Psychic_Llamas
Wizard in the Making
Starting a new thread for unit design.
here are my ideas for DE and HE units from before:
here are details of DE unit stats:
and Highelf unit details:
EDIT: this highelf one is quite rough, i spent much more time on the DE one, so... yeah
Ideas comments?
also, any more unit design i would like to be written up in this format. would make life SO much easyer for the guy whos going to be coding it all (ie me )
here are my ideas for DE and HE units from before:
here are details of DE unit stats:
Spoiler :
Code:
All Units Free Promotions: Druchii (+1 first strike, +1 Movement), Hate Asur (+15% vs Asur, ignores first strikes from Asur)
New Promotion effects: Druchii: +1 first strike, +1 Movement)
Hate Asur: +15% vs Asur, ignores first strikes from Asur
Subject to Frenzy: randomly adds the 'Frenzied' promotion
Frenzied: adds the blitz effect, +20% attack and -20% defence. has a 75% chance of wearing off each turn. the unit is forced to attack any enemy unit near by.
Ambush: The unit may cast a new spell called 'stage ambush'
Scaly Skin: +15% Defence
Stupididty: Randomly adds the 'Stupid' Promotion. removed after first combat.
Stupid: unit cannot attack.
Fear: effect changed to make enemies attacking the unit have a % chance to get -20% strength
Terror: Acts as fear does now
Immune to Psychology: ignores the effects of fear, terror, stupidity etc.
Witch Kings Armour: +25% defence, +50% magic resistance, ignores first strikes. NOT equipment.
DESTROYER: (Equipment) if a spellcaster is killed by the wielding unit, the Destroyer will remove a random spell promotion (Aqshy 1, High 3 etc) from the destroyed caster and grant it (and as well as the appropriate channeling promotion) to the wielder. the next spell promotion to do this will remove the previous spell promotion gained in this way.
AMBER AMULET: Unit Heals 50% faster in all territories.
DARK SWORD: Transferes the 'Feeble' promotion after combat.
Feeble: Unit gets -2 strength perminantly. if strength reaches 0 the unit dies.
New Spell Effects: Stage Ambush: Turns the unit invisible (if not already), hidden nationality, lose all movement points, and automatically attack any enemy unit that moves next to them ignoring all defence bonuses. they should get another spell which removes the 'stage ambush' effect.
Hide: Turns the unit Invisible and hidden nationality until after first combat.
Strength Movement Elemental Str. First Strikes Withdraw % Transport cap Promotions Special
Ancient
Worker 0 2 - - - - - -
Warrior 3 1 - - - - - -
Spearman 4 1 - - - - - +50% vs Mounted
Archer 3 1 - - - - - +25% City Defence, +25% hill Defence, may make 'aerial attack' (range 1) to 70% max damage.
Axeman: Naggaryth Blade Fury (UU) 4 1 - - 10% - Subject to Frenzy +50% vs Melee
Swordman 5 1 - - - - - +25% vs Archer
Horseman 5 2 - - - - - +25% vs Melee
Catapult: NONE
Chariot: NONE
Monster Ia: Dark Pegasus or Helmount 4 3 - - - 1 Fly -
Monster Ib: Arach Rider (UU) 2 2 3 poison 2 - - Invisible, Ambush -
Scout: Naggaryth Scout (UU) 1 2 - - - - Ambush +50% vs Animals
Hunter: Druchii Huntsman (UU) 4 2 - - - - - +50% vs Animals, +50% vs Beasts
Hedgewizard: Aspirant 2 1 - - - - Channeling 1, Dark Magic -
Galley: Death Galley (UU) 2 1 - - - 1 - -
Trireme: Doom Reaver (UU) 2 2 - - - - - +50% v. Galleys
Age of Magic
Horse-Archer: NONE
Militia Spearman 6 1 - - - - - +50% vs Mounted
Militia Archer: NONE replaced by Shade (UU) 3 2 1 poison - 10% - - May Cast Hide
Ranger: Beastmaster (UU) 7 2 - - - - Tame Animal, Tame Beast +100% strength vs beast, +150% vs Animals
Militia Swordsman: Corsairs (UU) 8 1 - - - - Boarding Party May enslave defested units, may capture ships. +25% vs Archer.
