exercise I accidentally stumbled on a different example that illustrates a couple of other points. After dropping off a group of workers relocating to Waggoner Farm (savanna biome), I looked at the surrounding map and noticed a familiar feature, so I had to go there and check it out.https://preview.redd.it/qihrclqx480d1.png?width=1920&format=png&auto=webp&s=c1d91a3268637275c8ac82ece8b67e6269cfb5c7 This same feature can be found northeast of Sonny Di Franco’s estate on Maheo I (swamp biome). https://preview.redd.it/ma3jk88r380d1.png?width=1920&format=png&auto=webp&s=b7ab9f22485ac496609bcb95b2c7cfafd8f92fe1 A couple of takeaways from this: First, the same tile appeared in two different biomes, which means tiles aren’t completely restricted by biome. That said, some restrictions presumably exist to ensure biomes have more distinct characteristics. For instance, cratered surfaces only appear with other cratered surfaces and not in the middle of forests. Second, Maheo I had two POIs, while Montara Luna only had the one. (I was literally standing where the other one should be.) But the one on Montara Luna is nevertheless in the same spot as one of the two on Maheo I. This is just a guess, but each tile may have certain nodes for possible POIs that may or may not generate when the space is loaded in the same way other Bethesda games have nodes that may or may not trigger random encounters as you approach them. Please don’t be disillusioned!This is just in case anyone was thinking terrain was continuously procedural and unique on every planet. I’ve seen posts in the vein of “Hey, look at this big mountain/crater I found!” and winced as I thought about the possible implications of my findings. I’m not looking to rain on your parade! You still discovered what you discovered. But don’t be surprised if you discover it again somewhere else.Despite chasing down dupes, I’m impressed with the number of distinct tiles. I’d wager there are thousands of tiles in all. If you examine any map closely enough you might find a couple of duplicate tiles out of the dozens within any one zone, and it’s not until you pore over a handful of zones, especially those with the same biome, before the dupes really start adding up. And if you’re not looking closely at the maps, you might never notice at all. It's not you're going out of your way to stand in the same spot facing the same direction the way I've been! But looking at them can tell us interesting things about how they work, as we've already seen. “Are the planets real?”Of course not, it’s a video game.Okay, serious answer. It depends on what we mean by “real.” I assume the game has a virtual map of each planet, and different tiles procedurally assigned to different parts of that map. When we select a landing site, the game plants it at the nearest available POI spot and loads in a world space centered around it, 64 square km of which is traversable, with the remainder existing for the sake of filling out the background. Ironically, the edge of traversable space is often in the middle of a distinct terrain tile. It's worth noting that unique locations, like New Atlantis and Akila City, don’t necessarily form the center of their respective zones. (Those two certainly don't.) The size of the loaded world space is arbitrary, and Bethesda probably settled on one that allowed for sufficient stability on lower-end hardware. Beyond that, I have no idea. Implications for theorycraftingThinking about tiles as modular landscape components has a lot of potential forAlso, any given tile in the game could potentially be cleanly replaced with a customized tile as needed. A final desperate pleaAnyway, please stop calling the entire loaded world space a “tile.” Or else…No animals were harmed in this production …I might just swat you with an old rolled-up magazine. |
2024.05.13 01:29 Ultima_8 Bloodborne - Prologue 4 - TW: Blood, Gore
2024.05.11 21:55 tobimika Tips on how to create data for my animal guessing game
[ { "name": "Cheetah", "taxonomy": { "phylum": "Chordata", "class": "Mammalia", "order": "Carnivora", "family": "Felidae", "scientific_name": "Acinonyx jubatus" }, "geography": { "continents": ["Africa", "Asia"], "habitat_type": "Terrestrial", "habitat": ["Savanna", "Shrubland", "Grassland", "Rocky Areas", "Desert"] }, "behavior": { "diet": "Carnivore", "favorite food": "Antelopes", "group_behavior": ["Solitary", "Social"], "lifestyle": "Diurnal" }, "characteristics": { "colors": ["Brown", "Yellow", "Black", "Tan"], "weight": { "value": "40-65", "units": "kg" }, "height": { "value": "115-136", "units": "cm" }, "most_distinctive_feature": "Yellowish fur covered in small black spots" } } ]
2024.05.11 21:53 tobimika Tips on how to create data for my animal guessing game
[ { "name": "Cheetah", "taxonomy": { "phylum": "Chordata", "class": "Mammalia", "order": "Carnivora", "family": "Felidae", "scientific_name": "Acinonyx jubatus" }, "geography": { "continents": ["Africa", "Asia"], "habitat_type": "Terrestrial", "habitat": ["Savanna", "Shrubland", "Grassland", "Rocky Areas", "Desert"] }, "behavior": { "diet": "Carnivore", "favorite food": "Antelopes", "group_behavior": ["Solitary", "Social"], "lifestyle": "Diurnal" }, "characteristics": { "colors": ["Brown", "Yellow", "Black", "Tan"], "weight": { "value": "40-65", "units": "kg" }, "height": { "value": "115-136", "units": "cm" }, "most_distinctive_feature": "Yellowish fur covered in small black spots" } } ]
2024.05.11 21:51 tobimika Tips on how to create data for my animal guessing game
[ { "name": "Cheetah", "taxonomy": { "phylum": "Chordata", "class": "Mammalia", "order": "Carnivora", "family": "Felidae", "scientific_name": "Acinonyx jubatus" }, "geography": { "continents": ["Africa", "Asia"], "habitat_type": "Terrestrial", "habitat": ["Savanna", "Shrubland", "Grassland", "Rocky Areas", "Desert"] }, "behavior": { "diet": "Carnivore", "favorite food": "Antelopes", "group_behavior": ["Solitary", "Social"], "lifestyle": "Diurnal" }, "characteristics": { "colors": ["Brown", "Yellow", "Black", "Tan"], "weight": { "value": "40-65", "units": "kg" }, "height": { "value": "115-136", "units": "cm" }, "most_distinctive_feature": "Yellowish fur covered in small black spots" } } ]
2024.05.09 03:28 Interesting_Move_753 Tips for Trapping Characters
Here are some tips I have found that have helped me trap characters for photos. Feel free to add any additional advice I may have missed! submitted by Interesting_Move_753 to Dreamsnaps [link] [comments] I apologize for the weird character combo but they were the ones closest to me 😅. I’ve never used more than 2 characters personally.
For Moana’s I used rocks and coconut baskets to trap Maui and Moana and then covered them with flowers. I hung out with Moana so I could get Maui to pose. For my theme park I used the celebration baskets to trap goofy because he kept following me. And for savanna style I used some rocks behind the tall grass for Nala. I hope this helps anyone who’s trying to work with characters and there’s a better understanding of how to do it! 😊 |
2024.05.08 12:49 hellopriyasharma Easy Crafts Inspired by Wild Animals for Preschool Projects
Introducing preschoolers to the wonders of the animal kingdom is not only exciting but also an essential part of their early education. Engaging in hands-on activities, such as crafting, can make learning about wild animals fun and memorable for young children. Below, we've curated a collection of easy wild animals project ideas for preschool designed to ignite curiosity and foster a deeper understanding of wildlife among preschoolers. submitted by hellopriyasharma to preschoolwithpriya [link] [comments] https://preview.redd.it/2cmt0w09n6zc1.jpg?width=960&format=pjpg&auto=webp&s=d0f844c0e6d7027d4f497a8bc61b7828c31b300a Wild Animals Project Ideas for Preschool IntroductionOverview: Ideal preschool serves as a critical time to introduce children to the diverse world of wild animals, helping them develop an appreciation for nature and biodiversity.Educational Objectives: Through these craft projects, preschoolers will learn about different wild animals, their habitats, and unique characteristics, promoting curiosity and exploration. Crafting Wild Animal MasksMaterials Needed: Paper plates, colored paper, markers, glue, popsicle sticks.Crafting Process:
Creating Animal Habitats DioramaMaterials Needed: Shoebox, colored paper, craft sticks, cotton balls, plastic animals.Crafting Process:
Making Animal Collage ArtMaterials Needed: Magazines, colored paper, scissors, glue, poster board.Crafting Process:
Constructing Paper Plate Animal PuppetsMaterials Needed: Paper plates, craft sticks, markers, googly eyes, glue.Crafting Process:
Why Engage Preschoolers in Wild Animal Projects
ConclusionEngaging preschoolers in wild animal craft projects offers a rich opportunity for learning and exploration. By incorporating these preschool activities into curricula or home environments, parents and educators can inspire a lifelong love for nature and wildlife in young learners, fostering a sense of wonder and stewardship for the natural world. |
2024.05.05 18:01 Accurate-Broccoli-77 The Canines, anthropomorphic dogs, and their role on Earth and beyond.
