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Rank: Clone Trooper Groups: Member
Joined: 5/1/2009 Posts: 7
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A challenge for every StarCraft fan here : try to make custom minis using three StarCraft factions: Protoss, Terran and Zerg. Remember to be as accurate as possible. The best ideas will be awarded with a friendly hug Here are few simple ideas to begin with: Protoss ZealotCost: 19 HP: 50 Def: 18 Att: +12 Dam: 10 Abilities: Melee Attack, Charging Assault +10, Khala Link (May spend Force points from Protoss allies with Khala Link as if they were its own), Shields 1, Twin Attack Force Powers: Force 1 Praetor Fenix (Zealot; during the Defense of Antioch) Cost: 64 HP: 100 Def: 20 Att: +15 Dam: 20 Abilities: Unique, Avoid Defeat, Melee Attack, Khala Link (above), Last Stand (When would be defeated, make an attack against each adjacent enemy once), Mettle, Shields 2, Twin Attack Force Powers: Force 2 Commander Effect: Followers with Melee Attack gain Last Stand and Mettle. Prelate Zeratul ( StarCraft II) Cost: 67 HP: 110 Def: 22 At: +13 Dam: 30 Abilities: Unique, Cloaked, Melee Attack, Cunning Attack +20, Loner, Rolling Cleave, Shields 1, Warp Blade (+20 Damage against enemies at half Hit Points or more) Force Powers: Force 2, Renewal 1 Blink (Force 1: Replaces turn: Remove this character from board, then place him back in any empty square within line of sight) Void Prison (Force 2: Replaces attacks: Target enemy is considered activated and can't make attacks of opportunity this round, save 16) Terran FirebatCost: 14 HP: 20 Def: 14 Att: +0 Dam: 0 Abilities: Flamethrower 20 Fuel Tanks (When defeated, make a save of 11. On success, deal 20 Damage to each adjacent character) Stim Packs (Once per round, at the end of his turn, you may make a save of 11. On success, you may activate this character second time in your next phase, not counting toward the activation limit. On a failure, take 10 Damage) Zerg ZerglingCost: 4 HP: 10 Def: 13 At: +3 Dam: 10 Abilities: Savage, Melee Attack, Swarm +1 (for each Zerg ally adjacent to the target) Zerg HydraliskCost: 7 HP: 20 Def: 15 At: +6 Dam: 10 Abilities: Savage, Poison +10, Swarm +1 (for each Zerg ally adjacent to the target) Queen of Blades (a.k.a. Sarah Kerrigan; during the Brood War) Cost: 75 HP: 130 Def: 20 At: +15 Dam: 20 Abilities: Unique, Melee Attack, Double Attack, Cunning Attack, Empathy, Impulsive Momentum, Paralysis, Rapport (Zerg allies cost -1) Zerg Carapace 6 (same as Vonduun Crab armor 6) Force Powers: Force 2, Renewal 1 Ensnare (Force 2: Replaces attacks: Range 6:The target and each adjacent character have their Speed reduced to 1 for the remainder of the round, save 11) Fury of the Swarm (Force 2: Replaces turn: All Zerg allies within 6 squares may make an immediate attack) Cloak (same as Force Cloak) Psionic Storm (Force 3: Replaces attacks: Range 6: The target and each character within 3 squares take 20 Damage, save 11 for 10) Commander Effect: Zerg allies gain "Advantageous Attack" and "Bloodthirsty".
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/6/2009 Posts: 191
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haha cool.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/6/2009 Posts: 61
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I like the Protoss, but maybe you should change Kerrigan's commander effect to benefit characters with Savage. Otherwise, her Zerg buddies won't benefit. Very nice, though. Fenix looks like a beast.
