DKR
06-23-2004, 06:48 AM
Some random Amazon units to inspire new ideas lol
I doubt they will be taken up but also I've nothing to do at the woman so girl power! ^_^
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Amazon Warrior
The basic amazon warrior. Quick, fast, hard to hit and plenty of skill indured in this warrior woman. No one is safe from her spears reach
HP: 45
Power: 20
Weapon Range: 1 square in ANY direction (Includes Diagonals)
Armour: 18%
Blocking:75% blocking front / 37% blocking side
Recovery Time: 1 turn
Movement: 4
Notes: Armed with spear and agilty combined no opponent is safe within her deadly weapons range
Tactics: Although weaker than the knight in power and armour, her speed makes up for this counter act providing a fast moving attacking unit to get at anyone trying to hide behind sneaky corner wards, knights or paralyzed units. With her above average blocking she provides a suitable subsitute to the knight or even a supporting role onto a group of knights
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Amazon Javelineer
In the jungle the javelin is more effective than the bow, not only as a weapon if sprung upon for close combat but also as a distance weapon. Able to send the tall pointy sticks of death high over the heads of the usual wall of steel or a sneak infiltrating attack upon the rear of most, the scouts of the Amazons are more feared than the warriors for obvious reasons
HP: 30
Power: 12
Weapon Range: 5 squares
Armour: 6%
Blocking: 42% blocking front / 24% blocking side
Recovery Time: 1 turn
Movement: 5
Notes: Ignores LOS
Tactics: Fast precise movement is the key to most things, especially when a critical blow needs to be placed. The Javlineer, able to move forward at an incredible speed, the restriction of very little armour and a light weapon she provides the perfect infiltrator and work mate of the assassin or lone seeker of mages to claim a killer blow.
Line of Sight is not needed from her long range , over head throws, sending javelins over the enemy knights head onto the weaker creatures below.
Able to disrupt paralyzed units, stone golems or hit supposedly protected clerics with a fast turn of movement the perfect skirmish unit can be formed.
- - - - - - - - - - - - - - -
Amazon Totem (Contraption)
Many Amazon villages are protected by various traps and the sorts, but also by the gods themselves, blessed totems watching over the Amazon towns, ready to alert the Amazon women while instilling fear and terror into the enemy that approaches
HP: 40
Power: -
Weapon Range: 3 squares in any direction
Armour: 10%
Blocking: 100%
Recovery Time: 3 turn
Movement: Immobile Unit
Notes: Targeting one unit, the totem places a single turn of waiting upon the enemy. This is NOT a focus spell. Once off spell effect upon an enemy unit, e.g. A knight approachs forward to attack an enemy unit. The totem places its power upon the knight, instilling a single turn of waiting upon the knight as if he had just attacked.
Tactics: Defending a unit or want an enemy unit to stay around, the enemy will think twice about attacking almost like the lightning ward. While maybe not providing a damaging effect that one turn could spell disaster for a stray scout or mud golem.
- - - - - - - - - - - - - - -
Amazon Dream Walker
Some amazons are gifted with a strange ability to send those into a deep sleep, able to pierce through mind and matter they go, searching for answers and solving the problems of others in their mental state. Their powers are strong, but it has its limitations
HP: 28
Power: -
Weapon Range: One unit within 3 squares away - Focus spell
Armour: 0%
Blocking: 25% Front / 12% Side
Recovery Time: 2 turn
Movement: 3 squares
Note: The Dream walker can paralyze one unit up to 3 squares away but has one special ability to that paralyzation. It effectively makes the unit fade in and out of real time, meaning any unit can pass through the unit as if it was not there but can NOT end its turn there. This means also spells, arrows and some blades (beast rider) can pass through the frozen unit also.
