Monday, 22 October 2012

Abilities and statistics for the units in the game


The archer - abilities and attributes

Overwiew
archer is a ranged shooter that protects ally commander.
A player needs to declare a shot, in exchange for movement phase.
E.g. if a player decides to make a shot, his archer cannot move anywhere until the end of turn. (unless a spell has been cast by commander that allows for an additional move) this is a special occasion.

Archer HP - 1

Archer base damage: malee/ranged - 1

Range - 1D6

SPECIAL ABILITY: if a player rolls 6
on a dice, archer gains critical hit and damage is upgraded by 1 point
(2 in total)

Other rules:
Whenever shooting through an obstacle: river, bridge or blue cover points add 1 penalty point for each one of these obstacles.

E.g. an archer is shooting 5 squares in a straight line, but an enemy unit hides behind a blue cover point, take 1 from 5 for one obstacle, leaving archer with 4 range and being able to reach opponent.

Archers can only shoot in horizontal or vertical or diagonal lines.



The swordmaster - abilities and attributes

Overwiew
swordmaster is malee fighter who’s job is to protect ally commander and captured points.

Swordmaster HP -2

Swordmaster base damage: malee 2 ranged N/A

SPECIAL ABILITY

Charge, if target is in range of 3 square fields, swordmaster can charge in horizontal, vertical or diagonal line and deal standard base damage. When charging swordamasters ignore any obstacles in their way, although they need a valid target, such as enemy unit.

Other rules:
Swordmasters can move in accordance with the Move rule explained in Rules section.




The commander/mage/HQ - abilities and attributes.

Overwiew
A commanders job is to secure one of the four points  on the map and hold them for as long as a player reaches 100 points. 

HQ HP - 3

Commanders cannot attack

SPECIAL ABILITIES

Ability to take over control points, takes 2 turns to do so. A commander has to stand on a control point for 2 turns in order to take it.

Commanders are powerful mages who can learn one of 4 schools of elemental magic: Fire, Water, Earth or Air.

A commander starts the game with 3 spells, each with different cooldowns.

Spell A: 2 turns cooldown (cant use in first two turns)

Spell B: 3 turns cooldown (cant use in first 3 turns)

Spell C: 4 turns cooldwon (cant use in first 4 turns)

After the cooldowns are gone, a player can decide to cast a spell. rules for casting spells describes in Mage classes section.

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