Skeletons - 6/10: 1 Normal Dice; Nearly-Guaranteed to Complete
Fel Bats - 2/8: Rush 1 Die; Most of the time Completes
Golems - 1/9 Rush 1 Die
8 Dice that can be used for Two Designs and Two Revisions
Here's the logic and strategy here, if we only spend three dice on projects for this turn than we can do another design and its not that vital to complete the Excavation Pit and allow auto-progress to trinkle in until we complete it. With this plan, we can do two design, one that utilizes our Special Corpses for instance which we don't have. The revisions can be used for the additional protection of Hand Shields and improving the lethality of the Bats against the undead.
So your fearing the rushing dice?, let me tell you its not that bad, its a 67% we don't get penalize with each roll, and what happens is a bug or worse of efficacy can applied latter to the design if we fail the 1/3 chance of three rolls, with a revision dice; the power of two designs this turn and completing our projects is very
valuable and will give us a great upside as we can deploy more variety of units against the enemy. Also the Death Knights are military leaders and improve the thinking of the undead, and it could very possibly stack with the previous design for even more logistical and tactical undead!
Death Knights: When a paladin or holy warrior falls from grace that dies without seeking atonement, dark powers such as necromantic weaving can transform the once-mortal knight into a devastating undead creature of darkness. A death knight is mostly a skeleton warrior with some zombified flesh, that is often cladded in full plate. Beneath its helmet, one can see the death knight’s skull with malevolent pinpoints of light burning through its sockets.
However still, the body of a powerful warrior and leader of men in life, a death knight has been resurrected with powerful spellweaves, that is only achievable by master necromancers. The Death knight, created from a Paladin or other forms of holy warriors , maintains much of the power that they had in life, along with a fallen hero’s mind that has not dulled an inch.
In combat and war the death knight is a frontline commander and the spear of the dead, capable of controlling undead with more finesse then even a necromantic apprentice as well as martial prowess, due to more skill and hatred of the Light for their own death and purpose providing a powerful sympathetic bond. When under the command of a death knight, the knight is a powerful marshal for undead constructs and they can even fight more intelligently then what is expected out of them. A death knight’s first position is as a front-line commander, taking advantage of the knowledge that it had learned in live of solemnity and pursuit of the Light with a mind that has not dulled, but it is still a fearsome combantants against foes alike. Death knights are commonly cladded in suits of plate in pure steel, wielding heavy arbalests and two-handed swords that provide power and versatility. In place of those items, a death knight will wear whatever the heaviest armor is available and use the largest melee weapon that they can, so as too take advantage of their untiring nature. Their reanimated bodies posses much of the power they did in life, and even without armour are much more durable then a regular undead could hope to match, capable of turning aside piercing and bashing damage with nothing but their bare body.
Image Depiction
Minotaur Skeleton:
Minotaurs are often a more exotic corpse to raise from its skeletal remains and remove the remaining bits of flesh with necromantic weave, but they are still threatening opponents even as their poor imitations of themselves previously. The force of necromantic weaving on a minotaur requires more direction and energy to allow it to raise, it adheres to their joint to joint and reassembling their broken and dismantled limbs. The weaving motivates the skeleton of a minotaur to move and think in a rudimentary fashion still being a imitation of the way minotaurs previously in life of being challenging and surviving in labyrinths. The reasoning of a minotaurs is because of their large frame of usually around a nine-feeted figure with giant prodding horns on each side and the horrible misfigured skull of a cow atop a skeletal chest; they are capable of fast charges and the goring with their skull horns and able to wield the heftiest of weapons for humans with just a hand, the weapon fitted for a minotaur with two hands is even more devastating in its swing than a greatsword with more arm strength and length being utilized. When not being commanded the minotaurs resorts back to some of its habitual and rudimentary behaviors, whether its prodding around or eating the corpses of the fallen.
Trust me here, this is how we get advantage over our opponet's by doing another design this turn which will allow us to further our growth, and than we still have an effective army since the Skeletons and Fel Bats will be done and the Skellies will have Pikes and Shields and even possibly the Golems can be completed aswell
Projects:
Investment Plan A: (4) Failbird, D7, Urist Mc Dwarf, Crazyabe\
Investment Plan B: (1) SC
Design:
Problem-Solver's Spellweave: (5) D7, Failbird, Urist Mc Dwarf, Crazyabe, SC
Death Knights: (1) SC
Dice Spent:
9: (1) SC