submitted by Accurate-Broccoli-77 to LumenUniverse [link] [comments] Canine in the Canidae Grasslands The Canidae, commonly known as Canines, are a sapient species that evolved on Earth from domesticated and wild dog ancestors. Canine society is structured around strong pack hierarchies and fierce territorial instincts. Despite their quadrupedal ancestry, Canines have adapted to be able to walk bipedally when needed to interact with other sapient species, though moving on all fours remains their preferred mode of locomotion. Their civilization is roughly equivalent in technological sophistication to 19th century humanity. Etymology and DefinitionThe scientific name for Canines, Canis sapiens, is derived from the Latin "canis" meaning "dog" and "sapiens" meaning "wise". Thus the name translates to "wise dog", reflecting their sapient intelligence that emerged from canine ancestors.Evolutionary HistoryCanines evolved relatively recently, diverging from Earth's dog species in the early 4th millennium due to a combination of natural evolution and genetic manipulation by human scientists. This clandestine bioengineering project, retrospectively known as Project Ascendancy, imbued various species including canines with sapient intelligence around the year 4280. Adapting to Earth's post-cataclysmic environment, proto-Canine packs gradually developed complex social structures, tool usage, and language - key traits of their civilization.SubspeciesCanine subspecies have adapted to thrive in different environments across Earth:
Canine-Elder HybridsRare hybrid Canines also exist, mingling traits of Canines with the mysterious Elders:
BiologyCanines retain the same biological fundamentals as their ancient ancestors, being fur-covered, warm-blooded mammals. However, their physiology has adapted to enable more dexterous tool manipulation and a greater range of vocalizations for language. Brain size and structure has expanded to accommodate higher cognition. Physical attributes vary between subspecies but commonly include keen senses of hearing and smell, swift running speed, and formidable jaws.IntelligenceWith intelligence roughly comparable to 19th century humans, Canines are fully sapient and capable of complex reasoning, language, culture, and technology. However, their cognition remains rooted in their evolutionary past, specialized for thinking and problem-solving in terms of pack social dynamics, hunting, territorial mapping, and other dog-relevant contexts. Canine intelligence combines wild instinct with civilized ingenuity.SocietyCanine society centers on the pack as the core social unit, characterized by strong cooperative bonds, fierce loyalty to packmates, and wariness of outsiders. Complex pack hierarchies based on familial ties, merit, and ritual determine leadership and responsibilities. Territories have well-defined borders that are communally patrolled and marked.Packs coalesce into intricate societies at wider levels of Bands, Regions and Nations that together make up the entirety of Canine civilization. Governance occurs through dominance hierarchies and councils of elders practicing collaborative but resolute decision-making. Laws derive from long-standing traditions and the guidance of revered ancestors. Canine society retains an intimate, sacred connection to the natural world. The changing of seasons, lunar and solar cycles, and the migrations of prey hold immense cultural weight. Hunting is as much a bonding ritual as an economic necessity. Stewardship and respect for the environment is a core Canine value. CultureThe oral tradition reigns supreme in Canine culture, with revered Lorekeepers and storytellers passing on history, mythology, and practical knowledge to younger generations. Most Canines do not read or write. Communication places great emphasis on body language, pheromones, and other subtle cues that convey richer meaning than words alone.Howling features prominently as an art form, with ceremonial howls and chants used for spiritual expression, social bonding, and long distance messaging. Rituals celebrating ancestral pack heroes and spirits of nature are the cornerstone of Canine spiritual life. Ceremonies are often timed to astronomical events and season changes. The ethics of "pack first" loyalty, honor, and devotion to duty permeate all aspects of culture. TechnologyThough very intelligent, Canine technology remains less advanced than contemporary human capabilities due to their non-industrial society and cultural focus on tradition over innovation. Much Canine technology consists of elegant but pre-industrial stone, wood, and bone tools supplemented by repurposed scavenged artifacts.However, in the realms of biotechnology, such as selective breeding, pheromone communication, and herbal medicines, Canine capabilities are extremely sophisticated. With the careful guidance of Lumen mentors, some Canine groups are beginning to adopt early industrial technologies and scientific theories, signalling a potential for rapid future advancement. Relations with Other SpeciesCanines have limited experience interacting with other sapient species beyond the Lumen guides who discreetly oversee their development. Small scale encounters and cultural exchanges with Cephalopods, Felines, Sus and others do occur, but many Canines remain wary of outsiders. As a young civilization, they are only beginning to navigate the complex realities of interspecies diplomacy. However, the forward-thinking leadership of the Canine Intergalactic Nations and Factions suggests the potential for the Canidae to take on a greater role in the galactic community in the future. Canine in the Canidae Grasslands |
2024.05.05 07:40 Quick_Zoo Hyena Clan VS Wolf Pack
2024.05.04 06:05 LocksmithDry9506 [Android/mobile][unknown] 2D stylized bird sanctuary
2024.05.02 11:16 mining_moron The Kyanah Have A Desert Planet -- Wait No It Has 12 Biomes: Part II
2024.05.01 16:06 Just_a_Player2 The most interesting releases of May according to the version "It's All About Games"
In May, several major titles are coming out that millions of people are waiting for - but I suggest you get acquainted with games that deserve the attention and interest of gamers which not worse than AAA games. submitted by Just_a_Player2 to ItsAllAboutGames [link] [comments] There is a good variety of genres in our May selection: a production simulator, boomer shooters, several strategies, tactical RPGs about the Middle Ages and much more. FoundeyVoxel factory simulator in the first person.The idea of creating a Factorio with a first—person view is not new: one of the best attempts of this kind is immediately recalled - Satisfaction. Foundry looks very similar, but with one important difference — voxels are used here, which allows developers to introduce new features into the game. The project is being released in early access, which will last about a year. During this time, new mechanics and content will be added to the simulator, as well as support for mods. Cooperative multiplayer have been announced from the very beginning. https://preview.redd.it/64lc32vqftxc1.jpg?width=1920&format=pjpg&auto=webp&s=f29f2fa33e5db5a292da6b0397a4cee59c269bf1 Abiotic FactorA cooperative survivor inspired by the first Half-Life and science fiction of the 90s.GATE is a network of secret scientific laboratories scattered around the world. The object of study in this organization are anomalies, paranormal phenomena and unidentified artifacts — from gravity control to portals to other dimensions. In such a job, even a small malfunction can have serious consequences: if the protection does not work during the experiment, then very soon the research complex will turn into an arena of fantastic confrontation, where survivors are fighting abnormal threats. What is a tragedy for the heroes of the game is a bright and comical adventure for us: Abiotic Factor resembles a symbiosis of Phasmophobia and Lethal Company, flavored with the atmosphere of the first Half—Life and the entourage of the SCP universe. Abiotic Factor also borrowed a visual style from Half-Life: the graphics in the retro style look a little clumsy, but they remind of the adventures of Gordon Freeman in the Black Mesa research complex. Since we play as scientists, the methods of survival and struggle are appropriate: we will have to invent and design various devices like laser turrets or intricate traps and leveling the character will be presented as a choice of education in several scientific disciplines. https://preview.redd.it/smg4zrj8gtxc1.jpg?width=1920&format=pjpg&auto=webp&s=e9eacd5a6adacfb25a9679d41275fa63ce5d35f7 Little Kitty, Big CityA cute outdoor cat simulator in the open world.Despite the presence of a fluffy protagonist, Little Kitty, Big City is more like an Untitled Goose Game than a Stray: there are no specific goals and a complete plot in the game, but there are enough opportunities to feel yourself in the skin of a four-legged mischief maker. The kitty can throw pots off the walls, get in the way of passers-by, dirty the freshly washed floor and engage in other pranks that these cute creatures so adore. In addition to exploring the open world at a convenient pace and creating fun chaos, there are other activities: completing tasks, helping friends (also animals) and even sleeping in the sun. https://preview.redd.it/0p6v44fvgtxc1.jpg?width=1728&format=pjpg&auto=webp&s=62e75e2d96b7c3b70bba657a61b7ef8c8b278a77 Mullet Mad JackA high-speed action game in an anime setting.Mullet Mad Jack is hardly just another boomer shooter. Yes, there is a retro style and uncomplicated graphics, but the setting is designed in the spirit of classic anime and manga of the end of the last century. There is also a highlight in the gameplay: the main character, a policeman named Jack, must kill someone every ten seconds, otherwise he will die. The whole gameplay is based on this idea — apparently, the action game will be as dynamic as possible. There are also elements of a roguelike here — for example, the levels and the location of opponents are randomly generated and there is an endless mode in which you can kill until you get bored. The story campaign is also available, where the story is presented mainly in the form of animated cut