Author Topic: Unit Ideas - existing Classes/Branches *UPDATED Rock, Clay and Mud Man*  (Read 7730 times)

Lunaraia

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Venomancer cost 350+

Class: Black Mages

Life 2
power 3
Action 2

Move to Target location
Range 1
Cost 2

Attack target unit
Range 5
Cost 2

Poison Attacked Units

Poision Immunity
Cannot be poisoned

Poison Cloud - Spell
Explosion - 0 damage
Range 2
Cost 1
Poisons units in AOE

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Demonologist - Cost 350+

Class: Black Mage/Cultist

life 2
Power 4
Action 2

Sin 1/10

Sinful
Immune to allied spells

Reap Sins
when this unit kills It gains 1 Sin instead of Murder Status

Sin Harvest
Remove Murder Status from ally
Gain 1 sin
Cost 1 Action

Move to target Location
Range 1
Cost 2

Attack Target unit
Range 3
Cost 1

Summon Demoness
range 2
Cost 2

Daemonic Accsention
Cost 10 Sin
Become a Daemon Prince, Once per game

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Daemon Prince - Summoned Unit

Life 5
Power 5
Armor 2
Action 2

Jump to target location range 2
Cost 1

Attack Target unit
Range 1
Cost 1

Fire Breath
Range 2
area explodes for 3
Cost 1

Demonic
Immune to skills and spells

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Diciple of Decay Cost 250 +

Class: Cultist

life 3
action 2
armor 1

Decay Armor - Spell, Affects inorganic units
Range 4
Cost 1
Unit looses 1 armor, permanent, cannot be restored

Rotting touch
Range 1
Cost 1
Target unit has it's current and total life lowered by 1, spell, affects inorganic units

Cloud of Decay - Passive, Affects inorganic units
Explosion
When this unit dies all units within explosion looses 2 armor, permanent, affects allies cannot be restored

Decaying Aura - Immune to Allied skills
« Last Edit: November 29, 2009, 04:36:29 AM by Lunaraia »
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Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #1 on: August 27, 2009, 09:39:31 PM »
Doomsday Profet Cost 300

Life 4
Armor 1
Action 2

Move to target location
Range 1
Cost 2

Shout profeties
All units, friend and foe loose 1 action
cost 1

Sap will
Range 2
Target unit lose 2 actions
cost 1

Paranoia
Range 1
Once per unit
Target unit gains the following abilities
Immune to allies, gain +4 hp, is healed -1 maximum action, minimum 1 action, so a warlock can still attack even if affected, but a warrior only has 2 actions as his new maximum

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« Last Edit: September 17, 2009, 06:42:09 AM by Lunaraia »
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Kran

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #2 on: August 28, 2009, 11:06:30 AM »
Concept of gaining something from removing murderer status have lots of potencial

Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #3 on: August 28, 2009, 07:53:06 PM »
kinda crossed my mind that the Confessor have an unfear advantage since there is no way of removing sutch status beside reset, so I developed him to even the odds, no more 4 confessors and a bunch of cheap units
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Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #4 on: August 28, 2009, 07:58:12 PM »
Centaur cost - No idea where to put it to be frank post your meaning on it ^^

Class: Horsemen

life 5
power 4
armor 1
Actions 2

Movement Dosn't Cost actions

Move to target location
Range 3

Attack target unit
Must Reload
Range 3
Cost 1

Reload
Cost 1

Stomp - Attack
Range 1
Cost 1
Ignores Dodge
Stuns
« Last Edit: August 28, 2009, 08:04:08 PM by Lunaraia »
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Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #5 on: August 28, 2009, 09:36:17 PM »
Desperado - Cost 200

Class: Scout

Life 4
Power 4
Action 3
Armor 1

Move to target location
Range 1
Cost 1

Attack Target Unit (bowman type range)
Range 3

Duel
Range 4
Cost 1
Selected target and the Desperado becommes immune to all other unit's then eachother, Target Unit must have a Power level of minimum 1, no unit  can capture castle while it is dueling, max actions are limited to 1 per turn

Bounty
The winner of the Duel is fully healed, Regains all actions and acts for free for the reminder of this turn

Note:The maximum ammount of attacks per round becomes 1 each during the duel and both attacks occur at the beginning of each players turn until either the desperado or it's oponent are dead, attacks counts as inorg affecting spells for the purpose of negating dodge and parry, after the attacks whitch has 4 range each both units have their actions dropped to 0 to prevent exploitiong of invlunerability, dueling units cannnot be used as drop zones for assassins
« Last Edit: September 19, 2009, 07:15:05 PM by Lunaraia »
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Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #6 on: September 13, 2009, 02:54:14 PM »
Troll - Cost 300

Class: Siege/Nature

Life 7
Power 6
Armor 2
Action 2

Move to target location
Range 1

Attack target unit
Range 2

Magic Resistance
Immune to spells, this includes friendly ones

Regenerates
Heals at the end of turn
« Last Edit: September 13, 2009, 03:07:51 PM by Lunaraia »
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Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #7 on: November 03, 2009, 09:43:46 AM »
Spell Eater - 100

