FACTION 10 — COLONIES
KITH
Attrition through expenditure — death is not failure, it is resource.
RESOURCE — BIOMASS
Baseline 500/turn. +200 Biomass each time a friendly unit is destroyed. No banking.
Kith convert death into economy. Every time a friendly unit is destroyed, Biomass is generated. Workers die efficiently, fund the Biomass cycle, and the colony replenishes through a limited redeploy mechanic.
HISTORY
Ancient, non-human colony intelligence. Patient. Already here. Kith begin formal expansion ~23,000 years ago, occupying vacuums created by the wars. A Kith Queen destroyed in a Werewolf raid causes the colony to continue without pause. Observers find this unsettling. The Kith find the observers' reaction interesting.
UNIT ROSTER
Tier 1 — Lesser
Tier 2 — Soldier
Tier 3 — Elite
Tier 4 — Champion
Tier 5 — Commander
COLONIES
Each colonie grants your Commander a unique ability drawn from a specific mythological tradition.
ROOT
Khepri
Egyptian — scarab, divine becoming, self-renewal
Colony of the Rising Scarab
Crest: A scarab beetle mid-flight, wings fully extended
COMMANDER ABILITY — SACRED EMERGENCE
Once per match, when a friendly unit is destroyed, immediately deploy one free unit of equal or lesser tier on that hex. It may act this turn.
Colony of the Dung Sphere
Crest: A sphere being rolled by a beetle silhouette
COMMANDER ABILITY — ENDLESS ROLLING
Once per round, one friendly unit may move up to 3 additional hexes as a free action. They push any enemy unit in their path 1 hex.
Colony of Khepri's Eye
Crest: A solar disc with a scarab at its center, one eye visible within the disc
COMMANDER ABILITY — SOLAR REBIRTH
When any friendly unit is destroyed, all surviving friendly units within 3 hexes of that unit gain +100 ATK until end of turn. Triggers automatically.
ROOT
Ah-Muzen-Cab
Mesoamerican — Mayan bee deity
Colony of the Sacred Hive
Crest: A honeycomb pattern with a figure at its center
COMMANDER ABILITY — ROYAL JELLY
Once per match, permanently increase one friendly unit's HP per member by 300.
Colony of the Wasp Warriors
Crest: A wasp in attack posture, stinger forward
COMMANDER ABILITY — COORDINATED STRIKE
Once per round, after any friendly unit attacks, one other friendly unit within 2 hexes may immediately make a free attack against that same target.
Colony of the Honey Road
Crest: A trail of droplets leading to a destination hex
COMMANDER ABILITY — TRAIL PHEROMONE
Once per round, designate one hex. All friendly units moving toward that hex this turn pay 100 less Command to move.
ROOT
Anansi
West African — Akan/Ashanti spider trickster
Colony of the Spinning Web
Crest: A web with a spider at its center — the center is empty
COMMANDER ABILITY — PATIENT WEB
Once per match, designate up to 3 connected hexes as webbed terrain. Enemy units entering these hexes pay +100 Command to move and attack for the rest of the match.
Colony of the Trickster Caste
Crest: A path that doubles back on itself
COMMANDER ABILITY — FALSE TRAIL
Once per round, after an enemy unit declares a move, force that unit to move to an adjacent legal hex instead. Free action.
Colony of the Story Keeper
Crest: A web holding objects within each node — memories, not prey
COMMANDER ABILITY — ACCUMULATED DEBT
Track the number of friendly units destroyed this match. Once per match, deal that number ×100 as direct damage to one enemy unit (max 800).
ROOT
Chán
East Asian — cicada rebirth, silkworm transformation
Colony of the Empty Shell
Crest: An empty exoskeleton — perfect in form, hollow within
COMMANDER ABILITY — THE SLOUGHING
Once per match, when a friendly Elite or Champion unit would be destroyed, instead reduce it to 1 member with 100 HP.
Colony of the Silk Road
Crest: A cocoon partially open, one form emerging from another
COMMANDER ABILITY — METAMORPHOSIS
Once per match, transform one friendly Soldier unit into an Elite unit of your choice. The unit retains its current HP total.
Colony of Ten Thousand Years
Crest: A cicada on a stone, the stone carved with years too numerous to count
COMMANDER ABILITY — PATIENCE
At the start of each round, if the Queen has not used any ability this match, all friendly units gain +100 DFN until end of turn. Stacks each round (max +400).
FACTION TIMELINE
Ancient, non-human colony intelligence. Patient. Already here.
Kith begin formal expansion into vacuums created by the wars. They do not fight for territory. They occupy what others abandon.
A Kith Queen is destroyed in a Werewolf raid. The colony continues without pause. Observers find this unsettling. The Kith find the observers' reaction interesting.