celebrim
06-09-2006, 02:27 PM
Again, the reason that I'm putting a bunch of units in one thread, is that I don't want to create a dozen threads. If you don't want to read this, then don't.
Likewise, I really don't care if someone can up with a similar unit or one with a similar name. After reading through some threads and using the search function, I did not come away impressed with alot of designs. I saw some interesting ideas, most of which anyone could come up with, but I saw alot of bad implementations and little constructive criticism. If you feel the need to tell me that you've seen a unit with a similar name, save everyone some trouble and don't.
Vampire - Life draining undead of doom
Race - Undead
Hit Points: 40
Power: 18
Block: 60%
Armor: 18%
Recovery: 1
Movement: 4
Range: 1
Special: Whenever the Vampire damages a target, it gains life equal to 1/2 the damage that it did, to a maximum of 40 hit points.
Cannot be in the same formation as the Cleric.
Skulker - Bestial master of evasion
Race - Beast
Hit Points: 32
Power: 16
Block: 20%
Armor: -
Recovery: 1
Movement: 5
Range: 1
Special: 'Burrow': When a Skulker targets himself during the attack phase, he burrows into the square he is currently in, forming a mound of soil over him - essentially transforming into a new unit the 'burrowed skulker'. When burrowed, the skulker loses the ability to attack, but gains 80% blocking in all directions (all directions are considered front), and increases his armor to 40%. When burrowed, the skulker's movement becomes a range 2 teleport.
Burrowed skulkers cannot move aside for friendly units. The also do not block LOS.
A burrowed skulker can unbury in the attack phase by targeting itself.
Dread Boar - Ferocious master of charging attacks.
Race - Beast
Hit Points: 34
Power: 18, 21, or 24 (see below)
Block: 30%
Armor: 25%
Recovery: 1
Movement: 3
Range: 3, straight line, line of sight
Special: 'Charge' The Dread Boar's ranged attack is unique in that the unit itself is the 'missile' weapon. The Dread boar hurls itself toward the opponent, following a straight line and gaining momentum stopping as soon as it encounters an obstacle. For each square that the boar travels (0-2) it gains an addition 3 power.
Harrier - Swift footed master of harrassment.
Race - Human
Hit Points: 32
Power: 18
Block: 70%
Armor: 8%
Recovery: 1
Movement: 4 (see below)
Range: 1 (see below)
Special: 'Nimble' The Harrier can move on the diagonal as well as straight lines, allowing it to reach a rectangular area rather than a diamond shaped one. In addition, the Harrier can attack any of the 8 squares adjacent to it, rather than just 4.
Lancer - Horse mounted master of the charge
Race - Human
Hit Points: 45
Power: 24
Block: 50%
Armor: 20%
Recovery: 2
Movement: 6 (see below)
Range: 1 (see below)
Special: 'Gallop' The Lancer moves better in straight lines and loses momentum whenever he executes a turn. Whenever the lancer changes direction during a move, it counts as a move of two squares. This means that the lancer has a 'cross shaped' movement pattern rather than a diamond shaped one.
'Lance' Whenever the lancer attacks a unit in the direction which it is facing at the beginning of the attack, it can execute a ranged 2 line of sight attack, by thrusting its lance forward. If the lancer attacks before moving, it is always assumed to face in the direction of the attack.
Lancers cannot move aside for friendly units.
Lancers cannot change directions after the attack phase. If they attack, they must skip the change facing phase of the turn.
Spictadon - Heavily armored beast
Race - Beast
Hit Points: 55
Power: 18
Block: 30%
Armor: 25%
Recovery: 2
Movement: 3
Range: 1
Special: 'Crouch': As opposed to an attack the Spictadon can enter a crouch, hiding its vulnerable parts beneath its thick armored and spiky hide, which makes it very difficult to harm. 'Crouched' Spictadon's are unable to move or attack normally. However, when 'Crouched' the Spictadon's block becomes 80% in all directions (all sides are considered front), and its armor increases to 35%. Furthermore, it's spiky hide automaticly makes a counter-attack on any enemy within range one that attacks it while crouched, with power equal to 1/2 of the power of the attacker. Spictodon's can leave the 'crouch' mode by targetting themselves in the attack phase.
[Explicitly stated the implied drawbacks of a crouch which I had by oversight left from the original description.]
