Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
This is a sub-topic to "New Race Ideas". I'll make the energy race here and link it there.
Link to main topic:
http://forum.uniwar.com/posts/list/3145.page
IMPORTANT
Please post your comments in "New Race Ideas" and not here! Thanks!
NOTE
- "Sapien Equivalent X" does not mean it always shares the role of that unit, just that it takes the place of that unit. For example, if something says "Sapien Equivalent Tank" It could be a 0 defense ranged glass cannon
- There will not be images for some units because it is hard to find images that match what I imagine and I don't have enough time to make my own art. All images are from Google Images
- Some images I use represent the PROJECTILES. The units would not actually appear as a glowing sphere (except, in a sense, the star cell). Remember to read the description of the image
This message was edited 11 times. Last update was at Jul 29, 2018 00:59
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Blitzer
A fast, neon orange humanoid made of pure, fire-like energy. It uses energy balls to attack.
Tactics Explanation
We're used to 100 cost infantry units acting as basic melee shields. Blitzers break that pattern with a whopping 2-3 hex range (equivalent to Borfly), balanced with abysmal attack and defense stats. Having an infantry unit with these mechanics makes the Energy Race susceptible to early aggression from the other races. This ties perfectly with the other units of the Energy Race, which apply swift retribution to any overextension by the opponent (elaborated in the units' descriptions).
Sapien Equivalent Marine
Cost 100
Vision 4
Mobility 6
Mobility After Attack 11
Type GL
Attack Strength Versus
GL 3
GH 3
Aerial 3
Aquatic 2
Amphibian 3
Attack Range 2-3
Defense 2
Underwater units penalty -100
Cap Bases Yes
Attack after move No
Repair 1
Actions/Turn 1
|
Filename |
Blitzer Projectile.jpg |
Download
|
Description |
This is how I picture the Blitzer's projectile |
Filesize |
141 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 16 times. Last update was at Jul 29, 2018 00:46
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Aegisi
Another humanoid, this time neon purple energy.
Tactics Explanation
The Aegisi wouldn't be much stronger than a Mecha with heal 2 if it weren't for its ability. By giving ally units energy shields, it increases the bulk of the bulky, and gives the more fragile members (most notably Blitzers) that little extra bonus they need to take some hits. This support unit is for the defensive game.
Sapien Equivalent Bopper
Cost 300
Vision 3
Mobility 8
Type GL
Attack Strength Versus
GL 5
GH 3
Aerial 2
Aquatic 3
Amphibian 5
Attack Range 1
Defense 6
Underwater units penalty -8
Armour Piercing Versus
GL 25%
GH 15%
Aerial 10%
Aquatic 15%
Amphibian 25%
Cap Bases Yes
Attack after move Yes
Repair 2
Actions/Turn 1
Special
Activated Ability:
- Gives all ally units within one hex an energy shield
- The Aegesi does not get an energy shield
- Can be used once per turn
- Stacks to a maximum of 3
Energy shields:
- Adds an extra hit point
- Hit point is displayed above the unit's normal value, in purple
- These hit points can not be healed, meaning that when they're gone, they're gone
- A screen of neon purple light (the same colour as the Aegesi) covers the unit to show this effect. The opacity of this graphic intensifies the more bonus hit points have been added
|
Filename |
Energy Shield.png |
Download
|
Description |
Energy shields start very clear and increase in opacity as more layers are added. |
Filesize |
808 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 10 times. Last update was at Jul 29, 2018 00:54
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Space Mender
Neon blue energy this time. Curled up like a fetus in the womb.
Tactics Explanation
This healer gets around by teleporting, with a cool-down of only 1 turn! Like the Infector, it has a heal multiplier of 3. I like to think of it as a large, portable heal pad that is destructible for a turn after it teleports. Many important members of the energy race lose health very easily, so the Space Mender gives you a reason to hold back and keep them alive.
Sapien Equivalent Engineer
Cost 250
Vision 2
Mobility 0 (Teleports instead. This is elaborated below)
Type GL
Can not attack
Defense 2
Cap Bases No (It can not move onto a base)
Repair 1
Actions/Turn 1
Special
Activated Ability: Teleportation. This unit can teleport to any hex that is not obscured by the Fog of War. This ability can be used once every other turn.
