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Jexik
12-01-2009, 01:18 PM
Unfortunately the summoner is the least fleshed out part of my idea. Basically, I see some crazy cabal of magicians who have been hiding out in some really tall thunderous mountain for centuries. Each Golem Lord teaches his apprentice to make machines of death through decades of magical training. Maybe they've been using a summoning stone for centuries, but just haven't needed to really use it until other people started using them and encroaching on their turf.

Basic Stats [A]ttack, [L]ife, [M]agic cost to summon

None of these have been tested, and it's mostly just a ballpark estimate on their costs, but the flavor should be there...

COMMONS

Oak Golem- Melee, A: 1, L: 2, M:1

Tough Bark- Enemy units attacking an Oak Golem must roll a 4 or better to hit.

Adamantium Golem* - Range, A: 1, L: 1, M:2

Armor Plating- You must reduce the Attack Value of any Unit attacking an Adamantium Golem by one for the duration of that attack.

*(think steam-punk robot like from Shining Force or something)

Ember Golem- Melee, A: 2, L: 4, M: 2

Flickering Flames- After moving and/or after attacking with this Ember Golem, you must place one wound marker on its card. If Ember Golem would be destroyed in this way, discard it instead.

CHAMPIONS

Proteus [ranged] (like a big, more elaborate version of the Adamantium Golems- he was the first of their kind)
A: 2, L: 4, M: 6

Armor Plating: Same as above.

Vulkan [melee] (A big, broad, rust colored construct with large, almost mallet-like fists. He is the blacksmith which helps [summoner] forge new Golems)
A: 3, L: 6, M: 6

Hammer & Anvil- Add 2 to Vulkan's attack value when he attacks a Unit which is adjacent to a Wall.

Gaia [melee] (She looks kind of like a dryad or an anthropomorphic willow tree- her hair looks like the branches of a weeping willow, and her form is similar to the tree as well)

A: 2 L:4 M:3

Regrowth- At the start of your turn, remove one wound marker from Gaia.

Events-

Ball Lightning (x3)
This is a 3 Attack Melee Unit which is discarded at the end of the turn.

Reconstruct (x2)
Take 1 Common Golem from your discard pile and summon it for free.

Repair (x2)
Choose an opponent. If you have fewer units than that opponent, choose one of your wounded Common or Champions Golems which is adjacent to [Summoner] or a Wall you control, and remove one wound marker from it.

Mass Repair (x1)
[same as above, only remove 1 wound marker from ALL of your wounded golems with the same pre-req's]

Self Destruct (x1)
Choose a common or champion golem you control. Make an adjacent attack with that golem, rolling attack dice equal to the number of Life points that the card has remaining. Then discard the chosen unit.

SUMMONER (ranged) [Melkior maybe?]

A: 2, L: 5, M: n/a

Call Lightning-
Walls and units do not block [Summoner's] Clear line of sight.

Sweetcurse
12-01-2009, 01:38 PM
How about the crash landed Aliens idea I had from BGG. Extra world creatures who have adapted their knowledge to this world. They lost much of their technology in the crash, but are smart and learn to adapt. They can be a tragic case, deep down haters of war, but caught up in it to find a way to return home.

Heck, I have been thinking of this concept for a while for something else, but I like it here. Basically, when the extra world creatures come to the planet they are weirded out by the concept of violence, as the natural order of their world simply does not include it in the wild. I guess that translates into a largely vegetarian society. Anyway, they do not approach the locals because they don't know how to deal with the violence. At the same time, they are fallible and their technology, though advanced, is fickle and capricious and thus find themselves stranded.

In order to survive and avoid becoming too directly involved in the fighting, they adapt their knowlegde and create the golems to protect them and fight for them. They hope to find a way to return home soon.

Don't worry about hating my idea, I'm not sensitive. :p

Jexik
12-01-2009, 01:40 PM
It seems like a fine idea, but there were two overriding things I wanted to include:

Robots.

Lightning.

If your alien idea would be well served by robots and lightning...

I'm thinking more of a mad scientist, like a medieval Viktor Frankenstein crossed with Tesla who calls the raw elements to life using the lightning at the top of this mountain.

