PeteBDawg
01-21-2004, 01:04 PM
(EDIT - After searching the forums, I found a bunch of units like this. I won't delete the post, just in case you want to read it, but I wanted to let you know there's not much new to see here.)
Pitfall
Contraption
HP: 30
Armor: none
Blocking: none
The Pitfall is invisible until tripped. If any unit moves onto (not through, for pathing reasons) the pitfall's square, it is activated and destroys the unit, swallowing it up, maybe belching a little fire for effect.
Units that take up more than one square cannot be caught in only one Pitfall, nor do they cause these Pitfalls to trip. They can be caught if, at the end of a move, all their squares are simultaneously on Pitfalls.
A pitfall can take damage from magical and melee attacks. Think of it like the camoflage burning, the trap being circumvented, or the hole being closed. The damage numbers appear, but the Pitfall is not completely revealed until it is tripped or destroyed.
Tripped Pitfalls remain active and can capture multiple units until destroyed. They are visible, however, so they are fairly easy to avoid.
For giving up one population slot in your force, you are given three pitfalls to place on your side of the board before the game starts. You can see your own pitfalls, but your opponent cannot see his. You cannot move your own units onto your pitfalls, but you can move your units over your pitfalls. Think of it as they are disarmed when this happens.
(If somebody's done this already, I apologize. If not, what are some ideas to improve this?)
Pitfall
Contraption
HP: 30
Armor: none
Blocking: none
The Pitfall is invisible until tripped. If any unit moves onto (not through, for pathing reasons) the pitfall's square, it is activated and destroys the unit, swallowing it up, maybe belching a little fire for effect.
Units that take up more than one square cannot be caught in only one Pitfall, nor do they cause these Pitfalls to trip. They can be caught if, at the end of a move, all their squares are simultaneously on Pitfalls.
A pitfall can take damage from magical and melee attacks. Think of it like the camoflage burning, the trap being circumvented, or the hole being closed. The damage numbers appear, but the Pitfall is not completely revealed until it is tripped or destroyed.
Tripped Pitfalls remain active and can capture multiple units until destroyed. They are visible, however, so they are fairly easy to avoid.
For giving up one population slot in your force, you are given three pitfalls to place on your side of the board before the game starts. You can see your own pitfalls, but your opponent cannot see his. You cannot move your own units onto your pitfalls, but you can move your units over your pitfalls. Think of it as they are disarmed when this happens.
(If somebody's done this already, I apologize. If not, what are some ideas to improve this?)