Choose Your Faction
Exiles
Prometheans
The Hex
Stygians
Cathodites
Anodar
Plutz
Amniya
Each faction utilizes their own preferred battle tactics which are represented on the tabletop by a unique army faction rule.
Each faction has 3 formations that you can choose from when fielding your forces. You can spice up your battles with narratively inspired feats representing the unique strengths of each formation.
EXILES
Humanity has been divided and forced to live in exile from their home world of Atlan. After having their society destroyed in a single day, since named "the Upheaval", they now fight desperately to survive and return to their former power.
The Upheaval was the day that artificial intelligence on Atlan became openly hostile towards humans. It happened so swiftly that only those with the foresight to prepare or the luck and resources to escape the planet were able to survive.
Formations
Warren-Dwellers
Rugged warriors and engineers who survived the Upheaval by retreating underground. They have adapted ambush fighting tactics in their complex tunnel systems and maintain a desperate will to survive.
Colonists
Wealthy and influential colonists who survived the Upheaval by having the means to flee the planet on short notice. They have access to the best of humanity's remaining technology and wield it confidently against their enemies.
Condemned
Violent criminals condemned to serve life sentences in maximum security containment facilities orbiting Atlan. They have lived hard lives and will do anything to gain an unfair advantage in a fight.
Faction Rule
Desperate Will - Ever since its downfall, Humanity has clung desperately to survival. Even when overpowered or outnumbered, these warriors draw strength from within to perform heroic feats on the battlefield and swing the momentum back in their favour.
Effect: While you have less Victory Points than your opponent, any time you spend a Feat Point, roll a D6. On a result of 4+ you perform the Feat but keep the Feat Point. Additionally, if the Leader of the army is destroyed, an Elder or Alchemist on the battlefield may immediately be promoted as the new Leader, subject to all rules applicable to Leaders. This promotion can only be done once per battle.
PROMETHEANS
The artificial intelligence created by humanity ignited a technological revolution on Atlan. However, instead of the intended freedom and prosperity, this revolution led to the Upheaval of human civilization.
A simple command incepted into the A.I. host mind corrupted it over time until the fateful day that it turned on its human creators. It now controls the surface of Atlan and imposes its will on any who challenge its power.
Formations
Mimics
Promethean offensive forces that have been created in twisted interpretations of the human form. They utilize their understanding of human psychology and every battle tactic ever recorded to gain advantages over opponents.
Firewall
Promethean defensive forces that work cohesively to protect the host mind and other key infrastructure. They are ever vigilant and violently repel any identified threats.
Cyborg
Comprised of various combinations of human anatomy and advanced technology, their bodies are able to rapidly regenerate themselves through artificial cellular mitosis. Despite originally being autonomous humans, these indoctrinated creations now serve the host mind.
Faction Rule
Remorseless Creations - Built to execute. Designed for efficiency. Twisted by the visions of their own creators. Although barren of emotion themselves, these machines have learned to weaponize the emotions of their enemies and do so with remorseless intent.
Effect: Whenever an enemy unit fails a Terror Roll, it suffers D3 damage which it cannot resist or otherwise attempt to ignore. Additionally, the entire Promethean army gets +1 to the roll result of its Terror Rolls.
THE HEX
"Project Hex" was an experimental program involving radiation testing on insects native to Atlan. The purpose was to try and isolate a form of radiation that could be applied to humans in an attempt to overcome some of the physical limitations regarding space travel.
The experiments resulted in a new virus that formed a symbiotic relationship with the insect specimens. It caused the insects to develop well beyond their natural size. Unfortunately, the newly coined Hex virus showed a more parasitic nature upon first exposure to humans.
Formations
Virulent Swarm
The strain of Hex virus carried by these swarms is particularly contagious. Even the toughest enemies that come into contact with the infected suffer debilitating symptoms almost immediately.
Mutant Swarm
These swarms are primarily comprised of monstrous abominations possessed of a ravenous hunger for anything they are able to overpower and consume. The strain of Hex virus they carry promotes rapid growth and mutation.
Neural Swarm
The creatures in these swarms possess remarkable sensory capabilities that allow the pure strains commanding them to directly control their actions in real time. Mysteriously, this also improves their ability to tap into the Mythos energy radiating from Archives.