Light Knight: Dark Rider (UU) 8 2 - - - - Ambush may make 'aerial attack' (range 1) to 75% max damage
Wizard: Sorceress 4 1 - - - - Channeling 2, Dark Magic -
Bolt-Thrower: Reaver Bolt Thrower 8 1 - - - - - Causes Collateral Damage max 4 units. can bombard city defences.
War Chariot: Cold One Chariot 7 2 - 1 - - Fear, Stupidity, Scaly Skin +50% vs Infantry, Flanking bonus vs infantry.
Monster IIa: Hydra (UU) 6 1 1 poison/1 fire - - - Scaly Skin Causes Collateral Damage max 5 units, no damage limit.
Monster IIb: Harpies (UU) 5 3 - - - - Fly -
Caravel: Doom Reaver (UU) 2 2 - - - - - +50% vs Galleys
Sea-monster I: Helldrake (UU) 5 3 - - - - - +50% vs Ships
Age of Discovery
Royal Guard: Black Guard (UU) 15 1 - - - - Guardian +50% City Defence. +25% vs Mounted, +25% vs melee.
Pikemen: Druchii Drannach Warrior 10 1 - - - - - +50% vs Mounted
Longbow: NONE replaced by Druchii Assassin (UU) 9 2 5 poison 2 20% - - Targets Weakest Unit, may Cast Hide
Crossbowman: Druchii Uraithen Warrior (UU) 9 1 - - - - - Ignores Defence bonuses. may make 'aerial attack' (range 1) to 80% max damage. +25% city defence, +25% Hill Defence.
Heavy Knight: Cold One Knights (UU) 15 2 - - - - - +25% vs beasts, +50% vs Siege. Flanking bonus vs Siege.
Wizard Lord: High Sorceress 6 1 - - - - Channeling 3, Dark Magic -
Cannon:NONE Replaced by War Hydra (UUs) 12 1 1 poison/1 fire - - - Scaly Skin, Breath Fire, Fear Causes Collateral Damage max 5 units, no damage limit.
Cannon:NONE Replaced by Cold One Pack (UUs) 11 3 - - - - Fear, Stupidity, Scaly Skin, Blitz -
Galleon: Death Fortress (UU) 8 3 - - - 3 - enslaves defeated ships
Frigate: Sea Dragon (UU) 6 4 - - - - - +50% vs Ships, breath fire.
Religious(Maybe Cult of Khaine as Guild?):
Witchelves-> (UU) 10 2 2 Poison - 20% - Subject to Frenzy -
Witchelf Hag (UU) 10 2 4 Poison - 20% - Subject to Frenzy, Canibalize -
Executioners(Inquisitor) (UU) 14 1 - - - - - +100% vs Melee, may remove non state religion.
Mechanical Age
Cavalry: heavey Cold One Knight (UU) 19 2 - - - - Fear, Stupidity, Scaly Skin +25% vs beasts, +50% vs Siege. Flanking bonus vs Siege.
Musketman: NONE
Monster IIIa: Black Dragon (UU) 26 4 - - - - Terror, Scaly Skin, Breath Fire, Fly -
Monster IIIb: Black Manticore (UU) 19 2 - 3 30% 1 Fly, Terror -
Ironclad: Black Ark of Naggaroth (UU) 14 2 - - - 7 - enslaves defeated units (including sea monsters) and turns cargo-> slaves if the ark has empty transport slots)
Uber-Mage: Sorceress Matriarch (UU) 8 1 - - - - Channeling 4, Dark Magic -
Heros:
Malekith 12 1 - - - - Fear, Immune to Psychology, If malekith is in a stack with a heavy Cold one Chariot or a Black Dragon, he may cast a spell to mount either of those units. see below for stats.
