Mashroom outpost

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Midonik
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Mashroom outpost

Post by Midonik » Sun Sep 08, 2019 12:35 pm

A tower sized mashroom, empty inside. Toxins can be thrown down from it and it can also store troops.
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DoomsdayDragonfire
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Re: Mashroom outpost

Post by DoomsdayDragonfire » Mon Sep 09, 2019 5:39 pm

Some sort of bone tower?
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Midonik
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Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Mashroom outpost

Post by Midonik » Mon Sep 09, 2019 5:54 pm

No golem version tho. And the toxins are way more powerful effect than posion. Also the range of ability will be one. But kind of yes.
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Midonik
Posts: 3697
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Mashroom outpost

Post by Midonik » Sun Mar 15, 2020 8:11 pm

Hp: 60
Power: 4 (chemical, toxic weapons)
Range: 1
Armors: 3/3/5 (chemical)
Sight: 4
Heal rate: 5
Carry capacity: 1
Bonus mend: 0.7 (so 3 × 2 cost workers with 6 base mend can complete it in 5 turns what is the same time 2 × 3 cost grey engineers complete the turrent - had some problems with this but I believe this way it's fair)
Well it's balanced around reptilian turrnets, maybe slightly weak cause of the range and attack, tho passive toxic weapons are powerful. We can actually give it 100% dodge counter and cannot counter attack - I imagine the toxins maybe burst out of the tower's top (mashroom's hat) so I don't think it really give occasion to counter for anyone.
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
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Midonik
Posts: 3697
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Mashroom outpost

Post by Midonik » Mon Mar 16, 2020 3:18 pm

This unit should probably have an version with needler's offensive capabilities so feel free to make such version of image too. Maybe we should even merge those ideas (one attack type would turn to ability), myconid's list of defenses is getting kinda big and humans have similar system as well.
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