Water Bender
Cost: 50 Minerals/150 Gas
Build Time: 4
Supply: 2
HP: 80
Weapon: 20+2
Range: 1
Armor: 1
Move: 2
Small Detector Biological
Cargo Size: 2
Requires Academy, Produced at Barracks
Upgrades
Tornado Form (Academy)
Cost: 50 Minerals/50 Gas/4 turns
+2 move
Abilities:
Starts with 75 Energy and gains 5 Energy per turn.
Ice Storm
75 Energy
Deals 25 damage vs each unit in target Hex. Targets Adjacent Hex.
Frozen Armor
25 Energy
Target unit permanently gains +2 Armor and +30 bonus Hit Points.
Mist Form
Research Cost: 50 Minerals/50 Gas/4 turns
Energy Cost: 100
For the next 5 rounds Water Bender takes half damage when being attacked.
Extract Water Elemental
Research Cost: 50 Minerals/50 Gas/4 turns
Energy Cost: 150
Kills an enemy Ground Unit and Creates a Water Elemental under your control.
Water Elemental
HP: 100
Armor: 1
Weapon: 10+1
Range: 1
Move: 2
Medium
For some context, here is the basic Minerals-only Infantry Unit in the game and the flamer unit in the game.
Commando
Cost: 50 Minerals/0 Gas
Build Time: 3
Supply: 1
HP: 50
Weapon: 8+1
Range: 1
Move: 2
Small Biological
Cargo Size: 1
Requires Barracks
Upgrades:
Bionic Implants:
Cost: 50 Minerals/50 Gas/4 turns (Machine Shop)
+1 move.
Three Round Burst
Cost: 50 Minerals/50 Gas/4 turns (Machine Shop)
Cool Down: 3 turns
Deals damage 3 times in one turn to a single target.
Vote whether Water Bender is too strong or just fine.
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What Girls & Guys Said
Opinion
1Opinion
I think you are probably having a lot of fun with this and that's good, however, I doubt that anybody else will want to play this given the level of complexity and detail involved. Just trying to read it feels like too much work.
It's not that much harder than Axis and Allies or BattleTech, although I admit I've been playing StarCraft and WarCraft for over 26 years, so maybe I'm just different.
I mean, the BattleTech rules book is over 200 pages long and 12-year-olds play that game and War Hammer at the local game shops.
Right now, my rules book is only 21 pages long, and I'm almost done with it.
Also, the complete rules book for Magic: The Gathering has mushroomed to I think over 100 pages, and again there are 12-year-olds who have the entire rule book memorized along with all the relevant errata rulings.
Here is the unit which hard counters Water Benders and other Benders.
Vosk
Cost: 125/100
Build Time: 4
Supply: 2
HP: 100
Armor: 1
Weapon 1 (Ground Only): 10+1, 20+2 vs Elemental
Range: Melee
Move: 3
Small Biological Ethereal
Trains at Planar Rift
Abilities:
Spell Immunity:
Vosks cannot be damaged by any spells or spell-like abilities.
Etherealness:
Vosks cannot be hit by Physical Attacks. Attacks which may hit Vosks are as follows:
-Hell Hound basic weapon and abilities.
-Aerospace Fighter basic weapon.
-Aerospace Destroyer basic weapon.
-Nuclear Missiles.
-Plasma Gunner basic weapon.
Energy Burn:
When Vosk lands a hit against an enemy unit which has at least 1 point of remaining Energy, that unit loses up to 15 Energy. For each point of Energy lost this way, that unit takes another 1 point of damage.
Elemental Despair (Planar Rift)
Research Cost: 50 Minerals/50 Gas/4 turns
Cool Down: 5 turns
Target Elemental unit falls prone and can take no actions except to lament his or her own existence for the next 2 rounds. This ability may be used as a Free Action.
Note: Their power is beyond Magical.
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