Showing posts with label technologies. Show all posts
Showing posts with label technologies. Show all posts

Tuesday, January 6, 2015

An expansion for Exodus - X. Blackwater

Happy New Year everyone! 

After well-deserved holidays we have returned to work and gaming with renewed strength preparing the last details of our upcoming Kickstarter project for Exodus: Edge of Extinction

With that in mind we are presenting today the sixth and final faction of the expansion, the warmongers of Blackwater.

Blackwater faction sketch by Odysseas Stamoglou

Blackwater is the most conflicted oriented faction in Edge of Extinction. Their whole existence revolves around a single goal - their total domination over mankind. To implement this philosophy, they have developed powerful weapons, such as EMP Cannons, investing massively in offensive space combat technologies. The leaders of Blackwater are not naive and they acknowledge the threats posed by other warring factions, thus they did not neglect the development of defensive research, leaving almost no aspect of space conflict uncovered. 


Precision and reliability – these are the concepts that made us into what we are today. But make no mistake, although we draw from the past, we are the future of mankind, whatever others might want you to believe. In the old days we were able to adapt, displaying power in all kinds of conflicts and proving that we will always exist and remain in a prestigious position of power and influence. Now comes the time when we take the gloves off, and swap our obscure influences for open and total domination.

Blackwater is more of a corporation than a faction, changing and adapting with time, but still holding on to what made it economically strong before leaving Old Earth. Although much had to change in the faction’s structure, the basic ideas remained immutable, serving as obvious proof that some of humanity’s flaws prove to be an infinite resource to be properly exploited.

Built around a vast economical power, Blackwater believes itself to be the true heir of humanity: a faction stemming from an organization that had existed on the top of the world’s food chain for decades before the Exodus. Now, through intensive development of space weapons, Blackwater is gathering strength to strike at its enemies with the cold precision and the dauntlessness that had forged its name in the old days.

Blackwater is a goal oriented faction – perhaps even the single most objective-focused one in this new world – and the goal is to make the final transition from an almost all powerful organization to a truly omnipotent one. After all, the laws and regulations that had curbed the corporation time and time again back on Earth no longer apply, with almost no obstacles standing in the way of total domination.

Now everything Blackwater does is means to an end, with no humanitarian laws putting a damper on what the faction’s specialists are able to achieve. And soon, very soon in fact, all those who want to win will find out they are playing a game not only invented but also arbitrated by one of the opponents. The one that is invading their borders, destroying their fleets and holding their assets, before their own aggression can finally be stopped.

If you're curious about the other factions in Exodus: Edge of Extinction, check them out:
Sirius Theocracy 
Arctic Dominion
Han-Xia Dynasty
Titan Diarchy
Confederation of Sol

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Tuesday, December 9, 2014

An expansion for Exodus - IX. Confederation of Sol

We're presenting today the one but last faction of Exodus: Edge of Extinction, Confederation of Sol. Originally reuniting the peoples of Latin America, the Confederation has evolved past its historical ideological boundaries, while keeping the essence of its ancestry.

Confederation of Sol sketch by Odysseas Stamoglou

While the Confederation is not favoring open conflict, their history recorded many asymmetric responses they offered to various threats. They have mastered the weapons of mass destruction while developing almost impenetrable protection against them, making the Confederation less vulnerable to surprise attacks. And since the people of Sol do not like surprises of any kind, their technologies include Advanced Cloaking and Dark Energy Shield, making their space ships very difficult targets.


If the years since we left Earth has taught us something, it’s that we just want to exist. Without poverty, without threat, without revolutionists and warlords telling us what to do. We are happy with the status quo – or we would be, if other weren’t so unhappy with it. We don’t want a war, but if we are to face opponents who think they are stronger than us, then so be it. They will be in for a surprise.

The Confederation of Sol originates from what was known back on Old Earth as Latin America – a place filled with wonder, but also with social inequalities and injustice. From corporations eagerly exploiting the people and the lands, to power hungry local leaders, the faction’s ancestors rarely had had an easy life of the rest of the world. That is probably why the Confederation now just wants to exist in peace and be left to its own devices.

