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Troops
Nov 16, 2007 15:16:03 GMT -5
Post by Jace Beleren on Nov 16, 2007 15:16:03 GMT -5
Bastonian Troops
Kithkin Samurai
Springjack Knight – ( A – 2 || D – 1 || S – 4 || R – 2) Class - Kithkin/Cavalry Unit Cost – 500 for – Tier 1 - If Springjack Knight is in play, you may increase it's attack value by 2 for 1 round, play this ability only once per battle.
Goldmeadow Harrier – ( A – 1 || D – 2 || S – 2 || R – 1) Class - Kithkin/Infantry Unit Cost – 500 for – Tier 1 - If Goldmeadow Harrier is in play, you may freeze a unit of your choice for 1 round, play this ability 3 times per battle.
Kithkin Archers – ( A – 2 || D – 1 || S – 2 || R – 4 ) Class - Kithkin/Archer Unit Cost – 500 for – Tier 1 - You may activate this ability if Kithkin Archers are in play, if you do, target unit of your choice gets +1 attack and gains (If this unit plays an activated ability, increase its Archer value, rp considerate) For 1 round, play this ability no more then once per battle.
Kithkin Knights – ( A – 2 || D – 2 || S – 3 || R – 2) Class - Kithkin/Cavalry Unit Cost – 500 for – Tier 1 - If Kithkin Knights are in play, you may increase all of their stats by +1 for 1 round. Play this ability only once per battle.
Bastonian Skirmisher – ( A – 3 || D – 3 || S – 1 || R – 1) Class - Kithkin/Axemen Unit Cost – 500 for – Tier 2 - When Bastonian Skirmisher is in play, you may activate this ability, if you do, target unit gets +1 attack and +1 defence until end of turn.
Cenn's Heir – ( A – 1 || D – 2 || S – 1 || R – 1) Class - Kithkin/Spearmen Unit Cost – 500 for – Tier 2 - Whenever Cenn's Heir attacks, you can play this ability to get +1 attack and +1 defence until end of turn for each other attacking Kithkin unit. Play this ability only twice per battle.
Amrou Seekers – ( A – 2 || D – 2 || S – 2 || R – 2 ) Class - Kithkin/Infantry Unit Cost – 500 for – Tier 2 - If Amrou Seekers are in play, you may make target unit of your choice invisible for 1 round, play this ability only once per battle.
Kithkin Samurai – ( A – 4 || D – 3 || S – 1 || R – 1) Class - Infantry/Samurai Unit Cost – 500 for – Tier 2 - When Kithkin Samurai comes into play, you may give 2 target units of your choice +1 attack and +2 defence. Play this ability once per battle.
Bastonian Archers – ( A – 6|| D – 5 || S – 1 || R – 6) Class - Kithkin/Archer Unit Cost – 500 for – Tier 3 - If Bastonian Archers are in play, you may use this ability to deal small direct damage to a target unit or player of your choice.
Bastonian Trio – ( A – 6 || D – 6 || S – 3 || R – 2) Class - Kithkin/Axemen Unit Cost – 500 for – Tier 3 - When Bastonian Trio comes into play, freeze up to 3 target units of your choice for 1 round.
Samurai Knights – ( A – 7 || D – 6 || S – 2 || R – 1) Class - Infantry/Samurai Unit Cost – 500 for – Tier 3 - If Samurai Knights are in play, you may have them unleash an energy blast from their swords at a target unit, if the strike is successful, the damage is based on this units Attack power. Play this ability no more then three times per battle
Wizened Cenn – ( A – 3|| D – 3 || S – 1 || R – 1) Class - Kithkin/Infantry Unit Cost – 500 for – Tier 3 - All other Kithkin units you control get +1 attack and +1 defence. Permanent effect.
Thoughtweft Trio – ( A – 6|| D – 6 || S – 2 || R – 2) Class - Kithkin/Spearmen Unit Cost – 500 for – Tier 3 - As Thoughtweft Trio enters combat, choose up to three target units of your choice, these units get +3 attack and +3 defence for 6 rounds, they also gain (This unit cannot be the target of spells or abilities) for 3 rounds. Play this ability only once per battle.
