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New Faction Idea-Nomad



AuthorNew Faction Idea-Nomad
Background: From the searing deserts of the north, the nomads are a tough rugged people. They've learned to survive in harsh conditions for hundreds of years, and every day life is lived like a combat drill. Now, after developing enough strength and accumulating enough food and water for a campaign, they begin marching south...
Start with +1 defense, have access to chaos spells.

Tier 1-Jackal
Attack-3
Defense-1
HP-6
Damage-2-2
Speed-5
Initiative-10
Abilities-none

Tier 1 upgrade-Coyote
Attack-4
Defense-3
HP-10
Damage-2-3
Speed-6
Initiative-10
Abilities-scavenger (can eat dead units on the ground, restoring health equal to 1/10 of the dead units hp.)

Tier 2-Camel
Attack-1
Defense-5
HP-20
Damage-1-1
Speed-4
Initiative-7
Abilities-Large Creature. Transport (like roc)

Tier 2 Upgrade-Ox
Attack-2
Defense-6
HP-30
Damage-1-2
Speed-4
Initiative-8
Abilities-Large Creature. Haul (transport, but can drag another stack of units behind it.Can move two stack at once.)

Tier 3-Vulture
Attack-5
Defense-4
HP-15
Damage-3-3
Speed-7
Initiative-8
Abilities-Flyer. Scavenger.

Tier 3 Upgrade-Galah
Attack-6
Defense-6
HP-20
Damage-4-5
Speed-8
Initiative-9
Abilities-Flyer. Scavenger. Strike and Return.

Tier 4-Dart Thrower
Attack-10
Defense-5
HP-25
Damage-6-13
Shots-15
Speed-3
Initiative-13
Abilities-Shooter.

Tier 4 upgrade-Knife Thrower
Attack-12
Defense-8
HP-35
Damage-7-15
Speed-3
Initiative-13
Abilities-Shooter. No range penalty.

Tier-5-Mummy
Attack-13
Defense-13
HP-75
Damage-10-20
Speed-5
Initiative-8
Abilities-Undead. Infecting Strike.

Tier 5 Upgrade-Pharaoh
Attack-20
Defense-20
HP-105
Damage-12-25
Speed-6
Initiative-9
Abilities-Undead.Infestation of Maggots (same as infecting strike, except it deals the affect of infecting strike every turn for the rest of combat. Stats cannot drop below 0.)

Tier 6-Sphinx
Attack-22
Defense-22
HP-100
Damage-15-25
Shots-10
Mana-30
Speed-2
Initiative-12
Abilities-Large Creature. Shooter. Caster. Through Shot.
Spells (all on expert cast)
Fireball
Lightning
Mind Control-possesses a stack of units equal to or less than sphinx. for example, one sphinx could possess 10 elite forest keepers. While a unit is under mind control, sphinx cannot attack or move.Lasts 0.5 turns per sphinx costs 20 mana.

Tier 7-Dust Devil
Attack-25
Defense-20
HP-80
Damage-40-50
Speed-6
Initiative-11
Abilities-Large Creature. Flyer. Obscuring Storm (no range attacks can enter within the sand storm, which is a 2x2 area.)

Thanks for reading!! Comment if you want admin to add more classes!
bravo!

not very powerful though you want to re consider the hp of dust devil and the sphinx seeps tooo much over powered very less shoo ters but a great faction no doubt
Igles
I only have 2 shooters
Sphinx isn't that powerful. One sphinx can only possess a stack that has equal too or less hp than they do, and only for a short period of time. It also uses almost all their mana.
Dust devil has low health because of obscuring cloud. Put them next to a range unit and thats a very hard combo to kill. The knife throwers +dust devil would be the best combo in game.
Minor Modification...Mind control now uses 25 mana.
cant be better than liz assail and shrew but i agree still but sphinx are over powered because if their number becomes 8 or 9 the possess 90 efk and the sp or the efferct lasts 4 combat turns and till then they can wreck havoc
Igles...look at the recruit account for other tier 6 creatures, its not high. And anyway, admin can make their recruit count low (about 3-4 at lvl 14) Then, it would only possess the creature for 2 turns, at a max of 480hp. (note. if you kill the sphinx while they are using mind control, they lose control over target.)
It would be hilarious to watch a stack of 80000 Zombies be taken over by a creature to kill the stack of 40000 Zombies
Oh yes one more thing, mond control doesn't work on undead or mechanical units, as the have no mind. They are but an extension of their master's will.
l like it
if
but the dust devil and cover shooter combo makes it virtually impossible to kill sphinx as quick as their initiative
the camel is a bad transporter because it only has 4 speed
10 All i have to say, is shrews. (or rocs, thunderbirds, or nightmares. Or any 7 speed creature with tactics.)
11 I know the camel and ox are bad traonsporters, they're tier 2. If they had 7 speed they'd be overpowered.
um what about the racial ability
Sorry about that. Here ya go
Racial Ability-Resilience
After decades of living in the harsh environment of the desert, the Nomads have grown the natural ability of being able to shrug off a bit of damage, due to the everyday lifestyle they live in
Absorb damage 6%+1%/lvl (at level 9 Noamds can absorb 15% damage. For example, an attack that would deal 100 would now deal 85 damage.)
weak it shuld be more fsp level 9 should absorb at least 25% damage
at least 25% damage? are you kidding me? watch one level 14 battle and you will see how insanely powerful this skill is.
I've found some pictures for the monsters in case you were wondering what they would look like.
http://www.naturesimage.co.uk/pics/jackel-lying.jpg Jackal
http://www.floridiannature.com/coyote3.jpg Coyote
http://truthpraiseandhelp.files.wordpress.com/2010/01/camel2.jpg Camel
http://www.astroshow.com/Alaska07/280MuskOx.jpg Ox
http://kids.christiansunite.com/images/animals/vulture.jpg Vulture
http://kookaburra.typepad.com/photos/snaps/galah.jpg Galah
For dart and knive throwers, it would be a man wearing white robes, with either a dart or knife in his hand
http://i81.photobucket.com/albums/j215/aussie500/Tomb%204/Mummy2.jpg Mummy
Pharaohs look like mummies, but their heads look sorta like this...
http://3.bp.blogspot.com/_x7xEbaBRmPw/Sf3rNsXJW9I/AAAAAAAAEIQ/OXnKKe1R-uI/s400/Pharaoh-Tutankha mun-7.jpg
http://www.vesivus.com/eBay/dndminis/DD_Sphinx.jpg Sphinx
I couldn't find a pic for dust devils. It would be like a huge sandstorm, with glowing red eyes coming out of it.

Thank you for reading (and looking hopefully.)
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