scenes. https://preview.redd.it/4qmpuyauhtxc1.jpg?width=1920&format=pjpg&auto=webp&s=bdf4808461d85f43c037c051565e978c1c85d1fb NorlandA simulator of a medieval kingdom in the style of RimWorld.The comparison with RimWorld is no coincidence — the joint development of Long Jaunt and Hooded Horse looks very similar to the game from Ludeon Studios, but the main similarity is different. Norland is a generator of stories — from uncomplicated plots about love and hate to intricate sagas, the center of which may be religious conflicts, palace coups and class contradictions. Your task is to lead your family of medieval nobles to world power. Well, or have a lot of fun in the process, watching what even the most insignificant action of your wards can result in: in such games, victory is not the main thing. https://preview.redd.it/d1mj1gkcitxc1.jpg?width=1920&format=pjpg&auto=webp&s=a34f8284f7f7aa5e2578c1a7b8a08e96f9760424 Reus 2The second part of the two-dimensional god simulator.As in the original more than a decade ago, you play as a huge deity who controls the entire planet. In total, there are six variants of the lords of the world in the local pantheon, each of which has its own characteristics and skills. As civilization develops, your capabilities also grow: you can change the appearance of entire continents, control the weather and engage in other divine entertainment in order to eventually lead humanity to cosmic prosperity or allow it to perish in the ashes of a nuclear war. The results of all divine experiments, successful or not, are saved on the map of the galaxy — you can always look at them so as not to repeat your own mistakes or find inspiration in the successful development of the wards. https://preview.redd.it/n4vyscezitxc1.jpg?width=1920&format=pjpg&auto=webp&s=01d0060ed2c3b0eda9d9b14fbdf3c6a20354cf4c SKALD: Against the Black PrioryA retro-style party RPG.There's probably something magical about old RPGs if game makers keep coming back to long-ago, seemingly hackneyed ideas. SKALD looks like a classic role-playing game of the 8-bit era, and not only externally. The developers have prepared a typical story in the genre of dark fantasy, in which a group of adventurers confronts numerous dangers on the way to wealth and fame and the outcome of the battle is decided by a successful roll of dice. However, several indulgences have been prepared for a modern audience — the interface and management here are much closer to modern analogues. https://preview.redd.it/2cikrgirjtxc1.jpg?width=639&format=pjpg&auto=webp&s=654ad5766764558434080ce6ebfd33200169eb1c SelacoBoomer is a shooter in the spirit of F.E.A.R.Despite the retro graphics, dynamic gameplay and cheerful soundtrack, Selaco is much closer to F.E.A.R. than to Doom (the developers borrowed a heavily modified fan engine). As in the famous Monolith Productions game, the AI of the opponents is very smart here, besides they communicate with each other on the radio in a similar way, discussing ways to destroy the main character. The cinematic setting is also not forgotten. The "demo" of the project has been available on Steam for a long time, but you should not focus on it — according to the developers, the release version is very different from what we saw. https://preview.redd.it/j7coqb8fktxc1.jpg?width=1920&format=pjpg&auto=webp&s=5603fb151f4d3d0324e58ac41096a07ced99848c Crown Wars - The Black Princerole-playing tactics about the Hundred Years' War.The game takes us to France of the XIV century. The Hundred Years' War is raging, the battles ravaging the district are followed by raids of robbers and deserters and Europe is entangled with its sinister tentacles by an occult Order, the confrontation of which becomes the meaning of the protagonist's life. We will have a whole family castle at our disposal, in which victory is forged: here you can train fighters, save and recycle resources, as well as make plans to counter numerous enemies. The game mixes real events and myths: along with dark magic, there are historical figures like Edward the Black Prince. Battles take place in turn-based mode, and tactical diversity will be provided by 6 character classes, 32 unique companions and an extensive arsenal of weapons and skills. https://preview.redd.it/v40iq6i1ltxc1.jpg?width=1920&format=pjpg&auto=webp&s=e22fe39ed0bbde040047150869b0b841e566446f |
2024.05.01 14:13 oluwa83 Simcity Buildit Mayor's Pass Season 41 - Cape Town (The City of Adventures) - Tiers, rewards and points per tier / Additional info on War Vu-pass and the planning of future seasons and design events
Tier | Tier points | Total points | Weekly av. (based on four weeks without double points week) | Free pass rewards | Premium and premium-plus pass rewards |
---|---|---|---|---|---|
1 | 2000 | 2000 | <600 | 3000 simoleons | Castle of Good Hope |
2 | 3000 | 5000 | 1,250 | (This was a new reward building uptil season 34) | 250 SimCash |
3 | 3000 | 8000 | 2,000 | City Expansion Deed | |
4 | 3000 | 11,000 | 2,750 | 10 Temporary Storage Boost | 2500 NeoSimoleons |
5 | 3000 | 14,000 | 3,500 | 15,000 Simoleons | |
6 | 3000 | 17,000 | 4,250 | Boulders Beach | 10 Temporary Storage Boost |
7 | 4000 | 21,000 | 5,250 | 15 Platinum Keys | |
8 | 4200 | 25,200 | 6,300 | 20 SimCash | 500 Regional Simoleons |
9 | 4400 | 29,600 | 7,400 | 2000 War Simoleons | |
10 | 5,100 | 34,700 | 8,675 | 3 Llama Speed-Up Tokens (This was a new reward building from season 3-33) | |
11 | 4900 | 39,600 | 9,900 | Random Landscape Building (This was a new reward building uptil season 10) | 10 Golden Tickets |
12 | 5000 | 44,600 | 11,150 | Beach Expansion Deed | |
13 | 5400 | 50,000 | 12,500 | Deed: Mountain Expansion | 3 of each Vu Item |
14 | 5800 | 55,800 | 13,950 | 10 Comic Hand War Cards | |
15 | 6000 | 61,800 | 15,450 | 60% Sale on SimCash | 25 Golden Keys |
16 | 6500 | 68,300 | 17,075 | 3 of each Storage Item | |
17 | 7500 | 75,800 | 18,950 | African Savanna | Cape Point Lighthouse |
18 | 6900 | 82,700 | 20,675 | 10 Temporary Storage Boost | |
19 | 8100 | 90,800 | 22,700 | Item Box (3 diff. War Items) | 5 Cheetah Speed-Up Tokens (this was a new reward building in seasons 3-33) |
20 | 9000 | 99,800 | 24,950 | (this was a new reward building in the seasons 3 - 6 and seasons 11-33) | 8,000 NeoSimoleons |
21 | 9200 | 109,000 | 27,250 | Silver War Chest | 3000 Regional Simoleons |
22 | 9500 | 118,500 | 29,625 | 1 of each War Item | |
23 | 10,000 | 128,500 | 32,125 | Large African Savanna | 25 Platinum Keys |
24 | 12,000 | 140,500 | 35,125 | 6 of each Expansion Item | |
25 | 12,500 | 153,000 | 38,250 | 2 of each Expansion Item | 40 Giant Rock Monster War Cards |
26 | 13,000 | 166,000 | 41,500 | 5 of each Beach Item | |
27 | 14,000 | 180,000 | 45,000 | 5 Golden Tickets | Cape Town Stadium |
28 | 13,000 | 193,000 | 48,250 | 15 Golden Keys | |
29 | 17,000 | 210,000 | 52,500 | Random Landscape Building | 24,000 NeoSimoleons (this was a new reward building uptil season 34) |
30 | 18,000 | 228,000 | 57,000 | (this was a new reward building uptil season 10) | 15 Temporary Storage Boost |
31 | 14,500 | 242,500 | 60,625 | 5 Common War Cards | 60,000 Simoleons |
32 | 23,000 | 265,500 | 66,375 | 5 of each Storage Item | |
33 | 25,500 | 291,000 | 72,750 | 15 Golden Keys | Deed: City Expansion |
34 | 25,500 | 316,500 | 79,125 | 10 Golden Tickets | |
35 | 26,000 | 342,500 | 85,625 | African Safari | 45 Platinum Keys |
36 | 27,000 | 369,500 | 92,375 | 25 Platinum Keys | 13 Cheetah Speed-Up Tokens |
37 | 29,000 | 398,500 | 99,625 | 10,000 War Simoleons | |
38 | 31,000 | 429,500 | 107,375 | 550 SimCash | Cape Town Waterfront |
Premium-plus pass extra rewards | |||||
39+ | 18,000 | 447,500 | 10 Golden Tickets (this was a new reward building uptil season 34) | ||
40+ | 19,000 | 466,500 | (this was a new reward building uptil season 34) | 10x3 Mountain Items | |
41+ | 21,000 | 487,500 | 10 Cheetah Speed-Up Tokens | ||
42+ | 21,000 | 508,500 | 3000 Regional Simoleons | ||
43+ | 25,000 | 533,500 | 16,000 NeoSimoleons | ||
44+ | 25,000 | 558,500 | 7 of each Expansion Item | ||
45+ | 27,000 | 585,500 | 30 Platinum Keys | ||
46+ | 27,000 | 612,500 | 10 Fishaster War Cards | ||
47+ | 30,000 | 642,500 | 25 Golden Keys | ||
48+ | 30,000 | 672,500 | 12,000 War Simoleons |
2024.04.30 08:15 marcus_orion1 Here Be... Spider Monkeys ? A Conjecture, Part 3
submitted by marcus_orion1 to AlienBodies [link] [comments] Tridactyl humanoid specimen “Santiago” , screen grab from CT scan video Link to part 1 https://www.reddit.com/AlienBodies/comments/1ccaf1j/comment/l1g9mwl/ Link to part 2 https://www.reddit.com/AlienBodies/comments/1cdedsy/comment/l1gcz05/?context=3 The humanoid hybrid specimens tend to share a common feature of elongated skulls. There is a difference in size and shapes depending on age, as we see in primates, including ourselves. The position of the foramen magnum differs from ours in that it is found further back on the base of the skull, an evolutionary trait to compensate for the increased posterioparietal volume of the skull compared to ours. If it developed closer to the front for the skull, like ours is, the balance would be off and head movement may be more limited. Natural selection tends to be efficient: keep what works best however it is a slow process over many generations as “best” also changes. From the early 1880’s to 1900’s the field of Phrenology was the big thing: go get your head examined! Skull bumps and shapes were interpreted as indicative of intelligence, a myriad of personality abstractions and social status. Skulls around the world were voraciously studied and recorded. The skulls of tribes in the Americas in the mid-1800’s were examined and recorded here (many pages of images at the end of the book for those that are interested ) : https://collections.nlm.nih.gov/bookviewer?PID=nlm:nlmuid-60411930R-bk It seemed clear that the great variation in normal skull sizes and shapes includes the elongated but it’s believed that they all exhibit a similarly positioned foramen magnum ( no mention of abnormality there ? ). The increased volume of the humanoid hybrids skulls tends to be in the parietal regions. This is a common target feature seen in many cultures that ritualize the deformation of infants skulls often as a sign of superiority