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Ispian Beasts
Ispian Seeker – ( A – 2 || D – 1 || S – 4 || R – 1) Class - Lizard/Axemen Unit Cost – 500 for – Tier 1 - When Ispian Seeker is put into play, you may give target unit of your choice +2 speed for 1 round. Play this ability only twice every battle
Ispian Harbinger – ( A – 1 || D – 1 || S – 3 || R – 1) Class - Lizard/Infantry Unit Cost – 500 for – Tier 1 - As Ispian Harbinger is put into play, you may put a basic Ispian Seeker unit into combat for 3 rounds, after those rounds, sacrifice Ispian Seeker.
Saddleback Lizard – ( A – 3 || D – 1 || S – 2 || R – 2) Class - Lizard/Cavalry Unit Cost – 500 for – Tier 1 - When Saddleback Lizard is put into combat, you may play this ability, if you do, add +2 defence for 2 rounds, play this ability once per battle
Tryfornian Archer – ( A – 3 || D – 2 || S – 4 || R – 4) Class - Lizard/Archer Unit Cost – 500 for – Tier 2 - When Tryfornian Archers are in combat, enhance the power of your volley attacks, if you do play this, then your speed with shooting arrows is decreased by half its usual rate *Rp considerate* Play this ability no more then twice per battle
Tunnel Drivers – ( A – 4 || D – 2 || S – 2 || R – 1) Class - Lizard/Pick-Axemen Unit Cost – 500 for – Tier 2 - When Tunnel Drivers are in combat, you may play this ability to channel underground for 1 round, play this ability no more then 3 times per battle.
Blitz Infantry – ( A – 4 || D – 3 || S – 2 || R – 1) Class - Lizard/Infantry Unit Cost – 500 for – Tier 2 - If Blitz Infantry is in play, you may summon a shield that protects you for 1 round. Play this ability once per battle.
Flawstone Attackers – ( A – 4 || D – 6 || S – 5 || R – 2) Class - Lizard/Mace-men Unit Cost – 500 for – Tier 3 - Once per battle, you may play this ability to make target unit you control invisible, it also increases their attack by +2 and their speed by +6.
The Ispian Guard – ( A – 6 || D – 4 || S – 3 || R – 2) Class - Lizard/Swordsmen Unit Cost – 500 for – Tier 3 - If The Ispian Guard is in combat, you may play this ability to give 3 target units you control +1 attack, +1 defence and a shield that deflects all physical damage for 10 seconds. Play this ability once per battle.
Ispian Bombers – ( A – 7 || D – 3 || S – 5 || R – 5) Class - Lizard/Explosives Unit Cost – 500 for – Tier 3 - Ispian Bombers can increase their attack by +10, if you do, sacrifice Ispian Bombers at the end of your turn.
Imperosaur – ( A – 8 || D – 8 || S – 2 || R – 1) Class - Lizard/Spearmen Unit Cost – 500 for – Tier 3 - You may activate this ability at any time, if you do, give this unit: (This unit cannot be the target of spells or abilities) for 6 rounds, but in doing so, you lose -1 attack and -2 defence. You may play this ability twice per battle.
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Angels
Angelic Conscript – ( A – 2 || D – 1 || S – 3 || R – 1) Class - Angel/Short Swordsmen Unit Cost – 500 for – Tier 1 - When Angelic Conscript is put into play, you may heal a target units health and energy, play this only once per battle
Angelic Skirmisher – ( A – 2 || D – 1 || S – 2 || R – 1) Class - Angel/Infantry Unit Cost – 500 for – Tier 1 - When putting an Angelic Skirmisher into play, you may weaken the attack of a single enemy unit by 1 point for two rounds This can only be used once a battle.
Angelic High Flyer's – ( A – 1 || D – 1 || S – 5 || R – 2) Class - Angel/Rock Thrower Unit Cost – 500 for – Tier 1 - Angelic High Flyer's have the ability to use their holy power to force the stones they throw to fall at higher velocity. You may use this ability three times per battle.
Divine Archer – ( A – 2 || D – 1 || S – 2 || R – 5) Class - Angel/Flying Archer Unit Cost – 500 for – Tier 2 - Divine Archers can fire holly-fied arrows that carry much further than normal arrows, their range is doubled when this used. You may play this twice per battle.
Pegasus Rider – ( A – 3 || D – 3 || S – 7 || R – 1) Class - Angel/Lance-Cavalry Unit Cost – 500 for – Tier 2 - Pegasus riders have the ability to perform a powerful charge attack, and their weapons become binded with light that gives them +3 Attack. This lasts for two turns and can be used once per battle.
Seraphs – ( A – 4 || D – 5 || S – 1 || R – 1) Class - Angel/Pikemen Unit Cost – 500 for – Tier 2 - When Seraphs are in combat, they get a +3 to their defensive stat for three turns, but they may only use this once per battle.
