Author Topic: New Units Ideas  (Read 32070 times)

Kran

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New Units Ideas
« on: April 22, 2009, 06:41:18 PM »
I was thinking and i had lots of ideas for new units... open to modification 8)

Class = Archer
Name = Skirmisher
Cost = 100$

Live = 3
Armour = 1
Power = 3
Actions = 3
Deploy = 3


Move = 1 Range, costs 1 action

Attack enemy, inflicting damage equal to this units power. Anywhere within 3, costs 2 actions.

Spirit of battle: Increase self power by 1 in the next turn. Cost 2 actions.




Class = Siege
Name = Burning Mirror
Life = 4
Armour = 0
Power = 2
Actions = 1
Deploy = 3
Cost = 100$

Inorganic. Immune to skills and spells.

Move. 1 range. Cost one action.

Sunray: Cause 1 damage, ignore armour. Anywhere within 4. Cant attack units in range 1.

Burn: Destroy unit. Tiggers on attacked innorganic enemyes.

Stun: Tiggers on attacked enemyes



Class = Structures
Name = Healing Fountain
Deploy = 3
Cost = 100$

Indestructible: Immune to everything.

Manancial: Can be deployed 4 range from the castle.

Capture: If there are enemy units near the fountain, but no allied units, it change to the enemy.

Healing waters: Heal all allies at range 1. Also removes all warmfull effects from it. Tiggers at end of turn.



Class = Nature
Name = Nemean Lion

Life = 5
Armour = 2
Power = 5
Actions = 2
Deploy = 4
Cost = 150$

Move: 1 range. Can be done 2/2 times per turn.

Feline claws: Attack enemy, causing damage equal to unit's power. 1 range. Cost one action.

Mystic Roar: Stun all enemyes 2 range from the nemean lion. Cost 2 actions




Class = Black Mage
Name = Hypnotist

Life = 2
Armour = 0
Power = 3
Action = 2
Deploy = 3
Cost = 350$

Move to target location. 1 range. Cost 1 action.

Attack target location. Anywhere within 3. Cost 1 action.

Perturbation: Unit cant attack, cast spells or use skills. Lasts 1 turn. Tiggers in attacked units.

Gain control over enemy until the end of the turn. Do not stun the enemy. Anywhere within 3. Cost 1 action. Hypnotised unit do not recharge it's action points in the start of it's turn.


Enjoy :)

Kran
« Last Edit: May 30, 2009, 01:16:21 PM by Kran »

Kran

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Re: New Units Ideas
« Reply #1 on: April 23, 2009, 04:07:13 AM »
Class = Nature
Name = Elf Warrior
Life = 3
Actions = 4
Armour = 2
Power = 3
Deploy = 4
Cost = 200$

Nature Freedom: Cost no commands to move, but cost commands to attack.

Bare Feet: Can only move 2/2 times per turn.

Move to target location. Cost one action. 1 range.

Attack unit. 3 range. 1 action

Poison: Enemy units get -1 life / turn. Tiggers in attack.

Camouflage: Enemy miss range attacks againt this unit. 1/1 times per turn.
« Last Edit: May 02, 2009, 09:54:16 PM by Kran »

Kran

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Re: New Units Ideas
« Reply #2 on: April 23, 2009, 01:33:33 PM »
Class = Black Mages
Name = Soulreaver
Cost = 250$

Life = 4
Armour = 2
Power = 4
Actions = 3
Deploy =2

Move to target location. 1 range. Cost one action.

Mind Weakness: Attack target enemy. Anywhere within 2 range. Cost one action.

Soulreave: Kill target enemy. 1 range. Cost two actions.

Retribuction: Damage enemyes that attacked the soulreaver in the same power of the attacker. Any range. Tiggers when soulreaver receive a damage and survive.

Dark Power: Each time soulreaver kill a unit soulreaver gets 1 more power.

Abism Soul: Heals itself by 1. Tiggers at the end of the turn.
« Last Edit: May 03, 2009, 05:09:01 PM by Kran »

mongolian

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Re: New Units Ideas
« Reply #3 on: April 23, 2009, 07:02:37 PM »
Some great ideas Kran.  There are so many great units to make new, I can't say which path needs more expanding.  Overall, I would like to see some of the following new unit ideas:

- SIMPLE unit abilities!!  Newbies can't handle all these explanations.  It's really overbearing.

- Anti-Range units.  Like the Shieldbearer, but more.  A unit that is immune to spell affects, but not ranged units.  Then, I want a unit attacks ranged units back upon attacking. Additionally how about a unit that doesn't damage, but also just reflects damage back?

