Unit List to Vote - AOF - OUTDATED
Posted: Sun Aug 28, 2016 2:36 pm
Unit list to vote
Forums for the FREE Android Game "Age of Strategy" (AOS)
https://server.androidutils.com/forum/
Cost 8
HP 30
Attack (melee) 12
Attack (ranged) 8
Range (melee) 1
Range (Ranged) 5
Armor 3
Pierce Armor 3
Speed 4
Sight 8
Action 2
Heal Rate 6
Spell Resistance 80%
Active skills:
Switch stance (used to swith melee with ranged mode, it doesn't cost an action point)
Heal
Entangle (debuff, aoe, enemy units affected have to pass a check with that % 100-(target attack*5), if they don't pass the check they can't move until the next turn (they can still attack))
Regeneration (range 2, duration 4, doesn't stack, the effect heal half the ranger heal rate every turn)
Hawkeye (buff, range 2,duration 4, increase target range (ranged units only) by 2
Summon Animal companion (like druid wolf summon, but we might think of a different animal)
Forestwalk
Built at Archery range, Barracks, Castle (it is both melee and ranged and it is an elite unit)
Cost: 6
Hp: 40
Attack power: 15
Range 1
Armor: 3
Pierce armor: 3
Speed: 8
sight: 10
Action/turn: 1
Spell resistance: 100%
Builder: castle
Bonus against other flying units,bonus against mounted, bonus against dragons (we might add a tech called "dragonlance" for that)
abilities:Diving Charge. You choose a square (in your movement range) that is the start of your charge, you choose then a second square (free from other units) that is in line with the first one in a radius equal to your movement range from the first one. You end your movement in that square after hitting every unit between the two squares, You don't receive counterattacks by usin this maneuver. For the next turn you are not considered a flying unit for the purpose of damage received (because you have landed): flying unit
Imperial GuardCost 2
HP 24
Attack 14
Range 1
Armor 0
Pierce 0
Speed 3
Sight 4
Action 1
Spell resistance 0%
Cost: 6
HP: 50
Attack power: 20
Range: 1
Armor: 6
Pierce armor: 3
Speed: 3
Sight: 5
Action/turn: 1/1
Spell resistance: 50%
Size: 1×1
Buildable at: castle, barracks, tc
BarbarianCost: 8
HP: 60
Attack power: 15
Range: 1
Armor: 5
Pierce armor: 3
Speed: 3
Sight: 5
Action/turn: 1/1
Heal Rate: 10
Spell resistance: 100%
Size: 1×1
Buildable at: castle, church
Bonus Damage against arcane spellcasters (it shouldn't have bonus against divine spellcasters like templars, priest and such): as it is now it is useful only against warmage and mummy (other can already be oneshotted by basic infantry), but later on we might have stronger spellcasters (or hybrid units) for whom this bonus might come in handy.
Bonus Damage against undead: Inquisitors are extremely versed in fighting eresy. Undeads are the result of necromancy and they are specifically trained to fight them.
Special Skills:
Resistance aura: All allies within this aura (range 5) gain +50% spell resistance
Anti-magic field: All the allies inside this field (range 3) cannot be targeted by enemy spells. Enemy spellcasters inside the anti-magic field cannot cast spells.
Human techsCost 8
hp 80
attack 20
range 1
armor 3
pierce 3
speed 4
sight 6
action 1
Spell resistance 50%
Special: rage
Rage effect: Attack +10, hp +40, maxhp +40, armor +3, pierce +3, speed +2, +1 action, spell resistance +50%, trample. Duration 4 turns.
