kordeleski
07-17-2009, 09:09 AM
Here is a few units I've thought of.
Name: Samurai
HP: 40
Armor: 10
Power: 15 (unblock able)
Range: 1 space ahead and both sides.
Block: 50%
Movement: 5
Wait: If it attacks 2 turns. If it movers 1 turn.
Concepts- the samurai are fast and able to attack quickly, so quickly in fact its hard to even notice. While they have less power, defense, and blocking capabilities than knights, because of their light armor they can move farther and cover more ground when attacking.
Name: Ritual Lord
HP: 35
Armor: 5
Power: 0
Range: 3 (can only attack straight ahead)
Block: 15%
Movement: 3
Wait: After use of skill 3. After movement 1.
Ability: Summons a spirit to aid in battle (with each use the ritual lord loses 5 health)
Concepts - The ritual lords summon spirits to the battle field these spirits are immune to physical attacks and will die instantly if attacked by magic.
(Note-1 the spirits don't have to be killed to claim victory.
Note-2 ritual lord can never be healed for health he takes from himself.
Note-3 the ritual lord can only have up to 3 spirits on the field at a time and you may only control 1 ritual lord.)
Name: Fallen Spirit
HP: 1
Armor: 0
Power: 10
Range: 1
Block: 0%
Movement: 5
Wait: Attack 1. Movement none.
Concepts - The spirit may be intangible but it bares a cursed blade that slowly consumes the spirit of whom ever if moves through. These spirits can easily be removed with magic, and are not a particularly powerful threat by them selves but if they team up the foe can be in trouble quite easily.
Name: Paladin
HP: 40
Armor: 30
Power: 15
Range: 1
Block: 60%
Movement: 3
Wait: If this unit attacks or moves it must wait 1 turn.
Ability: This unit can heal all units (including foes) with in 1 tile (vertical tile, or diagonal) for 10 health if used this unit must wait for 3 turns and cannot heal for 5 turns.(further note healing by paladins will kill spirits allies or foes)
Concepts - This particular unit is a priest trained in prayer yet forsakes pacifism, he will attack to defend the just and can pray for those he knows need it.
Name: Cryomancer
HP: 30
Armor: 0
Power: 0
Range: 3
Block: 33%
Movement: 4
Wait: Ground freeze 3. Frost bite 2. Movement 1
Ability: The cryomancer can freeze the ground in a cross shape or give a foe frost bite. Freezing the ground makes a cross shape section of the map uninhabitable and no one can walk on it (However fire will melt it.) Frost bite will stun a foe for 2 turns (unless hit by fire). [the set up used to determine this will probably be if you click a foe it freezes him click the ground it freezes it.]
Well thats all I hope you like them and thanks for reading.
Ahh i have more units
Name: Shadow knight
HP: 40
Armor: 10
Power: 20
Range: 1
Block: 40%
Movement: 3
Wait: 1
Ability: Soul consuming blade - if this unit delivers a finishing blow increase his power by 1/4 the defeated foes power (this is always rounded up and is atlest 2, this will not count for wards).
- Supirior armor - this unit has 10% blocking from behind
Name: Ranger
HP: 30
Armor: 15
Power: 15
Range: 4 in a straight line hits first thing in LoS this unit pierces shrubs and continues attack.
Block: 30
Movement: 3
Wait: 2 if attacks, 1 if it moves
Ability: instead of clicking on a foe you can click on a beast type creature to increase its move ment by one its power by five and decrease its wait by 1 (this is a focus skill)
Name: Medical golem
HP: 40
Armor: 0
Power: 10
Range: 1
Block: 0
Movement: 4
Wait: 3 if it heals. 1 if it moves.
This creature heals any ally by 10 per turn
(this is a focus)
Name: Soldier
HP: 30
Armor: 20
Power: 20
Range: 3
Block: 30%
Movement: 4
Wait: 1 if it attacks
Ability: this if this unit attacks at a range of 2 or more its power (for that attack) is reduced by 5. For each adjacent soldier unit to this one when this unit attacks this units power (for that attack) is increased by 5.
