Protect
Your Homeworld

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Background
of the Game

Sector 4 is burning. The warlord Azrath holds its planets and peoples in a death grip. His reign stretches back beyond memory. All are signed to his oath, and Azrath’s oath is Blood. At his summons, representatives of the galaxy’s species are thrown together and forced to fight and die in games of war. It is an interstellar bloodsport that cripples whole civilisations, obliteration awaiting the home-worlds of those who die in battle. Amid the turmoil of Sector 4, as the disunity of the galaxy and Azrath’s thirst for dominance and oppression threaten the very existence of life itself, life itself, in all its forms must rise. Must rise, and fight.

The teams

You can click on each team to get more detailed info you need

WILL TO MASTERY:
THE ZURE
WAR WITHOUT END:
THE AM’ARIN
METAMORPHOSIS:
The Vaxty
CONSIGNED TO OBLIVION:
THE SLAGG

TEAM UNITS

Teams are composed of no mere foot soldiers: Hijackers manipulate computer circuitry and the organic threads of consciousness to take control of enemies and compel betrayal and submision; Retrievers, masters of stealth and recon, infiltrate unseen, vying for the flag; Laser Triangulators wield deadly arrays; and Mega Cannons, capable of felling mountains and sweeping battlements to dust, loom with their bombs and blasters.

THE ARENA

Enter asteroid Kryton Gedd, a planet-killer by more insidious means. This 60 mile diameter accretion of ice and rock serves as the staging grounds for Azrath’s tourneys. He has seeded wickedness in its very core: its geysers fume black fire, volcanoes spout poison, and endless tempests blast the surface. It is on these fatal grounds each team must stake its claim, and the claim of all its kin, to survive. Each must fortify their incipient camps and siege or ruin others’. Azrath oversees every movement and stratagem, and draws each team to peril.

GAMEPLAY

Cached within Azrath’s tower in his mighty fortress are flags, totems of the fighters’ peoples. Those swift, mighty, or smart enough to steal back the treacherous devices come ever closer to triumph, and put their foes on the brink of eradication. And yet Azrath will not settle for a primitive brawl. Combatants can access and upgrade technology to build better weapons, stronger fortifications, and to gain new abilities. The teams that successfully snatch and retrieve the flags from Azrath’s lair get to save their planet.