Many other survivor factions boast their reputed technology lead, the might of their fleets or the superiority of their way of life. In comparison, the Confederation of Sol does next to nothing in terms of flexing their political muscle or displaying their military might, believing that when the imminent conflict finally comes, there may still be hope that the warring factions will leave Confederation alone.

Rapid technology development is not the main goal of the Confederation – or at least does not seem to be. A very cautious observer might notice, however, that research was a discreet focus of this particular faction. There are even those few who, after repeatedly provoking the Confederation, lived to tell the tale. And it is a horrifying tale of whole fleets silently materializing in the emptiness of the void to strike with surgical precision and wreak unspeakable havoc before disappearing once again, without a single ship lost.

Survival and a relatively comfortable existence are the current goals for the Confederation’s leaders. Simply put, they want to live their own life and are perfectly content with letting other survivor factions do the same, going so far as to easily forgive minor infractions that would set others off – and buying time to mount a sudden, unstoppable and crippling counteroffensive. That is also why they fight most their battles on their own territory, and with ages of guerrilla warfare experience behind their belts, the members of the Confederation will usually only defend their homes, and do this effectively enough to put all else to shame.

If you're curious about the other factions in Exodus: Edge of Extinction, check them out:
Sirius Theocracy 
Arctic Dominion
Han-Xia Dynasty
Titan Diarchy

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Wednesday, December 3, 2014

An expansion for Exodus - VIII. Titan Diarchy

The new faction of the Exodus expansion we are presenting today is Titan Diarchy. Before we get down to business, we want to thank you once again for helping us choose the name of the expansion, Exodus: Edge of Extinction.


Titan Diarchy sketch by Odysseas Stamoglou

Titan Diarchy has a special appetite for science and while they are willing to share some of their knowledge with the others, their awareness that knowledge is power guides their philosophy of existence. Several unique technologies give the Diarchy the upper hand in the tech race and provide them with the means to assert they supremacy through technology. Even if war is not their main focus, with their almost limitless access to science, Titan Diarchy has all the means necessary to reach to an immediate or long term threat.




We know what war is, we have seen scars left on our lands time and time again. We were taught that the future lies not with the strength of arms, but with humanity’s true achievements: scientific discoveries. Over time we have learned to excel in what everyone needs to build a better life. And we will share our knowledge with those able to aid us in further research, to build a better future for all mankind.

Although many survivor factions claim to be the most technologically advanced, the members of the Titan Diarchy are the true masters of research and the leaders of innovation. With the skills and traditions of the scientific and academic Europe of the Old Earth, the Diarchy is able to use its specialized workforce with utmost effectiveness and precision, becoming the only faction able to come up with a few groundbreaking discoveries in the time it takes others to make a single breakthrough.

The technological lesson is, however, not the only one the Titan Diarchy decided to never forget. The 20th and 21st century wars left Europe destroyed and rebuilt time and time again, which taught the Diarchy that even though fighting on home territory comes with some advantages, the losses usually outweigh the benefits.

This approach has seeped into the Diarchy’s attitude towards armed conflicts. Although the leaders of this scientific faction will always choose peaceful coexistence, they will not run from combat when war is inevitable. In fact, the Diarchy will be the first survivor faction to aggressively attack an opponent, trying to ensure any conflicts play out as far from their own borders as possible.

The main goal of Titan Diarchy is not an all out war. Its members knows how to fight, but it is science they truly excel at. A strong belief that developing new technologies will allow all humanity to live in peace means that the faction’s leaders will always seek a peaceful resolution to any possible conflicts, trying to negotiate and share their technology for the greater good of mankind – and for a profit that will put them in a position of true power in the futuristic technological utopia they are hoping to build.

If you missed our earlier articles, you can read here about Sirius TheocracyArctic Dominion and Han-Xia Dynasty.


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Tuesday, November 18, 2014

An expansion for Exodus - VII. Han-Xia Dynasty

As promised, we continue to present the different factions present in the Exodus expansion. Before we get to the main topic of the day and talk about the Han-Xia Dynasty, let's have a quick look at early sketches of the artwork....


