So...
My ideas for Second personal AoF civilication (
first here)
Red Army of the
Seven Frozen Cities
Red Engeneer - Main worker
20 hp
12 attack
15 mend rate
1 range
3 speed
5 Sight
1 action/turn
0 armor
2 p.armor
Can't counter attack
Has bonuses against buildings
Cost 5 turns
Can get upgrade for additional action/turn (
Better tools, 8 turns cost) and build most powerful and main producing buildings.
Trainable at
war academy and
TC.
Red Roustabout - Basic worker
8 hp
3 attack
8 mend rate
1 range
3 speed
4 sight
1 action/turn
Can't counter attack
Cost 2 turns
Can build
barracks and
workshop as well as
scout tower.
Trainable at TC.
Red soldier - basic soldier
23 hp
11 attack
1 range
3 speed
5 sight
1 action/turn
0/1 armor
Cost 2 turns
Standart bonuses to buildings
Trainable at
war academy and
TC.
Red berserker - rage soldier, who gets more attack and defence with each attack taken.
64 hp
20 attack
2 range
2 actions/turn
4 speed
7 sight
1 power range
-5/-5 armor
Cost 6 turns
Abilities:
Counter madness - counters each attack with +50% more damage at 2 range (deals 30 damage), gets for each counter he performs +2 to attack and +1/+1 defence
Berserker's Roar (activating ability) - Each Red army's melee living unit (even Engeneers and Roustabouts, doesn't affects Berserkers or other races' units) gets +8 to attack damage for 1 turn but lowers their armor by -2/-2 for 2 turns. Cooldown 4 turns.
Giants killer - deals double damage to mechanical units and giants.
Trainable at
war academy.
Red archer
15 hp
9 attack (no bonuses)
6 Range
3 Speed
9 Sight
0/1 armor
Cost 3 turns
Abilities:
Ignite arrows - gets for 3 turns "Burning weapon" effect, cooldown 5 turns.
Poison arrows - gets for 3 turns "Poison weapon" effect, cooldown 5 turns.
Trainable at
war academy and
TC.
Can be upgraded into
Red Marksman or
Red Rifleman (mutually exclusive)
Red Marksman
20 hp
11 attack
7 range
3 Speed
9 Sight
0/1 armor
Cost 3 turns
Abilities:
Ignite arrows - gets for 3 turns "Burning weapon" effect, cooldown 5 turns.
Poison arrows - gets for 3 turns "Poison weapon" effect, cooldown 5 turns.
Trainable at
war academy and
TC.
Needs "Marksman training" (costs 8 turns) upgrade in war academy.
Red Rifleman
25 hp
16 melee-type damage (has 50% bonuses against normal buildings and 250% against mega buildings)
5 range (yes, lower)
3 speed
6 sight
1/2 armor
Cost 3 turns
Abilities:
Sniper shot - has 20% chance to deal 50% more damage (passive)
Scout mode - transform-like ability in which he gains +4 sight and full invisibility but loses attack.
Trainable at
War academy and
Tc.
Needs both "Gunpowder" (researchable at
Warsmith, 6 turns cost, mutually exclusive to "
Alchemy" research) and "Ambush tactics" (researchable at
Special force's base for 8 turns) upgrades.
Red Battleborn
45 hp
1 range
4 sight
1 action/turn.
1 form:
8 damage
3 speed
3/4 armor
2 form:
1 damage
1 speed
10/11 armor
Cost 4 turns
Abilities:
Defencive Stance - Transform-like ability. Gains armor at cost of speed and loses damage.
Drink a potion - Heals fully himself, cooldown 5 turns, need both "
Alchemy" (researchable at
Wizard's tower for 6 turns, mutually exclusive to "
Gunpowder" research) and "Potion supply" (Researchable at
Wizard's tower for 3 turns)
More coming soon....