The ammos are....
The goblin-Apult!" -goblin ammo costs 6 turns to research
It does exactly what it says, when fired it "catapults" a goblin spiker cross the battlefield to the designated space. The goblin takes a random amount of damage (if possible) and can then move normally. If the goblin hits a building there is a 10% chance that the building is converted, if it hits a unit theres a 20% chance that the enemy unit dies leaving the goblin in its place. The goblin always dies after hitting a structure. 2 turn cooldown time.
Burning ammo
Costs 4 turns to research
The catapult fires flaming ammo that causes medium burning damage to the target. Does large damage to buildings.
Skull ammo
Costs 6 turns to research
Fire the heads of your enemy back at them! Has a 30% chance to cause fear to every unit with 1 of the shot, leaves a corpse where it hits. Has no effect on undead or ents.
All ammos are effected by the catapults poor accuracy
Any suggestions or comments would be appreciated!