Tactics: Having the ability to paralzye unit already promotes one use, but then it seems uless because of the damage that can be done to it. A barrier will not only protect the Dream Walker from suffering damage and de paralyzing the enemy but it also has a low turn recovery as well as the ability to let your men (and women) walk past dragons and lightning wards relatively safe
- - - - - - - - - - - - - - -
Amazon Seeker
The amazons must be guided around the forests and jungles by a leader, and those granted with this rank often have the ability to do many other things. The seeker raises up her mental powers to send warriors across to the enemy before they know what has hit them
HP: 35
Power: -
Weapon Range: Target must be next to the unit its going to transport. Sends the unit 5 spaces away
Armour: 15%
Blocking: 38% Front / 18% Side
Recovery Time: 3 turn
Movement: 3 squares
Note: Teleports a unit (enemy or friendly) or herself 5 squares away
Tactics: Send away an enemy unit (even a lightning ward, heh) to another position or send one of your units across to the enemy to disprut the enemy lines
- - - - - - - - - - - - - - -
Amazon Dart Scout
The jungles are the amazons home, every single hiding spot and advantage point is known to them, especially their elite, the poison dart scouts. Able to pierce an enemies armour with a subtle ease through aim and knowing the chinks of an enemies armour, they inject a deadly poison into the enemy
HP: 22
Power: 10 + 5 (Armour lowers damage to represent under garments and antibodies)
Weapon Range: 4 squares
Armour: 0%
Blocking: 90% Front / 45% Side
Recovery Time: 2 turn
Movement: 5
Notes: Poison Dart and extreme accuracy from years of training mean that not only is the Scout extremly hard to hit by normal means, her darts are unblockable and cause a poisonous hit upon the enemy, causing a additional 5 points every enemy turn until the enemy cleric heals from which it is neautralized.
Tactics: Fast moving, once the enemy cleric is dead the Dart Scout is in its own environment, able to pick off the enemy knights with an ease, while being a more easy target for scouts, she can repay the favour. While the cleric still lives the dart scout still is of suitable value, but will serve more as a distraction and pester unit.
Thats about all I could come up with at the moment. Send in all comments and no flames. Don't like it? Vote on the poll then dissapear :P
I doubt they will be taken up but also I've nothing to do at the woman so girl power! ^_^
- - - - - - - - - - - - - - -
Amazon Warrior
The basic amazon warrior. Quick, fast, hard to hit and plenty of skill indured in this warrior woman. No one is safe from her spears reach
HP: 45
Power: 20
Weapon Range: 1 square in ANY direction (Includes Diagonals)
Armour: 18%
Blocking:75% blocking front / 37% blocking side
Recovery Time: 1 turn
Movement: 4
Notes: Armed with spear and agilty combined no opponent is safe within her deadly weapons range
Tactics: Although weaker than the knight in power and armour, her speed makes up for this counter act providing a fast moving attacking unit to get at anyone trying to hide behind sneaky corner wards, knights or paralyzed units. With her above average blocking she provides a suitable subsitute to the knight or even a supporting role onto a group of knights
- - - - - - - - - - - - - - -
Amazon Javelineer
In the jungle the javelin is more effective than the bow, not only as a weapon if sprung upon for close combat but also as a distance weapon. Able to send the tall pointy sticks of death high over the heads of the usual wall of steel or a sneak infiltrating attack upon the rear of most, the scouts of the Amazons are more feared than the warriors for obvious reasons
HP: 30
Power: 12
Weapon Range: 5 squares
Armour: 6%
Blocking: 42% blocking front / 24% blocking side
Recovery Time: 1 turn
Movement: 5
Notes: Ignores LOS
Tactics: Fast precise movement is the key to most things, especially when a critical blow needs to be placed. The Javlineer, able to move forward at an incredible speed, the restriction of very little armour and a light weapon she provides the perfect infiltrator and work mate of the assassin or lone seeker of mages to claim a killer blow.
Line of Sight is not needed from her long range , over head throws, sending javelins over the enemy knights head onto the weaker creatures below.
Able to disrupt paralyzed units, stone golems or hit supposedly protected clerics with a fast turn of movement the perfect skirmish unit can be formed.