Box cover sketch
Han-Xia faction sketch

Han-Xia Dynasty is the faction with the best skills during space combat. Using Advanced and Fringe tactics, the Dynasty can create positive outcome out of almost any space confrontation. With their unique Hyperspace Drives, they also have the ability to move unrestricted throughout space, surprising their enemies and engaging in fights they almost always win. Without being neither moral nor immoral, their simple yet effective set of laws and amoral vision among the most powerful and fearsome factions, equaled perhaps only by Blackwater.




When others were leaving Earth in panic, escaping the cruel fate of a dead world, we were ready. We had  the best and brightest of us chosen to become our future. We did not escape into the far blackness of space. We went as conquerors. We have a history longer than many other nations of the world. We stood the test of time when others faded. We flourished when others merely survived. As our fleets dominate the void of space, so will we dominate all those who try to oppose us. And who are you to judge our ways?

The Han-Xia Dynasty originated in greater China, which probably explains why this specific faction seems more closely tied to its nationality than any other. Centred around effectiveness and unrelenting exploitation of its seemingly endless human potential, the Han-Xia adapted to the new world with astonishing speed, assimilating and modifying Centaurian technology faster than any other survivor group.


Although the Centaurians welcomed humanity and peace and did a lot to impose their pacifistic doctrines upon their new protégés, the Han-Xia Dynasty knew from the start that humanity will need a single leader – a leader forged in the rapidly dying flame of an exploding enemy fleet. With that in mind, the Dynasty introduced a cruel but frighteningly effective training regime for their pilots, quickly building a force of specialists able to best any opponents in space combat.


However, the war for domination requires not only strength, but also speed, and the Han-Xia’s ships are quickly becoming a legend, for the Dynasty is the only faction controlling the technology of faster than light travel – and this but one of many technologies the Han-Xia scientists were able to not only learn to use, but also modify heavily so that it would serve the Dynasty’s purpose.


The Han-Xia Dynasty works with the fearsome effectiveness of a human hive, able to react to change with incredible speed and to respond violently to even the slightest of provocations. Some believe that it is because of its leaders inborn cruelty. Others, better schooled in the ways of Han-Xia know that the truth is far more terrifying. The Dynasty is here to rule, its purpose is clear, and it will not shy away from achieving its goal in the most effective way possible, even if the effectiveness means resorting to lethal brutality or cold genocide.


If you missed our earlier articles, you can read here about the Sirius Theocracy and the Arctic Dominion.


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Wednesday, November 12, 2014

An expansion for Exodus - VI. Arctic Dominion

Last week we started presenting the factions fighting for supremacy in Exodus: Proxima Centauri. We continue this series with the Arctic Dominion, the experts of trading.




The Dominion is the single faction with the ability to convert resources into victory points. This ability is backed by their trading, banking and mining skills supported by specific technologies, allowing the Dominion to convert very fast their territorial claims into power. Another unique technology of the Arctic Dominion, the Quantum Reflection, is their key to take full advantage of fighting the Centaurian Resistance, getting both the victory points and the direct benefits from the resistance cards.

Some see space as a dark, cold and unwelcoming place. In the ancient times seas were similarly perceived, but even then our ancestors braved the freezing blackness, acknowledging the dangers, but also seeing the possibilities it offered. They were warriors and traders; we are businessmen. If there is a price on something, and if it is the right price,  we can deliver. And as far as we know, there is a price on everything.

On Earth the Arctic Dominion grew where all else would either freeze, or have the right mind to leave. The cold and unwelcoming place of the northern part of North America and the territories north of Siberia, though rich with natural resources, forged the shrewdness and mettle of the people living there. With time it became clear that the common focus on turning a profit became more unifying than any particular nationalities and beliefs, becoming a deciding factor in the origin of Arctic Dominion.

There is and has always been only one guiding force behind Arctic Dominion: money. Leaders of the faction believe that although Old Earth might be merely a legendary home world with a legacy many hope to fall into oblivion, there are still lessons that should never be forgotten. And for the Dominion, those lessons allow them to flourish and profit where others struggle for survival.

Members of the Arctic Dominion are descendants of Earth’s miners, traders and bankers, today unified mostly by a mutual desire to build the wealth and power of their organization. A long tradition of trading with yesterday’s enemies and tomorrow’s allies makes them a group of business negotiators, with a level of skill unmatched by any other. Their economic potential allows them to also remain a challenging wartime opponent. It is not unknown for the Arctic Dominion to profit from their conflicts by auctioning off carefully obtained POV’s that are the key figures for other factions.

