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Walrus
09-16-2004, 12:48 PM
Hmmm, since jeff is far to slow at posting in the GD threads, i think ill make a unit.

"When mages began to discover the secrets of time itself, the forces they uncovered were too great to be controlled by mere humans. The mages decided to channel the power they found into magic crystals capable of containing such force. The crystals were then placed in wards, and enchanted so the mages could access its powers without harming themselves."


Displacement Ward (contraption)

Life : 32
Armor : 15
Blocking : 100 all sides
Recovery : 3
Range : 3

Attack : The Displacement ward targets any one unit within its range, and instantly teleports it to another designated square within its range. The unit gains +1 recovery from this teleportation.

Notes : Any state changes (paralyses, barrier) are removed by the displacement. The Ward CAN target enemy units, as long as they are within range. The ward CANNOT target contraptions however, be they yours or the enemies.



Conductor Ward

"Wars always raged, and inevitably, some warriors grew to be extremely powerful. However, the thing most warriors feared was magic. They had no means of defending against it. Hence the mages designed conductor wards, which funnelled magical energy into themselves which was directed at enemy troops.


Life : 26
Armor : 18
Blocking : 100 all sides
Range : 4 (and is a focus attack)
Recovery : 3
Special : Completely immune to magic damage. (and healing)

Attack : The area within 4 squares of the conductor ward is filled with powerful anti-magic forces, emitted from the ward. Within this field of anti-magic (marked by a red boundary) no magic can be used. Any magical (unblockable) attacks will simply dissipate and have no effect. The ward must maintain focus for this to be active however, and when focusing is vulnerable to physical damage.
Note : Anti-magic affects friendly mages too.
If a mage attempts to attack an area in which some squares are within the anti magic field, and others are outside, only the squares outside the anti magic field are affected.
Regarding focus effects, if a square (or squares) within the Conductor Wards range are the target of a focus effect (eg chanty) then the magical focus of that unit will cancel out the anti-magic provided by the ward. Hence the squares in question will return to their "normal" state. If focus is disrupted, the Wards anti-magic can take hold once again.
Also note that units which already have focus effects on them (eg stoning) when they enter the Wards range will not be affected by the anti-magic.

Asmodeus
09-16-2004, 06:02 PM
I like them. But my opinions posts and threads seem to mean nothing since I messed up a couple times and made a thread that I shouldn't of and now Everything I say means nothign so. Whatever. I still like them though.

nads
09-17-2004, 01:47 AM
The quotes before the unit descriptions remind me of magic the gathering cards.

Walrus
09-17-2004, 09:03 AM
i played a lot of MTG in my time, now im the only person with any cards in like a 10-mile radius of my house, so they are stored away in a box on my shelves, rarely seeing the light of day.
and i like to do descriptions coz i like creative writing, and i hate units which have no description or anything



oh, and thx asmodeus :)

Kyir
09-20-2004, 03:19 PM
by MTG you mean Magic: The Gathering, right

Walrus
09-20-2004, 03:40 PM
yah


good bump :)

Asmodeus
09-20-2004, 08:53 PM
Originally posted by Walrus

oh, and thx asmodeus :)
woot! I still love the wards!

I'd just love to have one of your conductor wards around for one of those witch blasts..
ust spm up those and they'd never be able to cast lol .. the first fool proof antirush!
Hoorah!
Err...
Woot!

Walrus
09-21-2004, 08:51 AM
the catch being you cant LW them in return.

taoruler
09-25-2004, 02:07 PM
I hate the ideas they SUCK !!

Walrus
09-25-2004, 02:10 PM
funny, i saw you browsing this forum, and i thought

"hey, here comes the retard to randomly flame my threads, probably with no explanation, simply in an attempt to annoy me".


go back to your own turf fool. you realise the only reason you arent banned yet it coz the mods find your antics vaguely entertaining? when the humour starts to wear on them, you are gone.

taoruler
09-25-2004, 03:34 PM
ok w/e

DeadFishGuy
09-25-2004, 11:54 PM
"Whatever."

The comeback of someone without any comebacks.


You continue to amuse me, Taoruler.

cs_zero
09-26-2004, 12:16 AM
*clears room in the walrus unit archive*

Walrus
09-26-2004, 02:03 AM
lol, the irony is that all this just bumps my stuff

Noda
09-26-2004, 12:05 PM
i think the displacement wrd is too powerful,have a turtle and as long as its somewere upfront it can take any scout from a range, bring it right into the turtle and its done for, also in grey game it makes chanties almost useless since theres no way to block that, lastly it destroys the purpose of bombing(which isnt nescesarily a bad thing) since put it with a lward and just keep on putting there mages in range ofur lw

i do think there should be new wards thoguh, perhaps an invisibilty ward hmmmmm

Walrus
09-26-2004, 03:32 PM
the displacements ward range is 3, the same as the LW, hence it is no harder to avoid going into its area than with the LW, if you go into its area, you pay the consequencesi do see what ure saying though..hmm, ill try to think something up to balance it a bit more

Noda
09-26-2004, 04:31 PM
hehe sorry kinda blind flaming

but yeah still have 3 away from 4 away from frosty and u can put peeps into trouble

whozaka
11-23-2004, 11:20 AM
The quotes before the unit descriptions remind me of magic the gathering cards.



ya i know... but magic is cool :cool:

T3km4n
11-23-2004, 11:24 AM
I like these wards.

I would rather have one of these than a GA.

kensai
11-23-2004, 12:52 PM
Displacement would unstone a unit?

Can you displace a contraption?

Walrus
11-23-2004, 02:08 PM
yes displacement can remove stoning, and no it cant displace contraptions (ill add that).


the power of the bump o_O

good to see someone was sifting through the ole unit archive :D

Walrus
02-04-2005, 03:37 AM
bump.

Serge
02-05-2005, 10:15 PM
Don't you think a conductor ward would make magic stronger? You know, conduct it?

Anyways, if you put an LW in the normal place it gets put, and than your Displacement ward 3 spaces to the right, you make a huge wall in front of your form. Teleport them in LW range and zap 'em. And then you could put the anti-conductor Ward four spaces away from the LW and DP and make an even bigger barricade. Of course than you would most likely only have 6 non-ward units on the field, but it might be worth it.

Zhou Yu
02-06-2005, 01:24 AM
I think these ward ideas are great. But people might treat these wards like the LW and just go around them. It kinda makes them worthless but still useful. Only if you could tele the other wards around then they would beable to really do some damage. But then again, they can only target things that are organic like Humans, Dragons, Furgons, Golems, ect.

Kyir
02-06-2005, 08:00 AM
worthless and usefull sorta contridict eachother

Walrus
02-06-2005, 11:12 AM
you wouldnt call a LW worthless just coz people go around it :p

Walrus
10-10-2005, 04:19 AM
i just got bored so decided to revamp the Conductor Ward.
looking back, the displacement ward is pretty overpowered, i am aware of this now, but cant be arsed to change it.

Merdoc.
10-10-2005, 04:48 AM
i like the second first idea.