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Hyacinth's Legion (V0.2)

Posted: Thu Dec 04, 2025 10:48 am
by Zoura3025
Adds two custom player squads for a total of 6 Mechs and 4 Deployables, all themed around a character of mine. This is my first mod, so please be gentle.
(Yes, no images yet. Sorry.)

Hyacinth's First
A well-rounded squad with a mix of Melee, Ranged, and Deployable capabilities.

Manipulator Puppet
3 Health, 3 Move
Prime Class
Manipulative Strike: A flexible straight-shot ranged attack (1 damage). If the attack lands in melee range, the Manipulator gains a shield. In non-melee range, it does extra (+1) damage.
- (1 Core) Increased Specials: Melee strikes repair the Manipulator. Ranged Attacks do further increased (+1 -> +2) damage.
- (2 Cores) +1 Damage: Increases damage by 1 regardless of range.

Trickster Puppet
2 Health, 3 Move
Ranged Class
Fireball: A lobbed projectile that deals 1 damage to a tile and the tiles adjacent to it. Sets the target tile on fire.
- (1 Core) Buildings Immune: Buildings ignore Fireball damage.
- (3 Cores) +1/2 Damage: The Fireball does +2 damage to the center of the blast and +1 to the adjacent ones.
Frost Ray: A beam of ice that deals 2 damage to enemies and protects buildings with ice. 2 uses per mission.
- (1 Core) +1 Uses: Adds 1 extra use per mission.
- (2 Core) Ally Boost: Allies become immune to beam damage. Striking an ally increases beam damage by +2, tapering off back to 2 as it travels.

Reconcilant Puppet
4 Health, 2 Move
Science Class
Healing Energy: Heals the Reconcilant and a target of its choice for 2 Health each, cleansing Fire and A.C.I.D. 3 tile range.
- (2 Cores) Extended Range/Influence: Increases range to 5 tiles and applies healing to all tiles adjacent to the target tile.
Spawn Imp: Deploy an Imp to help out in battle. 2 uses per mission. Imps are 1 Health, 4 Move flying units that attack with short ranged dash attacks.
- (1 Core) Second Shot Twin: The second spawn produces two Imps, rather than just one.
- (2 Cores) +1 Health/Damage: Increases Imp Health, Damage, and Dash Range by 1.

Hyacinth's Analogues
A squad of heavy units featuring an Anchorage, its Serfs, and the Analogues they manage. Goes much harder on the deployable gimmicks, including special unit interactions and mid-mission upgrades. I recommend using the Hyacinth's First squad first if you're unfamiliar with spawner squads, but overall I'd say the two are roughly the same in terms of difficulty.

Anchorage Puppet
4 Health, 1 Move
Prime Class
Spawn Serf/Colony: Spawns a Colony in melee, or a Serf at range. 2 uses per mission. Colonies are self-upgrading Analogues that can fulfill the role of a support unit for Serfs, or an independent weapon hardpoint. Serfs are frail, nimble puppets that specialize in healing and supporting Analogues.
- (2 Cores) More Serfs, Better Colonies: Spawning Serfs directly now spawns 2. Improves the effectiveness of Colony upgrades.
- (2 Cores) Enhanced Spawns: Serfs do increased healing and boost. Colonies are further enhanced.
Anchorage Beam: A beam that originates away from the Anchorage, pushing targets perpendicular to its path.
- (1 Core) Smart Aiming: Beam no longer attacks allies or buildings. Skipping a tile in this way adds 1 to the beam's reach.
- (3 Cores) +1 Damage/Range: Beam can hit +1 tiles with +1 damage.

Sovereignty Analogue
3 Health (Armor), 3 Move
Brute Class
Suppressive Fire: Pelts a line with heavy machine gun fire, dealing 1 damage to a 3-long area (excluding buildings) at the cost of 1 self-damage. Boosting increases the length of the damage area by 1 tile.
- (2 Cores) Flush Fire: Converts the attack into a narrow cone, hitting adjacent columns past 1 tile out. Units caught in the flush fire will be pulled into the center file.
- (2 Cores) +1 Damage: Increases damage (to both targets and self) by 1.
Magic Missile: An immensely hard hitting free-aim projectile that pushes in a chosen direction. 2 uses per mission. Boosting increases the damage even more, but causes self-damage.
- (2 Cores) Rolloff: Damage "rolls off" onto the tile the target is pushed onto, dealing half of the original projectile's damage.
- (2 Cores) +1 Uses/Damage: Increases uses to 3. Adds +1 Base Damage and +1 Boost Damage.

Federation Analogue
4 Health (Armor), 1 Move
Science Class
Heavyweight Shove: Pushes a tile, dealing damage to enemies, ignoring buildings, or healing allies. Boosting allows the shove to hit all adjacent tiles, though with reduced damage/healing.
- (1 Core) +1 Primary Damage: Increases damage/healing to the target tile by 1.
- (3 Cores) +1 Base Damage: Increases damage/healing to all target tiles by 1.
Spawn Province: Spawns a Province Analogue at the cost of 2 self-damage. 2 uses per Mission. Provinces are winged Analogues that can leap a target, damaging and pulling it into the Province's starting space. Boosting adds a hard-hitting, single use missile attack to the deployed Province.
- (2 Cores) +1 Move/Armor: Increases the Provinces' movement by 1 and gives them the Armor state.
- (2 Cores) Improved Weapons: Increases Province lethality by adding a second hit to Down Shot and doubling Buster Missile's damage.

Download
(Hosted on a github pages for the aforementioned character.)

Re: Hyacinth's Legion (V0.1)

Posted: Fri Dec 12, 2025 5:00 am
by Jefepato