Passive Ability: Provides x3 heal to all units within a 1 hex radius
This message was edited 6 times. Last update was at Jul 29, 2018 01:11
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Designator
A large, speedy looking humanoid made of pure neon pink energy. There are spikes on it's energy armour.
Tactics Explanation
The Designator plants mines on the field to damage any enemy unfortunate enough to step on them. But the mines have to be well placed - they go off automatically after 4 turns, which can damage ally units. Placing mines also damages the user, weakening it if it wished to mindlessly throw mines out in the open. It also forces the Designator to heal up afterwards, like a cool-down. Designators are best used to punish enemies who wish to beat up on Blitzers from melee range.
Sapien Equivalent Marauder
Cost 350
Vision 5
Mobility 11
Type GH
Attacks by planting land mines (elaborated below)
Defense 7
Cap Bases No
Repair 1
Actions/Turn 2
Special
Activated ability:
- Plants a land mine in a 1 hex radius
- Planting a land mine damages the Designator by 3 points
- Landmines ARE VISIBLE FROM THE SURFACE as a neon pink energy ball planted in the ground
- This ability takes up one action (with two actions you can plant a mine and move, or you can move and plant a mine)
- Land mines explode when stepped on BY AN ENEMY UNIT. The explosion deals damage to the enemy unit that stepped on it by the criteria below
Land Mine Attack:
GL 10
GH 10
Aerial 10 (Aerial units can not trigger the mine so this can only happen when the mine automatically explodes on its fourth turn)
Aquatic 0 (Mines do not go in water)
Amphibian 10
-Land mines explode after 4 turns regardless of whether or not an enemy unit is standing on it. This explosion can damage ally units and aerial units if they happen to be on that hex
|
Filename |
Energy Mine.jpg |
Download
|
Description |
Imagine this image but planted in the ground with just the surface visible. |
Filesize |
4 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 6 times. Last update was at Oct 28, 2018 02:00
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Star Cell
Tactics Explanation
Is it the red wire or the blue wire? Well enemies are sure going to have a time trying to shut this time-bomb down. After you place it (any free tile in your view), the enemy only has 4 turns to destroy it, or at least severely damage it to weaken the explosion. It functions as a great diversion to keep enemies focused while you advance with other units. It helps break the defensive, "builduppy" theme of the prior units, giving them reason to move forward and aggress.
Sapien Equivalent Tank
Cost 500
Vision 3
Mobility 0 (Like the Space Mender, it teleports)
Type Aerial
Attacks via explosion (Enemies do not receive damage by attacking the Star Cell)
Defense 16
Cap Bases No
Repair 1
Actions/Turn 1
Special
This unit works as a timed nuke:
- On the first round after it is built, you can teleport it to any hex on the map that is not obscured by the Fog of War.
- The Star Cell remains there for 4 turns.
- It can heal during those turns.
- It's healing does not get amplified by Space Menders
- Its graphic changes for each of those turns (elaborated in the image below).
- After the 4th turn, the Star Cell explodes, dealing damage to all enemy units within a 4 hex radius based on the values below.
Star Cell Explosion
GL 14
GH 14
Aerial 15
Aquatic 14
Amphibian 14
Explosion Radius 1-4
Underwater units penalty -8
Note:
- The explosion's power is reduced based on it's remaining health similar to the attack of other units
- The Star Cell does not explode if it has been defeated
Graphics
Observe the image below.
- When created it will be red like "Class M"
- On the first turn after teleportation it will be orange like "Class K"
- Second turn: Yellow, like "Class G"
- Third turn: Whitish-Blue, like "Class A"
- Fourth turn (final turn before it explodes): Blue, like "Class O"
|
Filename |
Star Cell.png |
Download
|
Description |
|
Filesize |
46 Kbytes
|
Downloaded: |
0 time(s) |
|
Filename |
Star Cell Exploding.jpg |
Download
|
Description |
Star Cell Exploding |
Filesize |
49 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 10 times. Last update was at Jul 29, 2018 01:31
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-deleted
This message was edited 5 times. Last update was at Jul 10, 2018 00:36
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Draconian Spectre
Tactics Explanation
The Draconian Spectre is a tankier helicopter with lower MAA and attacks. It heals up quickly after being damaged and still deals out some noteworthy damage to all unit types. It especially deals with the aerial weakness developed through the previous units. But most importantly... IT LOOKS SO FKIN COOL!
