Nicodemus
12-08-2004, 06:38 AM
Okay, Idea No 2
Unit Name - Gutter Runner
Unit Type - Beast Warrior
Hit Points - 40
Movement Range - 5
Power - 17
Revovery Time - 1
Armour - 10%
Attack Pattern - http://img61.exs.cx/img61/3073/d7-1SquareAttack.jpg
Movement Pattern - http://img19.exs.cx/img19/5659/5movement3rs.gif
Blocking - 60% Front, 30% Side
Special Rules -
Extreme Cowardice - While a formidable warrior, the Gutter Runner is a timid creature, scared of most opponents. To represent this, after each attack aimed at the runner, whether blocked or not, the runner will run 1 square directly away from the striking opponent. This will also apply to magic spells. If direction is not certain, runs away from the nearest enemy, and if by a wall will move along the wall. If it is going to retreat into friends or enemies, will just face away. The unit will be facing away from the enemy, so secondary attacks are easier. Because of this, the runner will take damage quickly. In the case of attacks not meant to cause damage (paralysis, barrier ward), the runner will not retreat. From the Poison Wisps poison, however, he will only take the initial damage, as he will move out of this.
Easy to Heal - The Gutter Runner's Physiology, however, allows easier healing, and therefore recovers an extra 50% from healing (Recovers 18hp instead of 12hp)
Poisoned Weapons - While physical strength is low, the Gutter Runner uses a virulent poison, ignoring armour
Tactics - Extremely quick, and excels at taking out units with thick armour
How about this one ;)
Unit Name - Gutter Runner
Unit Type - Beast Warrior
Hit Points - 40
Movement Range - 5
Power - 17
Revovery Time - 1
Armour - 10%
Attack Pattern - http://img61.exs.cx/img61/3073/d7-1SquareAttack.jpg
Movement Pattern - http://img19.exs.cx/img19/5659/5movement3rs.gif
Blocking - 60% Front, 30% Side
Special Rules -
Extreme Cowardice - While a formidable warrior, the Gutter Runner is a timid creature, scared of most opponents. To represent this, after each attack aimed at the runner, whether blocked or not, the runner will run 1 square directly away from the striking opponent. This will also apply to magic spells. If direction is not certain, runs away from the nearest enemy, and if by a wall will move along the wall. If it is going to retreat into friends or enemies, will just face away. The unit will be facing away from the enemy, so secondary attacks are easier. Because of this, the runner will take damage quickly. In the case of attacks not meant to cause damage (paralysis, barrier ward), the runner will not retreat. From the Poison Wisps poison, however, he will only take the initial damage, as he will move out of this.
Easy to Heal - The Gutter Runner's Physiology, however, allows easier healing, and therefore recovers an extra 50% from healing (Recovers 18hp instead of 12hp)
Poisoned Weapons - While physical strength is low, the Gutter Runner uses a virulent poison, ignoring armour
Tactics - Extremely quick, and excels at taking out units with thick armour
How about this one ;)