suryc
11-20-2005, 11:44 AM
Name: Berserker
HP: 55
Armor: 11
Power: 21
Range: 1
Block: 70%
Movement: 4
Wait: 1
The Berserker is just some really angry and powerful human.
He is a fairly heavy hitter and can take a few as well. He wears next to no armor, but he can really take it. Quite a tank. His atttack range is one, just like a knight.
He is, however, completely insane. Every turn (the player who started with the berserker on his side) he has a 30% chance of switching sides. For example, I start with the berserker. I am bob, my opponant is joe.
Bob - lwards a pyro
joe - shoots at something with his scout
Bob - does something with his berserker
joe - attacks berserker
Bob - At the very beginning of bobs turn, that meat headed berserker switched sides! Bob can't controll him for this current turn. Let's say he does something else.
Joe - Joe can do something with the berserker, most likely attack with it. At the end of joes turn, right after his change direction phase, the berserker is back under bob's controll.
Bob - on this turn, bob can use the berserker (as long as he dosen't switch sides at the beginning of his turn again!)
As you can see, this adds a heavy element of stratagy to the berserker. It is very apperant that it would be very stupid to put him right next to your cleric or witch. It would be best for him to be places far away so his rampages go unviolently.
The berserker is also a very skilled combatent. Every three turns he can (optionally) attack everyone around him (this includes friendly units and diagonals). The attack is unblockable (imagine the berserker simply attacking from behind every time) but is at power 17 (three less then normal). This attack can be done no matter whose control the berserker is under.
There you have it. I was thinking of adding in something like the assasian's bomb, but it seemed overpowered. This is the first unit I have made, so any comments or suggestions will most likely be edited in. Please feel free to leave any.
HP: 55
Armor: 11
Power: 21
Range: 1
Block: 70%
Movement: 4
Wait: 1
The Berserker is just some really angry and powerful human.
He is a fairly heavy hitter and can take a few as well. He wears next to no armor, but he can really take it. Quite a tank. His atttack range is one, just like a knight.
He is, however, completely insane. Every turn (the player who started with the berserker on his side) he has a 30% chance of switching sides. For example, I start with the berserker. I am bob, my opponant is joe.
Bob - lwards a pyro
joe - shoots at something with his scout
Bob - does something with his berserker
joe - attacks berserker
Bob - At the very beginning of bobs turn, that meat headed berserker switched sides! Bob can't controll him for this current turn. Let's say he does something else.
Joe - Joe can do something with the berserker, most likely attack with it. At the end of joes turn, right after his change direction phase, the berserker is back under bob's controll.
Bob - on this turn, bob can use the berserker (as long as he dosen't switch sides at the beginning of his turn again!)
As you can see, this adds a heavy element of stratagy to the berserker. It is very apperant that it would be very stupid to put him right next to your cleric or witch. It would be best for him to be places far away so his rampages go unviolently.
The berserker is also a very skilled combatent. Every three turns he can (optionally) attack everyone around him (this includes friendly units and diagonals). The attack is unblockable (imagine the berserker simply attacking from behind every time) but is at power 17 (three less then normal). This attack can be done no matter whose control the berserker is under.
There you have it. I was thinking of adding in something like the assasian's bomb, but it seemed overpowered. This is the first unit I have made, so any comments or suggestions will most likely be edited in. Please feel free to leave any.