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New Units Ideas

Started by Kran, April 23, 2009, 12:41:18 AM

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Kran

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

Kran

#1
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.

Kran

#2
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.

mongolian

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

Nice point. I will simplificate. If anyone read this reply the units have allready being updated.

Kran

#5
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.

mongolian

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

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


Kran

#9
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.

Lunaraia

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

Nice idea. Updated. Maceman updated also.

Lunaraia

Nice, BTW Kran checkout my unit ideas
Bad guys are no problem when you're an asshole yourself

mongolian

#13
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).

Kran

#14
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...