Abomination

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Savra
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Joined: Wed Aug 01, 2018 6:21 pm

Abomination

Post by Savra » Sun Sep 02, 2018 6:35 am

Abomination: I'll see what you guys think before suggesting stats.

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Lynx Shafir
Posts: 1562
Joined: Mon May 28, 2018 4:24 am

Re: Abomination

Post by Lynx Shafir » Sun Sep 02, 2018 6:55 am

Though some description wouldn't hurt...
What wud be?
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside

Midonik
Posts: 3641
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Abomination

Post by Midonik » Sun Sep 02, 2018 7:52 am

Sarva... I like your enthusiasm, but you are doing basically useless stuff.
It seems you didn't ever read existing topics: Sunrise suggested an abomination to be summoned by a caster (don't remember name), you posted a "troopers" idea, but basic and more advanced infantry already exists etc.
You also just wrote names. No stats, even descriptions. It's useless and only spams the forums.
If you want to post and idea, check if it fits race properties and if it wasn't posted before. Then make an topic with at least few words of description, so anyone can have an idea the heck you are talking about.
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

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Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Abomination

Post by Savra » Sun Sep 02, 2018 3:26 pm

Midonik wrote:
Sun Sep 02, 2018 7:52 am
Sarva... I like your enthusiasm, but you are doing basically useless stuff.
It seems you didn't ever read existing topics: Sunrise suggested an abomination to be summoned by a caster (don't remember name), you posted a "troopers" idea, but basic and more advanced infantry already exists etc.
You also just wrote names. No stats, even descriptions. It's useless and only spams the forums.
If you want to post and idea, check if it fits race properties and if it wasn't posted before. Then make an topic with at least few words of description, so anyone can have an idea the heck you are talking about.
Sorry, ran out of time. I was going to post stats for the new units and all but device was almost dead soo, I'll work on them and check up on this.
Sunrises topic has it as a fungal horror. And it's in the deathcap topic.

Midonik
Posts: 3641
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Abomination

Post by Midonik » Sun Sep 08, 2019 11:43 am

Ok so I was thinking and this can be another big monster sort of thing. I would like to give it ability to transform its body to get different capabilities. Like chemical attack in one, physical in other, different bonuses and a form with carry capacity (no attack tho).
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

Midonik
Posts: 3641
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: Abomination

Post by Midonik » Mon Mar 16, 2020 12:04 pm

First form, Acid spitter abomination:
Cost: 5 (I guess)
Hp 40
Power 8 (chemical, spits acid from some sort of fungi pipes or smt)
Range: 3
Actions: 2
Armor 0/0/3
Speed 3, can waterwalk at speed 1
Psychic resistance 0%
Bonus to mechanical units and buildings: 50%
Passive weapons effect: acid (-4 hp, effects ground units and buildings, 50% bonus to mechanical and buildings, lasts 4 turns, remove with mend/heal?)
Tentacle morp: transfrom to Tentacle abomination
Transport morp: transform to Transport abomination

Tentacle abomination
Cost: --,,--
Hp: 40 (would like to make it higher for this from but it might get wierd if values in forms are different so I'm using armors)
Power: 5 (physical, give it a bunch of wierd tentacles - maybe doesn't really fit myconids but any animal form doesn't fit it, so we have free hand :twisted: )
Range: 1
Actions: 3
Armor: 3/3/5
Speed: 3, can waterwalk at speed 1
Psychic resistance: 0%
Bonus to infantry: 50%
Long tentacle - an ability using 2 actions, usually power and bonus, but 2 range, cooldown: 1
Acid morp: transfrom to Acid spitter abomination
Transport morp: transform to Transport abomination

Transport abomination
Cost: --,,--
Hp: 40
Power: 0 (instead of weaponary it creates thick walled room in itself when it can store allies))
Range: 1
Actions: 1
Armor: 5/5/7
Speed: 3, can waterwalk at speed 1
Psychic resistance: 0%
Carry capacity: 2, can carry infantry sized stuff
Acid morp: transfrom to Acid spitter abomination
Tentacle morp: transform to Tentacle abomination

All buildable in whatever will be myconid factory for such monsters and drop the normal corpse with right weapon type (I guess no weapons for the transport one)


I'm not sure how the different actions count will work, we will need to test it. If something works wierd we can either change it or make transform abilities take more actions in some of forms.


This repulsive, gigantic fungi monster can morph to fulfil different roles on battlefield. From spitting big quantities of acid at mid range to destroy enemy buildings and vehicles, through tentacle attacks that can deal significant damage to infantries at low and mid low range to safely transporting allied infantries inside itself.
Support new AoS variant, Age of Galaxy: http://www.androidutils.com/forum/viewforum.php?f=135
All help will be welcome.

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