Author | New 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.) |