- Bring back something that can kill inorganics!!!!

Kran

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Re: New Units Ideas
« Reply #4 on: April 24, 2009, 11:43:06 AM »
Nice point. I will simplificate. If anyone read this reply the units have allready being updated.

Kran

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Re: New Units Ideas
« Reply #5 on: April 24, 2009, 06:09:18 PM »
Class: Soldier
Name: Maceman
Cost: 50$

Life: 5
Armour: 1
Power: 3
Actions: 3
Deploy: 1



Move to target location. 1 range. Cost 1 action.

Attack enemy. 1 range. Cost one action.

Numbness: Remove 1 action point of enemy in the next turn. Tiggers in attack.

Hurt: Loose 1 action point in next turn. Tiggers when this unit receive any attack.
Heal self. Tiggers in attack.
« Last Edit: May 02, 2009, 10:04:31 PM by Kran »

mongolian

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Re: New Units Ideas
« Reply #6 on: April 26, 2009, 05:48:29 AM »
Some nice ideas here.  I think your dead on (no pun) with poison shouldn't affect undead.  Then again, poison could rot away a corpse, no?

Lunaraia

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Re: New Units Ideas
« Reply #7 on: April 26, 2009, 11:08:59 AM »
Mongolian I think your should post that reply in the correct thread XD
Bad guys are no problem when you're an asshole yourself

Kran

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Re: New Units Ideas
« Reply #8 on: April 26, 2009, 11:57:09 AM »
really lol

Kran

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Re: New Units Ideas
« Reply #9 on: April 26, 2009, 01:02:19 PM »
Honestly, this unit was the one i most liked. I know most part of all these units i post here will never leave the plans, but i least are ideas and some can be used... here it is:

Class: Cultists
Name: Plaguebearer
Cost: 350$
Life: 2
Actions: 2

Adaptation: Immune to poison and disease.
Move to target location. 1 range. Cost 1 action.
Infect unit with disease. 3 range. Cost 1 action.
Summon slime. 1 range. Cost 2 actions.
Instantly kill enemy unit. 1 range. Cost 2 actions.

Infected unit losses 1 life/turn.
Infected units passes disease to others. Tiggers automatically at range 1.

Name: Slime
Life: 2
Actions: 2
Power: 3

Adaptation: Immune to poison and disease.
Move to target location. 1 range. Cost 1 action.
Attack enemy. 1 range. Cost 1 action.
Infect unit with disease. 1 range. Cost 1 action.
« Last Edit: May 02, 2009, 10:12:11 PM by Kran »

Lunaraia

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Re: New Units Ideas
« Reply #10 on: April 26, 2009, 01:06:28 PM »
Nice Idea that infector, but disease wouln't it be better with Plaguebearer and stash it in Cultists?
Bad guys are no problem when you're an asshole yourself

Kran

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Re: New Units Ideas
« Reply #11 on: April 26, 2009, 01:12:18 PM »
Nice idea. Updated. Maceman updated also.

Lunaraia

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Re: New Units Ideas
« Reply #12 on: April 26, 2009, 01:42:42 PM »
Nice, BTW Kran checkout my unit ideas
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mongolian

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Re: New Units Ideas
« Reply #13 on: April 26, 2009, 04:48:14 PM »
I really wanted to see more simple units and more melee units, so here ya go:


Ogre
--------------------
Power: 7!
Armor:1
Range: 1 (only vert/horiz)
HP: 5
Actions: 4
Cost: $150

- Can only move 1 horizontal or vertical space.
- Can only attack 1 horizontal or vertical space.

Giant
------------------------
Power: 6
Armor: 1
Range: 1
Hit Points: 4
Actions: 1
Cost: $100

Giant has 1 rock per turn.  Rock destroys target anywhere 3 spaces vertical/horizontal (no diagonal).   Can not throw objects over other targets.  Rock is automatically released on opponent's turn to 1st target (like pikeman).
« Last Edit: April 26, 2009, 04:50:29 PM by mongolian »

Kran

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Re: New Units Ideas
« Reply #14 on: April 26, 2009, 05:13:32 PM »
The ogre is a bit underpowered... (my opine) I think its armour should be increased to 2 and life reduced to 4. (or not) Nice idea with the diagonals.
Liked the giants... but wizards + giants are not fun...
« Last Edit: April 26, 2009, 05:17:54 PM by Kran »