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Rationale: While the Maelstom Golem was built to destroy swarms and multiple melee opponents, the Adamant/Fortress was instead built for defense, endurance and lasting power. Though he doesn't deal as much damage as his other Unique golem predecessors, he instead provides defensive capabilities to nearby allied units. After taking some damage, the AG/FG shifts gears and becomes a nearly-unkillable close-combat opponent, focusing all its defensive capabilities on itself. In addition, his statline is more consistent all throughout his dial, in keeping with his theme of durability and stamina in the game.
Image: A massive, towering giant of thick armor plates and solid structural design. He gives off a feeling of invincibility and immensity. He was inspired by Final Fantasy's esper, Alexander. His massive shoulders incorporate powerful magestone generators that give him his powerful defensive capabilities.
Background: It was a breakthrough in magestone-generated telekinetic fields that led to the development of the Adamant Golem/Fortress Golem. Using advanced magestone dynamos with a programmed telekinesis spell, the Magi of the Atlantis Guild have managed to create a towering golem with the ability to generate powerful telekinetic fields. These fields can be extended to protect troops around the golem, or can be focused into an ablative shield around the golem itself. In addition, the mechanisms and engines of the golem have been refined to be able to withstand massive amounts of stress, while the heaviest and toughest of armor plates have been added to its frame to further toughen it.
Option: Just for fun, since WK is probably going to make some more elite warriors in the future, since the A/F Golem looks like a giant armored knight, he could also be an AG/KI Elite Warrior Unique. After all, Minions' Galeshi Emissary foreshadows a future BPR/OR alliance, and an elite BPR/OR fig can't be that far away either... Just a thought... ;)
Rationale: Based on my Mage Spawn in another thread, this guy is the Unique version. An idea for making MC more used as an SA- give it to a creature with long-range, a wide arc, high attack and multiple targeting ability. In addition, the creature uses illusions to protect it from attack (LI), while ML provides an auto-success defensive maneuver by levitating attack figs away. Though large and powerful, the Dominator is still vulnerable against physical attacks.
Image: A massive, mutated floating skull with thin amounts of flesh covering it. Hanging at the base of the skull where the spine should be instead are several smaller bone-covered tentacles. The scalp of the creature features several thick bony plates.
Background: A monstrosity among the undead floating brains, the Dominator is such a Mage Spawn grown to such horrific size and power. It began its existence as the detached revenant skull of a powerful scholar and mage, among several other of its kind. The spawn that would one day become the Dominator used its powers as much as it could to lure hapless victims to their deaths and then fed off their mental energies and physical brain like a grotesque, decapitated vampire. Mastering more and more its powers and becoming more and more potent, the newly born Dominator soon overcame its undeath and emergied into a new, hideous flesh-and-blood life, regrowing bone armor around its cranium to protect its exposed over-sized brain, while its dangling spine has since split and lengthened into a braid of skeletal tentacles. It however has retained its skull face, now covered in gray, leathery flesh, while its mouth has since grown long, sharp teeth for crunching through bone, and a long, serpentine tongue for sucking out cranial matter. The Shyft have since noticed this creature's rise to power, and the Dominator now seeks to manipulate and control all those around it and who oppose it with its formidable mental talents.
* - calculated using Weredwarf's Points Cost Approximation Formula as programmed in Excel by the Dice Gods.
It'd be cool working for WK, but I'm really just content with the hope that WK notices and that my ideas might one day end up as actual figs in booster packs. ;) Thanks, anyway.
Here's another Unique, my version of the "missing" EL Draconum Elite Warrior:
Draconum Druid
Elemental League/Draconum - 100.4382 points* (probably more since he's Elite/Dual Faction)
10 " Range, 180 degree Front Arc, 1 Arrow
Speed: 10Fl/9FL/9Fl/8Fl/7Ram/7Ram/6/6/5
Attack: 12FL/11FL/11FL/10FL/10/9/9MH/8MH/7
Defense: 18To/17To/17To/16To/15/15Re/14/14/13Re
Damage: 3MF/3MF/3MF/3MF/2/2/2BF/2BF/2
Rationale: This guy draws his power from the elements and nature, so his powers are thus based. His has two "sets" of powers, based on the classic four elements. While the primary set is arranged according to their obvious places (Speed=Air, Attack=Fire, etc.) in the stateline, the secondary set switches things around for something different and more unique.