Angelic Knights – ( A – 6 || D – 6 || S – 4 || R – 2) Class - Angel/Armoured Knights Unit Cost – 500 for – Tier 3 - Once per battle, you may play this ability to make a target unit you control force their enemy to leave play for 2 rounds, this also gives them +2 bonuses on their Attack and Speed stats for two turns.
Heaven's Guard – ( A – 4 || D – 2 || S – 6 || R – 5) Class - Angel/Double-wielding-Crossbowmen Unit Cost – 500 for – Tier 3 - When in combat, Heaven's Guards can play an ability that gives their arrows a one shot, one kill effect, play this only on Units. This can only be used three times per battle.
Heaven's Rejects – ( A – 8 || D – 2 || S – 8 || R – 1) Class - Angel/Marauder Unit Cost – 500 for – Tier 3 - These Angelic Marauders have the ability to force one unit of their enemy to drop their weapons at the sight of their flying. They may use this only once per battle, it only lasts for one turn.
Angels of Salvation – ( A – 6 || D – 6 || S –4 || R – 2) Class - Angel/Swordsmen Unit Cost – 500 for – Tier 3 - You may activate this ability whenever a target unit under your control dies, if you do, you may either resurrect target unit and lose -1 defence for the rest of the battle, or you may gain +2 attack and +1 defence. Play this ability three times per battle.
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Dwarves
Dwarven Militia - ( A - 2 || D - 2 || S - 1 || R - 1 ) Class - Dwarf/Pick-axemen Unit Cost - 500 for - If Dwarven Militia are in combat, you may have them build 100 feet of tunnel. Play this ability no more then twice per battle.
Dwarven Axemen - ( A - 3 || D - 1 || S - 1 || R - 2 ) Class - Dwarf/Axemen Unit Cost - 500 for - If this unit is in combat you may play their ability, if you do, target unit of your choice get's +1 attack for every 1000 Dwarven Axemen in play. Play this ability once per battle
Dwarven Crossbowmen - ( A - 1 || D - 1 || S - 1 || R - 6 ) Class - Dwarf/Crossbowmen Unit Cost - 500 for - You may play this ability if Dwarven Crossbowmen are in play, if you do, Dwarven Crossbowmen gain (this unit get's +1 attack and -1 Range, their arrows are explosive) for 2 rounds. Play this ability once per battle.
Dwarven Demolition Team - ( A -3 || D - 1 || S - 2 || R - 1 ) Class - Dwarf/Axemen Unit Cost - 500 for - Play this ability only if you would be in a siege battle, if you do, destroy target wall, and then sacrifice Dwarven Demolition Team.
Dwarven Warriors - ( A - 5 || D - 2 || S - 1 || R - 2 ) Class - Dwarf/Axemen Unit Cost - 500 for - Unit has First strike; Throws an axe before engaging, dealing damage before actual fighting begins. May use once per battle.
Dwarven Macemen - ( A - 5 || D - 2 || S - 2 || R - 1 ) Class - Dwarf/Macemen Unit Cost - 500 for - Play this ability only if Dwarven Macemen are in combat, if you do, target unit of your choice gets +3 speed for 2 rounds, play this ability twice per battle.
Dwarven Blastmaster - ( A - 7 || D - 3 || S - 2 || R - 3 ) Class - Dwarf/Grenadier Unit Cost - 500 for - Can sacrifice range by -1 to boost attack by +2, however, lose 100 men while doing so. These men take extra ammunition and go suicide upon their enemy. Once per battle
Dwarven Bloodboiler - ( A - 10 || D - 5 || S - 3 || R - 1 ) Class - Dwarf/Swordsman Unit Cost - 500 for - Unit can cause all other Dwarf units to gain +2 Attack and +1 Speed for one round. Usable twice per battle, but has a cool-down of 3 turns.
Dwarven Pike Fighters - ( A - 9 || D - 6 || S - 4 || R - 2 ) Class - Dwarf/Pikemen Unit Cost - 500 for - Unit can fortify its position, giving it a +2 to defense for two turns, usable twice per battle. Or, they can use it twice in one turn for a single turn worth of +4 defense.
Bastonian Dwarf's - ( A - 7 || D - 7 || S - 3 || R - 1 ) Class - Dwarf/Axe-men Unit Cost - 500 for - Play this ability only when Bastonian Dwarf's are in combat, if you do, target unit gets +5 attack for every other Dwarven unit in play, lasts 1 round. Play this ability only once per battle.
