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Blood Hawk
by the fish
Divided Soul
by Verdian
Ghost Pirate
by khanjackal
Mana Freak
by Arqane
Mime
by Black Whole
The Restless
by it-ogo
Trickster
by Sureshot
Wild Mage
by Randolph
Will'o'wisp
by Cadaveres
Blood Hawk
by the fish
(replaces Raven, uses slightly reskinned Hawk (darker))
as Hawk, but can also:
A) intercept other fliers (%50 chance)
B) strafe (harry) stacks for minor amounts of damage at range
The idea is that Svartalfar recon can use birds of prey to weaken enemies at range, and close for the kill. The intercepting feature also allows them to take down enemy hawks trying to scout their territory.
To balance this, it'd probably need to cost a bit more (+%50?). Also, all units on the archery line should be able to defend against strafing in a similar manner to SAM infantry, if this is at all feasible to add.
Ideally this'd be some sort of drake/drakeling, but of course I'm limited by #10.
as Hawk, but can also:
A) intercept other fliers (%50 chance)
B) strafe (harry) stacks for minor amounts of damage at range
The idea is that Svartalfar recon can use birds of prey to weaken enemies at range, and close for the kill. The intercepting feature also allows them to take down enemy hawks trying to scout their territory.
To balance this, it'd probably need to cost a bit more (+%50?). Also, all units on the archery line should be able to defend against strafing in a similar manner to SAM infantry, if this is at all feasible to add.
Ideally this'd be some sort of drake/drakeling, but of course I'm limited by #10.
Divided Soul
by Verdian
Sidar
Stats are the same as Hunter, except it loses the ability to carry cargo, it cannot build camps, and it's movement drops to 1. It gains the "Severed Soul" spell.
The unit can summon a permanent 0/1 "Severed Soul" with a movement of 2. This unit is always invisible. The Divided Soul can, at will, be summoned to the Severed Soul. This destroys the Severed Soul. Another one can be summoned, but a Divided Soul can only create one at a time.
The main purpose of this unit would be the ability to be in two places at once. This could help the mysteriousness of the Sidar, by having units appear out of seemingly nowhere. Upgrading this to an assassin would be especially nice.
The Severed Soul would have the skin of a Life Spark, and the Divided Soul would look like a normal Hunter (or whatever unit it replaced).
Stats are the same as Hunter, except it loses the ability to carry cargo, it cannot build camps, and it's movement drops to 1. It gains the "Severed Soul" spell.
The unit can summon a permanent 0/1 "Severed Soul" with a movement of 2. This unit is always invisible. The Divided Soul can, at will, be summoned to the Severed Soul. This destroys the Severed Soul. Another one can be summoned, but a Divided Soul can only create one at a time.
The main purpose of this unit would be the ability to be in two places at once. This could help the mysteriousness of the Sidar, by having units appear out of seemingly nowhere. Upgrading this to an assassin would be especially nice.
The Severed Soul would have the skin of a Life Spark, and the Divided Soul would look like a normal Hunter (or whatever unit it replaced).
Ghost Pirate
by khanjackal
UU for Sidar
Naval Unit
Undead Unit
100 hammers.
5 Strength.
4 Movement.
Invisible with Hidden nationality.
This unit replaces the Pirate for the Sidar. It has the same requirements, and in all respects functions as a pirate, save for a slightly higher strength, and invisibility. The downside is that as an undead unit, it is vulnerable to undead damaging effects.
"Those are the rules... the GHOST PIRATE rules."
Naval Unit
Undead Unit
100 hammers.
5 Strength.
4 Movement.
Invisible with Hidden nationality.
This unit replaces the Pirate for the Sidar. It has the same requirements, and in all respects functions as a pirate, save for a slightly higher strength, and invisibility. The downside is that as an undead unit, it is vulnerable to undead damaging effects.
"Those are the rules... the GHOST PIRATE rules."
Mana Freak
by Arqane
Balseraphs
4 strength
1 movement
Requires: Knowledge of the Ether, Mage Academy, Freak Show
Upgrades from Freak
Starts with:
<Random Magic> Affinity: +1
<Random Magic> Affinity: -1
Mutated
The stakes have been raised once more for the Balseraphs. Their normal circus freaks have been infused with pure blasts of mana. Using the already mutated freaks, there's no telling how these infusions will effect each freak.
