Talinsword
03-28-2006, 01:32 AM
Tears flow as these wonderous creatures descend down upon battle fields to salve the pain of warriors and avenge their deaths.
Martyred Angel
HP: 40
Power: 20
Range: 1 Adjecent
Armor: 10%
Blocking: 60%
Movement: 5 Teleport
Wait: 2
Special: Healing Light - Max 1 per player on Field.
Special Abilities
Healing Light:When targeting the Martyred Angel to 'attack' a friendly unit, the Angel will instead heal the unit. This healing is not without reprecussions. The Angel will reduce it's own HP to attempt to heal the target fully. The Angel will never go below 1 HP with this ability. This ability can target any friendly unit within 8 squares.
Example 1 - Martyred Angel is at full, 40, HP. Dragon, at 48 HP, is targeted.
Martyred Angel goes to 20 HP, Dragon Tyrant goes to 68 HP.
Example 2 - Martyred Angel is at 16 HP. Knight, at 32 HP, is targeted.
Martyred Angel goes to 1 HP, Knight goes to 47 HP.
The Angel will either fully heal the unit, taking the same amount in damage, or will reduce itself to 1 HP, Healing the unit as much as possible... Whichever comes first.
Tactics:
The uses of this unit are obvious... Keep it back to heal your units and you can prolong their lives. In conjunction with a Cleric, you can continue healing specific units.
Or, you can bring the Angel up front and use it as a support in a rush. It deals moderate damage, and it's teleporting keeps it on par with the Mud Golem.
How to fight against a Martyred Angel:
Stopping the Martyred Angel is fairly simple... Attack it, and it's Healing ability becomes next to useless... Or wait for it to utilize the Healing Ability, then kill the unit. If it's attacking regularly, treat it as a low-powered Knight, high-powered Mud Golem.
Martyred Angel
HP: 40
Power: 20
Range: 1 Adjecent
Armor: 10%
Blocking: 60%
Movement: 5 Teleport
Wait: 2
Special: Healing Light - Max 1 per player on Field.
Special Abilities
Healing Light:When targeting the Martyred Angel to 'attack' a friendly unit, the Angel will instead heal the unit. This healing is not without reprecussions. The Angel will reduce it's own HP to attempt to heal the target fully. The Angel will never go below 1 HP with this ability. This ability can target any friendly unit within 8 squares.
Example 1 - Martyred Angel is at full, 40, HP. Dragon, at 48 HP, is targeted.
Martyred Angel goes to 20 HP, Dragon Tyrant goes to 68 HP.
Example 2 - Martyred Angel is at 16 HP. Knight, at 32 HP, is targeted.
Martyred Angel goes to 1 HP, Knight goes to 47 HP.
The Angel will either fully heal the unit, taking the same amount in damage, or will reduce itself to 1 HP, Healing the unit as much as possible... Whichever comes first.
Tactics:
The uses of this unit are obvious... Keep it back to heal your units and you can prolong their lives. In conjunction with a Cleric, you can continue healing specific units.
Or, you can bring the Angel up front and use it as a support in a rush. It deals moderate damage, and it's teleporting keeps it on par with the Mud Golem.
How to fight against a Martyred Angel:
Stopping the Martyred Angel is fairly simple... Attack it, and it's Healing ability becomes next to useless... Or wait for it to utilize the Healing Ability, then kill the unit. If it's attacking regularly, treat it as a low-powered Knight, high-powered Mud Golem.