and/or to reflect cultural gods. Forming more of a cone head was the apparent goal. Such practices are highly doubtful to have enhanced the intelligence of the victim, rather was more likely detrimental to brain function as we often see in infants with deformations and developmental abnormalities of the cranium and brain. Natural selection is hard on design flaws or what becomes a design flaw. Other observations about the skull from the videos and presentations are notable. The apparent absence of “ears”, at least the outer visible portion called the auricle ( or pinna ). Considering the age and physical state of the mummies - desiccated and the DE covering - better, higher resolution scan images could possibly determine their presence or absence. If structure of any middle and inner ear structures could also be resolved would be a huge bonus. Is important to note that the absence of the auricle does not mean one is deaf, although hearing would be impaired without the outer “funnel” it may have been an evolutionary benefit. https://journals.biologists.com/jeb/article/224/3/jeb235143/237207/Mole-rats-play-evolution-by-ear Naked mole rat ( nat geo ) But these are rats that moved underground - not primate canopy dwelling swingers. Our ancestors used to hang out in trees too until 20-ish million years ago then we dropped down, lost our tails, started walking more upright and all the rest. We were successful in thriving in open areas but we also spent time in caves. Today our Primate cousins are known to utilize caves for shelter ( when available ) as protection against weather and relief from temperature extremes ( hot and cold ). My Spider Monkey conjecture has the Tridactyl humanoid hybrid ancestors following a similar evolutionary path of descending from the trees, losing their tails and taking advantage of the vast cave networks in the environment, rather than the savanna. Evolving in a different biome would result in adaptions to that environment, we see that across the natural world. No exception here for the Tridactyls. The loss of the auricle, skin pigmentation changes and other macroscopic observables would be interesting avenues to pursue. Looking for all evidence of known “dark environment” adaptations in other animals is likely not possible due to the specimens’ conditions - e.g. a change in photoreceptors in the retina and changes in pupil dilations and shapes - may remain unknown. Multiple eye adaptions exist in nature but at the moment it’s unclear to me from a distance if suitable samples exist. However other adaptations may be hinted at. Underground dwelling creatures such as snakes, lizards and our mole rats appear to have become very sensitive to vibrations through contact with the ground. The Tridactyl finger ridges ( fingerprints ) are “horizontal”, no whorls, loops or arches that are found in us and most other Primates. The general consensus is that our finger ridges aid in grip and sensitivity to touch. Perhaps the Tridactyls path was also grip ( no thumb assist) and sensitivity functionality but with a different pattern, wouldn’t be the first time : Gecko fingerprints Nazca image via Jois Mantila There does not seem to be any available recorded cases of Tridactylism in humans although multiple fingers ( and to a much rarer degree just the thumb and little finger ) are known genetic abnormalities. Those people born with just the thumb and little finger ( the middle 3 fingers are missing ) seem to have decent grip functionality despite the missing digits. I found it a little peculiar to find examples of thumb/pinky and multiple ( polydactyly) - up to over 30 digits and yet that magic middle 3 fingers from our Tridactyls seems to have no prior evidence. It’s clearly a genetic developmental abnormality and whatever DNA sequence that triggers the tridactylism may be associated with the sequences of known cases. It is unique enough to qualify as “ alien” to me ( not necessarily ET tho ). One more bit on the cranium and possible brain development, I’ll use a contemporary model ( video gamers and the ilk know a lot of this ) of the computer. Worth a look - I think this part is pretty cool. Generic human brain image from the internet As we evolved our brains and craniums enlarged faster than other primates. “In the case of humans,” explains Wilde, “our historical reliance upon intelligence has driven a massive expansion of the cerebral cortex, which is the primary brain structure responsible for critical thinking and higher cognitive abilities. Accordingly, the human cortex is strikingly large and covered in a labyrinth of folds that serve to increase its surface area and computational power.” https://mcgovern.mit.edu/2019/04/24/ask-the-brain-why-is-the-brain-shaped-like-it-is/ The Frontal lobe is our largest it is involved in critical thinking, decision making, movement, personality characteristics, smell, higher cognitive abilities, social skills If the brain, as a whole, is the CPU, the frontal lobe is the RAM and we updated the hardware and software there the fastest. All the different folds in the lobes allow for nueral tissue, more efficiently spaced without needing a bigger pc case, I mean skull. The Parietal lobes are primarily responsible for receiving and processing sensory data input such as touch, pressure, heat, cold and pain. They help us identify objects and understand spatial relationships ( where one is located within the environment ) and understand spoken language. Think of this as the Graphics card. For humans this brain growth boom is believed to have began 2 million years ago ( give or take a mil ) evidence from crude tools and skull remains, 300,000 or so years ago we got better at tools, 200-175K years ago first migration out of Africa, our current brain size and shape probably hasn’t changed relatively much in 100K years or so ? Our Computer is good :) Hardware has proven worthy and we can kinda understand the software too. We’ve had good software upgrades. We can figure stuff out and master fire with our opposable thumbs and a Bic. We are the best ! Our Tridactyl had a similar simian adventure in their biome. No unfair advantages on speculation, let’s assume at the same time as us, roughly 2 Mya. Different biomes, different pressures on natural selection but same sequential brain boom. Except with some additional upgrades to the Graphics card to handle all that different extra sensory data to survive and multiply. Spatial orientation in cave systems seems like a good skill. Touch/pressure, yeppers got the finger and toes for that. Who knows what more ? One thing we do know, bigger PC case is necessary - graphics cards keep getting bigger. The whole CPU is bigger, faster and can handle way more computations per second than ours will ever be able to achieve. They experience and process a different reality to us. Enhanced vibration sensation - harmonics - being processed and sent to the fore-brain to process further at neuron speed. Vastly different than us in this regard even more so than the physical stuff. Maybe natural selection resulted in these particular genes being turned on earlier than ours. Perhaps there’s a cascade reaction at a certain point. We are learning, we can turn on genes for brain growth. https://preview.redd.it/9ylv0fkw6kxc1.png?width=191&format=png&auto=webp&s=599602ed6559de21c143997173dd41068564718c https://preview.redd.it/h09iig5y6kxc1.png?width=602&format=png&auto=webp&s=f8b79edc7b6d9005cce900a7500e894a6c2347c0 We are who we are now after 100K with our PC. Our RAM and CPU are fine with the onboard graphics card. Toss in a lot of extra processing and struggles. Some games it just can’t run and never will. We design computers now that do that, we figured it out, big frontal lobe moments. We Rock ! The cooling fans on the Tridactyls PC’s don’t even rev up. Big ole graphics card does the job, passes finished stuff to the frontal lobe and the CPU chugs along - max game settings, doesn’t drop a frame. We have made some significant milestones in the last 30k thru the present. Imagine the Tridactyls by the 3 fingered roll of the dice and a far better PC were just a bit faster overall - evolution can be a slug - so over 2 M years, just 1 % is 20k years ahead of us. Maybe more without environmental setbacks like the glaciation periods in the Northern Hemisphere. And I know exactly what this sounds like, painfully so and I’ve heard the stories all my life as many have and I had no intention of “going there” but there may be some DNA evidence linking Nazca mummies to elsewhere. Would love for people who know about that stuff to take a look. Part 4 next - will be caught up to where my brain is on this subject “ true soon”. Thanks for reading. |
2024.04.30 01:13 Katharine_Heartburn You Must Choose! (Nature edition)
2024.04.26 23:38 eventsbp 6 Days left until the ALBERTA Hiring & Post-Secondary Education Expo 2024! Free event and completely open to the public! Get a Free Ticket & see the List of Exhibitors: https://events.blackpress.ca/alberta-2024 For more events, follow us on Facebook!
submitted by eventsbp to RedDeer [link] [comments] |
2024.04.26 23:38 eventsbp 6 Days left until the ALBERTA Hiring & Post-Secondary Education Expo 2024! Free event and completely open to the public! Get a Free Ticket & see the List of Exhibitors: https://events.blackpress.ca/alberta-2024 For more events, follow us on Facebook!
submitted by eventsbp to AlbertaJobsForAll [link] [comments] |
2024.04.25 13:19 como365 Taum Sauk Mountain is Missouri’s highest natural point at 1,772 feet. It is the remnant of an ancient volcano.