Witch kings Armour, DESTROYER,
Channeling 1/2/3, Dark Magic
Morathi 7 3 - - 20% - Fly, Channeling 1/2/3/4, Dark Magic, Immune to Magic, spells never fail.
AMBER AMULET, DARK SWORD
and Highelf unit details:
Spoiler :
Code:
All Units Free Promotions: Asur (+1 first strike, +1 Movement), Elven Enmity (+10% defence vs Druchii, immune to fear/terror vs Druchii)
New Promotion effects: Asur: (+1 first strike, +1 Movement)
Hate Druchii: (+15% vs Druchii, ignores first strikes from Druchii)
Lions Pelt: +10% magic resistance.
Woodsman's Axe: Unit is able to cast 3 'spells': Lion Rampant, Lion Leaping, Lion Claw.
Scaly Skin: +15% Defence
Fear: effect changed to make enemies attacking the unit have a % chance to get -20% strength
Terror: Acts as fear does now
Immune to Psychology: ignores the effects of fear, terror, stupidity etc.
Banner of Avelorn: Unit may cast the spell 'Banner of Avelorn'
Aenarion... Reborn This unit may cast 'hope' as per FfH.
SUNFANG +3 Holy Strength, +100% vs Daemons.
DRAGON ARMOUR... immune to fire, +50% defence
WAR CROWN OF SAPHERY all spells have double range and duration. summons last twice as long.
SWORD OF TECLIS ignore defence bonus, may cast a one-time spell, 'Unleash Power of Teclis's Sword'
New Spell Effects: Lion Rampant Unit gets +1 Defence strength for 1 turn
Lion Leaping Unit gets +1 move +1 first strike for 1 turn.
Lion Claw Unit gets +1 Attack strength for 1 turn
Banner of Avelorn all enemy unit adjacent to the casting unit cannot attack. resistable, 80% chance resistance. only affects living units.
Unleash Power... all enemy units within 3 squares of the caster are hit with 20% fire, 20% lightning and 20% Holy, damage. may kill
Strength Movement Elemental Str. First Strikes Withdraw % Transport cap Promotions Special
Ancient
Worker 0 2 - - - - - -
Warrior 3 1 - - - - - -
Spearman: Asur Spearman (UU) 4 1 - 1 - - - +50% vs Mounted, +5% City Defence
Archer: Asur Archer (UU) 3 1 - 1 - - - +30% City Defence, +25% hill Defence, may make 'aerial attack' (range 1) to 70% max damage.
Axeman 4 1 - - - - - +50% vs Melee
Swordman 5 1 - - - - - +25% vs Archer
Horseman 5 2 - - - - - +25% vs Melee
Catapult: Ballista 5 1 - - - - - Causes Collateral Damage max 2 units. can bombard city defences.
Chariot: Tiranoc Chariot (UU) 5 2 - - - - - +50% vs Infantry, Flanking bonus vs infantry.
Monster I: Pegasus 4 3 - - - 1 Fly -
Scout 1 2 - - - - - +50% vs Animals
Hunter 4 2 - - - - - +50% vs Animals
Hedgewizard: Acolyte (UU) 2 1 - - - - Channeling 1, High Magic -
Galley: Swan Ship (UU) 2 2 - - - 1 - -
Trireme: Hawk Ship (UU) 2 3 - - - - - +50% v. Galleys
Age of Magic
Horse-Archer: Ellyrian Reavers (UU) 6 2 - 1 10% - - may make 'aerial attack' (range 1) to 75% max damage
Militia Spearman (UU) 6 1 - 1 - - - +50% vs Mounted, +10% City Defence
Militia Archer (UU) 3 2 - 1 - - - +30% City Defence, +25% hill Defence, may make 'aerial attack' (range 1) to 80% max damage.
