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scb
02-18-2006, 04:22 PM
(This is almost a ward... but not quite).

Armory (100 hp)
Armour: 40
Movement: 0
Blocking: 0
Range: 1
Wait: 1
Attack Result: Several things happen:
-If the target unit has 20 or more armour, it loses 20 armour and gains 1 movement. Otherwise, it gains 20 armour and loses 1 movement (doesn't work on an immobile unit).
-If the target unit has 20 or less power, it gains 5 power and loses 1 movement (doesn't work on an immobile unit). Otherwise, it loses 5 power and gains 1 movement.

Special Attack: Any units within a range of 1 with an armour of 20 or more lose 20 armour and gain 5 power.

If the armory dies, all its effects end.

PinkyBull
02-18-2006, 11:37 PM
Whoa, what is this, unrealistsic, and I don't know whether to say over or underpowered.

I gotta go with...under, doesn't do much, and can't die, I don't get this...

This can make a ward move?! You can use it on your LW and it'd be very powerful.

tarvos 6
02-19-2006, 12:13 AM
-If the target unit has 20 or less power, it gains 5 power and loses 1 movement (doesn't work on an immobile unit). Otherwise, it loses 5 power and gains 5 movement.

Special Attack: Any units within a range of 1 with an armour of 20 or more lose 20 armour and gain 5 power.

I liked it up to here. Gains 5 movement, I am leaving this as a typo, mustve been one movement, not five! and the special move, seems kind of pointless. Otherwise, its an intersting concept, which kind of gives me ideas for wards.

Maybe a ward that switches the armor of 2 units on the board, whether yours, or an enemies. That could keep cleric alive with a 25% armor from a knight..... Just musing and toying, mainly toying.

scb
02-21-2006, 01:45 PM
Right, that was a typo... it's fixed now. The special attack lets the armory do more than shuffle the armour and power back and forth over 20.
Pinkybull, make up your mind. You say under, then you explain why it's overpowered! If it can go both ways, that usually means it's balanced.
Something I forgot to add: If the armory dies, all its effects are removed. That way, the opponent doesn't have to kill your lightning ward to win (armory has no blocking). The lightning ward wouldn't be able to move anyway unless it was hit by this thing twice - in which case it would have 2 movement and a 3-range, 20-damage blockable attack. No more of an advantage than stoning your scout.