- Joined
- Sep 5, 2015
- Messages
- 369
Anyone interested in helping me develop a Heroscape/Magic gathering board game style map? So Far I've mapped out a Hive Race, Dragon Race, and Holy Race. All with specific styles of play, and "race abilities" such as the Hive race:
-15 units
--3 "Hive Organs". Starting the beginning of the game with 3 organs, a Hive Heart, Hive Lung, and Hive Mind. They are completely useless and weak other than their ability to root someplace, growing over a certain amount of turns and becoming a rooted organ. Each organ has a specific upgrade with 3 tiers (for example, heart may give more health to all units, lung will give more movement such as +2 blocks, and mind may boost Magic Or Physical (Can only pick one(?)). The more upgrades each organ creates over so many turns, slowly increases the hives overall power and if not stopped, to a nearly unbeatable overall power.
--1 Aemoth, The Hive Eye (Your PlanesWalker)
--2 Hellgate Guardians (These 2 units, along with your PlanesWalker are extremely powerful units, and take serious consequences if one or all of their Hive Organ's are Slain, along with losing any upgrades.)
--9 "Fiends"(Mind Fiend, Lung Fiend, Heart Fiend), 3 Strength based (quick, slightly beefier), 3 Agility based (dps), 3 Int based (spells). Whenever a specified Fiend(Example 'Heart Fiend') is near it's corresponding Rooted Organ(Example 'Rooted Hive Heart'), it gains a certain bonus for being within 1 or 2 blocks of it's organ(Example +50 health(50 health = 1 'hit'(or hitpoints before death) per attack-dice rolled over your defense dice rolled(anyone who's played hero scape or similar games will understand this))).
![Heroscape01.png Heroscape01.png](https://www.hiveworkshop.com/data/attachments/205/205785-6abb4e53884c568948647c9c10b6b061.jpg)
As you can see the Dragon race only has only 7 units:
-7 units
-3 Drake Cultists
-2 Drake Shaman
-1 Zer, Dragon Priest
-1 Zod, The Last Dragon
although it has even less than half of the Hive's army mass, it's unit as far stronger individually, and focus on allowing the Last Dragon to get close enough in order to Nuke it's opponent's each turn. It's counter-part Zer, the Dragon Priest, is bound to this Dragon and must remain within 4(?) squares of each other if they wish to keep their +50% All Offensive/Defensive Stats bonus. Thus if one dies, the other becomes merely a basic unit, with potentially a decent Planeswalker/Super-Unit(dragon) ability or two.
-15 units
--3 "Hive Organs". Starting the beginning of the game with 3 organs, a Hive Heart, Hive Lung, and Hive Mind. They are completely useless and weak other than their ability to root someplace, growing over a certain amount of turns and becoming a rooted organ. Each organ has a specific upgrade with 3 tiers (for example, heart may give more health to all units, lung will give more movement such as +2 blocks, and mind may boost Magic Or Physical (Can only pick one(?)). The more upgrades each organ creates over so many turns, slowly increases the hives overall power and if not stopped, to a nearly unbeatable overall power.
--1 Aemoth, The Hive Eye (Your PlanesWalker)
--2 Hellgate Guardians (These 2 units, along with your PlanesWalker are extremely powerful units, and take serious consequences if one or all of their Hive Organ's are Slain, along with losing any upgrades.)
--9 "Fiends"(Mind Fiend, Lung Fiend, Heart Fiend), 3 Strength based (quick, slightly beefier), 3 Agility based (dps), 3 Int based (spells). Whenever a specified Fiend(Example 'Heart Fiend') is near it's corresponding Rooted Organ(Example 'Rooted Hive Heart'), it gains a certain bonus for being within 1 or 2 blocks of it's organ(Example +50 health(50 health = 1 'hit'(or hitpoints before death) per attack-dice rolled over your defense dice rolled(anyone who's played hero scape or similar games will understand this))).
![Heroscape05FIRST.png Heroscape05FIRST.png](https://www.hiveworkshop.com/data/attachments/205/205783-a50755d61b5571e70f25e307c91de5bc.jpg)
![Heroscape06Second.png Heroscape06Second.png](https://www.hiveworkshop.com/data/attachments/205/205784-5b198be05d34f735ba6dcdb72c7a813c.jpg)
![Heroscape02.png Heroscape02.png](https://www.hiveworkshop.com/data/attachments/205/205786-0c6c270417939201db6e074bdd929065.jpg)
![Heroscape01.png Heroscape01.png](https://www.hiveworkshop.com/data/attachments/205/205785-6abb4e53884c568948647c9c10b6b061.jpg)
As you can see the Dragon race only has only 7 units:
-7 units
-3 Drake Cultists
-2 Drake Shaman
-1 Zer, Dragon Priest
-1 Zod, The Last Dragon
although it has even less than half of the Hive's army mass, it's unit as far stronger individually, and focus on allowing the Last Dragon to get close enough in order to Nuke it's opponent's each turn. It's counter-part Zer, the Dragon Priest, is bound to this Dragon and must remain within 4(?) squares of each other if they wish to keep their +50% All Offensive/Defensive Stats bonus. Thus if one dies, the other becomes merely a basic unit, with potentially a decent Planeswalker/Super-Unit(dragon) ability or two.
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