Class - Cultist

Hp 3
Action 3
Power 2

Move to target area
Range 1
Cost 1

Attack Target unit
Range 1
Cost 1

Magic Absorbing Field

The Spell Eater and all units within 2, friend or foe gain immunity to spells, any spell fired whose effect would hit the field heals the Spell Eater and has no other effect
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Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #8 on: November 03, 2009, 09:49:40 AM »
Acrobat - 250

Class - Scout

HP 4
Action 3
Power 2

Dodge 1/1

Limber
Immune to stun and skills

Move to target location
Range 2
Cost 1

Attack Target Unit
Range 1
Cost 1
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Lunaraia

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Re: Unit Ideas - Gonna use this one for ideas in existing Classes/Branches
« Reply #9 on: November 20, 2009, 08:34:36 PM »
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Rifter   cost 350

Class Black Mage

Deploy 3
Life 3
Armor 1
Action 1


Rift Door Spell
Cost 1
Anywhere within 5
Creates a Rift Door


Infenral Rift
Cost 1
Anywhere within 4
Creates an Infenral Rift

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Rift Door (Named Rift while on the field)
Cost 1 Action - Summoned unit

Life 1

Inorganic
Immune to Skills and Spells

Dimensional Travel - Passive Spell
Transport all units within 1 to the portal it is linked to when attacked

Rift link - Passive Ability
When this portal dies the portal it is linked to also dies

Dimensional Instability - Passive spell
range 1
When this unit dies it warps reality causing all units close by to become stunned

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Infenral Rift (Named Rift while on the field)
Cost 1 Action - Summoned unit

Life 1

Inorganic
Immune to Skills and Spells

Infernal Transit - Passive Spell
Transports attacker and all units within 1 to the portal it is linked to and deals 4 damage in addition to stunning them, if more then 8 units are transported the unit with the lowest health is instantly killed, if 2 or more have the same health as lowest the choise of the killed unit are random

Dimensional Instability - Passive Spell
Stuns all enemies within 1
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I feel that I need to explain the purpose of this unit a little, the thought about it is to add trap tactics into the game, something that has a 100% chanse of breaking the normal rock-paper-scissor feel, the idea are that Rift Door and Infernal Rift are seeminglt the same unit, meaning tat only the player that chooses to deploy the Door or Rift knows whenever or not it is safe to use, leaving the oponent with the choise of risking to trigger an infernal rift possibly decimating his/her own units or being able to send alot of units behind enemy lines in 1 go, also since both portals go at the same time units on both ends are transported, so if lets say you are playing against me, and I  summon a Rift Door and place it next to your Warlock and use my own warrior to to destroy the Door  I placed next to it then both the Warlock and the Warrior are transported, in effect all units within 1 swap places with units that are placed in the same spot as tem on the other end, if an inorganic unit occupies the spot 1 of 2 things happen, if it is a Door then the unit are simply not transported, if it is a Rift then the units HP are subtracted from both resulting in the weaker units death, so if a golem with 9 hp are on the spot where an elephant in a rift would appear the elepant is killed and the Golem takes 7 damage, if it is a catapult however then the Elephant takes 4 damage and the catapult are destroyed, this effect ignores Armor since the units in question would appear er.. inside the units aleady there, and no unit has internal armor, yeat atleast
« Last Edit: November 20, 2009, 09:23:02 PM by Lunaraia »
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Lunaraia

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Re: Unit Ideas - existing Classes/Branches *UPDATED!* Rock, Clay and Mud Man*
« Reply #10 on: November 29, 2009, 04:35:38 AM »
Rock Man - Cost atleast 200

Class: Nature

Life 8
Action 2
Power 6

Move to target location
Range 1
Cost 1

Attack Target unit
Range 1
Cost 1

Split
When This unit is killed it splits in half creating 2 Clay Men

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Clay Man

Class: Summoned Unit

Life 4
Action 2
Power 4

Move to Target Location
Range 1
Cost 1

Attack Target Unit
Range 1
Cost 1


Split
When This Unit dies it becomes 2 Mud Men

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Mud Man

Class: Summoned Unit

Life 2
Action 3
Power 2


Move to Target Location
Range 2
Cost 1


Amorphous
Immune to ranged attacks

Tiny
Can't Capure the Castle

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Kran

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Re: Unit Ideas - existing Classes/Branches *UPDATED Rock, Clay and Mud Man*
« Reply #11 on: January 09, 2010, 09:50:14 AM »
Interesting, but... if i kill the rock man, where the clay man would appear? there cant be 2 clay mans in a single location on the map!

Lunaraia

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Re: Unit Ideas - existing Classes/Branches *UPDATED Rock, Clay and Mud Man*
« Reply #12 on: January 09, 2010, 11:15:09 AM »
ether the nearest unoccupied squares or in the castle, up to cronic logic if they decide to use it, but those were my picks
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Whoop365

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Probably a bad idea - but what about a Zombie

No idea about strenth or movement - but my idea is that it doenst REALLY have life -
it could have that when attacked - it has 15% chance or dying

For instance - you have a 15% chance of hitting it in the head - because everyone knows the only way to kill a zombie is with a headshot

also it could be that it gets a chance of 5 movements at beggining of turn - costs no commands to use - and everytime it gots hit - it removes one movement - so you would have to shoot it 6 times each turn to keep it from moving - just an idea

Lunaraia

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zombies already exist in-game, as summoned units.
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