In the midst of today's urban growth, make the great escape to Missouri's wilderness - Taum Sauk Mountain State Park. The park includes untamed, unspoiled land that provides solitude and a wilderness quality hard to find in today's crowded world. submitted by como365 to ozarks [link] [comments] Located in the St. Francois Mountains, Taum Sauk Mountain State Park stands above others - literally. The park's namesake, Taum Sauk Mountain, rises to 1,772 feet above sea level, making it the highest point in Missouri. It is an easy walk from the parking lot to the highest point. The moderately rugged Mina Sauk Falls loop trail takes visitors to the state's tallest waterfall. In wet weather, Mina Sauk Falls drops 132 feet down a series of rocky volcanic ledges into a clear, rock-bottom pool at the base. In any weather, this trail offers spectacular views of the state's deepest valley to the west, which has up to 700 feet of vertical relief between the creek and the tops of the mountains crowding in on all sides. Below, the crystal-clear Taum Sauk Creek flows the length of the park. With its undeveloped watershed, this creek has been recognized as a State Outstanding Resource Water for its aesthetic and scientific value. One mile below the falls along the Taum Sauk Section of the Ozark Trail lies Devil's Tollgate. This 8-foot-wide passage takes visitors through 50 feet of volcanic rhyolite standing 30 feet high. The Ozark Trail continues on to nearby Johnson's Shut-Ins State Park, covering a total of 12.8 miles, providing solitude and scenery to hikers and backpackers. The 33-mile Taum Sauk Section is part of the Ozark Trail, which will eventually connect St. Louis with the Ozark Highlands Trail in Arkansas. Taum Sauk Mountain State Park is a major part of the 7,028-acre St. Francois Mountains Natural Area. This designation, Missouri's highest honor, recognizes the area's outstanding natural and geologic features. The St. Francois Mountains Natural Area is the largest natural area in the state, giving a glimpse of what the rest of the area's landscape might have been like before the influence of human settlement. The St. Francois Mountains exhibit a high degree of diversity and a high quality of biological resources. Natural communities of Taum Sauk Mountain State Park include oak-hickory upland forest, glades, savannas, flatwoods and bottomland forest, as well as aquatic plants and animals. These areas provide relatively undisturbed native habitats for wildlife. They also offer excellent opportunities for scientific research. The geologic history of Taum Sauk Mountain State Park and the St. Francois Mountains began almost 1.5 billion years ago. A series of volcanic eruptions spewed dust, ash and hot gases into the sky. Fine-grained rhyolite formed at the surface, while coarse-grained granite formed below. For hundreds of thousands of years, erosion worked away at this igneous rock, leaving only the roots of the mountains behind. Shallow seas periodically covered the remaining knobs, depositing almost a mile of sedimentary dolomite and sandstone on top of the volcanic rhyolite. Uplift of the entire Ozark region and subsequent increased erosion wore away much of the sedimentary rock, once again exposing the ancient rock beneath it. The park's volcanic origin is visible in its many rocky openings, called glades. These glades are home to many unusual desert-adapted plants and animals, such as the sundrop flower and the eastern collared lizard. Prairie plants, such as Indian grass, little bluestem, white prairie clover, prairie parsley, ashy sunflower, prairie blazing star, rattlesnake master and white wild indigo, flourish in the glades and the adjacent woodlands. Carefully planned prescribed burns are used by land managers to preserve these glades and open woodlands. Taum Sauk Mountain State Park features a campground with basic campsites. The nearby picnic area allows visitors to relax and enjoy lunch under the trees. An overlook provides an opportunity to view the expansive mountainous landscape to the north. Drinking water and a vault toilet are available. A special-use camping area is available for group camping, with nonprofit organizations and youth groups having priority. Text from https://mostateparks.com/page/55006/general-information, images from https://mostateparks.com/park/taum-sauk-mountain-state-park |
2024.04.25 13:16 como365 Taum Sauk Mountain is Missouri's highest natural point, at 1,772 feet. It is the remnant of an ancient Volcano
In the midst of today's urban growth, make the great escape to Missouri's wilderness - Taum Sauk Mountain State Park. The park includes untamed, unspoiled land that provides solitude and a wilderness quality hard to find in today's crowded world. submitted by como365 to missouri [link] [comments] Located in the St. Francois Mountains, Taum Sauk Mountain State Park stands above others - literally. The park's namesake, Taum Sauk Mountain, rises to 1,772 feet above sea level, making it the highest point in Missouri. It is an easy walk from the parking lot to the highest point. The moderately rugged Mina Sauk Falls loop trail takes visitors to the state's tallest waterfall. In wet weather, Mina Sauk Falls drops 132 feet down a series of rocky volcanic ledges into a clear, rock-bottom pool at the base. In any weather, this trail offers spectacular views of the state's deepest valley to the west, which has up to 700 feet of vertical relief between the creek and the tops of the mountains crowding in on all sides. Below, the crystal-clear Taum Sauk Creek flows the length of the park. With its undeveloped watershed, this creek has been recognized as a State Outstanding Resource Water for its aesthetic and scientific value. One mile below the falls along the Taum Sauk Section of the Ozark Trail lies Devil's Tollgate. This 8-foot-wide passage takes visitors through 50 feet of volcanic rhyolite standing 30 feet high. The Ozark Trail continues on to nearby Johnson's Shut-Ins State Park, covering a total of 12.8 miles, providing solitude and scenery to hikers and backpackers. The 33-mile Taum Sauk Section is part of the Ozark Trail, which will eventually connect St. Louis with the Ozark Highlands Trail in Arkansas. Taum Sauk Mountain State Park is a major part of the 7,028-acre St. Francois Mountains Natural Area. This designation, Missouri's highest honor, recognizes the area's outstanding natural and geologic features. The St. Francois Mountains Natural Area is the largest natural area in the state, giving a glimpse of what the rest of the area's landscape might have been like before the influence of human settlement. The St. Francois Mountains exhibit a high degree of diversity and a high quality of biological resources. Natural communities of Taum Sauk Mountain State Park include oak-hickory upland forest, glades, savannas, flatwoods and bottomland forest, as well as aquatic plants and animals. These areas provide relatively undisturbed native habitats for wildlife. They also offer excellent opportunities for scientific research. The geologic history of Taum Sauk Mountain State Park and the St. Francois Mountains began almost 1.5 billion years ago. A series of volcanic eruptions spewed dust, ash and hot gases into the sky. Fine-grained rhyolite formed at the surface, while coarse-grained granite formed below. For hundreds of thousands of years, erosion worked away at this igneous rock, leaving only the roots of the mountains behind. Shallow seas periodically covered the remaining knobs, depositing almost a mile of sedimentary dolomite and sandstone on top of the volcanic rhyolite. Uplift of the entire Ozark region and subsequent increased erosion wore away much of the sedimentary rock, once again exposing the ancient rock beneath it. The park's volcanic origin is visible in its many rocky openings, called glades. These glades are home to many unusual desert-adapted plants and animals, such as the sundrop flower and the eastern collared lizard. Prairie plants, such as Indian grass, little bluestem, white prairie clover, prairie parsley, ashy sunflower, prairie blazing star, rattlesnake master and white wild indigo, flourish in the glades and the adjacent woodlands. Carefully planned prescribed burns are used by land managers to preserve these glades and open woodlands. Taum Sauk Mountain State Park features a campground with basic campsites. The nearby picnic area allows visitors to relax and enjoy lunch under the trees. An overlook provides an opportunity to view the expansive mountainous landscape to the north. Drinking water and a vault toilet are available. A special-use camping area is available for group camping, with nonprofit organizations and youth groups having priority. Text from https://mostateparks.com/page/55006/general-information, images from https://mostateparks.com/park/taum-sauk-mountain-state-park |
2024.04.24 18:45 MaasaiAfricanGuides What is wildebeest famous for?
submitted by MaasaiAfricanGuides to WildebeestMigration [link] [comments] https://preview.redd.it/zqrzsjv0igwc1.jpg?width=900&format=pjpg&auto=webp&s=3f794c511437e0d7e39979cc2ad3847503353bc4 Wildebeest, also known as gnus, are famous for their incredible annual migration in Africa. This natural spectacle is one of the most awe-inspiring wildlife events on the planet, attracting thousands of tourists and nature enthusiasts each year. Wildebeest are herbivorous antelopes that belong to the genus Connochaetes, and they are found in large numbers in the grasslands and savannas of eastern and southern Africa. The most famous wildebeest migration occurs in the Serengeti ecosystem of Tanzania and the Maasai Mara in Kenya. It is considered one of the "Seven New Wonders of the World" and has been featured in numerous documentaries and nature films. The migration is a massive movement of over two million wildebeest, along with hundreds of thousands of zebras and other antelopes, as they travel in search of greener pastures and water sources. The migration is a perilous journey filled with obstacles such as predators, crocodile-infested rivers, and harsh terrain. Wildebeest face the risk of being preyed upon by lions, hyenas, cheetahs, and other predators during their migration. The crossing of the Mara River is one of the most iconic moments of the migration, as thousands of wildebeest plunge into the river in a frenzied dash to reach the other side. Aside from their migration spectacle, wildebeest are also known for their distinctive appearance. They have a large, boxy head with a beard-like mane, long legs, and a humped shoulder profile. Their dark brown coat is adorned with vertical black stripes, giving them a unique and striking appearance. Wildebeest are famous for their remarkable annual migration, which is a testament to the resilience and adaptability of these incredible animals. Their journey is not only a critical survival strategy but also a captivating natural phenomenon that continues to inspire admiration and wonder among people around the world. |