Primary: Flight (Air), Flame/Lightning (Fire), Toughness (Earth), Magic Freeze (Water).
Secondary: Ram (Earth), Magic Healing (Air), Regeneration (Water), Battle Fury (Fire)
The abilities chosen have been carefully placed to provide a tactical advantage at the appropriate time. While Flight and Toughness are pretty straightforward, the mix of Flame/Lightning with Magic Freeze should allow a player to both damage an opponent's formations while slowing them down considerably {assuming, of course, that this combo is legal}. This Fire & Ice combo negates the limitations of both SA's- FL's one damage, and MF hitting only one target at a time.
Later on, imagine the surprise of your opponent when he thinks he's knocked out the FL/MF combo only to find an enraged battering Ram! Magic Healing in the later clicks turns your Draconum into a support fig with stats still high enough to successfully heal wounded figs. Regeneration has been spaced to allow for a lucky player to get the Drac back on his feet even when on his last click. Lastly, Battle Fury is there to protect the Draconum from capture attempts at two of his desperate slots.
Lastly, this Draconum is meant to be more versatile and well-rounded as compared to his peers. Thus, his stats remain consistent and steady all throughout his dial.
Appearance: Tall, lean, very wiry; the classic image of a druid except for his draconian form. His build and physique is more balanced and consistently developed than his more specialised brethren. He has adopted the clothing, custom (and perhaps even attitudes) of the Elemental Elves he has sided with.
Background: Seeking new ways to evolve and grow through battle, is it any surprise that some Draconum would not overlook the very powers of the elements? Gaining their strength from the very water they drink, the very ground they touch, the very air they breathe, and the very fire they wield, the Draconum who've sided with the Elemental League have gained many unique and unrivaled powers their brethren would be jealous of. With versatility and strength combined, it is best to beware the Draconum Druid in battle- for he turns the very world you stand on against you.
it's very good how you justified the creature's abilities(drawing its power from the four basic elements.) a true elemental beast! i was hoping for an Elite Elemental Draconum myself...
Thanks for the compliments, guys. :) Let's just hope that WK does make an EL/Drac in the future. ;)
Here's an alternative to the Adamant Golem, using the same background story. It's a crazy idea, but I wondered what that particular combo of SA's would do.
Rationale: While the Adamant Golem is a melee golem, the Doom Golem is the ranged attack version. But while the preceding Storm Golem has a high Attack and the ability to hit multiple targets and the Thunder Golem has Pierce, the Doom Golem instead has Shockwave.
What makes this warrior unique is his having Defend in the exact same clicks as his Shockwave! Shockwave takes care of any enemies who approach the Golem, while friendlies in base-to-base contact with DG are protected by his Defend. This is why the Doom Golem has an unusually high Defense paired with only a 10 or 9 in its Attack (as compared to other Unique golems)- statistically, a player using the golem's SW only has at worst a 1 out of 6 chance of hitting his own troops- which is a reasonably safe bet for those who like to gamble. ;) Surround the Doom Golem with a cheap formation and then send him right into the heart of your opponent's lines, dealing mass damage with his Shockwave and safely delivering a small squad of warriors. Once damaged enough to lose those abilities, the Doom Golem is still capable of inflicting heavy damage either with a ranged attack or a melee attack, and becomes protected by Battle Armor.
If the Doom Golem ever comes to its last 2 clicks, then it gains a special "self-destruct" attack by getting back Shockwave and a decent Attack value. Take note that the DG lacks either Battle Fury or Berserk, making it susceptible to capture attempts in its last few clicks, while it can also be easily killed by a melee attack (it regains BA on its last clicks, so it should be relatively safe from most late-game ranged attacks ). By this time: 1) any nearby supporting figs should be dead or too hurt to help the DG; 2) your opponent would probably have sacrificed or spent a lot of warriors to damage your golem considerably; 3) your opponent is probably going to attempt to capture the DG for all those extra points, or kill him if he wishes to play safe. At this point it would be advisable to start range-attacking or Shockwaving with the DG as much as you can, or even pushing him to do so- better you lose a straight 100 points (which you were going to lose anyway) and still take down some of his figs, rather than to lose it without gain, or even to give your opponent double points for the capture.
