A couple short lived FW units

Discussion in 'Rune Ideas and Suggestions' started by kalasle, Jun 12, 2015.

  1. kalasle

    kalasle Forum Royalty

    These are in note form, a pair of rough sketches for unit ideas. Costs are estimated for stats, although ability prices should be accurate.

    Sucker

    "Master Xulos! I've finally got it, a breakthrough! Just for a moment there, it worked!"

    undead plant, 1x1

    dmg 0/rng 1 -10
    spd 6 0
    def 1 3
    HP 45 40
    33
    SL2 -15
    Disease Aura 3 6
    Choking Stench 8
    boon 4
    +1

    u1
    init 2 8
    reinforce 1 6

    u2
    Pull 10
    reloc foe 10

    total cost: 54-56

    Thoughts: Figure it's something like Tainted Vinecreeper, but a different take. The lack of damage keeps its cost down, as does Short Lived. Relocate enemy effects are super strong in FW because of all the dangerous, slow melee. Choking Stench has good synergy with the relocation effects, but has some intentional dis-synergy with fellow melee units. That should make it more painful to grab immediate kills off of deploy or anything like that without extremely careful positioning. Considering how much people already run Martyr, this might be too strong, but it's hard to say. Probably playable.

    Elsarin Forward Scout

    "We saw another one out in the fields, way off, middle of last night. Commander says we're falling back again. Third full retreat of the month. At this rate, we'll hit Thoringard before winter."

    undead, 1x1 (manual mod of +8)

    Dmg 6 -4
    Spd 5 -8
    Rng 1
    Def 1 +2
    HP 35 +30
    +20

    Attack Phys
    SL1 -25
    Boon 4
    Init 2 8
    -13

    u1
    Camaraderie 5
    Favor 8
    motivate 7

    u2
    feint 3
    detect 2 3
    Berserk Attack 3 4

    total cost: 23-27

    Thoughts: The numbers and exact distribution of abilities still need a lot of work here, so this is more a proof of concept. FW is a really grindy faction, and as a result, giving them easy access to something like Favor, Motivate, or Camaraderie sounds like a real danger -- it comes out and builds up and you can never get rid of it. So I figured the best way to fit something like that into the faction without breaking flavor would be to give the unit Short Lived. That way, you have to jam out plays while it is out, and it costs you every couple rounds if you want to keep the boosts up. Also, you then have to use the unit in combat to make it fully worth its cost. That's part of why upgrade 2 are local abilities that encourage actual combat. Might still be broken, but this is the rough direction I would take those things in FW.
     

Share This Page