Bladestorm - Cloud of flying golem shards
Race - Golem
Hit Points: 30
Power: 15
Block: 20%
Armor: 10%
Recovery: 3
Movement: 2
Range: 4, straight line, see below
Special: 'Bladestorm' : The blade storm does not attack in a normal fashion. Rather, its components fly apart to form a lose cloud of whirling blades which then sweeps across the battlefield before reforming in a tight ball at the far end of its attack. The attack damages all targets in its up to three square path, and all targets immediately to the sides of and in front of its path. Thus, this attack sweeps out a maximum 10 square area and deals a 15 power (blockable) attack to each target in the area. The furthest point in the attack must be an unoccupied square, just as if it had teleported through the area.
No more than one bladestorm can be in a formation.
'All around sight': The blade storm is always considered to be facing forward. It thus has equal chances of blocking in all directions.
Wraith - Undead spirit of fear
Race - Undead
Hitpoints: 30
Power: 19 + stun
Block: 50%
Armor: -
Recovery: 2
Movement: 4, teleport
Range: 1
Special: The Wraith stuns opponents it hits for one turn.
'Incorporal' The Wraith halves the blocking chance of all non-ward enemies. It is relatively immune to non-magical attacks, and has the same chance of blocking attacks from any direction (it is always considered to be facing foward).
'Fear Aura': All non-undead, non-golem enemies adjacent to the Wraith suffer a 20% penalty to thier power when making an attack on any target.
The Wraith cannot be in a formation with any non-mage Human, including the cleric.
No more than two Wraiths in a formation.
Soul Blade - Master of arcane steel
Race - Human
Hitpoints: 42
Power: 22
Block: 70%
Armor: 12%
Recovery: 1
Movement: 3
Range: 1
Special: 'Magic sword': The Soul Blade binds his lifeforce to his sword, turning it into a powerful magical weapon, capable of cleaving through most any defences. The block percentage of any target the Soul Blade attacks is halved.
No more than two Soul Blades in a formation.
Archmagus - Master of mighty magics
Race - Human (Mage)
Hitpoints: 24
Power: 22, unblockable
Block: 20%
Armor: -
Recovery: 3
Movement: 3, teleport
Range: 3, cone
Special: 'Cone of Fire': The Archmagus attacks with a 3 square long cone of fire which is 1 wide at its origin and is five wide at its widest point (a total of 9 squares). While this attack is quite potent in scope, it is not particularly penetrating, and as such the base armor (before stoning and other enhancements) of all effected creatures is doubled before damage is calculated.
'Magic Resistant': One third of all damage (rounded down) from unblockable attacks is instead reflected back to the attacker.
No more than one Archmagus in a formation.
Likewise, I really don't care if someone can up with a similar unit or one with a similar name. After reading through some threads and using the search function, I did not come away impressed with alot of designs. I saw some interesting ideas, most of which anyone could come up with, but I saw alot of bad implementations and little constructive criticism. If you feel the need to tell me that you've seen a unit with a similar name, save everyone some trouble and don't.
Vampire - Life draining undead of doom
Race - Undead
Hit Points: 40
Power: 18
Block: 60%
Armor: 18%
Recovery: 1
Movement: 4
Range: 1
Special: Whenever the Vampire damages a target, it gains life equal to 1/2 the damage that it did, to a maximum of 40 hit points.
Cannot be in the same formation as the Cleric.
Skulker - Bestial master of evasion
Race - Beast
Hit Points: 32
Power: 16
Block: 20%
Armor: -
Recovery: 1
Movement: 5
Range: 1
Special: 'Burrow': When a Skulker targets himself during the attack phase, he burrows into the square he is currently in, forming a mound of soil over him - essentially transforming into a new unit the 'burrowed skulker'. When burrowed, the skulker loses the ability to attack, but gains 80% blocking in all directions (all directions are considered front), and increases his armor to 40%. When burrowed, the skulker's movement becomes a range 2 teleport.
Burrowed skulkers cannot move aside for friendly units. The also do not block LOS.
A burrowed skulker can unbury in the attack phase by targeting itself.
Dread Boar - Ferocious master of charging attacks.
Race - Beast
Hit Points: 34
Power: 18, 21, or 24 (see below)
Block: 30%
Armor: 25%
Recovery: 1
Movement: 3
Range: 3, straight line, line of sight
Special: 'Charge' The Dread Boar's ranged attack is unique in that the unit itself is the 'missile' weapon. The Dread boar hurls itself toward the opponent, following a straight line and gaining momentum stopping as soon as it encounters an obstacle. For each square that the boar travels (0-2) it gains an addition 3 power.
Harrier - Swift footed master of harrassment.
Race - Human
Hit Points: 32
Power: 18
Block: 70%
Armor: 8%
Recovery: 1
Movement: 4 (see below)
Range: 1 (see below)
Special: 'Nimble' The Harrier can move on the diagonal as well as straight lines, allowing it to reach a rectangular area rather than a diamond shaped one. In addition, the Harrier can attack any of the 8 squares adjacent to it, rather than just 4.
