The Factions of Ether Wars (2/2)
We continue our journey through the factions of Ether Wars. Today, we will talk about the Dracons and the Humans, the most powerful species in the game.
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Today we introduce you to the Dracon and the Human. While the Ripper and the Vai are excellent at extracting and managing resources, these two are both proficient in combat and sneaking up on their oponents.
The Dracon
“Under this rotten sun, we lie beneath you, Mother; we wait for your return, Mother. Under one united banner we shall avenge your fate and seal the destiny of our people, Mother. The wait is almost over”.
The Dracon are an aggressive and agile species.
United under a Rotten Sun
The Dracon are descendants of the Great Dragon Mother and live in a small three-planet system. Long ago, they used to engage in endless fights with each other, warring amongst divided factions that clashed under the slightest of pretences.
A common enemy brought unity, but at a high cost. Tens of thousands of Dracon lost their lives in a war against the Atki that lasted for decades. After rising victorious, Dracons took over their technology and came together as one under the leadership of Greater Drac. Now they intend to secure control of the Ether in hopes of using it to bring back the Great Dragon Mother from her eternal slumber.
Story of Violence
The Dracon are known for their relentlessness and viciousness in combat, and their faction abilities are geared towards attack-based strategies.
- Fertile – At any time before the Resolution phase, you may pay one Charge to receive one Unit and place it anywhere.
- Hungry – During the Resolution phase, receive three Protein per wound you cause in combat.
- Aggresive – During the Resolution phase, all your Units on the board are powered up if at least two of your Units attack a silo this Round. Additionally, you may pay one Charge to add one point to your combat roll in an opponent’s silo.
- Untamable – During the Movement phase, you may pay one Coltan to move two Units or one Mercenary, or pay two Coltan to move your Hero.
The Human
“The Zero Impact doctrine is the single greatest political and ideological turning point in human history. Not only does it bring humanity a step closer to its natural evolutionary goal, but it positions us at a higher moral ground than other species. That’s a fact. We are willing to do anything it takes to expand this doctrine over all living beings” – Noah Charter, Ecodogma Ideologist
The Human are a versatile and well-coordinated species.
Rise of the Ecodogma
The Human have survived a devastating planetary warfare between factions. In it, the dictatorship of consumerism was overthrown, but a high cost: Earth was rendered uninhabitable. The survivors set up a new living-system in orbit and started rebuilding Earth from its ashes.
The “Zero Impact” doctrine was established, whereby Earth should be let alone, to heal on its own. It quickly led the human species to adopt a new religion, the Ecodogma. Now humans want to secure the power of the Ether to go back to Earth and live on the surface while they expand Ecodogma all over the Universe, by way of military domination.
Cold-blooded Strategists
Humans are known for their agile and shifting battle style. They can approach combat in a variety of ways using their different faction abilities.
- Courage – During the Resolution phase, all your Units in an Area without your Hero are powered up.
- Leadership – During the Placement phase, you may pay one Charge to skip one placement.
- Outsourcing – During the Mercenaries phase, you may hire up to two Mercenaries. Additionally, you may pay one Charge to hire one free Mercenary.
- Strategy – Once during your Placement phase, place up to three Units and your Hero in an Area where you have already placed dice.
And this is all for today. Coming up next, the mercenaries in great detail!
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