Update #12
Oct 10, 2013
Tribe Spotlight - Hydris
Here we are at the Tribe Spotlight on the Hydris, our finned friends from the water. The Hydris are an adaptable Tribe that has a knack for using their watery surroundings. They are also the only Tribe so far (spoilers) to begin a campaign with a ranged weapon - the Hunting Net.
So let's see what Innate Ability every Hydris Tribe Occulite begins a Campaign with:
Waterwise
Hydris Occulites possess a range of evolutionary features to help them survive in their natural habitats. They have flippered feet which, in conjunction with the thin membrane under their arms, allows them to move swiftly through the water. Hydris Occulites have the use of gills to help them survive under water for longer periods of time and rarely find themselves in trouble when in the water.
Hydris Occulites suffer no movement penalties for moving through water except for River Water. They may also attack and defend with no penalties when in the water.
The following Innate Ability is only held by the Hydris Netter.
Hunting Net - 1 Action
The Hydris tribe Occulites are skilled in making nets for hunting and trapping. These nets however are very special to the tribes and are not wasted lightly. Darwin notes that often a tribe will only ever carry one net on them at any one time, keeping the rest back at their Home Cave.
This net can be used during the game for one action by the Hydris Netter. Once used, it must be retrieved before being able to be used again as long as it is not damaged in the process.
To use a Hunting Net the Hydris Netter cannot be in base contact with an enemy figure as it needs room to swing. The Hydris Netter may throw it at any opposing figure within 5 spaces. Treat this as a regular Attack (but with 2 free rerolls) that needs to be defended against normally.
This means that even if that figure is adjacent to another figure (friend or foe), it can still be targeted. Refer to the Hunting Net Combat table when resolving this attack. A model that has thrown a Net, must stay within 5 spaces of the victim to be able to pull it back in. If the figure ever moves further away than this, the Net is considered dropped and will be destroyed by the Hydris’ opponent.
The following Innate Ability is only held by the Tribe Chief himself.
Healing Mucus
By concentrating when threatened or in danger, the Hydris Chief may secrete a mucus that when applied to his wounds, will quickly begin to heal them.
The Chief may spend a Tribal Token to gain +1 Health. This may not take him above his starting value.
Learned Abilities...
The Hydris Tribe's ability to move through the many different water terrain overlays are their greatest asset. The ability to attack and defend in all kinds of water gives them a huge advantage over other Tribes that just cannot manage that. The Hunting Net allows the Tribe to slow down their opponents and the Chief's Healing Mucus keeps him on the board, but at a cost of those precious Tribal Tokens.
During a Campaign, the Hydris Tribe can learn abilities that allow them to actually Hide in Water Terrain, something no other Tribes can do, aquatic charges, bursting forth from the water and surprising their enemies, breaking away from combat through the secretion of slippery mucus, using their Tridents at a distance to contribute to Gang up Attacks as well as the ability to create neurotoxins that are secreted through their mucus.
Do they sound like the kind of Tribe you would like to run?
Optional Card Pack Expansions
There has been some confusion about the Optional Card Pack expansions for the Floris, Ignis and Nimbus Tribes. I have uploaded a graphic to the main page to hopefully clarify what you get at each pledge, but I have included it below for clarity.
The Optional Card Packs for each Tribe are not part of the main game or the expansions and were developed separately after the game was finished for players that had many, many games under their belts. The Card Packs are entirely optional and I would not recommend that you use them until you have play a few campaigns. They are fun additions though once you are familiar with the game and add to the re playability of each Tribe and Scenario. These are separate expansions to the main game and Tribe expansions and will be available after the campaign separately for a cost.
As Stretch Goals, we have been able to include the Palaudis, Hydris and Advanced NSD card decks (the second 12 Advanced NSD cards unlock at $45K) for free with every pledge of Tribesman or higher. The Card Packs for the Floris, Ignis and Nimbus are Add ons though which are not included with any pledge level. They can be added onto to pledges for $8 each.
For example, if you wanted everything available for Dawn - Rise of the Occulites with all your figures unpainted, you would pledge for Puscual Hunter at $135, then you would add on $24 (three Card Packs - Floris, Ignis, Nimbus) for a total of $159.
If you wanted everything available painted, then you would pledge at Sunmaster at $260 (or $245 if you got an early bird) and then add $24 on for the three card packs for a total of $284 ($269 if you got an early bird) - plus shipping if you are out of the US (like me)
If everyone that pledged for Sunmaster or Puscual Hunter chose to get these Optional Card Packs and added the $24 for them to their pledge, it would put us over the $45K, meaning the Nimbus Tribe would unlock, the second set of 12 Advanced NSD cards would be added to pledges and both the Puscual Hunter and Sunmaster pledge levels would become active which would be incredible!
So once again, I thank you for all your support during the campaign and am really excited about being able to deliver this game to your home to play with your friends and family.