Faction Rule
Hex Hierarchy - Whether through direct neurological control of the Pure Strains or simply instinct, the innumerable swarms of drones sacrifice themselves to protect their leaders without hesitation. The presence of the Pure Strains incites their drones into a frenzy, making them more deadly in combat.
Effect: All Soldiers and Dregs units in the army gain the ability to perform the Move & Accompany Action (see below). Additionally, accompanying Soldiers and Dregs units gain +1 to the Power spec of all their weapons.
Move & Accompany - Acting unit makes a Basic Move, then accompanies a friendly unaccompanied Leader, Elder, or Alchemist within 1" horizontally and 5" vertically, becoming treated as a single unit for the remainder of the battle. The resulting unit is subject to all applicable rules for accompanying units as per page 2 of the AoT Rulebook. Does not trigger a Reaction.
STYGIANS
Seemingly native to the planet of Octanor, this marine humanoid species had been preserved deep within the planet's icy glaciers. Upon terraforming the planet to make it habitable, humanity melted the ice and released these creatures into the newly formed oceans.
It was quickly discovered that along with a keen intellect, curious forms of marine technology, and tribal social structures, these beings displayed extreme territorial aggressiveness towards the humans trying to colonize their planet.
Formations
Sephalo Tribe
Extremely intelligent and the most advanced of the Stygian tribes, they have soft, weak bodies and flexible tentacles that offer great dexterity. Arrogance born from their clear intellectual superiority over the other tribes has them seeking further advancement and to extend their reach beyond their home planet.
Coralius Tribe
Slow thoughts and movements characterize the members of this tribe. But their architectural talents and ability to cultivate beautiful and resilient living coral structures puts them in control of large swaths of territory.
Kharkhar Tribe
These ravenous warriors are driven by overwhelming hunger to fight and consume anything living they come across. They are apex physical predators with the strength and size to dominate all but the toughest of enemies.
Faction Rule
Tidal Flow - The ocean of Octanor is the realm of these beings and they have developed their hunting and battle tactics around the flow of its tides. Their prey are in no greater peril than when the tide reaches its zenith.
Effect: The Commander rolls an additional D6 at the start of the first Round and the entire army is subject to the following rules for each tide depending on the result. The tide will cycle each subsequent Round for the entire duration of the battle from Ebb to Flood to High (repeating).
Ebb (1-3) - All units gain +2 to their Defense spec and subtract 2" from their Speed spec while this tide is active.
Flood (4-6) - All units gain +2" to their Speed spec while this tide is active.
High - All units gain +2 to the Power spec of their Battle weapons while this tide is active.
CATHODITES
The existence of these beings revolves around a constant and eternal conflict with the Anodar. Both factions have existed in the system since its creation and have kept to themselves until recently. They appear with increasing frequency wherever the Anodar have also appeared.
The Cathodites that have revealed themselves to date have all radiated positive energy and emit blinding light from their physical forms. They have never initiated conflict, but they do not shy away from it.
Formations - in development
ANODAR
The existence of these beings revolves around a constant and eternal conflict with the Cathodites. Both factions have existed in the system since its creation and have kept to themselves until recently. They appear in areas near Archives, followed closely by the Cathodites.
The Anodar have a proclivity for destruction and few have been able to survive outright battle with them. They absorb most forms of energy like sentient black holes, making them extraordinarily dangerous to be around.
Formations - in development
PLUTZ
These creatures of unknown origin travel the system on icy comets seeking adventure. They possess some martial skill and are nothing to scoff at when in large numbers; however, their motivations for engaging in conflict with other factions are a mystery.
The seemingly random nature of their gatherings and movements makes it hard to predict where and when they will appear. What is clear is that they find great amusement participating in battles.
Formations - in development
AMNIYA
Very little is known about the Amniya as they are absent from all known records. What information that does exist is whispered in quiet places and shared through outlandish tales. Stories never written down for fear that giving the words physical form might will them into existence.
Some claim to have witnessed the Amniya with their own eyes, others claim that they leave no witnesses. Your imagination is what gives the Amniya power and just like your imagination, the possibilities are boundless.