An upgrade of the freak, but still a staple melee warrior for the Balseraphs. As the game progresses and more mana is gained, the effects will be even more severely random.
edit note: The <Random Magic> trait could be set to a dynamic counter like the Armageddon Counter. So every time the AC changes, there's a new +1/-1 for each freak. One turn it's a beastly 10 strength monster, the next it's a piddly 1 strength (AC) mod (rand) = whatever mana type for more crazy randomness.
4 strength
1 movement
Requires: Knowledge of the Ether, Mage Academy, Freak Show
Upgrades from Freak
Starts with:
<Random Magic> Affinity: +1
<Random Magic> Affinity: -1
Mutated
The stakes have been raised once more for the Balseraphs. Their normal circus freaks have been infused with pure blasts of mana. Using the already mutated freaks, there's no telling how these infusions will effect each freak.
An upgrade of the freak, but still a staple melee warrior for the Balseraphs. As the game progresses and more mana is gained, the effects will be even more severely random.
edit note: The <Random Magic> trait could be set to a dynamic counter like the Armageddon Counter. So every time the AC changes, there's a new +1/-1 for each freak. One turn it's a beastly 10 strength monster, the next it's a piddly 1 strength (AC) mod (rand) = whatever mana type for more crazy randomness.
Mime
by Black Whole
Balseraph unique unit
Melee unit
90
4
1
Mind affinity: 1
Can use bronze, iron, mithril weapons
Starts with: Mime
Requires: Hall of Mirrors, Alteration, Drama
The mime promotion marks the unit as a mime and has the following effect:
Everytime the mime defeats an enemy, he gets every bonus and malus the last defeated enemy had (e.g. if the mime defeats an archer, he gets the +50% city defense, +25% hills defense and the first strike).
If this isn't possible, he gains all promotions of the enemy. After the next fight all promotions(except for mime) get lost and he gains the new promotions of his enemy.
Melee unit
90
4
1
Mind affinity: 1
Can use bronze, iron, mithril weapons
Starts with: Mime
Requires: Hall of Mirrors, Alteration, Drama
The mime promotion marks the unit as a mime and has the following effect:
Everytime the mime defeats an enemy, he gets every bonus and malus the last defeated enemy had (e.g. if the mime defeats an archer, he gets the +50% city defense, +25% hills defense and the first strike).
If this isn't possible, he gains all promotions of the enemy. After the next fight all promotions(except for mime) get lost and he gains the new promotions of his enemy.
The Restless
by it-ogo
Sidar UU
0/0 Strength
1 Movement
Unit can not be built. Arises whenever Sidar living non-immortal unit is defeated. Ignores terrain movement cost. Can explore rival territory. Water walking. Can pass unpassable terrain. Completely invisable to everyone but owner. Can share tile with enemy units. Can be sacrificed to increase the population in Sidar city.
Model: Djinn
0/0 Strength
1 Movement
Unit can not be built. Arises whenever Sidar living non-immortal unit is defeated. Ignores terrain movement cost. Can explore rival territory. Water walking. Can pass unpassable terrain. Completely invisable to everyone but owner. Can share tile with enemy units. Can be sacrificed to increase the population in Sidar city.
Model: Djinn
Trickster
by Sureshot
(Arcane Unit Type)
Available for Svartalfar, possibly also Balseraph
Available with Drama
Requires Theatre
Upgrades to Assassin
4/3 (3/3 base but with Sinister promotion upping to 4/3)
2 movement
1 first strike
60 cost
Promotions:
Sinister, Channelling 1
An arcane unit with a recon feel. Gains XP over time as an arcane unit. Can learn level 1 spells, but has no hope of learning higher level spells. Instead advances as an assassin and later a shadow. Based on Arcane Trickster class from DnD, a mix of rogue and mage.
For Graphics, just a single Svartalfar Swordsmen with a reskin, or something more appropriate.
Available for Svartalfar, possibly also Balseraph
Available with Drama
Requires Theatre
Upgrades to Assassin
4/3 (3/3 base but with Sinister promotion upping to 4/3)
2 movement
1 first strike
60 cost
Promotions:
Sinister, Channelling 1
An arcane unit with a recon feel. Gains XP over time as an arcane unit. Can learn level 1 spells, but has no hope of learning higher level spells. Instead advances as an assassin and later a shadow. Based on Arcane Trickster class from DnD, a mix of rogue and mage.
For Graphics, just a single Svartalfar Swordsmen with a reskin, or something more appropriate.
