sayter
02-14-2006, 06:57 AM
In the spirit of the post regarding units that "break" traditions being the most liable to have been published into actual play, heres my game-rule breaker.
HP:36
Armor:8
Movement: 3/Special
Attack:Special (16/14/12/10/8)
Block:60%
Recovery:2 (perhaps 3?)
The Sister of the Blade is an elite assassin. Having spent many years taking out political targets as well as entire garrisons of guard forces, she has honed her combat abilities far beyond that of her rival assassins. She has ditched the suicide pact many of her sisters take, favoring a far different route to accomplish her goals. Now she is a warrioress, more than a match for even the highly trained knights of the realm.
While an assassin gets in and takes down many targets at once, and failing that, will detonate herself, the Sister of the Blade instead relies on her superior agility and abilty to engage units in more than one location at a time.
Her weapon is a pair of poi, tipped with lethal blades (for those unfamiliar, a Poi is essentially a ball on a string which is whirled around at swift speeds. This is a traditional tribal weapon, but is used mainly in dance in modern times and often lit on fire for "ooooh" factor). This blade is swung around her, and any unfortunate enough to get touched by it suffers grievous wounds more often than not.
(note, initially I debated something similar to a Berserker or a Wisp on a per-hit basis and lasting only 1 turn but given the rest of the units abilities that seems a bit much)
Because her style of battle is so enchanting, she is able to move around enemies with ease and dance around the battlefield like an angel of death.
The Sister of the Blade does the following:
When a sister of the blade enters combat, she can initially hit in the same pattern as an assassin, although it hits ALL adjacent tiles (including angle tiles) rather than only N/S/E/W tiles. If she hits a unit, she is allowed an additional tile of movement. Each additional movement allows one additional attack, except in a Knights style of attack rather than radius.
If this next attack hits, she can move a further single tile. Each additional attack has 2 less power, until the total power reaches 8. At that point, she can no longer attack. If an attack is blocked, the entire sequence is aborted and her turn ends.
Note however, that each additional tile she moves will also remove 1 HP from her total due to the extra exertion she is putting forth in her rapid dance of death.
SPECIAL:
The Sister can also choose to forgo movement altogether, in exchange for a single attack that extends her usual radius attack by one tile. This attack is made at power of 16. It hits ALL units in the radius (they can block, however).
Limitations: Either the Sister could only attack a given unit ONE time in a turn, or if she chose to hit the same unit more than once, she could not move additional tiles. This would solve the issue of her doing immense damage to a single unit on a given turn since now she is sitting amidst enemy units and has few HP to use in this regard (especially if she just used 4 HP on her attacks)
Attack Pattern:
x=blank
o=unit
y=attack
xxxxxxxxx
xxxyyyxxx
xxxyoyxxx
xxxyyyxxx
xxxxxxxxx
SPECIAL
xxxxxxxxxx
xxxyyyxxxx
xxyyyyyxxx
xxyyoyyxxx
xxyyyyyxxx
xxxyyyxxxx
xxxxxxxxxxx
strategy:
The Sister of the Blade is unique in her mobility. Whiel she has the POTENTIAL to move quite far in a given turn, it is largely based on her ability to hit.She is bound by ordinary movement limits in that she cannot pass over enemy units nor can she move through beast units on her own team.
Using her, a player could get the unit into a group of enemy and wreak havoc over the course of a few short turns. Her low HP makes certain that such suicide tactics would be risky, but rewarding if successful. However, the dependency of her attacks on not being blocked also limits her usefulness from the get go. A single knight in her initial attack radius could ruin the entire sequence of attacks. Thus, she must choose her target carefuly.
Also, the fact that she cannot attack a unit more than once in a turn further limits her ability. The focus with a Sister of the Blade is ideally to get in, hurt a few units, and get out of their territory all within a single turn.
In a turtle she could also prove very useful, getting out of the turtle to attack a unit or two and then dissapearing back into the safety of the formation without breaking a sweat.
APPEARANCE:
Slender, physically fit female. Wears "fantasy warrior" female garb. Generally, this means Scantily Clad, tight fitting strips of leather with fun things like spikes on them :) IE: Xena, women warriors from teh Conan series, Heavy Metal, etc.