Although concentrated on their own power, the Arctic Dominion managed to maintain the closest relations with the Centaurians, learning as much as possible from humanity’s benefactors and supplementing civil science research with a focus on Centaurian technologies that allow them to maximize the gains even from fighting off indigenous resistance. 

We will continue our detailed presentation of the expansion next week with the Han-Xia Dynasty. 


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Tuesday, November 4, 2014

An expansion for Exodus - V. Sirius Theocracy

With Spiel Essen out of the way, our focus is back on Exodus: Proxima Centauri. The long awaited expansion is our current top priority project and things are looking good. The prototype is ready and the we have a play testing session at the end of this week.

Since the major feature of this expansion is the asymmetric game play, let's start talking about the different factions in Exodus... today, the Sirius Theocracy. First, the technologies...



The Sirius Theocracy is a faction with a unique way to control the political aspect of the game and new means to assert domination - scoring VP from turn order cards and laws on the table. Their cunning political abilities are doubled by the clone factories which allow a quick spread of population across planets and the tachyon scanners providing an early advantage in combat.

The Lord has always provided, the Lord has brought us from the malice and destruction of Old Earth, and the Lord will bring us into a better future and this new world of His, before our lost Eden is once more restored to us. And when we return, we will rule it in His name.

The roots of what is known today as the Sirius Theocracy stem from the southern part of the former United States of America and northern territories of Mexico. Bound together by a mutual belief in a higher power watching over them, the Sirians believe that their destiny life both with Gaia, their new world, and Earth, were they are planning to return to rebuild and restore its former glory.

Although the Sirius Theocracy is unified by an idea of a benevolent deity being their creator and protector, perceiving them as simple minded religious fanatics would be a grave mistake. Members of the Sirius Theocracy are known as true masters of politics: they are cunning and deceptive, often hiding their true agendas behind an image of zealots driven solely by religious beliefs.

The immutability often associated with any societies bound by religious belief has never stopped the Sirians from committing to scientific research, allowing them to not only be the first to master human cloning, but to spearhead any new research in this field and become the only faction able to construct cloning factories not only on their home planet, but also on any world they decide to incorporate.

The leaders of Sirius Theocracy know that their power lies in their ability to exert political influence, so they are more eager to choose diplomatic solutions over open warfare. However, they do not shy away from armed conflicts when peaceful options are exhausted or when openly provoked. Although not as skillful in combat as in politics, they are still a formidable force one should never disregard.

We will continue our detailed presentation of the expansion next week with the Arctic Dominion. Stay in touch and get the latest updates on the Exodus expansion by signing up to our newsletter at www.nskn.net.


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Thursday, March 13, 2014

An expansion for Exodus - III. Asymmetric game play

Over the past two years there was one question / suggestion which popped up almost every time people talked about Exodus: Proxima Centauri... "What about asymmetric game play, special player powers?" and we've been answering that it's planned. Well, it's time to let some details come to light.

As you may already know, there are six faction fighting for dominance in the base game of Exodus. The expansion gives them names, specific features and technologies, action cards and even new ways to score Victory Points.

The factions

Sirius Theocracy home planet: GAIA
Sirius Theocracy is a faction originating from North America and they main focus is politics and peaceful expansion. Wait... did I say peaceful? I might have spoken too quickly. Peaceful and Exodus: Proxima Centauri don't really belong in the same phrase, however in comparison with other factions, Sirius Theocracy will seems less hellbent on destruction.

Besides the ability to build Space Defense Systems and thus dealing with incoming WMD, this faction has three technologies which allow them to twist and bend the political system. They can use Corrupt Politics to alter their bids on Political cards and turn order, Visionary Politics to add laws on the table and resolve additional Political cards only for themselves and Fringe Politics to score additional Victory Points at the end of the game.

The Tachyon Scanners will allow the Theocracy to have an advantage in the first round of combat, because everyone in the Exodus Universe needs some additional fire power. But that's not all, the Clone Factories will provide a unique ability to expand quick and without trouble by cloning population on various planets.