Background: It was through the same breakthrough with the Adamant Golem's telekinetic field generators that the Doom Golem was made. While the Adamant Golem has protective powers and is used defensively, the experimental Doom Golem employs its magestone generators in a more destructive capacity. Though its generators can still provide defensive shielding to nearby allied troops, they can also focus the golem's telekinetic powers into a concussive ranged attack. The Magi and Demi-Magi who undertook the Doom Golem project have also redesigned and modified the generators to both provide the defensive shield and telekinetic attack simultaneously, while increasing the capacity of the generators to create an explosive effect around the Golem. While breath-taking and devastating in power, there have been times when the Golem's usually steady protective shields have failed to protect the troops around the Doom Golem. Furthermore, the modified generators are less capable of withstanding strain as compared to their counterparts on the Adamant Golem, quickly shutting down once the Doom Golem sustains enough damage. Nevertheless, the potential and effectiveness of the Doom Golem warrants its continued use on the battlefield, despite the loss of resources and lives it has caused in the Guild's own armies. Some Magi of the Guild are even considering the future use of suicide squads and prisoners as assault forces to support the Doom Golem in its missions...
As a last resort, the makers of the Doom Golem have also installed a "spite mechanism" into the war machine- once damaged to desperate levels, the Golem automatically locks down into its position, immobilizing itself (1-0" Speed) and shutting down non-essential systems (making the Golem slightly more impervious to damage; regaining BA), and begins diverting its remaining power to overload its magestone generators. While the Doom Golem temporarily regains its explosive attack, such an unstable operation soon causes the Golem to self-destruct in a ferocious display of telekinetic power. However, if it manages to destroy several enemy units in the process, the Guild's Magi consider it not a waste, but a worthwhile tactical maneuver.
I've updated the Doom Golem a bit. I removed the 4th slots of SW and De, while making the Defense a little more consistent and higher in the first 3 slots- that way, the chance of hitting your own troops has been reduced to a steady 1 out of 12, rather than a potential 1 out of 6. I've dropped the BA on two of the later slots to give the DG a weak area. Lastly, I've balanced out the stats, like upping the Attack value after losing SW, and increasing the 3rd SW slot's Damage, though his points cost changes little.
LoneRanger: Relax- I'm just replying to what you said, just joking around. ;)
While what I said about my bouts of creativity being about ennui and daydreaming at work is true and honest, it doesn't mean that you're point is incorrect- after all, if I didn't have enough spare time leftover with which to dream these guys up, few or none of my ideas would've made it here! :D I'm just kidding around, and I appreciate your support in my endeavors. :)
Bl!tzkr!eg: No really new or innovative ideas at the moment. I'm just taking the time now to tweak and add the finishing touches to my previous works, while also starting to design and draw the figs I've made. The only thing I've got left now is a BPR/OR elite warrior, based on the BPR/OR alliance. Unfortunately, he's not a Unique, so I won't post him here. He'll be in another thread.
Adamant - Just does not seem like a good melee fighter. That invul pumps up his points SOOO much (OVER 60!!! Which makes me think you did it wrong. Invul is 8 plus the Defense) and he needs to be sweetspotted to get there. All though I do admit it seems like alot of other Wizkids ideas. LOL
Dominator - Would be SWEET except for the fact that you can only target one person with MC.
Elemental Druid - Yes, an old, old idea that has been one of my favorites...I stil remember my Alchemic Draconum...But to burst your bubble slightly, I think MF would only hit the main target. That is why it would have to have 14 range with 4 targets and MF and FL. That way you are freezing 4 people (2 average) and flaming alot more. Fun
Doom Golem - Not only mentioning the minor pet peeve wit this guy named doom, much less being AG, is that it just wont work like you planned. I am pretty sure that the shock will cancel your own Defend. If not then good idea. The only thing holding it back is low attack.
Over all I would rate these anywhere from a 4.5 to an 8.0