When the rage effect wear off you loose all those bonus (you also loose the 40 hp you gained, like receiving 40 damage, so, if you already had less than 41 hp the unit dies) and gain those penalties: -10 attack, -3 armor, -3 pierce, -2 speed, -50% spell resistance. Duration 3 turns (i didn't make 4 because the first turn of the rage you have used up your action to enter rage)
Armored MinotaurCost 3
Hp 32
Attack 16
Armor 2 (thick hide)
Pierce Armor 2 (thick hide)
Speed 4
Sight 6
Action 1
Bonus Attack:
300% against towers, walls
1000% against mega buildings
100% against factories
Buildable at: Tc, Monster cave (both), Volcano
Elite MinotaurCost 3
Hp 38
Attack 18
Armor 3 (Armored)
Pierce Armor 3 (Armored)
Speed 3
Sight 6
Action 1
Bonus Attack:
300% against towers, walls
1000% against mega buildings
100% against factories
Buildable at: Tc, Monster cave (both), Volcano
Orc axe thrower revamp and upgradesCost 3
Hp 42
Attack 20
Armor 4 (more Armored)
Pierce Armor 4 (more Armored)
Speed 4
Sight 6
Action 1
Bonus Attack:
300% against towers, walls
1000% against mega buildings
100% against factories
Buildable at: Tc, Monster cave (both), Volcano
first upgrade:Cost 3
HP 21
Attack 6 (normal damage)
Range 3
Armor 0
Pierce armor 0
Action 2
Bonus damage against flying units and building (as it gives now)
2nd upgradeCost 3
HP 21
Attack 7 (normal damage)
Range 4
Armor 1
Pierce armor 1
Action 2
Bonus damage against flying units
Goblin ShamanCost 3
HP 24
Attack 8 (normal damage)
Range 5
Armor 2
Pierce armor 2
Action 2
Bonus damage against flying units
Goblin spearman upgradesCost: 3
HP 11
attack 3
range 1
Armor 0
Pierce 0
Speed 2
Sight 4
Action 1
Heal rate 10
Spell range 4
spell possibility 20%
spell resistance 50%
50% Potion
Lifelink
Troll skin (+6/+6 armor)
Troll Blood (20% HP regeneration for 5 turns) Duration 4 turns
Goblin swiftness (+1 action works on ranged too)
Disenchant
Buildable at TC, Shaman's Hut
upgrade 2hp: 18
attack: 7
Range: 2
Armor: 1
P.Armor: 1
speed: 3
sight: 3
Armored Orc warrior revamp + upgradeshp: 22
attack: 10
Range: 2
Armor: 2
P.Armor: 2
speed: 3
sight: 3
Cost: 3
Attack: 12
Hp: 24
Armor: 3
Pierce: 3
Speed: 3
Sight: 4
Upgrade 2 (Ironclad Armored Orc Warrior)Cost: 3
Attack: 15
Hp: 30
Armor: 4
Pierce: 4
Speed: 3
Sight: 4
Cost: 3
Attack: 18
Hp: 36
Armor: 5
Pierce: 5
Speed: 3
Sight: 4
Cost 5
HP 20
Attack 20
Range 2 (Whips are very long and are considered ranged/reach weapons in most of rpgs)
Armor 2
Pierce Armor 2
Speed 3
Sight 5
Action 1
Spell range 3 (converted with the menace of being hit)
Unit conversion chance % = 60+(unit attack - target attack)*2 (we might make *5 if we want strenght to be more important in the equation)
Spell resistance 50%
Trained At Tcs, Orc Camp
Orc WarlockCost 7
HP 30
Attack 20 (not pierce)
Range 10
Speed 2
Sight 11
Action 1
area dmg
Great bonus against buildings
Buildable at Tcs, Monster's cave (both)
Goblin BatriderCost: 4
HP: 18
Attack Range: 1
Attack: 5
Spread damage to adjacent units: 0-3
Armor: 1
Pierce Armor: 1
Move: 3
Spells:
Thunderstorm
Fireball
Lifelink
Disarmor
Hell of Pain by Sacrifice
Fire Javelineer + upgradesCost : 3
Speed: 6
isFlyingUnit
AttackDMg:5
HP:13
Has bonus against:
Catapult and any Ship type: 500%
Causes BURN effect.