Arctic Dominion home planet: TERRA NOVA
The Arctic Dominion is the second faction which can trace their origins in North America. Their main focus is production and trading, scheming or buying their place at the High Council table. On their unique tech tree in the expansion you will find Expert Mining and Expert Banking which will triple the amount of resources generated by the associate actions, giving them an incredible speed of generating resources. With Expert Trading they will always be able to use the best trade rates at the common market, so it's safe to assume they will never run out of resources. Expect the Dominion to buy their way to the top of the Council every turn and to use their economic power to coerce other faction to comply with their interests.

Like true masters of trade, their top technology, Master Trading, will let them buy their fame and fortune - the Victory Points. It won't be a bargain, but if the Dominion stays out of trouble long enough, they might just prove the toughest of the opponents.

Like every other faction, they must have their secret military technology. For the Dominion that's the Quantum Reflection which will let them take all the benefits from the Centaurian Resistance - points and bonus. Let's not forget that such an economic power likes to keep all their resources safe, including their population. Thus they have also developed the Space Defense System and the basic Escape Pods allowing their combat forces from damaged ships to descend on nearby planets.


Han-Xia Dynasty home planet: NU-KUA
Han-Xia Dynasty are the descendants of the ancient Chinese and their main policy was to overrun their opponents by shear numbers. With blunt force when necessary but mostly with brilliant tactics, the Dynasty are trying to dominate the interplanetary space.

In their desire to expand, the Han-Xia developed a technology to build Spaceports so they can build they fleets in every corner of the empire and with Advanced Repairs they're able to repair their spaceships more efficiently. The CP Alloy technology offers them the advantage of building cheaper ships and thus sacrifice them using Advanced Tactics for maximum damage before the actual combat.

The Dynasty can also develop Expert Maneuver and stir their ships clear of danger and Fringe Tactics to organize their fleet of spaceships so that their heavily armored ships can take damage and protect thier weaker ones. On the top of their unique technology tree is the Hyperspace Drive, a new experimental drive  allowing ships to bend the space-time continuum and travel long distances in a matter of minutes.

With an extra-large fleet of Dark Raiders, the Han-Xia Dynasty can enforce space dominance over the other factions.

In my next post I will reveal details about the other three factions. If you missed our previous articles about the technologies of the expansion, here they are

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Tuesday, March 4, 2014

An expansion for Exodus - II. Technologies (part 2)

Last week I started presenting the new technologies in the upcoming expansion of Exodus: Proxima Centauri and today I am going to continue to talk about techs in the second article on this topic. 


Technologies in the base game

Space Combat


The Tachyon Scanner is another powerful type of development for space combat. Every player with this technology will be allowed to re-roll his failed combat dice in the first round of a space combat. You may immediately think that if you combine the Tachyon Scanner with the Quantum Scanner you get the most lethal combination in the game. Rest assured that will not happen, the same player will never have access to both technologies. The Tachyon Scanner will be available to a race which is not focused on space combat. But let's not rush into these details just yet.

In the base game of Exodus, the space combat is a pretty straightforward deal. You roll the dice, assign your damage and move to the next round, when you do the same thing all over again. With Basic Tactics the situation changes a bit. A player with this technology knows how to organize his fleet so that his most heavily armored ship takes the beating first. So, before each space combat (not every round of combat), Basic Tactics allows the player to assign one ship to stand in front of the rest of his fleet and take damage until it is destroyed. Only after this one ship is destroyed his opponents are allowed to distribute hits to the rest of the ships. 

In the same repertoire as Basic Tactics we are introducing Advanced Tactics. With this technology, a player is allowed to sacrifice one Dark Raider and deal damage to one enemy ship. The amount of damage is equal to the total strength of that Dark Raider's shields. If this does not look powerful enough, let me disclose one more detail. The player with access to this technology will also have a large fleet of Raiders, coming with the expansion (I won't say right now how many, but I can assure you that there will be enough to make this technology count). Imagine those inexpensive ships scattered all over the map and ready to deal up to three damage to any ship bold enough to attack.