2024.04.22 22:50 KingKrab_ [Satire] Tutorial for Riot: How to COMPLETELY FIX the Jungler ROLE
2024.04.21 22:37 high_warden [Custom Design] Two-Player Introductory Set - The Baron vs Wedge Antilles
Name | The Baron |
---|---|
Subtitle | Saber Wing Leader |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | S |
Type | Leader Unit |
Arena | Space |
Cost | 6 |
Power | 5 |
HP | 6 |
Text (Leader) | When a friendly Imperial Fighter unit completes an attack: You may exhaust this leader. If you do, deal 1 damage to an enemy base. |
Text (Epic Action) | Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the space arena.) |
Text (Unit) | Saboteur. When another friendly Imperial Fighter unit completes an attack: Deal 1 damage to an enemy base. |
Art | Front - Baron in cockpit. Back - Saber 1. Grim ambience. AI style reference. |
Notes | First Saboteur space unit. Compare to Iden Versio, IG-88. |
Name | Reactor Core |
---|---|
Aspects | Aggression |
Traits | Death Star II |
Rarity | C |
Type | Base |
HP | 30 |
Text | - |
Art | Space location. No ships. |
Name | TIE Vanguard |
---|---|
Aspects | Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 1 |
Power | 1 |
HP | 2 |
Text | Action [→]: Play a space unit from your hand. It costs 1 less. |
Art | Lone TIE Vanguard in a cloud of space dust. |
Notes | Compare to Alliance Dispatcher. |
Name | *Black 11 |
---|---|
Subtitle | Icy Precision |
Aspects | Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 2 |
Power | 3 |
HP | 1 |
Text | When Played: You may pay 1 and discard a card. If you do, an opponent discards a card at random. |
Art | A TIE/ln in parade formation around the Death Star. |
Notes | Compare to Lothal Insurgent. |
Name | *Scythe 1 |
---|---|
Subtitle | Hand Picked |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 2 |
Power | 3 |
HP | 2 |
Text | When Played: You may reveal a weapon upgrade from your hand. If you do, deal 1 damage to a unit. |
Art | TIE/ln racing through the bowels of the Death Star, passing through the wreckage of another fighter. |
Notes | Compare to ISB Agent, Viper Probe Droid. |
Name | TIE Avenger |
---|---|
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 2 |
Power | 2 |
HP | 3 |
Text | Grit. |
Art | TIE Avenger rolling & firing. |
Notes | Compare to Scout Bike Pursuer. |
Name | *Onyx 2 |
---|---|
Subtitle | Limited Prototype |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 3 |
HP | 3 |
Text | When Played/When Defeated: Another friendly Fighter unit gains Raid 2 for this phase. |
Art | TIE Defender in hyperspace. |
Notes | Compare to Benthic "Two Tubes", Ruthless Raider. |
Name | Onyx Squadron TIE |
---|---|
Aspects | Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 4 |
HP | 3 |
Text | - |
Art | TIE Defender in a Star Destroyer's shadow. |
Notes | Compare to Swoop Racer. |
Name | *Saber 2 |
---|---|
Subtitle | Vengeant |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | R |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 3 |
HP | 4 |
Text | Grit. When Defeated: Bases can't be healed for this phase. You may deal 1 damage to a Rebel space unit. |
Art | Saber Squadron TIE underneath a Star Cruiser, finishing a B-Wing. |
Notes | Canonically, the brother of Saber 2's pilot was killed by Wedge, so this unit directly counters Wedge's healing. Compare to Wolffe. |
Name | TIE/sa Bomber |
---|---|
Aspects | Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | U |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 2 |
HP | 4 |
Text | When this unit attacks an opponent's base: It gets +2/+0 for this attack. If you have the initiative, you may exhaust an enemy ground unit that costs 2 or less. |
Art | TIE Bomber in the clouds bombing the city far below. Composition of Ross Taylor's Relentless. |
Notes | Compare to Ardent Sympathizer, Snowspeeder. |
Name | Saber Squadron TIE |
---|---|
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | S |
Type | Unit |
Arena | Space |
Cost | 4 |
Power | 4 |
HP | 4 |
Text | When this unit completes an attack: If the defender was defeated, give an Experience token to this unit. |
Art | Saber TIE Interceptor with blood-red stripe along its wings. |
Notes | First Aggression card with Experience tokens (the stripe represents combat kills). |
Name | *Scimitar 1 |
---|---|
Subtitle | Death from Above |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Fighter |
Rarity | U |
Type | Unit |
Arena | Space |
Cost | 4 |
Power | 3 |
HP | 4 |
Text | This unit can attack Rebel units in the ground arena. |
Art | Ground shot looking up at a TIE bomber making a dangerous low pass over a Rebel compound while a proton bomb explodes. Troops scramble to return fire. |
Notes | Compare to Strafing Gunship. |
Name | Victory-Class Star Destroyer |
---|---|
Aspects | Villainy |
Traits | Imperial, Vehicle, Capital Ship |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 6 |
Power | 6 |
HP | 6 |
Text | When Played/On Attack: If an enemy unit was defeated this phase, draw a card. Use this ability only once each round. |
Art | Rear view of a Victory-Class Star Destroyer in orbit. |
Notes | Compare to Reinforcement Walker, Iden Versio, Cassian Andor. |
Name | *Thunderflare |
---|---|
Subtitle | Death Squadron |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Capital Ship |
Rarity | R |
Type | Unit |
Arena | Space |
Cost | 8 |
Power | 9 |
HP | 7 |
Text | Ambush. Overwhelm. When Played: An opponent discards all but 4 cards (of their choice) from their hand. |
Art | Oblique front view of a Star Destroyer over a stormy planet lit by a dim carnelian sun, destroying a corvette. |
Notes | Canonically Thunderflare rerouted power from its hyperdrive to weapons, hence high Powelow HP. First Aggression Star Destroyer. Compare to Mercenary Company, Smoke and Cinders. |
Name | Scout Bike Striker |
---|---|
Aspects | Aggression, Villainy |
Traits | Imperial, Trooper |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 2 |
Power | 3 |
HP | 1 |
Text | When Played: You may defeat an upgrade that costs 2 or less. |
Art | Biker scout accelerating in an aerodynamic pose, firing the bike's cannon. All speed, no safety. |
Notes | In the starter decks players learn to use this to target upgrade cards (Proton Torpedoes) and non-card upgrades (Experience and Shield tokens). Compare to Scout Bike Pursuer, Disabling Fang Fighter. |
Name | Twi'lek Nightblade |
---|---|
Aspects | Aggression, Villainy |
Traits | Underworld, Twi'lek, Bounty Hunter |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 2 |
Power | 1 |
HP | 2 |
Text | Raid 2. If an opponent controls a damaged non-vehicle unit, this unit costs 1 less to play. |
Art | Urban night. Indigo-skinned Twi'lek female bounty huntress. Dark cloak hides eyes. Vibro-rapier at the ready. Lying in wait against a rain-slicked wall. Her prey approaches around the corner. Composition of Hoan Nguyen's Jedha Agitator. Style of Sandra Chlewińska's Infiltrator's Skill. |
Notes | Pairs with Yuzzum Packhunter. Purposeful stark shift away from Endor to show Underworld units to players who may not enjoy the Empire flavor of Villainy. Compare to Volunteer Soldier, Death Star Stormtrooper. |
Name | Yuzzum Packhunter |
---|---|
Aspects | Aggression, Villainy |
Traits | Underworld |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 3 |
Power | 3 |
HP | 3 |
Text | When Played: If you control a Bounty Hunter unit, ready this unit. |
Art | Endor night encampment - a Yuzzum in an unsavory troupe. |
Notes | Yuzzum are native to Endor. Pairs with Twi'lek Nightblade. Titillates new players with mention of Bounty Hunters. Compare to Frontier AT-RT. |
Name | Assault AT-RT |
---|---|
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Walker |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 4 |
Power | 4 |
HP | 4 |
Text | While you control another Imperial unit, this unit gets +1/+1 and gains Overwhelm. |
Art | A biker scout on an Imperial AT-RT, storming a beach from the water. |
Notes | Compare to Wampa. |
Name | E-Web Gunner |
---|---|
Aspects | Aggression, Villainy |
Traits | Imperial, Trooper |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 4 |
Power | 3 |
HP | 3 |
Text | When Played: Deal 2 damage to an enemy ground unit. |
Art | An E-Web fired at us by a snowtrooper. |
Notes | Compare to Imperial Interceptor. |
Name | Elite Stormtrooper Squad |
---|---|
Aspects | Villainy |
Traits | Imperial, Trooper |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 4 |
Power | 5 |
HP | 4 |
Text | - |
Art | Four stormtroopers tactically clear a street, weapons at the ready. Leader dons a pauldron and carries a repeating rifle. |
Name | Tempest Scout AT-ST |
---|---|
Aspects | Villainy |
Traits | Imperial, Vehicle, Walker |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 4 |
Power | 4 |
HP | 5 |
Text | When Defeated: Look at the top card of an opponent's deck. You may put it on the bottom of their deck. |
Art | Peaceful & pretty - AT-ST in a shaded forest glade. Shafts of sunlight stripe its hull and butterflies loiter. |
Notes | Compare to AT-ST, R2-D2 Ignoring Protocol. |
Name | *Tempest Scout 3 |
---|---|
Subtitle | Siege Breaker |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Walker |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 5 |
Power | 5 |
HP | 5 |
Text | When Played: Each opponent discards a card from their deck. |
Art | AT-ST on a rocky outcrop. Top hatch open. Pilot surveys with binoculars. |
Notes | The wording "each opponent" intrigues new players into discovering the multiplayer format. |
Name | *Tempest Scout 4 |
---|---|
Subtitle | Suppressive Fire |
Aspects | Aggression, Villainy |
Traits | Imperial, Vehicle, Walker |
Rarity | U |
Type | Unit |
Arena | Ground |
Cost | 5 |
Power | 5 |
HP | 5 |
Text | When Played: Deal damage to an enemy ground unit equal to the number of weapon upgrades you control plus 1. |
Art | AT-ST firing upon us. Trees are splintered. |
Notes | Compare to Karabast. |
Name | Canyon Krayt Dragon |
---|---|
Aspects | Aggression |
Traits | Creature |
Rarity | U |
Type | Unit |
Arena | Ground |
Cost | 6 |
Power | 5 |
HP | 5 |
Text | While attacking, this unit deals combat damage before the defender. (If the defender is defeated, it deals no combat damage.) |