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Rank: Clone Trooper Groups: Member
Joined: 5/1/2009 Posts: 7
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@CrunchBite: The idea was to keep Kerrigan within 6 squares of her Zerg army, as she has Empathy (which suppresses Zerg Savage) and she further increases their strength with "Fury of the Swarm" ability. She was the one to reunite broken Zerg troops under her control after death of the Overmind, and I tried to represent it with her abilities. Should it be too hard to pull off her abilities, there can always be another Zerg in her army with Empathy (say lesser commander such as the Queen) Try to make your own StarCraft minis More ideas here: Terran MarineCost: 10 HP: 20 Def: 15 At: +6 Dam: 10 Abilities: Squad Assault, Stim Packs (Once per round, at the end of his turn, you may make a save of 11. On success, you may activate this character second time in your next phase, not counting toward the activation limit. On a failure, take 10 Damage) Terran MedicCost: 12 HP: 30 Def: 16 At: +0 Dam: 0 Abilities: Heal 10, Optic Flare (Replaces attacks: Target can't combine fire for the rest of the skirmish), Restoration (Adjacent allies may re-roll each failed save once) Restoration is meant to make better use of Marine and Firebat Stim Packs ability, as above.Protoss DragoonCost: 21 HP: 60 Def: 17 At: +10 Dam: 20 Abilities: Cyborg, Khala Link, Singularity Charge (+4 Attack against enemies further than 6 squares away), Shields 1, Stable Footing Force Powers: Force 1 Zerg UltraliskCost: 41 HP: 100 Def: 18 At: +8 Dam: 20 Abilities: Savage, Melee Attack, Anabolic Synthesis (Gains a bonus to Attack equal to the distance he passed before reaching attack target), Cleave, Zerg Carapace 6
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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Terran Ghost Cost: 27 HP: 40 Def: 16 At: +7 Dam: 20 Abilities: Stealth, Careful Shot +4 Force Powers: Force 3 Sniper Shot: Force 1, Replaces attacks (This character choses one enemy character within line of sight and that character takes 30 damage ignoring any abilities that reduce damage with the exception of shields.) EMP Shot: Force 1, Replaces Attacks (Target Character and each character adjecent to the target with shields lose shields for the rest of the round) Force Cloak: Force 2, Replaces Turn
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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Terran Goliath (large base) Cost: 32 HP: 80 Def: 18 At: +7 Dam: 20 Abilities: Cyborg, Mounted Weapon, Twin Attack, Mobile Attack
Maurader Cost: 18 HP: 40 Def: 16 At: +6 Dam: 20 Abilities: Concussion Shells (An enemy character hit by this characters attack gains speed 4 for the rest of the round) Stim Packs (Once per round, at the end of his turn, you may make a save of 11. On success, you may activate this character second time in your next phase, not counting toward the activation limit. On a failure, take 10 Damage)
SCV Cost: 9 HP: 10 Def: 14 At: 4 Dam: 10 Abilities: Melee Attack, Industrial Repair 10, Repair 10
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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Obviously I am really into starcraft and starwars. Here is an idea for the starcraft thing. Incorperate some of the buildings such as:
Engineering Bay Cost: 40 HP: 60 Def: 16 At: --- Dam: --- Abilities: Emplacement Force Powers: Force 4 Infantry Armor Upgrade 1: Force 2 Replaces turn (This character gains the commander effect: Allied Infantry [I suppose that now I am going to have to add classifications to units] characters gain the special ability Armor 20, when hit by an attack this character can reduce the damge done by 10, save 20)
Infantry Armor Upgrade 2: Force 2 Replaces turn, Replaces Infantry Armor Upgrade 1 (This character gains the commander effect: Allied Infantry characters gain the special ability Armor 19, when hit by an attack this character can reduce the damge done by 10, save 19) [must research Armor Upgrade 1 before can research Armor Upgrade 2]
Infantry Armor Upgrade 3: Force 2 Replaces turn, Replaces Infantry Armor Upgrade 2 (This character gains the commander effect: Allied Infantry characters gain the special ability Armor 18, when hit by an attack this character can reduce the damge done by 10, save 18) [must research Armor Upgrade 2 before can research Armor Upgrade 3]
Infantry Weapon Upgrade 1: Force 1 Replaces turn, (This character gains the commander effect: Allied Infantry characters gain +1 Attack)
Infantry Weapon Upgrade 2: Force 1 Replaces turn, Replaces Infantry Weapon Upgrade 2 (This character gains the commander effect: Allied Infantry characters gain +2 Attack [must research Weapon Upgrade 1 before can research Weapon Upgrade 2]
Infantry Weapon Upgrade 2: Force 1 Replaces turn, Replaces Infantry Weapon Upgrade 2 (This character gains the commander effect: Allied Infantry characters gain +3 Attack [must research Weapon Upgrade 2 before can research Weapon Upgrade 3]
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/19/2010 Posts: 86 Location: Springfield Illinois
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I would not worry so much about tech buildings as much as offensive buildings. Maybe a bunker...kinda like the desert skiff but emplaced?
Terran Bunker Large Base Size Hit Points 80 Defense 13 Attack 0 Damage 0
Special Abilities
Emplacement Damage Reduction 10 Bunker (This character may house 4 small/medium characters. Characters housed in this bunker can only be targeted by characters with sniper, accurate shot. Characters within may fire out of this character without granting enemy cover from this character. Characters housed within this bunker are not considerd adjacent to this character in regards to special abilities such as, but not limited to, Splash, Missiles, Grenades, etc...)