Black or Red hair, black leather :)
HP:36
Armor:8
Movement: 3/Special
Attack:Special (16/14/12/10/8)
Block:60%
Recovery:2 (perhaps 3?)
The Sister of the Blade is an elite assassin. Having spent many years taking out political targets as well as entire garrisons of guard forces, she has honed her combat abilities far beyond that of her rival assassins. She has ditched the suicide pact many of her sisters take, favoring a far different route to accomplish her goals. Now she is a warrioress, more than a match for even the highly trained knights of the realm.
While an assassin gets in and takes down many targets at once, and failing that, will detonate herself, the Sister of the Blade instead relies on her superior agility and abilty to engage units in more than one location at a time.
Her weapon is a pair of poi, tipped with lethal blades (for those unfamiliar, a Poi is essentially a ball on a string which is whirled around at swift speeds. This is a traditional tribal weapon, but is used mainly in dance in modern times and often lit on fire for "ooooh" factor). This blade is swung around her, and any unfortunate enough to get touched by it suffers grievous wounds more often than not.
(note, initially I debated something similar to a Berserker or a Wisp on a per-hit basis and lasting only 1 turn but given the rest of the units abilities that seems a bit much)
Because her style of battle is so enchanting, she is able to move around enemies with ease and dance around the battlefield like an angel of death.
The Sister of the Blade does the following:
When a sister of the blade enters combat, she can initially hit in the same pattern as an assassin, although it hits ALL adjacent tiles (including angle tiles) rather than only N/S/E/W tiles. If she hits a unit, she is allowed an additional tile of movement. Each additional movement allows one additional attack, except in a Knights style of attack rather than radius.
If this next attack hits, she can move a further single tile. Each additional attack has 2 less power, until the total power reaches 8. At that point, she can no longer attack. If an attack is blocked, the entire sequence is aborted and her turn ends.
Note however, that each additional tile she moves will also remove 1 HP from her total due to the extra exertion she is putting forth in her rapid dance of death.
SPECIAL:
The Sister can also choose to forgo movement altogether, in exchange for a single attack that extends her usual radius attack by one tile. This attack is made at power of 16. It hits ALL units in the radius (they can block, however).
Limitations: Either the Sister could only attack a given unit ONE time in a turn, or if she chose to hit the same unit more than once, she could not move additional tiles. This would solve the issue of her doing immense damage to a single unit on a given turn since now she is sitting amidst enemy units and has few HP to use in this regard (especially if she just used 4 HP on her attacks)
Attack Pattern:
x=blank
o=unit
y=attack
xxxxxxxxx
xxxyyyxxx
xxxyoyxxx
xxxyyyxxx
xxxxxxxxx
SPECIAL
xxxxxxxxxx
xxxyyyxxxx
xxyyyyyxxx
xxyyoyyxxx
xxyyyyyxxx
xxxyyyxxxx
xxxxxxxxxxx
strategy:
The Sister of the Blade is unique in her mobility. Whiel she has the POTENTIAL to move quite far in a given turn, it is largely based on her ability to hit.She is bound by ordinary movement limits in that she cannot pass over enemy units nor can she move through beast units on her own team.
Using her, a player could get the unit into a group of enemy and wreak havoc over the course of a few short turns. Her low HP makes certain that such suicide tactics would be risky, but rewarding if successful. However, the dependency of her attacks on not being blocked also limits her usefulness from the get go. A single knight in her initial attack radius could ruin the entire sequence of attacks. Thus, she must choose her target carefuly.
Also, the fact that she cannot attack a unit more than once in a turn further limits her ability. The focus with a Sister of the Blade is ideally to get in, hurt a few units, and get out of their territory all within a single turn.
In a turtle she could also prove very useful, getting out of the turtle to attack a unit or two and then dissapearing back into the safety of the formation without breaking a sweat.
APPEARANCE:
Slender, physically fit female. Wears "fantasy warrior" female garb. Generally, this means Scantily Clad, tight fitting strips of leather with fun things like spikes on them :) IE: Xena, women warriors from teh Conan series, Heavy Metal, etc.
Black or Red hair, black leather :)