Team Proposal: Aztec Lizardmen
Hello,
Here is a team proposal! Comments welcome.
Aztec Lizardmen
Team bonus
Resilient: All units on the team heal automatically 100 life at the start of your turn.
(3) Hides
Warriors
800 Life
200 Physical
0% M 20% P
Move 2
Range 1
The first move it makes each turn is free. (at the end of the turn it goes into a special-graphical pose to illustrate that it has a free movement next turn, similar to the Snipper -- free move lost if injured)
(3) Sklith
Runners
650 Life
200 Physical
0% M 0% P
Move 4
Range 2
If an enemy unit is next to the Sklith (Adjacent 8 squares), the Sklith will move into the space previously occupied by the opponent when it moves into another square (it follows it).
(3) Corrupters
Support
800 Life
200 Magical
20% M 0 %P
Move 2
Range 3
Enemies hit by the Corrupter are only healed 25% the next time they are healed (fades away after first healing). Remove buff if the target becomes KO'd
(3) Oracles
Healers
650 Life
100 Magical
20%M 0%P
Move 2
Range 3
Oracles attack has an area of effect cone, healing/resurecting and/or injuring all those within the cone (uses Heavy's AOE targeting).
(1) Beast
Supper Unit
1000 Life
300 Physical
0$ M 0% P
Move 2
Range 1
Whenever an opposing unit leaves one of the 8 squares surrounding your unit, the Hide strikes it with its tail (200 Physical), possibly KO'ing it before it can leave. Enemy Units next to the Beast have -20% attack strength.
(3) Dragonscales
Bearer gains 10% maximum life and gives it 20% Physical Armor
(3) Dragonhelm
Doubles the team-bonus healing effect to 200 life per turn, and gives it 20% Magical Armor
(3) Runesword
Increases damage by 50%
(2) Flame burst
Target friendly unit breaths fire, doing 400 damage in a cone pattern to one side of the unit (four possible directions, 4 squares possibly affected).
(2) Wings
Target friendly unit can fly to any other space on the map.
(2) Vitalikus
Target friendly is healed 600 life and has +50% M and +50% P armor until the start of your next turn.
(2) Flame burst
Target friendly unit breaths fire, doing 400 damage in a cone pattern to one side of the unit (four possible directions, 4 squares possibly affected).
(2) Wings
Target friendly unit can fly to any other space on the map.
(2) Vitalikus
Target friendly is healed 600 life and has +50% M and +50% P armor until the start of your next turn.
Not sure how I feel about the units themselves. I suspect I'd have to play them to get a feel for them.
But... I really like the spells: Temp-pyro, Temp-teleport, & Temp-beer.
The Komodo Dragons
Special Team Trait: Durability
- Very high HP units with average attack damage, but very low mobility
- Can consume weakened enemy units (>50%) for slow digestion Heal bonus over multi-turns, matching the consumed unit's diminishing HPs (think of Warcraft 3's Kodo beasts)
- If a dragon is KO'd, then stomped, any consumed unit is released on the stomp spot, if not already fully digested (also borrowed from Kodo beasts)
- Crystal attack bonuses gained from dislocatable jaw ability
- One unit has Venomous spit (acts similar to Shaolin's Poisoner, w/o her range)
- Super Unit ability is Thunder Stomp that stuns surrounding units: Stomp-rush a KO'd unit (friend or foe) like a TR Chieftan, and all 8 surrounding enemy units are "stunned" w/o trauma, but cannot move on opponent's next round (they are immobile, but you can equip or pot them, but must 'tap-attack' to awaken)
- No armor/healm equip (because by nature is armoured & magic resistant) but runemetal enhances teeth and claws
- Has "Crab" consumables like Tribe's meat - part health, part attack bonus
Hello,
Here is a team proposal! Comments welcome.
Aztec Lizardmen
Team bonus
Resilient: All units on the team heal automatically 100 life at the start of your turn.
(3) Hides
Warriors
800 Life
200 Physical
0% M 20% P
Move 2
Range 1
The first move it makes each turn is free. (at the end of the turn it goes into a special-graphical pose to illustrate that it has a free movement next turn, similar to the Snipper -- free move lost if injured)
(3) Sklith
Runners
650 Life
200 Physical
0% M 0% P
Move 4
Range 2
If an enemy unit is next to the Sklith (Adjacent 8 squares), the Sklith will move into the space previously occupied by the opponent when it moves into another square (it follows it).
(3) Corrupters
Support
800 Life
200 Magical
20% M 0 %P
Move 2
Range 3
Enemies hit by the Corrupter are only healed 25% the next time they are healed (fades away after first healing). Remove buff if the target becomes KO'd
(3) Oracles
Healers
650 Life
100 Magical
20%M 0%P
Move 2
Range 3
Oracles attack has an area of effect cone, healing/resurecting and/or injuring all those within the cone (uses Heavy's AOE targeting).
(1) Beast
Supper Unit
1000 Life
300 Physical
0$ M 0% P
Move 2
Range 1
Whenever an opposing unit leaves one of the 8 squares surrounding your unit, the Hide strikes it with its tail (200 Physical), possibly KO'ing it before it can leave. Enemy Units next to the Beast have -20% attack strength.
(3) Dragonscales
Bearer gains 10% maximum life and gives it 20% Physical Armor
(3) Dragonhelm
Doubles the team-bonus healing effect to 200 life per turn, and gives it 20% Magical Armor
(3) Runesword
Increases damage by 50%
(2) Flame burst
Target friendly unit breaths fire, doing 400 damage in a cone pattern to one side of the unit (four possible directions, 4 squares possibly affected).
(2) Wings
Target friendly unit can fly to any other space on the map.
(2) Vitalikus
Target friendly is healed 600 life and has +50% M and +50% P armor until the start of your next turn.
I do like the wings/ teleport idea. Facing a pre-winged opponent would make you think twice about a move; they can get in, attack, and get out. Plus it's limited supply so it can't be abused.







Right off the top of my head w/o considering gameplay stats.....
Why Lizard-men? Can't they be people? I mean the Aztecs were people, right? Reported cannbalism in the priesthood, sure, but "you are what you eat!" after all.
Now the Mayans have potential too.
But seriously, why Aztec - can't you go with Subterranian?
Writch
Equal parts cur, mud, and gin.
Never shaken, but often stirred.
Serving suggestion: Usually taken with a pinch of salt.