xerent
10-17-2008, 01:33 PM
Description: An antique of a ward, this contraption houses restroative magics that must be continually renewed, lest the unstable object crumble into dust.
HP: 109
Movement: 0
Recovery: -M, 3A
Power: --
Range: --
Armor: 0%
Special: Contraption.
(100% blocking on all sides, and does not count as an end-of-game unit.)
Range: Special
This unit initially affects every tile on the board. (There are 109 tiles, this unit has 109 HP.) This unit no longer provides an affect to each tile per damage taken. (Example: If this unit takes 12 damage, then it will have 97 HP, meaning it only affects 97 tiles.) The ward stops providing an effect to the tiles furthest away. If multiple tiles tie for the furthest away, the tile is chosen randomly amongst eligible tiles. (Example: If the unit takes 12 damage, the 12 furthest tiles will no longer be affected.) Healing the ward has the opposite effect, as new tiles are now affected, chosen randomly from the closest eligible tiles.
Passive Ability: Recharge
This ward automatically takes 3 damage per start of your turn.
This ward heals a total of 3 HP divided amongst friendly units within range. If more than 3 units are in range, units are chosen randomly. If less than three units are in range, a unit may be healed more than 1 HP. If 0 units are in range, the ward will not heal any units, but will still take 3 damage for that turn. A unit who has full hit points may be healed (Effectively making that heal useless.), while a unit who is damaged may be ignored, the results are random. The ward may kill itself with this ability.
Active Ability: Discharge
Target unit has Recovery +2. (Unit must wait 2 turns before acting. If a unit already has a recovery, this attack adds two turns to that recovery.)
The ward will take 10 damage as a result of this attack.
The ward may kill itself with this ability.
This attack does not break focus.
This attack kills shrubs.
HP: 109
Movement: 0
Recovery: -M, 3A
Power: --
Range: --
Armor: 0%
Special: Contraption.
(100% blocking on all sides, and does not count as an end-of-game unit.)
Range: Special
This unit initially affects every tile on the board. (There are 109 tiles, this unit has 109 HP.) This unit no longer provides an affect to each tile per damage taken. (Example: If this unit takes 12 damage, then it will have 97 HP, meaning it only affects 97 tiles.) The ward stops providing an effect to the tiles furthest away. If multiple tiles tie for the furthest away, the tile is chosen randomly amongst eligible tiles. (Example: If the unit takes 12 damage, the 12 furthest tiles will no longer be affected.) Healing the ward has the opposite effect, as new tiles are now affected, chosen randomly from the closest eligible tiles.
Passive Ability: Recharge
This ward automatically takes 3 damage per start of your turn.
This ward heals a total of 3 HP divided amongst friendly units within range. If more than 3 units are in range, units are chosen randomly. If less than three units are in range, a unit may be healed more than 1 HP. If 0 units are in range, the ward will not heal any units, but will still take 3 damage for that turn. A unit who has full hit points may be healed (Effectively making that heal useless.), while a unit who is damaged may be ignored, the results are random. The ward may kill itself with this ability.
Active Ability: Discharge
Target unit has Recovery +2. (Unit must wait 2 turns before acting. If a unit already has a recovery, this attack adds two turns to that recovery.)
The ward will take 10 damage as a result of this attack.
The ward may kill itself with this ability.
This attack does not break focus.
This attack kills shrubs.