COMPLETED FIRST FACTION

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.

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