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Kitsune Clerics
Kitsune Diviner – ( A – 1 || D – 1 || S – 2 || R – 1 ) Class - Fox/Cleric Unit Cost – 500 for – Tier 1 - If Kitsune Diviner is in combat, you may activate their ability to force an opposing tier 2 unit of your choice to retreat for 4 rounds, if you play this, Kitsune Diviner loses -1 attack for the rest of the battle, play this ability only once per battle .
Kitsune Bonesetter – ( A – 1 || D – 2 || S – 2 || R – 2) Class - Fox/Cleric Unit Cost – 500 for – Tier 1 - Play this ability only if Kitsune Bonesetter is in combat, if you do, target unit of your choice cannot receive damage for 2 rounds. Play this ability twice per battle
Kitsune Blademaster – ( A – 2 || D – 2 || S – 2 || R – 1) Class - Fox/Samurai Unit Cost – 500 for – Tier 1 - When Kitsune Blademaster enters play, you may activate their ability to give them (this unit gets +1 attack and +1 defence whenever blocked by a swordsmen unit) for the rest of the battle.
Pious Kitsune – ( A – 2 || D – 1 || S – 2 || R – 2) Class - Fox/Cleric Unit Cost – 500 for – Tier 1 - At the beginning of every round, the battle mod puts a devotion counter on Pious Kitsune, you may then pay to remove all of the devotion counters, if you do this, X target units of your choice become unblockable until end of turn, where X is the amount of devotion counters on Pious Kitsune.
Kitsune Dawnblade – ( A – 3 || D – 3 || S – 2|| R – 1) Class - Fox/Samurai Unit Cost – 500 for – Tier 2 - When Kitsune Dawnblade is in play, you may activate their ability to give this unit (Whenever this unit gets blocked by a spearmen unit, increase its attack stat by +2 and it’s defence stat by +1).
Kitsune Healer – ( A – 1 || D – 4 || S – 2 || R – 2) Class - Fox/Cleric Unit Cost – 500 for – Tier 2 - Sacrifice this unit if it’s total defence stat becomes 1. When Kitsune Healer is in combat, you may give it -1 defence for the rest of the battle to heal any injuries inflicted upon a target unit of your choice.
Kitsune Loreweaver – ( A – 3 || D – 1 || S – 2 || R – 2 ) Class - Fox/Spearmen Unit Cost – 500 for – Tier 2 - Pay , if you do, Kitsune Loreweaver gets +X defence, where X is the number of Kitsune Units you control. Play this ability twice per battle.
Kitsune Palliator – ( A – 3 || D – 4 || S – 2 || R – 1) Class - Fox/Archers Unit Cost – 500 for – Tier 2 - You may play this ability only when Kitsune Palliator is in combat, if you do, you may prevent any damage that would be dealt to you or any target units you control for 1 round. Play this ability once per battle.
Kith Masters – ( A – 6|| D – 5 || S – 1 || R – 2) Class - Fox/Spearmen Unit Cost – 500 for – Tier 3 - Play this ability only if Kith Masters are u play, if you do, target unit you control gets +2 attack and cannot be dealt any physical damage for 1 round, play this ability twice per battle.
Kitsune Riftwalker – ( A – 6 || D – 6 || S – 3 || R – 2) Class - Fox/Axe-men Unit Cost – 500 for – Tier 3 - lose -1 attack and -1 defence for the rest of the battle, if you do, Kitsune Riftwalker cannot be the target of spells or abilities.
Patron of the Kitsune – ( A – 8 || D – 6 || S – 2 || R – 2) Class - Spirit/Cleric Unit Cost – 500 for , – Tier 3 - At the beginning of your round, you may either heal a target unit of your choice, or you may make a target unit unblockable until the next round. Play one of the 2 abilities every round.
Kitsune Mystic – ( A – 4|| D – 4 || S – 1 || R – 1) Class - Fox/Cleric Unit Cost – 500 for – Tier 3 - Pay , if you do, you may direct an ability to a new target of your choice. Play this no more then three times per battle.
Rune-Tail, Kitsune Ascendant – ( A – 3|| D – 3 || S – 2 || R – 2) Class - Fox/Mage Unit Cost – 500 for – Tier 3 - If you have 10 or more units in play, you may pay , if you do, prevent all the damage that would be dealt to you and all the units you control.
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