cuckoo
07-04-2005, 12:37 AM
A hideous grin broke out about Gelder's pitted face as stared hungrily at the oppositon, like a wolf surveying lambs. He licked his cracked lips as he meticulously lowered his oversized sword until it pointed directly at the nearest enemies throat. He broke into a swoft trot. Small rocks and dirt flew up around him as his plate-armoured body gained momentum; in a few seconds, he was thundering across the field like a runaway tank. Wind whipping at his face, Gelder roared with the shear power being released. His marked man, weak, terrified, pathetic, could only stare, rooted with horror, as Gelder drew closer. Gelder frowned as something plucked at his foot. In a split second, he was hurtling through the air, all three-hundred pounds of behemoth smashing into the earth.
His shiny, just-waxed armour now caked with mud and other bits and ends, Gelder struggled to his feet. Behind stood a simple trap: two stakes driven into the ground and strung with tough cord. A humanoid shadow caught Gelder's attention as it flickered behind a boulder. Setting his teeth, he lumbered over, determined to give the booby-trapper a taste of deadly steel. Yet when he got to the boulder, all Gelder had to accompany him was a mocking laugh, fading into the distance...
There are some who slink across the battlefield, not to fight or but to sabotage. Setting traps, tripping up enemies, these silent infiltrators flit unseen through enemy positions, a proverbial thorn in the foot.
Espionagist
Hitpoints: 33
Armour: 5%
Blocking: 35% (18%)
Movement: 4 (semi-teleport: can move past enemy troops as well as friendly)
Recovery: 2
Attack: Focus (cast on self)
Special Abilities:
Invisibility
The Espionagist starts life invisible to your opponent (you can see him as a dim shadow). Any attacks that hit the square the Espionagist is on still affect him as normal (Furgons can't grow shrubs on a square an Espionagist is on). If the Espionagist is hit or affected by any sort of attack, or if a unit attempts to move directly onto or next to the square the Espionagist is on, the Espionagist is reveled to all. If a unit tries to move onto the Espionagist's square, it moves back to it's starting square and may not move again for that turn. If an enemy unit is ever right next to the Espionagist,
for xxx
an xox x=square the enemy unit must be on o=Espionagist
eg: xxx
Then the Espionagist is visible to all.
If the Espionagist is revealed, it may go invisible again. It uses it's attack mentioned above, and goes into focus for one turn. If it is still focusing at the start of your next turn, it goes invisible (that does not mean you have to use the Espionagist though, you can simply let him sit there if you like).
Booby traps :
So by now you're probably getting bored and wondering what exactly this unit can actually do to help your side. Well, the Espionagist can also set a variety of booby traps to "trip" your opponent up. The range for setting these units is one (the same as a knight's).
Spike trap : A number of wooden stakes set sharp-side up. Any unit that walks over the spikes takes fifteen unblockable damage.
Jawed trap : Unlike the more modern steel jawed traps, these simply but annoyingly efficient traps of springs and sticks pop up, catching feet,and impeding movement.
xoxbad x= empty square o=unit, b= booby trap, d= square that o was supposed to go to, a= square o ends up in. Note that if square a is occupied, unit o stops at the booby trap square.
Any unit the jawed trap catches, has it's movement slowed by one until it gets it off (use the chart above for reference). The jawed trap has twelve health and, in order to get it off, the unit must attack itself. However, any overkill damage is done to the unit itself. eg: a knight attacks itself to rid itself of the jawed trap. The trap has 12 hits when, subtracted from 22 means the knight hits itself with a strength 10 unblockable attack. If the unit has no strength, you will need another unit that has some to attack it.
Rope trap : A rope tied to two stakes, sure to annoy all that are tripped up by it!
The rope trap is simple. If a unit walks over it, it must end it's movement phase on the square containing the rope trap.
Note:
-All traps take have 12 hitpoints. They take damage like any other unit, but cannot be healed. If a trap is damaged, it becomes visible.
-Once a trap has been set off, the square it was set on is now empty.
-Traps are invisible to both you and your opponent. The only one who can see them is the Espionagist that set it off. If possible, he will avoid stepping on one.