Sapien Equivalent Helicopter
Cost 600
Vision 5
Mobility 12
Mobility after attack 5
Type Aerial
Attack Strength Versus
GL 9
GH 8
Aerial 10
Aquatic 9
Amphibian 8
Attack Range 1
Defense 12
Underwater units penalty -8
Cap Bases No
Attack after move Yes
Repair 2
Actions/Turn 1
|
Filename |
Draconian Spectre.jpg |
Download
|
Description |
Draconian Spectre Image |
Filesize |
430 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 2 times. Last update was at Jul 29, 2018 01:37
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Tomopteris
Tactics Explanation
The Tomopteris does not give a damn what kind of armour you're wearing. It'll just phase through. If you get passed its armour piercing gimmick, it functions quite similarly to a Khralien Salamander.
Sapien Equivilent Fuze
Cost 200
Vision 3
Mobility 8
Type Amphibian
Attack Strength Versus
GL 2
GH 1
Aerial 1
Aquatic 2
Amphibian 2
Attack Range 1
Defense 7
Armour Piercing Versus
All 90%*
Cap Bases Yes
Attack after move Yes
Repair 2
Actions/Turn 1
*Phases through enemy armour
|
Filename |
Tomopteris.jpg |
Download
|
Description |
Ours will be neon green. |
Filesize |
42 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 5 times. Last update was at Jul 29, 2018 01:46
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Galvanizer
Tactics Explanation
No, it doesn't coat steel with zinc. It shocks! If a ground-light unit decides to take a stroll by the beach, you won't be seeing it again. However, such assassinations put the Galvanizer at an extreme risk of meeting the same fate. It is a suicide bomber at its finest. If you can build up a bunch of these (which shouldn't be difficult due to their cheap cost), there's a good chance you'll be able to break through and take down more than they're worth. If you decide to go in lone-wolf style, you'll find that they'll get shot down before any damage is dealt.
Sapien Equivalent Submarine
Cost 150
Vision 3
Vision Underwater 2
Mobility 5
Mobility Underwater 4
Type Aquatic
Attack Strength Versus
GL 12
GH 5
Aerial 3
Aquatic 9
Amphibian 8
Attack Range 1
Attack Range Underwater - Can not attack
Resurface Bonus 0
Defense 1
Defense Underwater 6
Armour Piercing Versus
GL 30%
GH 20%
Aerial 10%
Aquatic 40%
Amphibian 25%
Cap Bases No
Attack after move Yes
Repair 1
Actions/Turn 1
|
Filename |
Energy Jellyfish.jpg |
Download
|
Description |
Galvanizer Image |
Filesize |
23 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 2 times. Last update was at Jul 29, 2018 01:56
|
24 'carrot' gold |
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
|
Prime Carrot
Messages: 40,
Joined: Jul 07, 2017,
Offline
|
-Oceanus
A large, humanoid apparition that can control water.
Tactics Explanation
Nothing too special about this guy. He has a single hex move after attack, shorter range than other aquatics, and some pretty nice defense. Strategy wise, I would wall with this guy and hide some Galvanizers behind him. He can't heal as well as other boats so I would probably find a way to sneak a Space Mender by him.
Sapien Equivalent Destroyer
Cost 700
Vision 5
Mobility 9
Move After Attack 3
Type Aquatic
Attack Strength Versus
GL 10
GH 9
Aerial 13
Aquatic 14
Amphibian 12
Attack Range 1-2
Defense 15
Underwater Units Penalty -9
Cap bases No
Attack after move Yes
Repair 1
Actions/Turn 1
|
Filename |
Oceanus.jpg |
Download
|
Description |
Oceanus Art |
Filesize |
48 Kbytes
|
Downloaded: |
0 time(s) |
This message was edited 4 times. Last update was at Jul 29, 2018 02:19
|
24 'carrot' gold |
|
|
|