- - - - - - - - - - - - - - -
Amazon Totem (Contraption)
Many Amazon villages are protected by various traps and the sorts, but also by the gods themselves, blessed totems watching over the Amazon towns, ready to alert the Amazon women while instilling fear and terror into the enemy that approaches
HP: 40
Power: -
Weapon Range: 3 squares in any direction
Armour: 10%
Blocking: 100%
Recovery Time: 3 turn
Movement: Immobile Unit
Notes: Targeting one unit, the totem places a single turn of waiting upon the enemy. This is NOT a focus spell. Once off spell effect upon an enemy unit, e.g. A knight approachs forward to attack an enemy unit. The totem places its power upon the knight, instilling a single turn of waiting upon the knight as if he had just attacked.
Tactics: Defending a unit or want an enemy unit to stay around, the enemy will think twice about attacking almost like the lightning ward. While maybe not providing a damaging effect that one turn could spell disaster for a stray scout or mud golem.
- - - - - - - - - - - - - - -
Amazon Dream Walker
Some amazons are gifted with a strange ability to send those into a deep sleep, able to pierce through mind and matter they go, searching for answers and solving the problems of others in their mental state. Their powers are strong, but it has its limitations
HP: 28
Power: -
Weapon Range: One unit within 3 squares away - Focus spell
Armour: 0%
Blocking: 25% Front / 12% Side
Recovery Time: 2 turn
Movement: 3 squares
Note: The Dream walker can paralyze one unit up to 3 squares away but has one special ability to that paralyzation. It effectively makes the unit fade in and out of real time, meaning any unit can pass through the unit as if it was not there but can NOT end its turn there. This means also spells, arrows and some blades (beast rider) can pass through the frozen unit also.
Tactics: Having the ability to paralzye unit already promotes one use, but then it seems uless because of the damage that can be done to it. A barrier will not only protect the Dream Walker from suffering damage and de paralyzing the enemy but it also has a low turn recovery as well as the ability to let your men (and women) walk past dragons and lightning wards relatively safe
- - - - - - - - - - - - - - -
Amazon Seeker
The amazons must be guided around the forests and jungles by a leader, and those granted with this rank often have the ability to do many other things. The seeker raises up her mental powers to send warriors across to the enemy before they know what has hit them
HP: 35
Power: -
Weapon Range: Target must be next to the unit its going to transport. Sends the unit 5 spaces away
Armour: 15%
Blocking: 38% Front / 18% Side
Recovery Time: 3 turn
Movement: 3 squares
Note: Teleports a unit (enemy or friendly) or herself 5 squares away
Tactics: Send away an enemy unit (even a lightning ward, heh) to another position or send one of your units across to the enemy to disprut the enemy lines
- - - - - - - - - - - - - - -
Amazon Dart Scout
The jungles are the amazons home, every single hiding spot and advantage point is known to them, especially their elite, the poison dart scouts. Able to pierce an enemies armour with a subtle ease through aim and knowing the chinks of an enemies armour, they inject a deadly poison into the enemy
HP: 22
Power: 10 + 5 (Armour lowers damage to represent under garments and antibodies)
Weapon Range: 4 squares
Armour: 0%
Blocking: 90% Front / 45% Side
Recovery Time: 2 turn
Movement: 5
Notes: Poison Dart and extreme accuracy from years of training mean that not only is the Scout extremly hard to hit by normal means, her darts are unblockable and cause a poisonous hit upon the enemy, causing a additional 5 points every enemy turn until the enemy cleric heals from which it is neautralized.
Tactics: Fast moving, once the enemy cleric is dead the Dart Scout is in its own environment, able to pick off the enemy knights with an ease, while being a more easy target for scouts, she can repay the favour. While the cleric still lives the dart scout still is of suitable value, but will serve more as a distraction and pester unit.
Thats about all I could come up with at the moment. Send in all comments and no flames. Don't like it? Vote on the poll then dissapear :P