-The Espionagist does not count as an endgame unit (that would be far too frustrating).
So there you have it, my very long winded unit, the first I have made in quite a while. All questions, comments, queries, recomendations, flamings, and such welcomed (well, maybe not the flaming).
As for the story, it is but another of those little things I feel like writing every now and then. Reading it is optional but welcomed.
His shiny, just-waxed armour now caked with mud and other bits and ends, Gelder struggled to his feet. Behind stood a simple trap: two stakes driven into the ground and strung with tough cord. A humanoid shadow caught Gelder's attention as it flickered behind a boulder. Setting his teeth, he lumbered over, determined to give the booby-trapper a taste of deadly steel. Yet when he got to the boulder, all Gelder had to accompany him was a mocking laugh, fading into the distance...
There are some who slink across the battlefield, not to fight or but to sabotage. Setting traps, tripping up enemies, these silent infiltrators flit unseen through enemy positions, a proverbial thorn in the foot.
Espionagist
Hitpoints: 33
Armour: 5%
Blocking: 35% (18%)
Movement: 4 (semi-teleport: can move past enemy troops as well as friendly)
Recovery: 2
Attack: Focus (cast on self)
Special Abilities:
Invisibility
The Espionagist starts life invisible to your opponent (you can see him as a dim shadow). Any attacks that hit the square the Espionagist is on still affect him as normal (Furgons can't grow shrubs on a square an Espionagist is on). If the Espionagist is hit or affected by any sort of attack, or if a unit attempts to move directly onto or next to the square the Espionagist is on, the Espionagist is reveled to all. If a unit tries to move onto the Espionagist's square, it moves back to it's starting square and may not move again for that turn. If an enemy unit is ever right next to the Espionagist,
for xxx
an xox x=square the enemy unit must be on o=Espionagist
eg: xxx
Then the Espionagist is visible to all.
If the Espionagist is revealed, it may go invisible again. It uses it's attack mentioned above, and goes into focus for one turn. If it is still focusing at the start of your next turn, it goes invisible (that does not mean you have to use the Espionagist though, you can simply let him sit there if you like).
Booby traps :
So by now you're probably getting bored and wondering what exactly this unit can actually do to help your side. Well, the Espionagist can also set a variety of booby traps to "trip" your opponent up. The range for setting these units is one (the same as a knight's).
Spike trap : A number of wooden stakes set sharp-side up. Any unit that walks over the spikes takes fifteen unblockable damage.
Jawed trap : Unlike the more modern steel jawed traps, these simply but annoyingly efficient traps of springs and sticks pop up, catching feet,and impeding movement.
xoxbad x= empty square o=unit, b= booby trap, d= square that o was supposed to go to, a= square o ends up in. Note that if square a is occupied, unit o stops at the booby trap square.
Any unit the jawed trap catches, has it's movement slowed by one until it gets it off (use the chart above for reference). The jawed trap has twelve health and, in order to get it off, the unit must attack itself. However, any overkill damage is done to the unit itself. eg: a knight attacks itself to rid itself of the jawed trap. The trap has 12 hits when, subtracted from 22 means the knight hits itself with a strength 10 unblockable attack. If the unit has no strength, you will need another unit that has some to attack it.
Rope trap : A rope tied to two stakes, sure to annoy all that are tripped up by it!
The rope trap is simple. If a unit walks over it, it must end it's movement phase on the square containing the rope trap.
Note:
-All traps take have 12 hitpoints. They take damage like any other unit, but cannot be healed. If a trap is damaged, it becomes visible.
-Once a trap has been set off, the square it was set on is now empty.
-Traps are invisible to both you and your opponent. The only one who can see them is the Espionagist that set it off. If possible, he will avoid stepping on one.
-The Espionagist does not count as an endgame unit (that would be far too frustrating).
So there you have it, my very long winded unit, the first I have made in quite a while. All questions, comments, queries, recomendations, flamings, and such welcomed (well, maybe not the flaming).
As for the story, it is but another of those little things I feel like writing every now and then. Reading it is optional but welcomed.