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New race - Undead v2
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Duaneski

Messages: 1021,
Joined: Nov 27, 2015,
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Duaneski

Messages: 1021,
Joined: Nov 27, 2015,
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UW
Undead Race v2

Main mechanic: units can be spawned from any location next to a Necromancer that is a valid location (I.e. GH can't be on mountains, only aquatic on water tiles, and can't have two units on one tile, etc. )

Which is a serious perk, of course.

Unique race ability:
1. Decay
Decay is similar to plague, but decreases affected units DEFENSE by 1 each turn, and can not be healed by any means. (Not all units are susceptible to decay). Decay does NOT spread to adjacent units like a plague.
2. Refurbished: any time the Undead kill an enemy unit during their turn, the Undead player gets 10% of the cost of that unit in credits.
3. Blood magic and Diminishing returns: the Undead player does not receive credits for owning bases or occupying cities. at the start of the game, the Undead player gets the same number of credits per turn as the average of each other player. The amount the Undead player receives per turn will diminish based upon a formula or something .. something like(total bases x credits per base / [total number of tiles / total number of players]) ... this isn't it. But something where the more credits on a bigger map, the longer it'll take to decay. But im intending them to lose roughly 10%/turn at round 15, 30, and 45. To give a sense of urgency and to balance out the refurbish ability I guess


Some of the UNDEAD Units' attacks will put decay onto enemy troops.

Overall Vision scores and mobility scores are appalling for this race. 1-2 are most common vision score. Getting to the point where you can build units by your enemies base will take time.

Thematically I am going with reanimated forms of Uniwar troops for the most part. Since those units would be recently dead, it makes sense they would be the ones resurrected. Mostly saps and khra since I'm not sure that Titans are even "alive" :p but maybe some of their tech will be used...


Decayed underling GL
Cost 50
Can NOT capture bases
Mobility 7
Vision 1
GL 4
GH 2
Air 0
Aq 2
Amph 3
Range 1
Def 5
Repair rate 0

Decay - this unit loses one DEFENSE per turn, starting at the end of your next turn.

Returned - any time an undead player kills an underling during their turn, it is immediately replaced with a decayed underling under that players control.

Zombirine (zombie marine, yeah)
Cost 100
Can capture bases
Mobility 8
Vision 2
GL 4
GH 2
Air 4
Aq 2
Amph 5
Range 1
Def 7
Repair rate 1

Decay

Returned - any time an undead player kills a marine during their turn, it is immediately replaced with a zombirine under that players control.

Necromancer
Support / GL
Cost 125
Can capture bases
Mobility 7
Vision 2
GL 2
GH 1
Air 1
Aq 2
Amph 3
Range 1-2
Def 4
Repair rate 2

*can build any undead units in adjacent hexes

Flesh weaver
Support / GL
Cost 200
Can capture bases
Mobility 7
Vision 3
GL 0
GH 0
Air 0
Aq 0
Amph 0
Range n/a
Def 2
Repair rate 2

Skill: reweave: cost 100: reset an adjacent units defense to its initial value. (Decay remains on the unit.) cooldown: 7 rounds.

Double repair rate of adjacent units.

Skill: decay: adjacent unit gains the status effect decay. (Cooldown: 5 rounds)


Fuzetisse (yeah like a mantisse with fuze fans and miniguns)
Amphibian
Cost 325
Can NOT capture bases
Mobility 7
Vision 1
GL 4
GH 2
Air 1
Aq 3
Amph 5
Range 0-2
Def 5
Repair rate 1
Actions / turn: 3

AP GL 20%
AP aerial: 30%
AP aquatic 30%

BopperFly (like a boarfly with a bopper sticking out of its mouth)
Air / Blaster
Cost 350
Mobility 4
Vision 0
GL 1
GH 5
Air 2
Aq 2
Amph 3
Range 3
Def 4
Repair rate 1
Actions / turn: 2
AAM: no
MAA: yes (mobility 6)

AP GH 30%
AP aquatic 30%
AP aerial 40%

Spectral Marauder
GH
Cost 250
Mobility 9
Vision 2
GL 6
GH 3
Air 3
Aq 3
Range 1
Def 11
Repair rate 1
Actions / turn: 2

Decay
EMP: radius 1. Cooldown: 6 rounds

Vile Swarmer
Aerial
Cost 200
Mobility 6
Vision 2
GL 6
GH 2
Air 2
Aq 3
Range 1-2
Def 3

Any unit that the vile swarmer attacks receives the Decay debuff.

Zombie Pinzer
GH
Cost 400
Mobility 6
Vision 1
GL 7
GH 10
Air 2
Aq 8
Range 1
Def 20
Repair rate 2

Decay

Salvaged Artillery (can't think of a name. But basically walker/battery parts)
GH
Cost 800
Mobility 0
Vision 4
GL 16
GH 12
Air 10
Aq 12
Amph 10
Range 2-5
Def 14
Repair rate 1
Attack after move: No
Decay

Return of the Kraken (if a kraken and leviathan had a baby)
Submersible
Cost 500
Can capture bases
Mobility 7
Vision 2
GL 9
GH 8
Air 6
Aq 9
Submerged 6
Amph 9
Submerged penalty: -1
Range 0-2
Def 14
Repair rate 1


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Duaneski

Messages: 1021,
Joined: Nov 27, 2015,
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Duaneski

Messages: 1021,
Joined: Nov 27, 2015,
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Next update: cost of reweave is equal to (cost of targeted unit x 0.75). Cooldown is reduced to 4 rounds. Also, now heals targeted unit 1 HP.

This should make this ability more situational, and make it less of an auto include with a zombie pinzer
Pento

Messages: 97,
Joined: Feb 14, 2017,
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Pento

Messages: 97,
Joined: Feb 14, 2017,
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I like it
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LkASr

Messages: 752,
Joined: Sep 24, 2015,
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LkASr

Messages: 752,
Joined: Sep 24, 2015,
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Your undead vs my undead.. hmm

Never surrender when you still have the chance.
"I have achieved navel superiority" -myself 2017
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