Wild Mage
by Randolph
Civ: Balseraphs
Requires: Sorcery
Cost: upgraded from L6 adept
Str: 4 (or the same as mage)
Free promotion as Mage
(and otherwise the same as Mage)
Special:
1. Every round there is a 50% chance the wild mage will (temporarily) loses the ability to cast one of her spells (randomly determined), and gains the ability to cast one randomly determined spell (of any mana type, level, and sphere (sorcery, summoning, divine)). Abilities return to normal the next round.
2. Whenever the Wild Mage casts a spell there is a 5% chance that a randomly determined spell will be cast in its place
(you could be just one of those, but I like both effects, so that's my submission)
Requires: Sorcery
Cost: upgraded from L6 adept
Str: 4 (or the same as mage)
Free promotion as Mage
(and otherwise the same as Mage)
Special:
1. Every round there is a 50% chance the wild mage will (temporarily) loses the ability to cast one of her spells (randomly determined), and gains the ability to cast one randomly determined spell (of any mana type, level, and sphere (sorcery, summoning, divine)). Abilities return to normal the next round.
2. Whenever the Wild Mage casts a spell there is a 5% chance that a randomly determined spell will be cast in its place
(you could be just one of those, but I like both effects, so that's my submission)
Will'o'wisp
by Cadaveres
Recon unit
90 Hammers
0 (cannot attack)
3 (can pass through ANY terrain, including mountains and oceans)
Technology: Deception
National Unit, only 3 of them allowed at a time.
Invisible
Can detect invisible units in nearby tiles
Can undertake espionage missions
Promotions: Sentry, Dimensional I (Escape), Mind I (Charm)
Confusion: Units in the same tile than a Will-o'-the-wisp get: -30% strength if the tile is ocean, hell, forest or jungle, -20% if the tile is not any of the previous but there is no improvement nor city on it and -10% strength on improved or city tiles (resembling that their confusion power is greater in dark areas)
Model: Can use fireball model (changing the colors to bluish and increasing alpha channel/transparency)
Description:
"Wanderers of unknown paths, the Will-o'-the-wisps are mysterious even among the Sidar. Those who say that they have seen one will tell that a Will-o'-the-wisp resembles a faint flickering blue flame, but they banish so fast that nobody can really know their real aspect. They are like that dream you do not remember when you wake up, like that object you think you are forgetting but you don't know what it is, like that feeling you have on your back when you think that somebody is staring at you. Masters of distraction and deception, they take advantage of dusk, night and darkness to confuse travelers and peasants by resembling candles and leading them through dangerous paths, but even in light they can be mischievous"
Strategy:
The idea is that a will-o'-the-wisp is a powered spy. The confusion ability and the charm person spell can really help in combat, while the ability to pass any terrain plus the escape spell give them great versatility as recon units. Furthermore, they can undertake espionage missions, as normal spies.
90 Hammers
0 (cannot attack)
3 (can pass through ANY terrain, including mountains and oceans)
Technology: Deception
National Unit, only 3 of them allowed at a time.
Invisible
Can detect invisible units in nearby tiles
Can undertake espionage missions
Promotions: Sentry, Dimensional I (Escape), Mind I (Charm)
Confusion: Units in the same tile than a Will-o'-the-wisp get: -30% strength if the tile is ocean, hell, forest or jungle, -20% if the tile is not any of the previous but there is no improvement nor city on it and -10% strength on improved or city tiles (resembling that their confusion power is greater in dark areas)
Model: Can use fireball model (changing the colors to bluish and increasing alpha channel/transparency)
Description:
"Wanderers of unknown paths, the Will-o'-the-wisps are mysterious even among the Sidar. Those who say that they have seen one will tell that a Will-o'-the-wisp resembles a faint flickering blue flame, but they banish so fast that nobody can really know their real aspect. They are like that dream you do not remember when you wake up, like that object you think you are forgetting but you don't know what it is, like that feeling you have on your back when you think that somebody is staring at you. Masters of distraction and deception, they take advantage of dusk, night and darkness to confuse travelers and peasants by resembling candles and leading them through dangerous paths, but even in light they can be mischievous"
Strategy:
The idea is that a will-o'-the-wisp is a powered spy. The confusion ability and the charm person spell can really help in combat, while the ability to pass any terrain plus the escape spell give them great versatility as recon units. Furthermore, they can undertake espionage missions, as normal spies.