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Unit Abilities
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A unitís ability can turn any situation in your favor if used at the right time.
About this creation




-Unit Ability icons are made of 2 parts- a 6X6 stud emblem, and the cooldown timer to the right of that.


-The Ability Icon and cooldown timer are placed on the lower left portion of a unitís Profile card and Battle card, as seen below.


-Units enter the field with their units' Abilities fully charged and ready to use.
-Each transparent yellow mark in the cooldown timer bar represents one turn, thus the total number of marks tells you the number of turns before you can use it again. When an ability is active, it lasts for your current turn and your opponentsí next turn. Once it comes back around to your turn again, the ability is deactivated and begins recharging.
-When an ability is in use, Itís status color at the top of the recharge meeter should be transparent green, and if it effects any stats on that unit or an opponentís unit, the stat buffs or debuffs should be posted next to the appropriate stat on the appropriate unitís battle card. When it is standing by or ready to use, itís status color should be transparent yellow. When it is recharging, it should be transparent white, and all the marks on the cooldown timer should be transparent white, accept for the bottom most one, which should be transparent yellow, signifying it has recharged one turn since use. After another turn, one mark should be changed to transparent yellow again, showing that the ability has recharged 1 more turn. Continue this pattern until it has recharged fully. NOTE: YOU MUST WAIT THE APPROPRIATE AMMOUNT OF TURNS BEFORE USING AN ABILITY. That means that there will be 1 turn before you can use it again where the ability cooldown timer is full, but you cannot use it.




-Abilities with no cooldown timer are passive and are always in effect.
-Abilities are colored to match which stat they most effect. Red abilities effect attack, yellow effect range, blue (dark azur in the color pallette in LDD) effect health/armor, and green effect movement.
Now, on to the abilities! More will surely be added, so check here frequently for more or post your own ideas!

Attack-based Abilities:

Moar Gunz (Extra Weapons):

Type:Passive
Effect: Allows the unit to support one extra weapon system.
Allowed Unit Classes: All

AP Rounds:


Type: Active
Recharge time: 5 turns
Effect: Unit receives +2 attack for 1 turn.
Allowed Unit Classes: All

AA Weapons (Anti-Aircraft):


Type: Passive
Effect: Unit gains the ability to shoot air units, however cannot fire upon other ground units.
Allowed Unit Classes: AA, Special

Range-based Abilities:

Long Range:


Type: Passive
Effect: Unit receives +2 bonus pins (all points go to the range stat), but the unit cannot attack and move in the same turn.
Allowed Unit Classes: Light Artillery, Heavy Artillery, Special

Snipe Attack:


Type: Active
Recharge Time: 5 turns
Effect: Unit receives +2 range for 1 turn
Allowed Unit Classes: All

Vantage Point:


Type: Passive
Effect: Unit can shoot at enemies on the plateau above them
Allowed Unit Classes: All
Note: Enemies cannot be fired on if they are 2 or more levels above the unit.

Defence-based Abilities:

Active Camouflage:


Type: Active
Recharge Time: 5 turns
Effect: Unit is undetectable by your opponent for 1 turn (cannot be attacked for 1 turn), but also cannot attack.
Allowed Unit Classes: All
Notes: The best way to represent unit stealth is to leave a transparent clone of the unit at itís last known location, then simply post 2 turnís worth of movement for that unit in 1 turn.


Reactive Armor:


Type: Active
Recharge Time: 3 turns
Effect: Unit takes half damage for 1 turn (rounded up if odd number of damage)
Allowed Unit Classes: All

Extra Armor Plating:


Type: Passive
Effect: Unit receives 1 Bonus Pin, and all bonus points must be allocated to armor.
Available Unit Classes: All

Movement-based Abilities:

Flight:


Type: Passive
Effect: Unit is flying, so is not hindered by any type of terrain
Allowed Unit Classes: Gunship, Heavy Gunship, Special
Note: units should be 10 bricks high off the ground from their placer block


Turbo-boost:


Type: Active
Recharge Time: 3 turns
Effect: Unit Receives +2 movement for 1 turn.
Allowed Unit Classes: All

Jump Jets:


Type: Active
Recharge Time: 2 Turns
Effect: Unit can jump up to a plateau without using a ramp.
Available Unit Classes: All ground units
Note: Unit must be as close as possible to the plateau ledge, and only gets a max of 3 movement.

Command-based Abilities:

A.I. Operated:


Type: Passive
Effect: Unit's Command Resource cost is reduced by 2, but the unit cannot gain victory pins.

Now go set up your Abilities on your unit Profile and Battle cards!


Building instructions
Download building instructions (LEGO Digital Designer)

Comments

 I like it 
  May 31, 2011
AL=ll ground units? What's 'AL=ll'?
 I made it 
  May 19, 2011
Quoting Andrew (bioengineerer9179) You forgot to update the file. :7 Problem?
Seams to be working fine for me, try it again
 I like it 
  May 19, 2011
You forgot to update the file. :7 Problem?
 
By CBMC Chunkblaster
Add to my favorite builders

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Added May 17, 2011
 


LEGO models my own creation MOCpages toys shop Unit Abilities


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