Elite Fire JavelineerCost: 3
HP: 18
Attack power: 10
Range: 4
Armor: 0
Pierce armor: 0
Speed: 3
Sight: 7
Spell resistance: 0%
size 1x1
Skills:
Burning effect
High bonus damage against wooden units (siege units, plants, ships)
Can hit flying units for normal damage
Builders: Tcs, Orc Camp
This unit will be a basic unit (can be used in games with no upgrades and it doesn't cost gems)
Master Fire JavelineerCost: 3
HP: 21
Attack power: 13
Range: 5
Armor: 1
Pierce armor: 1
Speed: 3
Sight: 8
Spell resistance: 30%
size 1x1
Skills:
Burning effect
High bonus damage against wooden units (siege units, plants, ships)
Can hit flying units for normal damage
Builders: Tcs, Orc Camp
Goblin archer upgrades and reskinCost: 3
HP: 21
Attack power: 16
Range: 6
Armor: 2
Pierce armor: 2
Speed: 3
Sight: 9
Spell resistance: 50%
size 1x1
Skills:
Burning effect
High bonus damage against wooden units (siege units, plants, ships)
Can hit flying units for normal damage
Builders: Tcs, Orc Camp
Master goblin archerCost 2
HP 16
Attack 7
range 5
armor 1
pierce 1
speed 3
sight 6
action 1
spell resistance 0
reduced ranged miss chance
Uruk AxemanCost 2
HP 20
Attack 8
range 6
armor 2
pierce 2
speed 3
sight 7
action 1
spell resistance 0
no miss chance
Orc techscost: 3
HP: 30
Attack: 20 (trample)
Range: 1
armor 1
pierce 1
speed 3
Sight 4
HP: 60
Armor 2
Pierce 4
Speed 0
Sight 8
Action 1
Effect Range 4
Construction bonus 0%
Mend Bonus 50%
Vanishing units in its range do not loose their vanishing if they stay in the tower range until the end of the turn (if this isn't possible you might make units in the tower range gaining +1 vanishing, but it shouldn't stack with several towers)
Undead knight upgradesCost:3
Hp:25
Attack Power:10
Range:1
Armor:1
Pierce Armor:1
Speed:3
Sight:5
Burning effect
Small bonus against both cavalry, buildings and wooden units (smaller bonus compared to specific units)
Harnessed Undead KnightCost 4
Hp 36
Attack 15
range 1
armor 1
pierce 6
speed 4
sight 5
action 1
spell resistance 30%
Pirate ghost ship and treasure shipCost 4
Hp 41
Attack 18
range 1
armor 2
pierce 7
speed 5
sight 6
action 1
spell resistance 50%
Treasure shipCost: 8
HP: 70
Attack: 20
Range: 1
Armor: 6
Pierce: 6
Speed: 6
sight: 8
Action: 1
spell resistance: 20%
Special: cannonball (normal damage at range 5), Raid ship (if you kill a ship with a melee attack you spawn a treasure ship in place of that ship that act as a money courier)
Bonus: 100% against all ships
Cost: 0
HP: 10
Attack: 1
Range: 1
Armor: 0
Pierce: 0
Speed: 5
sight: 7
Action: 1
spell resistance: 20%
Special: act as a money courier
Cost 2
Hp 13
Attack 8
Range 6
armor 0
pierce 0
sight 9
action 1
spell res 80%
Sword dancer + upgradeCost 5
HP 20
Attack 8
Range 1
Armor 0
Pierce Armor 0
Speed 4
Sight 6
Action 1
Spell possibility 20%
Spell Resistance 80%
Spells:
Double Attack (on self only)
Strenghten (on self only)
Burning Sword: add bonus against wooden units, attack inflict burning effect
Magic Arrow: Ranged Attack (range 5) If burning sword is active it add his special effect to the spell.
Advanced: Master Sword Dancer or Longsword DancerCost: 4
HP: 18
Attack Power: 6
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 4
Sight: 5
Action/turn: 2
Spell Resistance: 80%
Size: 1x1
Builders: Tcs
Ability: Whirlwind Attack: The unit can hit any enemy unit in his range
Fruit EntCost: 4
HP: 26
Attack Power: 8
Range: 1
Armor: 1
Pierce Armor: 1
Speed: 4
Sight: 5
Action/turn: 3
Spell Resistance: 80%
Size: 1x1
Builders: Tcs
Ability: Whirlwind Attack: The unit can hit any enemy unit in his range
Wood ShaperCost 5
HP 15
Attack 3
Range 1
Sight 3
Armor 1
Pierce Armor 3
Speed 1 (maybe 2 if you think it is too low)
Heal rate 5
Spell Range 3
action 1
Heal every ally unit (flesh and blood) in all its range equal to its heal rate
Built at ent's trainer
Cost 4
HP 12
Attack 3
Range 1
Sight 5
Armor 0
Pierce Armor 0
Speed 2
Sight 6
Spell Range 4
Heal rate 5
action 1
Spells:
Growth: Healing spell for wooden units and buildings (2x heal rate)
Heal: (for normal units)
Create Bridge (create bridge instanly on a water tile)
Entangle (debuff, aoe, enemy units affected have to pass a check with that % 100-(target attack*5), if they don't pass the check they can't move until the next turn (they can still attack))
Forestwalk
Built at tcs, great tree