Art | Krayt dragon roaring at Tuskens in a Tatooine canyon. Can be melee or ranged. |
Notes | Tatooine gives warm change of setting to contrast Endor. Compare to Han Solo Reluctant Hero. |
Name | *Darth Vader |
---|---|
Subtitle | Reckless Duelist |
Aspects | Aggression, Villainy |
Traits | Force, Imperial, Sith |
Rarity | S |
Type | Unit |
Arena | Ground |
Cost | 7 |
Power | 5 |
HP | 6 |
Text | When Played: You may discard two cards from your deck. If you do, deal 3 damage to an enemy base. |
Art | Vader throwing his saber at us. |
Name | AT-AT |
---|---|
Aspects | Villainy |
Traits | Imperial, Vehicle, Walker |
Rarity | U |
Type | Unit |
Arena | Ground |
Cost | 8 |
Power | 7 |
HP | 9 |
Text | Sentinel. |
Art | Charred AT-AT in volcanic terrain. |
Notes | Compare to AT-ST. |
Name | Light Blaster Cannon |
---|---|
Aspects | Aggression |
Traits | Modification, Weapon |
Rarity | C |
Type | Upgrade |
Cost | 1 |
Power | +1 |
HP | +1 |
Text | Attach to a Vehicle ground unit. Attached unit gains Raid 1. |
Art | Small laser cannon on light vehicle. Include terrain to remind of ground vehicle requirement. |
Notes | Compare to Hardpoint Heavy Blaster. |
Name | TIE Laser Cannons |
---|---|
Aspects | Aggression, Villainy |
Traits | Modification, Weapon |
Rarity | S |
Type | Upgrade |
Cost | 1 |
Power | +1 |
HP | +0 |
Text | Attach to an Imperial Fighter unit. Attached unit gains: “On Attack: If this unit is attacking a unit, deal 1 damage to the defender.” |
Art | Closeup of TIE firing lasers. |
Notes | Compare to Hardpoint Heavy Blaster. |
Name | Anger, Fear, Aggression |
---|---|
Aspects | Aggression, Aggression |
Traits | Innate |
Rarity | R |
Type | Upgrade |
Cost | 3 |
Power | +0 |
HP | +0 |
Text | Choose one: • Attach to an Aggression unit. Attached unit gains "On Attack: Deal 2 damage to an enemy base". • Attach to a non-Aggression unit. Attached unit gains "On Attack: Deal 2 damage to your base." |
Art | Dagobah cave - Luke's vision of himself in Vader's mask. |
Notes | Part of a new cycle of rare Aspect-titled upgrades to match the legendary Aspect-titled events in SOR. Can buff units that match its aspect or debuff those that don't. |
Name | Intruder Missile |
---|---|
Aspects | Aggression |
Traits | Modification, Weapon |
Rarity | C |
Type | Upgrade |
Cost | 3 |
Power | +2 |
HP | +0 |
Text | Attach to a Fighter or Transport unit. Action [defeat this upgrade]: Deal 3 damage to a Capital Ship unit. |
Art | Bulky missile in space with a short trail. |
Name | Exhaustion |
---|---|
Aspects | Aggression |
Traits | Innate |
Rarity | C |
Type | Event |
Cost | 2 |
Text | Deal 1 damage to a damaged or exhausted unit. If it's damaged and exhausted, deal 3 damage to it instead. |
Art | Luke collapsing in the Hoth ice storm. |
Notes | Compare to Open Fire. |
Name | Tallon Roll |
---|---|
Aspects | Aggression |
Traits | Tactic |
Rarity | C |
Type | Event |
Cost | 2 |
Text | Friendly Fighter units gain Saboteur and Raid 1 for this phase. |
Art | A TIE Tallon rolling a Rebel fighter. |
Notes | Not Villainy-specific due to Adar Tallon's influence on both Rebel and Imperial space combat. Compare to Rallying Cry, Precision Fire. |
Name | All Too Easy |
---|---|
Aspects | Aggression, Villainy |
Traits | Plan |
Rarity | C |
Type | Event |
Cost | 3 |
Text | An opponent discards a card from their hand. If you have the initiative, draw a card. |
Art | Vader sees Luke fall into the carbonite chamber. |
Notes | Compare to Mission Briefing, Force Throw. |
Name | Crossfire |
---|---|
Aspects | Aggression |
Traits | Tactic |
Rarity | S |
Type | Event |
Cost | 3 |
Text | Deal 2 damage to a unit, then deal 1 damage to another unit in the same arena. |
Art | Endor back door - chaotic lattice of blaster fire. |
Notes | Players learn requirement for two targets can be good or bad. Compare to Open Fire. |
Name | Trample |
---|---|
Aspects | Aggression |
Traits | Tactic |
Rarity | C |
Type | Event |
Cost | 3 |
Text | Deal 4 damage to an enemy non-vehicle unit. If you control a vehicle ground unit, you may deal excess damage to the opponent's base. |
Art | AT-AT about to crush Luke. |
Notes | Compare to Open Fire, Force Choke, For a Cause I Believe In. |
Name | Demolish |
---|---|
Aspects | Villainy |
Traits | Gambit |
Rarity | C |
Type | Event |
Cost | 4 |
Text | Defeat a non-Villainy unit unless its controller discards 4 cards from their deck. |
Art | Luke, Leia, Han, and Chewie in the trash compactor. |
Notes | Teaches Gambit events. Compare to I Am Your Father. |
Name | Release Your Anger |
---|---|
Aspects | Aggression, Aggression |
Traits | Innate |
Rarity | U |
Type | Event |
Cost | 5 |
Text | Deal 3 damage to a non-Droid unit and ready it. |
Art | Luke enraged dueling Vader. |
Notes | Encourages strategy choosing friendly/enemy unit. Compare to Keep Fighting, Grand Inquisitor Hunting the Jedi. |
Name | *Wedge Antilles |
---|---|
Subtitle | Red Squadron Leader |
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | S |
Type | Leader Unit |
Arena | Space |
Cost | 6 |
Power | 4 |
HP | 7 |
Text (Leader) | Action: [1, →]: Heal 1 damage from a friendly Rebel Fighter unit and 1 damage from your base. |
Text (Epic Action) | Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the space arena.) |
Text (Unit) | When Deployed: You may attack with this unit. On Attack: Heal up to 2 damage divided as you choose among any number of other friendly Rebel Fighter units and your base. |
Art | Front - Wedge in cockpit. Back - Red Squadron 1 with victory markers visible below hatch. AI style reference. |
Notes | "When Deployed" ability mirrors SOR Wedge's Ambush. Compare to 2-1B Surgical Droid. |
Name | Rendezvous Point |
---|---|
Aspects | Command |
Traits | Haven |
Rarity | C |
Type | Base |
HP | 30 |
Text | - |
Art | Space location. No ships. |
Name | Alliance Y-Wing |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 1 |
Power | 1 |
HP | 2 |
Text | If you control a Rebel Capital Ship unit, this unit costs 1 less to play. |
Art | Y-Wing with capital ship. |
Notes | Compare to Volunteer Soldier. |
Name | Alliance A-Wing |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 2 |
Power | 1 |
HP | 4 |
Text | - |
Art | A-Wing in a high-speed turn. |
Notes | Compare to Alliance X-Wing. |
Name | Alliance B-Wing |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 2 |
Power | 3 |
HP | 2 |
Text | - |
Art | Rear view of a B-Wing's thrusters. |
Notes | Compare to Alliance X-Wing. |
Name | Gray Squadron Y-Wing |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 2 |
Power | 2 |
HP | 2 |
Text | When Played: You may defeat an upgrade attached to a space unit. |
Art | Y-Wing firing an SW-4 ion cannon. |
Notes | Compare to Disabling Fang Fighter. |
Name | Blue Squadron B-Wing |
---|---|
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | S |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 4 |
HP | 3 |
Text | Overwhelm. |
Art | Action shot of a B-Wing firing over a planet. |
Notes | Compare to Echo Base Defender. |
Name | *Green Squadron 1 |
---|---|
Subtitle | Fighter Screen |
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | U |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 3 |
HP | 4 |
Text | Ambush. When you play another Rebel Fighter unit: Heal 1 damage from this unit. |
Art | A-Wing charging as lethal fire streaks through the frame. Second Death Star fills entire background. |
Notes | Compare to Fighters for Freedom, Colonel Yularen ISB Director. |
Name | Medium Transport |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Transport |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 2 |
HP | 4 |
Text | When Played: If you have the initiative, give an Experience token to a friendly ground unit. |
Art | Rear view of a medium transport descending through atmosphere. |
Notes | Compare to Wing Leader. |
Name | *Red Squadron 7 |
---|---|
Subtitle | Rebel Logistics |
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | U |
Type | Unit |
Arena | Space |
Cost | 3 |
Power | 2 |
HP | 4 |
Text | Restore 1. Each other friendly Rebel Fighter unit gains Restore 1. |
Art | X-Wing with closed S-foils escorting a frigate. |
Notes | Compare to Red Three, Home One. |
Name | Corellian Corvette |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Capital Ship |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 4 |
Power | 3 |
HP | 5 |
Text | Restore 1. |
Art | Corvette in orbit. |
Notes | Compare to Regional Sympathizers. |
Name | Escort Frigate |
---|---|
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Capital Ship |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 4 |
Power | 4 |
HP | 4 |
Text | When Played: Give a shield token to another friendly Command unit. |
Art | Nebulon-B frigate near a ringed planet. Style of Arthur Mougne's Gladiator Star Destroyer. |
Notes | Teaches Shield tokens. Compare to Distant Patroller. |
Name | *Red Squadron 4 |
---|---|
Subtitle | Alliance Ace |
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Fighter |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 4 |
Power | 3 |
HP | 4 |
Text | When Played: An enemy Capital Ship unit loses all abilities for this phase. |
Art | X-Wing lacerating a Star Destroyer's hull. |
Notes | Compare to SpecForce Soldier, Relentless. |
Name | Armored Star Cruiser |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Capital Ship |
Rarity | C |
Type | Unit |
Arena | Space |
Cost | 6 |
Power | 5 |
HP | 7 |
Text | Shielded. |
Art | Massive cruiser with ventral mast visible. |
Notes | Teaches Shield tokens. Compare to Cargo Juggernaut, AT-ST. |
Name | *Defiance |
---|---|
Subtitle | Rear Guard |
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Capital Ship |
Rarity | R |
Type | Unit |
Arena | Space |
Cost | 8 |
Power | 8 |
HP | 8 |
Text | Sentinel. Ambush. When Played: Give an experience token to each other friendly Rebel unit. |
Art | Cruiser broadsiding us. Rebel starfighters storm forward. Style of Francois Cannels' Corellian Freighter. |
Notes | Compare to Devastator, Academy Defense Walker. |
Name | Dressellian Commando |
---|---|
Aspects | Command, Heroism |
Traits | Rebel, Trooper |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 1 |
Power | 3 |
HP | 1 |
Text | - |
Art | Dressellian commando on Home One. |
Notes | Compare to Death Star Stormtrooper. |
