About these units:
"Armor given a mind of its own through evil magic, yet completely empty inside. Slow but extremely powerful."
As the description says, they are slow but really powerfull foes (i think most of them would have 2 or 3 speed at max, and min 4 turns to produce due high Atk, Def and Hp), also to fit on our game, these units, even being on undead, i think they should not be allowed to cross the water, these aren't armors to swim around imo :v... i will put a feel examples here but there is a lot more such as "Dual Axe Armor", "Axelord Armor", "Hammer Master", "Blade Master", "Gurkha Master", "Lord Armor", "Guardian", "Bomb knight", "Disc knight", "Owl Knight", "Dullahan" and so on...
So i put their new name, their role and their reference on Castlevania (so you can check them all to see if i miss something), also what weapon they use , their in-game skills and my idea for them... Feel free to leave any possible stats for them or anything else... Enjoy...
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First a specific place to produce them
- Phantom Garrison - Building- 6~10 turns
Enables the production of the Phantom guards and their upgrades!
================================= - Phantom guard - base unit - "Axe Armor"
A base closed armor - He wears a big shield and axe!
Slash and hack with its axe. No special abilities.
I think this is a basic combat unit, so frontline him!
cost: ~4 turns
---------------------------------------- - Phantom Guardian - Phantom Guard upgrade - "Axe knight"
A heavy armor - He use a dual bladed axe and shield
Able to deal extreme damage to both close and middle range, he hacks and slash with his axe and is able to throw it like a boomerang.
For this one, stats improved and will be able to throw his axe as skill, low range and fast cooldown, maybe 2~3 max throw range and 1~2 turns for skill cooldown...
Produce Cost: ~4 turns
Upgrade Cost: ~6 turns
=================================== - Phantom Crusher - Siege unit - "Plate armor"
A Heavy armor - bears a Massive Spiked ball that crushes anything in the path.
On the game he throws it directly to you and can spin with his spiked ball, damaging both his allies and foes on range.
I think this one will be a perfect siege unit for undead, massive attack and defense, but slower than the other armors, the ball can smash multiple units on its way so i think it should not have more than 3 range... Its spinning skill will work on the same way as sword dancer from elves, but it would damage both enemies and allies on range.
Produce cost: ~8 turns
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(No img due attachment limit :v)
- Phantom Lancer - Base Spear unit - "Armor knight"
A heavy armor with a spear and shield - its spear range compensate with damage its lack of speed
Long range stabs, good psychal defense while guarding.
For this unit, i think it could have 2 instances, ofensive and defensive (On ofensive it would act normally, on defensive it would have its speed reduced to 1 tile and would be unable to attack {maybe shield bashes}, but would receive a boost on defense).
Produce cost: ~5 turns
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(Also no img due limit...)
- Golden Lancer - Phantom lancer upgrade - "Golden Knight"
Long range stabs, really high psychal defense while guarding.
Nothing special, just stat imprevement...
Producion cost: ~5 turns
Upgrade cost: ~6 turns
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(Maybe on another coment)
- Phantom Swordman - Base combat unit - "Great Armor"
He have a lighter armor than the other Phantoms, less defense but that makes him faster and a strong foe on close combat.
He hacks and slash with his sword and also bash foes with his shield attack.
2 instances - ofensive and defensive (same way from the lancers)
Prodution cost: ~4 turns
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(I guess those inspirational images where enough to know from what i was talking :s)
- Phantom Defender - Heavy Combat Unit - "Final guard"
Incredibly tough armor holding defensive positions. Breaking through its line of defense is very hard. - Bears a Morningstar and Magic Shield.
(His description is about his Magic barrier that protects him from any kind of attack, its dissipates when he will attack, having a small amount of time to atk him... But isn't a problem since he is really slow)
Also in his attack stance his shield is able to spit fire if you are too close (But thats rare to happen).
For him my idea is:
- 2 stances for this armor, the ofensive and defensive (The ofensive it would act normally, on the defensive it would be unable to move, and unable to use the weapon, but will have his armor and pierce armor boosted a lot... And his shield attack would be stronger due flaming attack)
Producion cost: No idea... Maybe ~8 turns?