Ranger: Shadow Warrior (UU) 7 2 - - - - Hate Druchii May cast Hide
Militia Swordsman 8 1 - - - - - +25% vs Archer.
Light Knight 8 2 - - - - - +50% vs Siege, Flanking bonus vs Siege
Wizard: Mage (UU) 4 1 - - - - Channeling 2, High Magic -
Bolt-Thrower: Repeater Bolt Thrower(UU) 8 1 - - - - - Causes Collateral Damage max 4 units. can bombard city defences.
War Chariot: Chrace War Chariot (UU) 8 2 - 1 - - - +75% vs Infantry, Flanking bonus vs infantry.
Monster II: Great Eagle (UU) 7 3 - 1 - - Fly May make aerial attack (range 3) to 70% max damage.
Caravel: Eagle Ship (UU) 2 3 - - - - - +50% vs Galleys
other ship: Griffon Ship (UU) 5 4 - - - - - +50% vs Ships
Age of Discovery
Royal Guard: White Lions (UU) 15 1 - - - - Guardian, Woodsman 1, Lions Pelt, Woodsmans Axe - +50% City Defence. +25% vs Mounted, +50% vs melee.
Pikemen: Sea guard (UU) 10 1 - - - - Amphibious, Boarding Party +50% vs Mounted
Longbow: Handmaiden of the Everqueen (UU) 15 1 - 2 - - Immune to Psychology, Banner of Avelorn -
Crossbowman: NONE replaced by Griffon 11 3 - - - - Fly Ignores Defence bonuses. may make 'aerial attack' (range 1) to 80% max damage. +25% city defence, +25% Hill Defence.
Heavy Knight: Silver Helms (UU) 15 2 - - - - - +25% vs beasts, +50% vs Siege. Flanking bonus vs Siege.
Wizard Lord: High Mage(UU) 6 1 - - - - Channeling 3, High Magic -
Cannon:Eagle Claw Bolt Thrower (UUs) 12 1 - - - - - Causes Collateral Damage max 5 units, no damage limit.
Galleon: Dragon Ship (UU) 8 4 - - - 3 - -
Frigate: Merwyrm (UU) 6 5 - - - - Magic resistance +50% vs Beasts
Religious (requires elven gods state religion):
Swordmasters (UU) 14 1 - - - - Channeling 1, High Magic +50% vs Archer, +50% vs spellcasters, ignores first strikes
Phoenix Guard (Inquisitor) (UU) 15 1 - - - - Fire Immunity may remove non-state religion. +25% City Defence. +25% vs Mounted
Mechanical Age
Cavalry: Dragon Prince (UU) 19 2 - - - - Immune to Psychology, Standard Bearer +50% vs beasts, +50% vs Siege. Flanking bonus vs Siege. If in the same stack as an emporor Dragon, may mount to make a Dragon Rider, national limit of 1.
Musketman: NONE
Monster IIIa: Emperor Dragon (UU) 23 4 - - - 1 Terror, Scaly Skin, Breath Fire, Fly (increase national unit limit to three)
Monster IIIb: Royal Griffon (UU) 20 3 - - - - Fly -
Ironclad: Dragon Fleet (UU) 12 6 - - - 4 Blitz -
Uber-Mage: Archmage of Saphery (UU) 8 1 - - - - Channeling 4, High Magic -
Heros:
Teclis 7 1 - - - - Channeling 1/2/3/4, High Magic, Immune to Magic, spells never fail.
WAR CROWN OF SAPHERY, SWORD OF TECLIS,
Tyrion 10 3 - - - - Aenarion the Defencer Reborn -
SUNFANG, DRAGON ARMOUR OF AENARION
EDIT: this highelf one is quite rough, i spent much more time on the DE one, so... yeah
Ideas comments?
also, any more unit design i would like to be written up in this format. would make life SO much easyer for the guy whos going to be coding it all (ie me )