Completed the first Faction and added a New Faction
I’ve decided that the game needs more than one faction, each with their own feel. So far, I finished the Humans and added the Orcs, who play as a slower but bulkier faction.
Humans |
Orcs |
Human Knight HP: 6 At: 2 Special: None |
The Orcs: Orc Grunt HP: 8 AT: 1 Special: Push. Instead of doing damage, the Orc Grunt can push an enemy away from him, as long as there is an empty space behind the enemy. |
Human Archer HP: 3 At: 2 Special: Range 2. This unit can attack units 2 squares away. Cannot activate if an enemy unit is adjacent to this unit. |
Orc Archer HP: 4 AT: 1 Special: Range 3 Can attack any unit 3 squares away, as long as there is no enemy adjacent and there is no unit between the target and the archer. |
Human Scout HP: 3 At: 2 Special: Dash 1. This unit moves one square, then can attack. |
Orc Scout HP: 3 AT: 2 Special: Dash 1 Move this unit two spaces, can attack afterwards. -clarify that it can’t attack then move- |
Human Cleric HP: 4 At: 1 Special: Heal 1. When this unit attacks an ally, instead of doing damage, Cleric heals that ally equal to Cleric’s At + 1. |
Orc Healer HP: 3 AT: 2 Special: Heal 1. When this unit attacks an ally, instead of doing damage, Orc Healer heals that ally equal to Orc Healer’s AT + 1 |
Human Fencer HP: 3 At: 3 Special: Fence. This unit can ONLY attack units diagonally. |
Orc Thief HP: 3 AT: 2 Special: Swap. Swap this unit with another adjacent unit. |