There is, of course, another more advanced technology called Fringe Tactics. This one works in a very simple way. Every round of every space combat, the player who has researched Fringe Tactics will decide how the damage is distributed against his own ships. Overpowered? Maybe, but it will be equally expensive. And only available to one player. 


Centaurian Resistance Card

The last technology I am going to talk about today is Quantum Reflection. This one does not play an active role in space combat, but it brings something extra after winning the fight with a Centaurian Resistance ship. With Quantum Reflection you get the Victory Points depicted on the associated card (the one you get to keep after winning a battle against the Centaurians) and the specific benefit of that card. In short, "the benefit OR the VP" becomes "the benefit AND the VP". Now we are scratching a different part of the tech tree, specifically the technologies that allow players to score Victory Points, directly or indirectly, in ways which were not possible in the base game. I will develop on this topic in my next post.

Before I finish, I just want to say that Exodus has broken into top 1100 on BoardGameGeek! That was only possible with your help and I want to express my thanks for this. With the upcoming expansion, I now dare to hope that Exodus will climb about 300 places higher by next winter.


Exodus: Proxima Centauri in top 1100 on BGG


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Thursday, February 27, 2014

An expansion for Exodus - I. Technologies

It's time to reveal more details about the upcoming big expansion for Exodus: Proxima Centauri. We will do this over several articles, tackling the aspects of the enhanced game play one by one. Today I will talk about some of the new technologies.


WMD and protection


Many people wondered how come there was no response to the very damaging and amazingly fun Weapons of Mass Destruction (WMD). Well... those technologies were prepared for a long time but we did not find place for them in the base game. However, they are coming strong in the expansion.

The Space Defense System allows players to build space structures with the same name. The SDS allows players to defend the planet in the same hex against incoming WMD. For each WMD targeting that planet, the owner of the SDS will roll a die and on a result of 4-6 the WMD is destroyed in flight, failing to do any damage. Most players will have access to this technology.

There's also an advanced version of this technology called the Advanced Space Defense System (ASDS). The structure build with this technology will provide protection to the planet in the hex containing the ASDS and in every hex around it. Any incoming WMD is destroyed automatically if it targets the hex with the ASDS. If the WMD targets any neighboring hex, the owner will again roll a die and on a result of 4-6 the WMD is destroyed. This is a much more powerful space protection system and therefore more expensive to research and build and it will only be available to one or two players. 

The Weapons of Mass Destruction will get an upgrade of their own, called Targeting Scanner. This technology will add 3 to the die roll of all WMD, making them a lot more accurate and increasing their range to a maximum of 8 (hexes distance).

And this is just the beginning... The Strategic Bombers technology will allow space ships to carry WMD and deploy them directly against planets in the same hex. The SDS will be of no use against this type of strategic warfare, but the ASDS will still provide protection.

High-Precision Scanners are mobile defense systems against WMD. With this technology, players will use their ships to target the WMD when they are launched or ready to hit their target. The space ships will use their cannons against WMD leaving from or targeting a planet is the same hex, but only a roll of 6 will allow a hit. it's going to be an expensive technology, but it will allow great flexibility in dealing with incoming strategic threats.



Space combat


This is another area of interest for may players since one can accumulate a lot of Victory Points through fighting enemy fleets. There are of course a few technologies enhancing the fighting capabilities of some of the players.

EMP Cannon is a completely new type of cannon. It is used in the first round of combat alone and it deals damage to all the ships involved in that battle. It deals no damage to ships with at least one Quark-Gluon Plasma Shield, it deals one damage to every ship with no QGP Shields but with at least one Multipolar Grid Shield and and it deals two damage to all ships without either a QGP or an MPG shield. Pretty powerful weapon, isn't it? On top of all that, it disables the standard cloaking devices of all ships. 

The Quantum Scanners are probably the most destructive devices a space ship can have. They allow hits on 4+ on the attack dice for all cannons, instead of the standard 5+ roll. I don't think I need to stress the amount of extra damage a ship with Antimatter Cannons can do with the added Quantum Scanners. But that's going to cost and it won't be withing easy reach of everyone. You just need to be on the right side of those deadly cannons!

Well... I hope I stirred up your curiosity. It won't be long before you'll get to see more of the new technologies in the expansion of Exodus.


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