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/19/2010 Posts: 86 Location: Springfield Illinois
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Some more Protoss Units(Based on the Star Craft II) I'll do more based on the original/Brood Wars. I also would add Warp to the previous Protoss if I may, like a unique "thing" for the Protoss, where the Terrans have stim pack.
Dark Templar 20
Hit Points-50 Defense-17 Attack-10 Damage-30
Special Abilities Cloaked Melee Attack Synergy (+4 Attack if an Allied Dark Templar is within 6 squares) Khala Link Force Powers Force 3 Warp (Force 1: Replaces Turn; This character may Warp to any allied Energy Field on the map.) Through their Banishment and Journeys the masters of the Void have grown strong together.
High Templar 20
Hit Points-40 Defense-16 Attack-0 Damage-0
Special Abilities Khala Link Force Powers Force 0 Force Renewal 2 Psionic Storm (Replaces Attacks: Force 3, Range 6; Target character and each character adjacent to that character takes 30 damage.) Feedback (Replaces Attacks: Force 1, Range 6; Target Character loses its force points and takes damage equivelent to the number of force points lossedX10) Warp (Force 1: Replaces Turn; This character may Warp to any allied Energy Field on the map.)
Although weak physically the High Templar were masters of the Psionic energies flowing within them.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/19/2010 Posts: 86 Location: Springfield Illinois
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Immortal 30ish??? Huge Base Size Hit Points-50 Defense-18 Attack-8 Damage-20
Special Abilities Hardened Shields (Damage Reduction 20 against attacks resulting in 20 damage or more)
Force Powers Force 3 Warp(Force 1; replaces Turn: this character may warp to any allied energy field on the map.)
The immortals defied death once already to continue fighting for the survival of the Protoss race.
Pylon 30 Large Base Hit Points-60 Defense-13 Attack-0 Damage-0
Special Abilities Emplacement Energy Field(Allied Protoss characters may Warp to within 2 Squares of this character.) Damage Reduction 10 You require additional pylons.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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Hey bro, you can't warp in Immortals. Immortals and Collusses cannot be warped they have to be built regularly.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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The Hydralisk is way mroe powerful now than that.
Hydralisk Cost: 20 Hit Points: 50 Defence: 15 Attack: +9 Damage: 20
SAs Penetration 10
Maybe some otherstuff.
Also, Marauders are OP. En taro Tassadar
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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You are right. What about only Damage 10 for Mauraders? They are way stronger than marines and I had to figure something out for Concussion shells. Don't Hydras have a special melee attack now too? I am probably wrong about that though. Maybe close quarters-fighting? ehh not a very good suggestion but just trying to help.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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I mean they are OP in the actual game. I think they should have double attack as well.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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Oooohhh okay. I thought you were saying my custom was over powered. In the game they definitly are, they need to get fixed by a patch soon. It seems all you ever see is an army of zealots/stalkers or marine/mauraders on multiplayer games. It is so annoying. I am at the low end of gold only 10 wins so I don't have much of an opinion.
As for the double attack are you meaning the hydras or the maurader? With the concussion shell I made I really don't want two of these guys to potencial put four of my melee characters to speed 4 in a single phase. That would just bug me. Plus with stim pack they could get another activation and that with double attack would be sick. For hydras I think it would be good, gives them more killing power since they don't have any cool SA, right now.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/10/2010 Posts: 1,153
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I'm mid bronze with 11 wins to my name, out of almost 30 games. I suck massively. Hydras do need more, but I can't think of anything atm.
Marauders need double, or twin because that would be accurate to the game. Maybe Stim Pack needs to be different. Like it grants speed 8 or something?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/19/2010 Posts: 86 Location: Springfield Illinois
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This is my idea of stim pack... Stim Pack(Cost 10 Damage; This character gains Speed 8 for the rest of the round and gains +6 Attack) ???
Hydralisk 20 Hit Points 50 Defense 17 Attack 7 Damage 20
Special Abilities Double Claw Attack(On his turn, this character can make 1 extra attack instead of moving;both attacks must be against adjacent enemies) Rend +10 Zerg Carapace (When this character takes damage, he can reduce the damage dealt by 10 with a save of 11)
Created to be the perfect hunter, the hydralisk is an enemy's worst living nightmare.
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,302
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Roland Alistair wrote:This is my idea of stim pack... Stim Pack(Cost 10 Damage; This character gains Speed 8 for the rest of the round and gains +6 Attack) ???
This would be my take on stimpack... Stimpack: Cost 10 damage. This character may move 2 additional squares this turn. Also, the character gains a second attack action this turn. This allow the marines to double attack... firebats to 2x flame thrower, etc. As it stands, your flamebats would not benefit from the stim pack too much.
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