Name | Rebel Scout Trooper |
---|---|
Aspects | Heroism |
Traits | Rebel, Trooper |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 2 |
Power | 2 |
HP | 3 |
Text | When Played: Look at an opponent's hand. |
Art | Veteran trooper with white facial hair. |
Notes | Compare to Viper Probe Droid. |
Name | Blurrg |
---|---|
Aspects | - |
Traits | Creature |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 3 |
Power | 3 |
HP | 4 |
Text | - |
Art | A blurrg drinking at a lilypad-dappled pond. |
Notes | Blurrgs are native to Endor. Compare to Underworld Thug. |
Name | T-47 Airspeeder |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Speeder |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 3 |
Power | 2 |
HP | 5 |
Text | - |
Art | A T-47 skims a lake, casting spray in its wake. |
Notes | Compare to Snowspeeder, Wilderness Fighter. |
Name | Forest Ranger |
---|---|
Aspects | Command, Heroism |
Traits | Rebel, Vehicle |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 4 |
Power | 3 |
HP | 4 |
Text | When Played: The next Command card you play this phase costs 1 less. |
Art | Rugged forest ranger vehicle rushing from beneath a giant fallen tree, firing saffron energy from its turrets. 1984 Kenner toy (right is front). See timestamped video for turret swivel. |
Notes | Compare to Escort Skiff, Bendu. |
Name | *Orrimaarko |
---|---|
Subtitle | Resistance Leader |
Aspects | Command, Heroism |
Traits | Rebel, Official, Trooper |
Rarity | R |
Type | Unit |
Arena | Ground |
Cost | 4 |
Power | 4 |
HP | 5 |
Text | Restore 1. When this unit completes an attack: If an Imperial unit was defeated this phase, deal 1 damage to an enemy base. |
Art | Dressellian with eyepatch, contemplative in Home One's war room. Style and facial expression of Didier Nguyen's SpecForce Soldier. |
Notes | Official and trooper - he's a leader on his planet and part of the Endor strike team. Compare to Iden Versio. |
Name | Command AT-AP |
---|---|
Aspects | Command, Heroism |
Traits | Rebel, Vehicle, Walker |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 5 |
Power | 3 |
HP | 6 |
Text | Sentinel. |
Art | Overhead shot of an AT-AP atop a waterfall. Steep angle gives view of the falls below and a convoy crossing a bridge. |
Notes | Compare to Guerilla Attack Pod, Chewbacca Loyal Companion. |
Name | General Madine |
---|---|
Subtitle | Endor Scout Commander |
Aspects | Command |
Traits | Rebel, Official, Trooper |
Rarity | U |
Type | Unit |
Arena | Ground |
Cost | 5 |
Power | 5 |
HP | 5 |
Text | Other friendly Trooper units get +1/+1. |
Art | Crix Madine on Home One. Composition of this unused Return of the Jedi shot. |
Notes | Official and trooper - advisor to Mon Mothma and leader of Alliance commandos. Buffs troopers regardless of faction due to service in both the Empire and Alliance. Command-aspect only to allow flexibility similar to Colonel Yularen. Extends cycle of uncommon Generals from SOR - Tagge is all 2's, Veers 3's, Dodonna 4's, and Madine 5's. |
Name | Rebel Strikeforce |
---|---|
Aspects | Command, Heroism |
Traits | Rebel, Trooper |
Rarity | C |
Type | Unit |
Arena | Ground |
Cost | 6 |
Power | 5 |
HP | 5 |
Text | Ambush. On Attack: If you control a leader unit or a Force unit, this unit gets +2/+2 for this phase. |
Art | Endor troopers firing from a fern-veiled ridgeline. |
Notes | Buffed by leader due to discipline, and by Force due to hope. Compare to Steadfast Battalion, Mercenary Company. |
Name | *Luke Skywalker |
---|---|
Subtitle | Rebel Scout |
Aspects | Command, Heroism |
Traits | Force, Jedi, Rebel |
Rarity | S |
Type | Unit |
Arena | Ground |
Cost | 7 |
Power | 5 |
HP | 5 |
Text | Sentinel. When this unit is attacked by an Imperial unit: If you have the initiative, deal 1 damage to the attacker. |
Art | Luke on Endor holding lightsaber & helmet. Smoldering speeder bike behind. AI style reference. |
Notes | Compare to Chewbacca Loyal Companion. |
Name | Alliance Freerunner |
---|---|
Aspects | Heroism |
Traits | Rebel, Vehicle, Tank |
Rarity | U |
Type | Unit |
Arena | Ground |
Cost | 8 |
Power | 7 |
HP | 8 |
Text | Overwhelm. |
Art | Hulking Freerunner tank firing cannon in a battle-cratered savanna. T-47s for scale. |
Notes | "Strongest armored vehicle in the Alliance's arsenal". |
Name | Proton Torpedoes |
---|---|
Aspects | Command, Heroism |
Traits | Modification, Weapon |
Rarity | S |
Type | Upgrade |
Cost | 2 |
Power | +1 |
HP | +1 |
Text | Attach to a Rebel Fighter unit. While attacking, attached unit gets +1/+1 and gains Overwhelm. |
Art | Orange warheads with blue glow fired from a B-Wing. |
Notes | Compare to Hardpoint Heavy Blaster. |
Name | Scout Blaster Rifle |
---|---|
Aspects | Command |
Traits | Modification, Weapon |
Rarity | C |
Type | Upgrade |
Cost | 2 |
Power | +2 |
HP | +1 |
Text | Attach to a non-vehicle unit. If attached unit is a Trooper unit, it gains "When this unit completes an attack: You may look at the top card of any player's deck." |
Art | BlasTech E-11B Blaster Rifle fired by gloved hands. |
Notes | Compare to Academy Training, R2-D2, Grand Admiral Thrawn. |
Name | Responsibility of Command |
---|---|
Aspects | Command, Command |
Traits | Learned |
Rarity | R |
Type | Upgrade |
Cost | 3 |
Power | +0 |
HP | +0 |
Text | Choose one: • Attach to a Command unit. Attached unit gets +2/+2. • Attach to a non-Command unit. Attached unit gets -2/-2. |
Art | Close over-the-shoulder shot of Vader seated in the meditation chamber choking Admiral Ozzel with a powerful clenched fist. We see supreme strength and supreme weakness represented simultaneously. Piett nervously observes. |
Notes | Part of a new cycle of rare Aspect-titled upgrades to match the legendary Aspect-titled events in SOR. Can buff units that match its aspect or debuff those that don't. Compare to Academy Training. |
Name | Quad Laser Cannon |
---|---|
Aspects | Command |
Traits | Modification, Weapon |
Rarity | U |
Type | Upgrade |
Cost | 4 |
Power | +3 |
HP | +3 |
Text | Attach to a Transport or Capital Ship unit. Attached unit gains "Action [4]: Deal 3 damage divided as you choose among any number of enemy space units." |
Art | Quad laser cannon firing all four barrels. |
Notes | Compare to Overwhelming Barrage. |
Name | Reinforce |
---|---|
Aspects | Command |
Traits | Tactic |
Rarity | C |
Type | Event |
Cost | 1 |
Text | Give an Experience token to a friendly unit. |
Art | Profile shot of a parked, blaster-pocked landspeeder (facing right) under fire from our direction. A milquetoast Snivvian mercenary clutching a pitiful pistol has taken cover in the starboard seat. He's sheepishly peeking over the door and gazing over at the brawny nautolan heavy gunner who's come to the rescue. The nautolan is expertly sliding over the speeder's hood, unleashing a torrent of retaliatory fire toward us with joyful confidence and bloodlust. |
Notes | Teaches new players about Experience tokens. Compare to Vanguard Infantry. |
Name | Armed and Dangerous |
---|---|
Aspects | Command |
Traits | Supply |
Rarity | C |
Type | Event |
Cost | 2 |
Text | Search the top 7 cards of your deck for a weapon upgrade, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) If you didn't draw a card this way, ready a resource. |
Art | Two Rebel Scouts on Endor with A280 Sharpshooter Rifles. One checks their weapon's body, the other tests the aim. A third scout behind brandishes explosive charges. These figures are Corporal Janse, Lieutenant Greeve, and Sergeant Junkin from the Decipher cards. |
Notes | Recoup half cost if you fail your search. Compare to Recruit, Prepare for Takeoff. |
Name | Someone Who Loves You |
---|---|
Aspects | Heroism |
Traits | Innate |
Rarity | C |
Type | Event |
Cost | 2 |
Text | Heal 4 damage from a unit. |
Art | Boushh Leia kissing Han. |
Notes | Compare to Repair. |
Name | Bring Him Before Me |
---|---|
Aspects | Command, Command |
Traits | Plan |
Rarity | U |
Type | Event |
Cost | 3 |
Text | Give a unit +4/+4 and Sentinel for this phase. It can't attack bases this phase. |
Art | Emperor's throne. Silhouettes of Vader and Luke clash sabers. Endless stars in windows. Composition reference. |
Notes | Encourages strategy choosing friendly/enemy unit. Compare to Entrenched, Tactical Advantage, Gladiator Star Destroyer. |
Name | Supreme Firepower |
---|---|
Aspects | Command |
Traits | Tactic |
Rarity | S |
Type | Event |
Cost | 3 |
Text | Deal damage to an enemy unit equal to the number of Command units you control. |
Art | Hoth trenches - An off-balance, smoking, sparking AT-ST explodes as Rebel troops fire from multiple angles with Atgar laser cannons and Golan laser batteries. |
Notes | Compare to Admiral Ackbar. |
Name | Found Someone You Have |
---|---|
Aspects | Command |
Traits | Force |
Rarity | C |
Type | Event |
Cost | 4 |
Text | Return a non-unique unit that costs 3 or less from your discard pile to your hand. If you control a Force unit, return a unit that costs 3 or less from your discard pile to your hand instead. |
Art | Yoda amused digging through Luke's gear. Items are strewn about. |
Notes | Teaches reading carefully - the two actions may seem identical at first but controlling a Force unit allows retrieval of a unique unit. |
Name | Harvest |
---|---|
Aspects | Heroism |
Traits | Supply |
Rarity | C |
Type | Event |
Cost | 5 |
Text | Choose 3 cards in your discard pile. An opponent chooses 1 of those cards. Put that card on top of your deck and the rest on the bottom of your deck in any order. |
Art | Owen, Beru, and droids busy in the Lars Moisture Farm courtyard. |
Notes | Compare to Restock, I Had No Choice, Search Your Feelings. |
Resource Cost | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | Total # of Cards |
---|---|---|---|---|---|---|---|---|---|
Baron | |||||||||
Space | 2 | 4 | 5 | 4 | - | 2 | - | 1 | 18 |
Ground | - | 4 | 1 | 4 | 2 | 1 | 3 | 1 | 16 |
Upgrade | 4 | - | 2 | - | - | - | - | - | 6 |
Event | - | 3 | 6 | 1 | 1 | - | - | - | 11 |
Baron Totals | 6 | 11 | 14 | 9 | 3 | 3 | 3 | 2 | 51 (Deck + Leader) |
Wedge | |||||||||
Space | 2 | 3 | 6 | 4 | - | 2 | - | 1 | 18 |
Ground | 2 | 2 | 2 | 3 | 2 | 1 | 3 | 1 | 16 |
Upgrade | - | 4 | 1 | 1 | - | - | - | - | 6 |
Event | 2 | 2 | 5 | 1 | 1 | - | - | - | 11 |
Wedge Totals | 6 | 11 | 14 | 9 | 3 | 3 | 3 | 2 | 51 (Deck + Leader) |