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AlabamaBoy
02-16-2006, 11:05 AM
The apothicary would have high strategic potential. While in game the apothicary would give all friendle units a stat health boost of one. For example a scout would have a total health of 41 and could nopt be killed imediatly by two knight hits, the cleric would, after one heal not fall victem to another scout hit and die. Thus leaving both of these units with a remainder of 1 so that the user of the apothicary has time to fall back to a defensive position or take out the threat. The apothicary would have an "infect" ability. The apothicarys basic attack would deal five initial damage then over the next five turns it would deal two damage. The effect of the infection would be lessoned if the infected unit is healed by a cleric. The attack is lessoned to only one damage for the next five turns. The attack from the apothicary is unblockable from the sides, but the front still gives the opponant the regular blocking percentage. The special for the apothicary would be a focus heal attack to a freindly unit up to two spaces away LOS applied. The speacial by the apothicary would "bandage" a given unit. The focus would last for one turn then the unit is bandaged, the next attack on the bandaged unit only deals 50% -2 then removes bandage.

power-5,+2 for five turns unless target is healed at which point +1 for five turns
health- 40
range- 2
movement- 4
recovery- 2, 3 if ability is used
armor- 8
ability- elaborated upon, above, is a focus ability, all friendly units max health is increased by one while the apothicary is in play.

If you are reading only the stats of my thread please read it all or you will not understand the complexities of the unit nor will its purpose be clearly explained, so please read it all. On another foot i would like to say, that the apothicary does not add health it gives a buffer zone this is modified now. The apthicary is more on the lines of a battlefield medic where as the cleric is a holy man. The style in which it would be used is vastly differant and could be used strategicaly for great effect. In saying this the unit is no longer a healing nit at all but i did put alot of thought into it and i hope it does get some feedback. Thank you

scb
02-18-2006, 04:01 PM
Healing ability... that should be avoided.
I've been thinking of making something like this - it would have an attack that increases all your units' max health by 1 permanently. The cleric would then have to heal for it to take effect.
Well, anyway, you beat me to that and I like this unit. The "Infect" ability looks like my "Bleeding" and I think I had that first.

AlabamaBoy
02-18-2006, 07:41 PM
I dont read your units, my bad.

~~CaTaNa~~
02-19-2006, 05:26 PM
not bad bama i think it wud be pretty kool. but i think it wud be better adding the 1 health onto the 1 turn waiting units other than all of them

AlabamaBoy
02-22-2006, 10:57 AM
Now, no longer a healing unit but one which ofers a temporary fix alowing escape or another movement turn, giving it good strategic potential.