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scb
01-12-2006, 12:18 PM
Haze Mage (30 hp)
Armour: 0
Blocking: 25
Recovery: 2
Range: 3
Special ability: At all times, there is a grey haze around the Haze Mage that covers its range but not the mage itself. Units within that haze, except other Haze Mages, are invisible. A unit that was within the haze at the beginning of the turn cannot attack and has -1 movement.
Attack (Focus): The haze mage's special ability is disabled until its focus is broken.

Wind Golem (60 hp)
Armour: 0
Blocking: 0
Recovery: 2
Movement: 4
Attack pattern: Attacks 3 spaces in a straight line, the Wind Golem being on one of those spaces.
Attack result: All attacked units get +1 movement and -1 recovery time (focus).
Special attack: The wind golem gets +2 movement and a 0-turn recovery (concentration).

Concentration:
This is someone else's idea, and I think it is a good idea to use the same term. Concentration is not broken by movement, but it is broken when the wind golem (in this case) attacks. Concentration is also broken when the wind golem (in this case) is attacked.

strong hold
01-12-2006, 12:40 PM
Nice ideas although the golem is really overpowered. A knight could run riot with no wait time!
And the haze mage is a nice idea, although it wouldnt really be that useful, as it can be killed easy.

Nice try although first isnt that useful and second is to useful.
At least you put all the information in :)

scb
01-12-2006, 01:20 PM
OK - increase Haze Mage to 40 health and change wind golem to halve the recovery time and round up. Better?