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Jazierel
01-22-2004, 01:35 PM
Description: A strongly built warrior with battle scared armor, no helmet and no shield. Team colors decorate part of the armor and the hilt of a broadsword he carries.

Hit Points: 45
Power: 25
Armor: 20%
Blocking: 50% (front), 25% (sides)
Movement: 3
Recovery: 2
Attack Pattern: Same as Knight (N,S,E and W)
Attack: Swings broadsword, bashing opponet.
Special:
- All friendly units within 3 spaces of the "Field Commander" receive -1 to their recovery time due to his persuasive ability to command.
- All melee units on your team gain +3 to power and +5% to blocking due to his leadership abilities.
- All magic units have a -2 penality to their attacks (including the cleric) due to his "distain" of magic users.

*This is just an idea, based in part on TiMeStOpPa's "General" units and some ideas I've been playing around with. The penality on magic users was an attempt to make him a bit weaker, that is, more balanced. That would also leave room for an "Elder Wizard" or some other magic user's commander unit -- though the two couldn't be on the field at the same time. Just an idea to play with/build off of.*

Aro23r
01-22-2004, 01:41 PM
Make it so that he has no special abilities outside of the 'aura'. Field commanders are like squad leaders. They take small groups with them.

Have it so that the channelling features are only valid to a friendly unit that is within 3 spaces of him.

Make his recovery three, as well. It seems rather strong with only 2...

Tequila_Budgie
01-22-2004, 02:28 PM
Wow. That speed aura would make knights and scouts powerful as hell. If you put him next to a scout, the scout could fire every turn.

TiiC TocK
01-23-2004, 07:27 PM
STOP COpying my partner!! :eek:

Icon_Of_Evil
01-24-2004, 03:13 AM
I kinda like the idea
althought its somewhat overpowered right now... I dont see the turn recovery working
but keep playin w/ the idea
and remember that u cant make it any more powerful than the next powerful unit or else it would be overpowered