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Black Corsair

Posted: Tue Sep 17, 2019 5:14 am
by Savra
Skeleton Corsair:
Image
Image
Desc:
Cost:5
Hp:24
Atk:16
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:2
Res:30%
Abilities:
Twin pistols: rng:4, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:3
Bonuses: standard bonuses as skeleton fighter.

Skeleton Captain:
Image
Desc:
Cost:5
Hp:28
Atk:19
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:3
Res:30%
Abilities:
Twin pistols: rng:5, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:4
Bonuses: standard bonuses as skeleton fighter.

Skeleton Admiral:
Image
Desc:
Cost:5
Hp:32
Atk:22
Rng:1
Sight:4
Spd:3 (both land and water)
Arm:0
P.arm:4
Res:30%
Abilities:
Twin pistols: rng:6, dmg:8, act:2, cool:2
Aura - scourge of the seas - +1 to skeleton pirates, cutthroats, ghost vessels attack, and speed - rng:5
Bonuses: standard bonuses as skeleton fighter.

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 5:15 am
by Savra
Images.

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 5:27 am
by Alexander82
Any hints about their reanimation process?

Btw those should also be able to enter ghost ahips.

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 6:42 am
by makazuwr32
Only my concern is in aura of captain.
-1 attack and -1 speed in quite wide range - 3/4/5.

How @Alexander82 missed that?...

Also what cost will have skeleton captain?

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 7:39 am
by Alexander82
I didn't miss that.

Before spending time planning the units I wanted to ask if he had idea how to handle reanimation of these units since we have currently a single water corpse and the only gunner units we have are in the dwarven army.

About the aura I would make the captain give a +1 speed to all skeleton pirates and maybe some attack to the same targets.

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 1:42 pm
by Savra
Reanimation I'm still thinking about, I was thinking about just taking the dwarf with a rifle and give him a corpse, the unit could use that since they are using stolen guns anyway.

As for captain I plan for some corpses that are dropped by merlock leader, mermen leader, and any future amphibious/aquatic leader.

The cost I forgot but it's 5-4 turns due to stats being low. The captain has a fear aura because I figured undead could use a debuf aura unit more then a buffing aura unit. But the strength aura for just skeleton pirates is fine too. Also they were meant to enter ghost vessel.

I didn't get to the corpses yet nor the description yet because it was like 10 something at night and I didn't want this to be another 11 to 12 at night thing.

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 2:27 pm
by Savra
Say should the captain be able to summon zombie sharks that have van 3 as well or give it reanimation?

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 2:58 pm
by makazuwr32
Firstly cost of captain should be 4 with current stats and speed aura.
Secondly if you want any reanimation/summon than it will significantly raise cost of captain. Like up to 7-9 turns. Thus i suggest to give none of them.
Alas hp can be increased for captain a bit if cost 5.

Maybe 26 hp at base and +4 hp per tier (so max hp will be 32).

Re: New skeleton pirates

Posted: Tue Sep 17, 2019 3:46 pm
by Alexander82
I think he meant how to make them reanimated.

Anyway I wanted to make a leader corpse for skeleton noble/baron (I guess the name was something similar).

Water leaders at the moment are just merlock king and the mermen king I am drawing.

Re: New skeleton pirates

Posted: Wed Sep 18, 2019 2:41 pm
by Savra
Updated stats of captain.

Say should I make a corsair too? A skeleton pirate with an anchor or double swords.

Re: New skeleton pirates

Posted: Wed Sep 18, 2019 4:28 pm
by Alexander82
I talked about that with @makazuwr32 and we agreed for captain to come in and about the gunner we'll add, instead, a tech that gives a cooldowned gunshot to normal skeleton pirate and to the captain (that will have a double barrel gun with 2 indipendent shots)

The gunner might be better for a land unit, instead, and we'll make dwarven gunners drop the right corpses.

Re: New skeleton pirates

Posted: Thu Sep 19, 2019 12:54 am
by Savra
Ok, I'll update image.

Re: New skeleton pirates

Posted: Sun Sep 22, 2019 1:18 pm
by ethanking5
How do these look I tried to make different weapons @Savra

Re: New skeleton pirates

Posted: Sun Sep 22, 2019 2:24 pm
by makazuwr32
They look bad.
Also smg and shotgun are too modern for this game either so don't even think about them.

Dwarves will have 3 gun types for themselves:
Musket
Rifle (elite unit)
Blunderbuss (elite unit)

Also no more gunners for undeads.

Re: New skeleton pirates

Posted: Sun Sep 22, 2019 3:39 pm
by Savra
ethanking5 wrote: Sun Sep 22, 2019 1:18 pm How do these look I tried to make different weapons @Savra
Try taking the skeleton cutthroat or just it's gun and equipped it to the template, then you could take the armour from the cutthroat and place it over the template too. We just need one gun.

Re: New skeleton pirates

Posted: Sun Sep 22, 2019 6:15 pm
by makazuwr32
Reminder about formula:
1 new skeleton = 1 new corpse = some units should drop them. And ofc giants can't drop smg corspe or cavalry corpse and stuff like that. Only units with same weapons can drop sufficient corpses.

Re: New skeleton pirates

Posted: Fri Nov 15, 2019 2:48 pm
by Savra
Before I forget this anymore.

Re: New skeleton pirates

Posted: Fri Nov 15, 2019 2:50 pm
by Savra
I'll make the gun ability.

Re: New skeleton pirates

Posted: Sun Dec 29, 2019 8:51 pm
by Savra
Updated.

Re: New skeleton pirates

Posted: Mon Dec 30, 2019 3:58 am
by Savra
Updated.

Re: New skeleton pirates

Posted: Mon Dec 30, 2019 4:05 am
by Savra
Btw, @Alexander82, would it be too much of we just made the kraken a summon of the skeleton captain with a research cost of course. We could remove the rage ability and just give it something more interesting which would be a vanishing +1 ability for each unit it successfully kills, the kraken itself would have vanishing and lower stats of course (similar to flesh golem). Research could be 4-5 turn. The kraken would also require a corpse to summon.

It's an interesting idea. And I plan for a few other summons to have it, but it might give us more room to expand on each races summons as well (might be interesting to see some units with a -1 vanishing ability as well).

Re: Skeleton Captain

Posted: Sat Apr 04, 2020 9:59 pm
by Savra
A little something different, I'll suggest a different set of stats later.

Re: Skeleton Captain

Posted: Sat Apr 04, 2020 10:11 pm
by Savra
Dark corsair:
Image
Trains: skull cove
Desc: Former captains who've practiced in the dark arts, now they roam the sea harassing wandering vessels. They use dark magics to raise new servants to serve as their crew.
Cost:6
Hp:25
Atk:8
Act:2
Rng:1
Sight:4
Spd:3 water:3
Dge:C:50%/M:10%/R:10%
Arm:0
P.arm:1
Res:50%
Abilities:
Reanimation: rng:2
Curse of the sea: rng:3, cool:1, units effected by curse of the sea have -2 to spd, and receive 4 dmg per turn, lasts 3 turns. Requires research.
Eat corpse
Flint lock

Auras:
Shroud of the sea: rng:1, grants allies +10% to dodges.

Bonuses:
Same as skeleton pirates.

Re: Skeleton Captain

Posted: Sat Sep 12, 2020 4:35 pm
by Savra
Here's one that needs some reworking of stats. It's actually Black corsair, not skeleton captain anymore.