Lizardman

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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Lizardman

Post by Savra »

Lizardmen:(11)
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Lizardmen murauder:
Desc: A special breed of reptilian warriors who specialize in melee combat, they're able to leap over enemy defences with ease.
Trains: Lizardman conclave, tc
Cost:3
Hp:98 Lizardman regeneration: +5% hp/turn
Atk:24
Act:2
Rng:1
Sight:4
Spd:3 water:1
Arm:0
P.arm:0
Res:30%
Bonuses:
100% throwers
10% infantry

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Lizardmen darter:
Desc: A special breed that uses their keen eyesight and specialized toxins to better hinder their queries advances.
Trains: Lizardman conclave, tc
Cost:3
Hp:72 Lizardman regeneration: +5% hp/turn
Atk:18
Rng:2-6
Sight:6
Spd:3 water:1
Arm:0
P.arm:0
Res:30%
Bonuses:
50% flying
20% un-shielded infantry

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Lizardmen Cuextecatl: (Shielder)
Desc: Specialy breed lizardmen with tough schutes, that aid in deflecting incoming projectiles with ease.
Trains: Lizardman conclave, tc
Cost:3
Hp:116 Lizardman regeneration: +5% hp/turn
Atk:18
Rng:1
Sight:4
Spd:3 water:1
Arm:4
P.arm:4
Res:30%
Bonuses:
200% cavalry

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Komodo rider:
Desc: Lizardmen who use Specialy breed komodo's to harass enemy infantry.
Trains: Lizardman conclave, tc
Cost:4
Hp:120 Lizardman regeneration: +5% hp/turn
Atk:24
Rng:1
Sight:5
Spd:4 water:2
Arm:0
P.arm:0
Res:30%
Bonuses:
50% foot, mechanical siege

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Lizardmen Stalker:
Desc: Lizardmen who pelt their prey from afar the stone tipped javelins, whilst riding atop a Fierce komodo dragon.
Trains: Lizardman conclave, tc
Cost:4
Hp:80 Lizardman regeneration: +5% hp/turn
Atk:18
Rng:4
Sight:5
Spd:4 water:2
Arm:0
P.arm:0
Res:30%
Bonuses:
20% un-shielded infantry

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Lizardmen headhunter: (skirmisher)
Desc: Specialy breed lizardmen who are well equipt to take out archers. Their camelinic skin allows them to turn temporarily invisible.
Trains: Lizardman conclave, tc
Cost:4
Hp:70 Lizardman regeneration: +5% hp/turn
Atk:14
Act:2
Rng:3
Sight:4
Spd:3 water:1
R.Dge:15%
Arm:0
P.arm:6
Res:30%
Bonuses:
200% archers

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Lizardmen Savage: (mace men unit)
Desc: Lizardmen who use heavy wooden clubs to help dispatch of particularly armoured infantry.
Trains: Lizardman conclave, tc
Cost:3
Hp:100 Lizardman regeneration: +5% hp/turn
Atk:30
Rng:1
Sight:4
Spd:3 water:1
Arm:0
P.arm:0
Res:30%
Bonuses:
100% buildings, throwers, siege machines, ships
400% buildings
800% fortifications

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Lizardmen Hunter: (archer)
Desc: Lizardmen who have mastered the bow, they excel at shooting down Arial prey as well as infantry from a considerable distance.
Trains: Lizardman conclave, tc
Cost:4
Hp:80 Lizardman regeneration: +5% hp/turn
Atk:21
Rng:2-6
Sight:6
Spd:3 water:1
Arm:0
P.arm:0
Res:30%
Bonuses:
50% flying
20% un-shielded infantry

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Lizardmen Huitznahuatl: (support)
Desc: Lizardmen who use a special kind of mojo to aid their allies in battle as well as keep fallen gods at Bay.
Trains: Lizardman conclave, tc
Cost:4
Hp:54 Lizardman regeneration: +5% hp/turn
Atk:16
Rng:1
S.rng:4
S.poss:30%
Sight:4 can see invisible
Spd:3 water:1
Arm:0
P.arm:0
Res:50%
Bonuses:
Abilities:
Reptilian regeneration: +5% regeneration per turn for 3 turns.
Magic missile:
Poison mist: aoe poison attack
Disenchant


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Salamander Fireslinger:
Desc: Reptiles who've adapted to the flame and love setting things ablaze.
Trains: Lizardman conclave, tc
Cost: 3
Hp:46
Atk:18 burning weapon
Rng:3
Sight:4
Spd:3
Arm:0
P.arm:0
Res:30%
Bonuses:
50% ships, mechanical, transports
200% trolls
75% plants

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Lizardmen tlahuiztli: (sergent like unit)
Desc: Those Lizardmen who own many slaves, as well as fought many battles. They are an inspiration to their lower kin.
Trains: Lizardman conclave, tc
Cost:5
Hp:120 Lizardman regeneration: +5% hp/turn
Atk:22
Rng:1
A.rng:4
Sight:4
Spd:3 water:1
Arm:2
P.arm:2
Res:50%
Bonuses:
200% cavalry
20% giants
Aura's:
Apex hunters: +1 speed to foot units, +3 attack to all
Last edited by Savra on Wed Jan 13, 2021 1:56 pm, edited 3 times in total.
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Lizardman

Post by makazuwr32 »

We do not have right now anti-infantry infantry melee units thus mace lizard is no different for now from others unless you want to make it as melee siege (like orc crusher).
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardman

Post by Savra »

It will just get bonuses to infantry for now, or to shielded units.
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Lizardman

Post by makazuwr32 »

I'd like to not give such bonuses for now.
Not until other races would get similar units.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardman

Post by Savra »

Well, then we can just settle for it just having higher attack then for now.
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Lizardman

Post by makazuwr32 »

Or giving him orc crusher or dwarven hammer warrior bonuses.
I am fine with both variants.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
AoF Dev Co-Leader
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User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardman

Post by Savra »

I guess for now we could do that.
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardman

Post by Savra »

More units to come btw.
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Lizardman

Post by Savra »

Updated.
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