Cardplayer89
09-02-2005, 10:26 PM
The bloodstained ground of an empty battlefield is often a desolate, empty place, of which animals and plants tend to avoid. From the pools of blood, however, spawns a plant unlike any other, one that wraps around dead bodies and feeds from their flesh. This plant grows to enormous proportions, both in area and depth. While almost completely harmless, this plant does seem to have a strange affinity for wrapping around living bodies that wander into it's midst...
Battle Field Creeper (Plant)
Anatomy of Battle Field Creeper: The root colony occupies one square throughout the battle. However, when a unit dies, where that unit once stood, a small patch of "vines" appear. These vines are actually the roots of the colony.
Maximum Number per Army: Unlimited, although more than 1 per army is wasteful, as the effects do not stack.
HP: 65
Armor: 0
Blocking: 0%
Recovery: 6/Not Applicable
Range: Entire board
Power: 4
Movement: 0
Special Abilities:
Bloody Growth- When any unit dies for any reason, that square instantly becomes occupied with a patch of vine-like roots. If both players have a Creeper, only one patch forms, but both players have the option to force it to grow every 6 turns (recovery is applied to roots only). The roots can then be made to spread outward to each touching square.
EX1:
Player B kills one unit of Player A's. (Player A has the Creeper)
XXX
XOX X=Rootless Square
XXX O=Roots that spawned where A's unit died
Player A goes, B goes, A goes, B goes, A goes, B goes. Player A uses the attack function on the roots.
OOO
OOO
OOO
Then, 6 turns later, it can be made to grow into a 5x5 square, etc.
EX2: Player B kills one unit of Player A's. (Player A and B have the Creeper)
XXX
XOX X=Rootless Square
XXX O=Roots that spawned where A's unit died
Player A goes, B goes, A goes, B goes, A goes, B goes, A goes. Player B uses the attack function on the roots.
OOO
OOO
OOO
6 turns later, Player A can force it to grow. If they don't, Player B then has the option.
Each rooted square, when made to attack, grows out to form a 3x3 square.
If 2 squares are adjacent (not diagonal), they count as a cluster, and
making one grow makes the other grow as well. The roots are not stackable,
therefore, growing over the same square 2 times or more has no extra effects.
These roots may only be destroyed by: Pyromancer, DSM, DMW, LW, Wisp, and Mud-Quake. One hit is required per square, unstruck squares will continue to live. The roots CAN grow back into squares where the roots were burned out of, and killing the original root does NOT kill the cluster formed. Killing a root does 5 damage to the colony per root killed. These roots slow units down by making each square equivalent to 1 and 1/2 sqaures. I.E. A Knight could only travel 2 squares instead of 3. This only affects units who are not capable of Teleportation. However, if a unit with Teleportation attempts to move from a rooted area, 1 square of movement is lost due to the root's tendency to grasp the units on their way up/down. Also, any unit who starts or stops on roots has 4 damage inflicted (amor applied) per turn.
EX: Player A moves a Scout from a non-rooted area to a rooted area. The Scout attacks, changes direction, and then has 4 damage inflicted. Player B goes, A goes, and the Scout has 4 damage inflicted. Player B goes, Player A goes, and the Scout has 4 damage inflicted. Player B goes, and now Player A can either move back out of the vines, where the Scout will be damaged by 4 and then allowed to attack; attack and then move out, where he will have 4 damage inflicted at the end; or attack and not move at all, where he will have 4 damage inflicted at the end.
Damage is done to both friend and foe, and is unblockable. Yes, this is an end-game unit, as it does inflict damage, and can be killed by both Melee and Magic units relatively easily.
Strategy: Good for slowing down enemy agressions and tight formations, as killing a unit will lead to roots growing in the middle of any formation. Good as a Turtle buster because it forces Turtles to break apart to avoid the (minimal) damage. Good for breaking apart rushes as it slows movement and inflicts small amounts of damage over time, picking apart the mages and such. Since the growth is controllable, having roots form in the middle of a Turtle is not killer, although annoying (unless your opponent has a Creeper as well).
Battle Field Creeper (Plant)
Anatomy of Battle Field Creeper: The root colony occupies one square throughout the battle. However, when a unit dies, where that unit once stood, a small patch of "vines" appear. These vines are actually the roots of the colony.
Maximum Number per Army: Unlimited, although more than 1 per army is wasteful, as the effects do not stack.
HP: 65
Armor: 0
Blocking: 0%
Recovery: 6/Not Applicable
Range: Entire board
Power: 4
Movement: 0
Special Abilities:
Bloody Growth- When any unit dies for any reason, that square instantly becomes occupied with a patch of vine-like roots. If both players have a Creeper, only one patch forms, but both players have the option to force it to grow every 6 turns (recovery is applied to roots only). The roots can then be made to spread outward to each touching square.
EX1:
Player B kills one unit of Player A's. (Player A has the Creeper)
XXX
XOX X=Rootless Square
XXX O=Roots that spawned where A's unit died
Player A goes, B goes, A goes, B goes, A goes, B goes. Player A uses the attack function on the roots.
OOO
OOO
OOO
Then, 6 turns later, it can be made to grow into a 5x5 square, etc.
EX2: Player B kills one unit of Player A's. (Player A and B have the Creeper)
XXX
XOX X=Rootless Square
XXX O=Roots that spawned where A's unit died
Player A goes, B goes, A goes, B goes, A goes, B goes, A goes. Player B uses the attack function on the roots.
OOO
OOO
OOO
6 turns later, Player A can force it to grow. If they don't, Player B then has the option.
Each rooted square, when made to attack, grows out to form a 3x3 square.
If 2 squares are adjacent (not diagonal), they count as a cluster, and
making one grow makes the other grow as well. The roots are not stackable,
therefore, growing over the same square 2 times or more has no extra effects.
These roots may only be destroyed by: Pyromancer, DSM, DMW, LW, Wisp, and Mud-Quake. One hit is required per square, unstruck squares will continue to live. The roots CAN grow back into squares where the roots were burned out of, and killing the original root does NOT kill the cluster formed. Killing a root does 5 damage to the colony per root killed. These roots slow units down by making each square equivalent to 1 and 1/2 sqaures. I.E. A Knight could only travel 2 squares instead of 3. This only affects units who are not capable of Teleportation. However, if a unit with Teleportation attempts to move from a rooted area, 1 square of movement is lost due to the root's tendency to grasp the units on their way up/down. Also, any unit who starts or stops on roots has 4 damage inflicted (amor applied) per turn.
EX: Player A moves a Scout from a non-rooted area to a rooted area. The Scout attacks, changes direction, and then has 4 damage inflicted. Player B goes, A goes, and the Scout has 4 damage inflicted. Player B goes, Player A goes, and the Scout has 4 damage inflicted. Player B goes, and now Player A can either move back out of the vines, where the Scout will be damaged by 4 and then allowed to attack; attack and then move out, where he will have 4 damage inflicted at the end; or attack and not move at all, where he will have 4 damage inflicted at the end.
Damage is done to both friend and foe, and is unblockable. Yes, this is an end-game unit, as it does inflict damage, and can be killed by both Melee and Magic units relatively easily.
Strategy: Good for slowing down enemy agressions and tight formations, as killing a unit will lead to roots growing in the middle of any formation. Good as a Turtle buster because it forces Turtles to break apart to avoid the (minimal) damage. Good for breaking apart rushes as it slows movement and inflicts small amounts of damage over time, picking apart the mages and such. Since the growth is controllable, having roots form in the middle of a Turtle is not killer, although annoying (unless your opponent has a Creeper as well).