Name: Samurai
HP: 40
Armor: 10
Power: 15 (unblock able)
Range: 1 space ahead and both sides.
Block: 50%
Movement: 5
Wait: If it attacks 2 turns. If it movers 1 turn.
Concepts- the samurai are fast and able to attack quickly, so quickly in fact its hard to even notice. While they have less power, defense, and blocking capabilities than knights, because of their light armor they can move farther and cover more ground when attacking.
Name: Ritual Lord
HP: 35
Armor: 5
Power: 0
Range: 3 (can only attack straight ahead)
Block: 15%
Movement: 3
Wait: After use of skill 3. After movement 1.
Ability: Summons a spirit to aid in battle (with each use the ritual lord loses 5 health)
Concepts - The ritual lords summon spirits to the battle field these spirits are immune to physical attacks and will die instantly if attacked by magic.
(Note-1 the spirits don't have to be killed to claim victory.
Note-2 ritual lord can never be healed for health he takes from himself.
Note-3 the ritual lord can only have up to 3 spirits on the field at a time and you may only control 1 ritual lord.)
Name: Fallen Spirit
HP: 1
Armor: 0
Power: 10
Range: 1
Block: 0%
Movement: 5
Wait: Attack 1. Movement none.
Concepts - The spirit may be intangible but it bares a cursed blade that slowly consumes the spirit of whom ever if moves through. These spirits can easily be removed with magic, and are not a particularly powerful threat by them selves but if they team up the foe can be in trouble quite easily.
Name: Paladin
HP: 40
Armor: 30
Power: 15
Range: 1
Block: 60%
Movement: 3
Wait: If this unit attacks or moves it must wait 1 turn.
Ability: This unit can heal all units (including foes) with in 1 tile (vertical tile, or diagonal) for 10 health if used this unit must wait for 3 turns and cannot heal for 5 turns.(further note healing by paladins will kill spirits allies or foes)
Concepts - This particular unit is a priest trained in prayer yet forsakes pacifism, he will attack to defend the just and can pray for those he knows need it.
Name: Cryomancer
HP: 30
Armor: 0
Power: 0
Range: 3
Block: 33%
Movement: 4
Wait: Ground freeze 3. Frost bite 2. Movement 1
Ability: The cryomancer can freeze the ground in a cross shape or give a foe frost bite. Freezing the ground makes a cross shape section of the map uninhabitable and no one can walk on it (However fire will melt it.) Frost bite will stun a foe for 2 turns (unless hit by fire). [the set up used to determine this will probably be if you click a foe it freezes him click the ground it freezes it.]
Well thats all I hope you like them and thanks for reading.
Ahh i have more units
Name: Shadow knight
HP: 40
Armor: 10
Power: 20
Range: 1
Block: 40%
Movement: 3
Wait: 1
Ability: Soul consuming blade - if this unit delivers a finishing blow increase his power by 1/4 the defeated foes power (this is always rounded up and is atlest 2, this will not count for wards).
- Supirior armor - this unit has 10% blocking from behind
Name: Ranger
HP: 30
Armor: 15
Power: 15
Range: 4 in a straight line hits first thing in LoS this unit pierces shrubs and continues attack.
Block: 30
Movement: 3
Wait: 2 if attacks, 1 if it moves
Ability: instead of clicking on a foe you can click on a beast type creature to increase its move ment by one its power by five and decrease its wait by 1 (this is a focus skill)
Name: Medical golem
HP: 40
Armor: 0
Power: 10
Range: 1
Block: 0
Movement: 4
Wait: 3 if it heals. 1 if it moves.
This creature heals any ally by 10 per turn
(this is a focus)
Name: Soldier
HP: 30
Armor: 20
Power: 20
Range: 3
Block: 30%
Movement: 4
Wait: 1 if it attacks
Ability: this if this unit attacks at a range of 2 or more its power (for that attack) is reduced by 5. For each adjacent soldier unit to this one when this unit attacks this units power (for that attack) is increased by 5.