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    W5 - Mallekim - conjured minion - brainstorming

    Lord Kai

    Posts : 1611
    Join date : 2013-05-26
    Location : Seattle

    Re: W5 - Mallekim - conjured minion - brainstorming

    Post  Lord Kai on Thu May 18, 2017 8:10 pm

    Simplifying - going to drop the Conjured Controller idea. I really like the concept - but it is too word heavy. This makes him less useful without Bonding but easier to fit into different army builds.

    Unit Name: MALLEKIM
    General: UTGAR
    Species: Djinn
    Type: Unique Hero
    Class: Minion
    Personality: Tormented
    Size: MEDIUM 6
    Points: 80
    Life: 3
    Move: 6
    Range: 5
    Attack: 3
    Defense: 6

    Special Powers
    Instead of attacking, choose a space within 5 spaces of Mallekim that is no more than 10 levels above or below Mallekim's height and roll the 20-sided die. If you roll an 11 or higher, any figure on that space receives 1 wound, and you may chose a small or medium figure within 2 spaces of the chosen space. Place the chosen figure adjacent to that space. Figures moved by Vortex Orb will not take any leaving engagement attacks but they may take falling damage.

    When counting spaces for Mallekim's movement, ignore elevations. Mallekim may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. If Mallekim is engaged when he starts to fly, he will not take any leaving engagement attacks.

    Posts : 1921
    Join date : 2013-05-26

    Re: W5 - Mallekim - conjured minion - brainstorming

    Post  Nomad on Fri Jun 09, 2017 7:21 pm

    Ah, we've worked so hard on the Conjured Controller power and I think we were pretty close. The power really fits the sculpt. Let's not give up yet.

    What about Valkrill as a general? He would be pretty chaotic with the conjured controller power.

      Current date/time is Fri Jul 21, 2017 12:47 pm