PDA

View Full Version : Goblin Fanatic....


Ooker
12-19-2003, 08:19 PM
I'm taking my idea from the Warhammer Fantasy game. The goblin army's got a goblin that's got this huge ball and chain that he spins around, and he just tears through everything....

Image: Green Goblin with tattered cloths of the army's colors.
Hit Points: 35-40
Power: This is where the goblin would be unique...I think he should start out with a high power, but with every hit that he attempts, he gets weaker. Or as the game progresses he gets weaker...cause come on, you can't swing a huge ball and chain forever at the same strength...So I was thinking he would start with a power of 25, and decrease 1 every one of your turns. Or also he could decrease each time he moved or attacked...need some input on that.
Armour: 8-10
Blocking: 40% from the front, 20 from the sides.
Movement: 3
Recovery: 1 maybe?
Attacks: Hits everything around him like the assassin. In warhammer fanatics have a chance to f*ck up and entangle themselves and die...was thinking every attack they make there could be like a 10% chance that they take damage themselves instead of their opponents.

Well, that's all just a thought, doubt it'll actually work out though. Not sure many people would want to take it, but it could be cool...I think...maybe...I'll just shut up, I'm sorry *hangs head*

DisturbedOne
12-20-2003, 02:07 AM
The thing is he really would f*ck things up...but the bad thing is he'd do it to your own troops...if the ball is always swinging then your troop wouldn't be able to walk anywhere near him, and that also poses the question what about your enemys? Do they take damage every turn? do they just take the damage once? I mean there are holes like a mug in there fix those and I'll look again...

Ooker
12-20-2003, 06:15 PM
Hmm...
How about his recovery is two turns...
And let's say he's not always swinging it..
How about he swings the ball, hitting each adjacent unit with an increased chance to hit (how easy is it to block a ball and chain?), then during his first recovery phase the ball slows down mostly, but hits everybody adjacent for 5 points or so, but they would have an increased chance to block it. Then during his second recovery phase the ball stops and no damage is dealt..

He won't move for your own units if he's still swinging the ball. So when there's 1 turn left on the recovery he'll move..

That should clear up some things about it...please post any ideas to change it that you've got.