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PostPosted: Tue Mar 12, 2013 11:20 pm
by Ozserf
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Re: [LIST] Complete VW Race Ideas

PostPosted: Tue Mar 12, 2013 11:39 pm
by Tensegravz
Hey bro i got an idea for Name and bonus !! pm me :P

Re: [LIST] Complete VW Race Ideas

PostPosted: Wed Mar 13, 2013 11:32 pm
by Vortex_Master
A very convenient list. (Rety on Dwarves should be ready...)

Re: [LIST] Complete VW Race Ideas

PostPosted: Thu Apr 18, 2013 3:43 am
by Ratburntro44
Manipulators:
They can talk their way out of any situation, 4% chance of loss being overturned

Fugitives:
They escaped the police, and they can escape anyone, 4% chance of units lost going into storage (so you don't actually lose the units, but you can't attack again immediately)

viewtopic.php?f=8&t=3716

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PostPosted: Tue Apr 23, 2013 12:58 am
by Ozserf
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Re: [LIST] Complete VW Race Ideas

PostPosted: Sat May 11, 2013 4:24 am
by k999999999
i love the k - 9's race

Re: [LIST] Complete VW Race Ideas

PostPosted: Sat May 11, 2013 5:37 pm
by calleharnemark
Here is a new race idea. Smugglers.
Smugglers benefit from what they can take and have better chance of surviving when dropping off cargo.
Bonus: 10%spawn each turn they conquer more than 5 regions.
Or/+Region with defense boost gets 15% def after losing defense boost but regions survives.

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PostPosted: Sat May 11, 2013 9:38 pm
by Ozserf
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Re: [LIST] Complete VW Race Ideas

PostPosted: Tue Jun 11, 2013 10:33 pm
by Ratburntro44
Diviners - Get to advantageous boost result
After the result of a battle with a boost is decided by the last roll, the best roll for the person with this race takes effect. There is no effect if both players have this race. (this only matters in attrition and hardcore)

viewtopic.php?f=8&t=3853

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PostPosted: Tue Jun 11, 2013 10:36 pm
by Ozserf
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