yall are ded
01-04-2006, 08:35 PM
The is a unit in the continueation of element units with good approval I have been making as this is my 6th unit in the theme. Here are the links to the first 5 units to better understand this unit if you seek futher detail.
http://tacticsarena.com/forum/showthread.php?t=22987
http://tacticsarena.com/forum/showthread.php?t=23013
Name:Alchemist of control
This alchemist uses the life blood of alies to control the powers of opposing foes turning the tide of battle.
Hp:30
Attack:--
Armor:18
Blocking:50
Recovery:3(see special)
Movement:4
Special abilitys:
Note:This chart pertains to the special abilitys posted previoulsy on the other thread above.Fire Wind Water Earth
Pyro scout Frosty Knight
DSM poisonwisp Chanty Muddie
DMW berserker Furgon Stony
DT Assassin Cleric Beast rider
1) on your turn before you move a piece you may drain 1/5 hp from any allied unit. This does not count as attacking,moving,turning,or waiting. Therefore you may move,attack,turn,or wait with another unit as this abiltity does not use up a turn. You may use this once per turn.
For every fire unit drained this unit gains 9 control counter
For every water unit drained this unit gains 7 control counter
For every wind unit drained this unit gains 5 control counter
For every earth unit drained this unit gains 3 control counter
2) When this unit attacks it may not activate its 1st ability that turn. This unit may chose an opponents unit unit to control. Each catagory has a cost of control counters as following, to chose a unit you must give up the amount of counters needed
for every fire unit controlled you must give up 27 control counters
for every water unit controlled you must give up 20 control counters
for every wind unit controlled you must give up 25 control counters
for every earth unit controlled you must give up 29 control counters
When a unit is controlled immediately its wait becomes 0 and only has a 1 turn wait after used unless the alchemist is destroyed then which it goes back to normal. When a unit is controlled it is considered a friendly unit to you and a hostile unit to your opponent(a unit that counts as 2 costs twice as much to control) this unit may not move/attack once it has controlled a unit and "control" is only broken if the alchemest dies. If the unit that is controls dies then the alchemist may move/attack again.
Ok what do you think? Please give feedback pertaining to costs. If you think they should be changed and how you like the unit. Also I was wondering if I should make a thread compiling these "elemental" units together as for easy understanding and if I should continue making these as I have many more ideas. Please comment thank you!
http://tacticsarena.com/forum/showthread.php?t=22987
http://tacticsarena.com/forum/showthread.php?t=23013
Name:Alchemist of control
This alchemist uses the life blood of alies to control the powers of opposing foes turning the tide of battle.
Hp:30
Attack:--
Armor:18
Blocking:50
Recovery:3(see special)
Movement:4
Special abilitys:
Note:This chart pertains to the special abilitys posted previoulsy on the other thread above.Fire Wind Water Earth
Pyro scout Frosty Knight
DSM poisonwisp Chanty Muddie
DMW berserker Furgon Stony
DT Assassin Cleric Beast rider
1) on your turn before you move a piece you may drain 1/5 hp from any allied unit. This does not count as attacking,moving,turning,or waiting. Therefore you may move,attack,turn,or wait with another unit as this abiltity does not use up a turn. You may use this once per turn.
For every fire unit drained this unit gains 9 control counter
For every water unit drained this unit gains 7 control counter
For every wind unit drained this unit gains 5 control counter
For every earth unit drained this unit gains 3 control counter
2) When this unit attacks it may not activate its 1st ability that turn. This unit may chose an opponents unit unit to control. Each catagory has a cost of control counters as following, to chose a unit you must give up the amount of counters needed
for every fire unit controlled you must give up 27 control counters
for every water unit controlled you must give up 20 control counters
for every wind unit controlled you must give up 25 control counters
for every earth unit controlled you must give up 29 control counters
When a unit is controlled immediately its wait becomes 0 and only has a 1 turn wait after used unless the alchemist is destroyed then which it goes back to normal. When a unit is controlled it is considered a friendly unit to you and a hostile unit to your opponent(a unit that counts as 2 costs twice as much to control) this unit may not move/attack once it has controlled a unit and "control" is only broken if the alchemest dies. If the unit that is controls dies then the alchemist may move/attack again.
Ok what do you think? Please give feedback pertaining to costs. If you think they should be changed and how you like the unit. Also I was wondering if I should make a thread compiling these "elemental" units together as for easy understanding and if I should continue making these as I have many more ideas. Please comment thank you!