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The arachnoid and beast

This is a discussion on The arachnoid and beast within the Create-A-Unit forums, part of the Legends Community category; The arachnoid (spider) HP: 36 Power: 22 + special effect Movement: 4 Blocking: 30% ------- 15% side Recovery: 1 turn ...

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Old 05-28-2008, 10:44 PM   #1 (permalink)
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The arachnoid (spider)
HP: 36
Power: 22 + special effect
Movement: 4
Blocking: 30% ------- 15% side
Recovery: 1 turn for move and attack, 1 for attack, 0 for move
Amour: 4
Range: 1
Special: When the arachnoid is killed, the last unit that it has attacked, and the last unit that attacked it (killed it), will receive 2 damage after 3 turns.
This unit is not a drop, only 1 is able to go on the field.
Does not move for friendly units.
Description: When put against this mighty foe, you were lucky to survive, expecially if fighting it to survive, to those who fought to kill and won, if you survived and slayed it, its curse would finish most of them off. Only 3 great warriors are known to have ever defeated these and survived both the arachnoid and the curse that followed.
The arachnoid was beleived to appear on the earth during an "armageddon", god was angry with the sinners, and sent all the beast's to destroy man kind. A war raged on, and the wisp, dragon, berserker, and furgon eventually managed to join the humans after the war. But the beast(see below) and arachnoid were not so foolish, they kept on with the war and eventually the clergy (clerics) managed to find a spell to enslave all the beasts, given them to the assassins to create, the beast riders, and the spell also destroy'd all the arachnoids......or so they thought....
The few remaining arachnoids hid inside the wild furgon shrubs for millenia, breeding to fight the war again.
After the great legendary dragon uprage and ambush killed the head clergy and his 7 assistants, and the secret was lost among them, the arachnoids started planning for their war.
And now they are here..............
The arachnoid has a close bond with the beast(see below), and cannot bare to see it enslaved under a human, its hatred for humans fuel it so much to free the beast, it will fight with humans until it is ready to control the world.
Other special: When your opponent has 1 beast rider on the field, and you have 9 or less units (dragon counting as 2), instead of attacking the beast rider, it will go into a blinding rage and knock the assassin off the beast rider.
This takes created a two turn wait, regardless of moving or not.
The assassin is knocked off in the opposite of the front of the beast (beast points north, assassin falls south into space behind)
If that space is occupied, to the beasts left, if that is occupied, to the beasts right, if that is occupied, to the beasts front, if all spaces are occupied, this special will not work, only attacking the beast rider.
If that special does work, the beast will switch to your side, under your control, with the hp taken off.
Example: Beast Rider has 30 hp when attacked and knocked out of its spell.
Beast rider full hp (38) subtract Beast Rider current hp (30) = 8.
Beasts full hp (30) subtract the before equation (8) = 22.
Therefore the beast will have 22hp when it is freed.
Personal comments: This is a unit that can destroy a unit with its special, and with its specials, makes it a huge tactical unit, takes heavy skill to use it correctly.

The Beast

HP: 34
Power: 16
Movement: 5
Blocking: 30% --------- 15% side
Recovery: 1 for attack and move, 1 for attack, 0 for move
Armor: 10
Range: 1
Does not move for friendlys

Last edited by shurtugal; 05-29-2008 at 01:25 AM.
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Old 05-28-2008, 10:46 PM   #2 (permalink)
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Woo, the beast is a knight with less hp, less power, one more movement, less blocking, less armor and it doesn't move aside.
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Old 05-28-2008, 11:05 PM   #3 (permalink)
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The beast should get more movement in my opinion.

Not a big lil' wayne type dude on top of him riding.
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Old 05-28-2008, 11:24 PM   #4 (permalink)
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Originally Posted by Crimson Phoenix View Post
The beast should get more movement in my opinion.

Not a big lil' wayne type dude on top of him riding.
Agreed. There should be more moving space.
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Old 05-29-2008, 01:26 AM   #5 (permalink)
Appointed the new Duraza
 
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Beast is changed.
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Shurtugal is up to his shenannigins again
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Old 05-29-2008, 03:31 AM   #6 (permalink)
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yeah, really, the beast was just a riderless, worthless unit originally. Now, it'll be unique.
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Old 05-29-2008, 05:17 AM   #7 (permalink)
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Can you guys see you using this in your set?
This can be a unit perfect for killing a cleric, with the help of a scout, or if it attacks cleric, dies, and opponent doesn't heal after 3 turns.
Or you could knock a beast to its sences and tag team the cleric, main reason why I made its effect 2hp, and power 22.
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Old 05-29-2008, 05:29 AM   #8 (permalink)
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I agree it needs more movement..
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Old 05-29-2008, 08:58 AM   #9 (permalink)
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Don't you mean for 3 turns instead of after 3 turns? If it is after, 2 damage isn't a lot. Make it like 10 damage or something. Also, you should just omit the Rider bit. Too complicated.
P.S. Nice description by the way.
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Old 05-29-2008, 11:26 PM   #10 (permalink)
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Don't you mean for 3 turns instead of after 3 turns? If it is after, 2 damage isn't a lot. Make it like 10 damage or something. Also, you should just omit the Rider bit. Too complicated.
P.S. Nice description by the way.
2 points goes a long way to either having to waste up a good unit's attack or you can kill it with something in better position that may do less damage.
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