Lancer - Horse mounted master of the charge
Race - Human
Hit Points: 45
Power: 24
Block: 50%
Armor: 20%
Recovery: 2
Movement: 6 (see below)
Range: 1 (see below)
Special: 'Gallop' The Lancer moves better in straight lines and loses momentum whenever he executes a turn. Whenever the lancer changes direction during a move, it counts as a move of two squares. This means that the lancer has a 'cross shaped' movement pattern rather than a diamond shaped one.
'Lance' Whenever the lancer attacks a unit in the direction which it is facing at the beginning of the attack, it can execute a ranged 2 line of sight attack, by thrusting its lance forward. If the lancer attacks before moving, it is always assumed to face in the direction of the attack.
Lancers cannot move aside for friendly units.
Lancers cannot change directions after the attack phase. If they attack, they must skip the change facing phase of the turn.
Spictadon - Heavily armored beast
Race - Beast
Hit Points: 55
Power: 18
Block: 30%
Armor: 25%
Recovery: 2
Movement: 3
Range: 1
Special: 'Crouch': As opposed to an attack the Spictadon can enter a crouch, hiding its vulnerable parts beneath its thick armored and spiky hide, which makes it very difficult to harm. 'Crouched' Spictadon's are unable to move or attack normally. However, when 'Crouched' the Spictadon's block becomes 80% in all directions (all sides are considered front), and its armor increases to 35%. Furthermore, it's spiky hide automaticly makes a counter-attack on any enemy within range one that attacks it while crouched, with power equal to 1/2 of the power of the attacker. Spictodon's can leave the 'crouch' mode by targetting themselves in the attack phase.
[Explicitly stated the implied drawbacks of a crouch which I had by oversight left from the original description.]
Bladestorm - Cloud of flying golem shards
Race - Golem
Hit Points: 30
Power: 15
Block: 20%
Armor: 10%
Recovery: 3
Movement: 2
Range: 4, straight line, see below
Special: 'Bladestorm' : The blade storm does not attack in a normal fashion. Rather, its components fly apart to form a lose cloud of whirling blades which then sweeps across the battlefield before reforming in a tight ball at the far end of its attack. The attack damages all targets in its up to three square path, and all targets immediately to the sides of and in front of its path. Thus, this attack sweeps out a maximum 10 square area and deals a 15 power (blockable) attack to each target in the area. The furthest point in the attack must be an unoccupied square, just as if it had teleported through the area.
No more than one bladestorm can be in a formation.
'All around sight': The blade storm is always considered to be facing forward. It thus has equal chances of blocking in all directions.
Wraith - Undead spirit of fear
Race - Undead
Hitpoints: 30
Power: 19 + stun
Block: 50%
Armor: -
Recovery: 2
Movement: 4, teleport
Range: 1
Special: The Wraith stuns opponents it hits for one turn.
'Incorporal' The Wraith halves the blocking chance of all non-ward enemies. It is relatively immune to non-magical attacks, and has the same chance of blocking attacks from any direction (it is always considered to be facing foward).
'Fear Aura': All non-undead, non-golem enemies adjacent to the Wraith suffer a 20% penalty to thier power when making an attack on any target.
The Wraith cannot be in a formation with any non-mage Human, including the cleric.
No more than two Wraiths in a formation.
Soul Blade - Master of arcane steel
Race - Human
Hitpoints: 42
Power: 22
Block: 70%
Armor: 12%
Recovery: 1
Movement: 3
Range: 1
Special: 'Magic sword': The Soul Blade binds his lifeforce to his sword, turning it into a powerful magical weapon, capable of cleaving through most any defences. The block percentage of any target the Soul Blade attacks is halved.
No more than two Soul Blades in a formation.
Archmagus - Master of mighty magics
Race - Human (Mage)
Hitpoints: 24
Power: 22, unblockable
Block: 20%
Armor: -
Recovery: 3
Movement: 3, teleport
Range: 3, cone
Special: 'Cone of Fire': The Archmagus attacks with a 3 square long cone of fire which is 1 wide at its origin and is five wide at its widest point (a total of 9 squares). While this attack is quite potent in scope, it is not particularly penetrating, and as such the base armor (before stoning and other enhancements) of all effected creatures is doubled before damage is calculated.
'Magic Resistant': One third of all damage (rounded down) from unblockable attacks is instead reflected back to the attacker.
No more than one Archmagus in a formation.