scb
02-18-2006, 03:12 PM
Magic Ram (42)
Armour: 10
Blocking: 50
Range: 1
Movement: 1
Wait: 1
Attack Result: The target is pushed one step away from the magic ram and takes 6 damage (unblockable). If there is another unit in the way, the unit is not moved and instead both units take 12 unblockable damage (in addition to the initial 6). If the unit would be pushed out of the arena, it instead takes both counts of 12 damage plus the initial 6 damage for a grand total of 30.
Special: The magic ram gets two attack steps and three move steps (move-attack-move-attack-move). The magic ram must use the second move step in order to get the second attack step.
The magic ram has the potential to deal up to 36 damage in a perfect situation, by pushing the unit up to the wall then pushing it against the wall. More often, it will probably be used to move units around and deal the odd double-unit damage.
Heartstopper (40 hp)
Armour: 0
Blocking: 0
Range: 4
Power: 12
Wait: 3
Attack Pattern: Single target focus
Attack Result: The target loses 12 maximum and current health. When focus is broken, maximum health goes back up but actual health does not (the damage must be healed).
The heartstopper will be best used to finish off damaged units that have been put under a barrier or as a finishing attack against knights (it will have the same effect as a pyromancer for that purpose). The heartstopper might need a different name.
Armour: 10
Blocking: 50
Range: 1
Movement: 1
Wait: 1
Attack Result: The target is pushed one step away from the magic ram and takes 6 damage (unblockable). If there is another unit in the way, the unit is not moved and instead both units take 12 unblockable damage (in addition to the initial 6). If the unit would be pushed out of the arena, it instead takes both counts of 12 damage plus the initial 6 damage for a grand total of 30.
Special: The magic ram gets two attack steps and three move steps (move-attack-move-attack-move). The magic ram must use the second move step in order to get the second attack step.
The magic ram has the potential to deal up to 36 damage in a perfect situation, by pushing the unit up to the wall then pushing it against the wall. More often, it will probably be used to move units around and deal the odd double-unit damage.
Heartstopper (40 hp)
Armour: 0
Blocking: 0
Range: 4
Power: 12
Wait: 3
Attack Pattern: Single target focus
Attack Result: The target loses 12 maximum and current health. When focus is broken, maximum health goes back up but actual health does not (the damage must be healed).
The heartstopper will be best used to finish off damaged units that have been put under a barrier or as a finishing attack against knights (it will have the same effect as a pyromancer for that purpose). The heartstopper might need a different name.