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Neuroshima hex mephisto
Neuroshima hex mephisto









neuroshima hex mephisto

This is stronger than nets or other units like Outpost’s Scoper. When either the HQ or an Agitator module are touching the opposition in that special place, the enemy unit acts for Vegas. They do have an average number of modules, though, and what makes up for that dearth of fighters is what three of those modules and the HQ can do: take over enemy units. Vegas has the fewest warriors of any faction outside the weird ones (Dancer and Mephisto) at 8 and two of those can’t attack, leaving them with 4 ranged and 2 melee units. In the post-apocalyptic world, they’ve combined some elements of the old regime (corporations and rackets) with the popular theme running through the city since its inception: Money talks.

neuroshima hex mephisto

Vegas: 8 warriors (Mercenary x2, Bodyguard x2, Marksman x2, Guard x2) 7 modules (Agitator x3, Scout x2, Saboteur, Medic) 2 foundation (Mines) 17 actions (Battle x5, Move x3, Push Back x3, Rotation x3, Castling x2, Sniper)Īs many people are aware of today, Vegas is kind of a world unto itself. Here’s where we’ll talk about the other (mostly) human factions that inhabit the world of Neuroshima Hex, struggling against the machine power of Moloch and each other as they compete for the few remaining resources or even try to resurrect the world that has been devastated. We explore the other (mostly) human sides, fighting for existence (and sometimes progress) in the blasted world of Neuroshima Hex











Neuroshima hex mephisto