Sweetcurse
12-01-2009, 01:44 PM
Mad scientist Aliens? Hmmm...sounds fun. Perhaps their intentions weren't altruistic to being with?

mrkurtb
12-01-2009, 05:20 PM
Unfortunately the summoner is the least fleshed out part of my idea. Basically, I see some crazy cabal of magicians who have been hiding out in some really tall thunderous mountain for centuries. Each Golem Lord teaches his apprentice to make machines of death through decades of magical training. Maybe they've been using a summoning stone for centuries, but just haven't needed to really use it until other people started using them and encroaching on their turf.

Instead of finding the summoning stones, perhaps they constructed their own. Maybe their stones are imperfect at this point and have risks involved with each summon? (Ex. Roll a die with each summon. A roll of 1 doesn't allow the summoner to replenish their hand at the end of that turn.)

Others may have constructed an improved summoning device. (Ex. Roll a die with each summon. A roll of 6 reduces the magic cost by 1.)

DrLivingston
12-02-2009, 07:28 PM
Ember Golem- Melee, A: 2, L: 4, M: 2

Flickering Flames- After moving and/or after attacking with this Ember Golem, you must place one wound marker on its card. If Ember Golem would be destroyed in this way, discard it instead.


I really like these guys.

That they start with 4 life but are reduced with each activation is really a novel idea.

And they potentially deny magic to your opponent when they die.

I wonder if something could be added to to Flickering Flames that would cause one wound to all adjacent units/commons after moving or being destroyed.

No doubt too powerful, but the image of a burning steampunk robot catching everyone around him on fire is a fun one.

Good stuff, Jexik!

Creationist
12-02-2009, 08:12 PM
I love the Thunderball event card. It reminds me of my favorite type of Yu-Gi-Oh (when I played) cards, the trap monsters.

Jexik
12-12-2009, 12:52 PM
Yesterday while standing in some really cold wind, I got some ideas for a Plains/Savannhah/Storm Orc tribe.


COMMONS

Fighter- Melee, A: 1, L: 1, M:1

Reckless Charge- After moving this Fighter, you may roll a die. On a roll of 4 or higher, you may move this Fighter up to 2 spaces.

Hunter - Range, A: 1, L: 1, M:1

Boomerang Toss- When attacking, this Hunter must only attack any Unit within 2 spaces, instead of the usual 3 clear straight line spaces.

Mauler- Melee, A: 1, L: 3, M: 2

Double Claw- When attacking, this Mauler may attack up to two times. The second attack does not count towards your limit of 3 for the Attack phase.
[these guys have the pelt of a great cat on their shoulders, with maybe some sabretooth fangs going over their eyes, and big claws on their hands.]

CHAMPIONS

Zara the Wise [ranged] (really old she-orc with crazy gray hair)
A: 2, L: 5, M: 5
Winds of Change
Instead of moving Zara the Wise, you may choose two Common Units within 3 spaces of Zara the Wise. Those Units exchange places.

Matriarch [melee] (giant frigging wildcat)
A: 3, L: 9, M: 8

Pounce- If Matriarch did not move this turn, add 2 to her Attack Value.

Swiftfoot [melee] (some dude, in a dynamic running pose)

A: 2 L:4 M:4

Run like the Wind- After moving Swiftfoot, you may roll a die. On a result of 3 or higher, you may move Swiftfoot up to two additional spaces.

Events-

Ball Lightning (x3)
This is a 2 Attack Melee Unit which is discarded at the end of the turn.

Wall of Air (x3)
This is a Wall with 2 Life that can be placed anywhere on the battlefield.

Thunderstorm (x2)
Choose an opponent. If you have fewer Units than that opponent, roll a die for each Common or Champion unit that the opponent controls on the Battlefield. On a roll of 5 or higher, that Unit recieves 1 Wound Marker.

A Hero is Born (x1)

SUMMONER (ranged) [Jexack maybe? ;)]

A: 3, L: 5, M: n/a

Lightning Strike
Once per game, instead of attacking with Jexack, you may roll a die. On a roll of 3 or higher, all Units adjacent to one or more Wall[s] you control receive 1 Wound Marker. [Yes, even your own].