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Topazephyr
02-19-2006, 09:30 PM
The Nightmare can only be used under certain conditions. When a unit is immobile. Either waiting or paralyzed. The Nightmare is pretty much a ghost or spirit.

HP: 42
Armour: --
Blocking:--
Attack power: below V
Movement: 4 transportation
Attack range: (must be a square with an immobile unit on it) anywhere within 4 spaces (but moves there)
Wait: 1 move 2 attack 3 both

The Nightmare moves into a waiting unit or a paralyzed unit and deals 7 damage to them every turn, if that unit is hit by either side the nightmare inside of it gets that damage as well. If the unit is no longer immbile the nightmare is still there and doesn't stop it's job, but it cannot go in a unit while they're mobile. The Nightmare can't go in a unit if it can't move because it's surrounded by other units or shrubs. A unit cannot attack when the nightmare is inside it, however if they move they leave the nightmare behind and can attack that turn.

Contendor
02-19-2006, 10:39 PM
It's actually a good unit, as far as I'm concerned it's orginal and would be useful, I'm not sure if it's overpowered, I'll leave that up to the other members.

BigMan9878
02-19-2006, 11:07 PM
Overpowered. Think about it, the unit is paralyzed, say a witch. DMW has 28 health then it has 21 health, then it has 12 health, then 3. Then you take the nightmare out, and an easy scout shoot kills it, with or without healing. You could kill a cleric in 2 turns no matter what happened.

phoenixofflames
02-20-2006, 04:44 AM
quite a bit like wisp