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Ideas for a flawed golem army
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<blockquote data-quote="Deset Gled" data-source="post: 5519681" data-attributes="member: 7808"><p>Slowed - Due to a combination of age and general wear-and-tear, all the old golems act as if the are Slowed. Some of the better conditioned ones may just have a slower move speed.</p><p></p><p>Missing Parts - Some of the old golems literally left parts of their bodies in the architechture. A golem with a missing leg moves at half speed. A golem with a missing arm gets no extra attacks when making a full attack action. Golems with no legs can be carted around the battlefield or used as sentries. Golems with missing heads are not affected, but are generally creepy. Some golems may also have extra building parts embedded in their bodies: A golem with a pillar attached has extended reach.</p><p></p><p>Magic im-immunity - The original buildings were constructed with magical means, so the MrkI golems had to be made with only partial magic immunity. Any transmutation spells affect the golems as they would a normal creature.</p><p></p><p>Bad Communications - Due to issues with mass production, the MrkI golems can only be given a new commands once every 5 (or maybe 10) rounds. Alternative implementation: Giving a command to a golem requires two full-round actions to complete (with a concentration roll required if attacked during this time).</p><p></p><p>Berserk Risk - The MrkI golems are a bit unpredictable. They have a 5% chance of going berserk every time they are given a new command. Use standard rules to get them back under command.</p><p></p><p>Too Passive - For safety reasons, the MrkI golems were made with a lack of aggression. Unlike other golems, they will not attack unless specifically ordered to do so. They will not defend themselves when attacked, and cannot be given orders like "Guard this area". To make a golem attack, it must be commanded to attack a specific target. The golem must be re-commanded to attack every round, or it will stop fighting. Given the background for the golems in the city, I think this one is my favorite.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 5519681, member: 7808"] Slowed - Due to a combination of age and general wear-and-tear, all the old golems act as if the are Slowed. Some of the better conditioned ones may just have a slower move speed. Missing Parts - Some of the old golems literally left parts of their bodies in the architechture. A golem with a missing leg moves at half speed. A golem with a missing arm gets no extra attacks when making a full attack action. Golems with no legs can be carted around the battlefield or used as sentries. Golems with missing heads are not affected, but are generally creepy. Some golems may also have extra building parts embedded in their bodies: A golem with a pillar attached has extended reach. Magic im-immunity - The original buildings were constructed with magical means, so the MrkI golems had to be made with only partial magic immunity. Any transmutation spells affect the golems as they would a normal creature. Bad Communications - Due to issues with mass production, the MrkI golems can only be given a new commands once every 5 (or maybe 10) rounds. Alternative implementation: Giving a command to a golem requires two full-round actions to complete (with a concentration roll required if attacked during this time). Berserk Risk - The MrkI golems are a bit unpredictable. They have a 5% chance of going berserk every time they are given a new command. Use standard rules to get them back under command. Too Passive - For safety reasons, the MrkI golems were made with a lack of aggression. Unlike other golems, they will not attack unless specifically ordered to do so. They will not defend themselves when attacked, and cannot be given orders like "Guard this area". To make a golem attack, it must be commanded to attack a specific target. The golem must be re-commanded to attack every round, or it will stop fighting. Given the background for the golems in the city, I think this one is my favorite. [/QUOTE]
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