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Shriketrooper (heavy debuffing infantry)

Posted: Wed Apr 13, 2022 9:41 pm
by Darkhunn
Cost 4
Hp 24
Power 14, physical
Armor 2/4/4
Range 2
Speed 4,
Psychic resistance 0
Spells: Impale; fire a rocket harpoon into an enemy, pinning them to the ground and slowing them (25 power, physical cooldown 3)

Alternative names: Shrike
Shocktroopers borne of a doctrine of swift and decisive attack, these fast-moving impalers dart into heretic lines, pinning high value targets to the ground so that they cannot flee righteous avian judgement as their unholy lines break under beak and claw.

( I tried to balance speed, power, armour and cost, but would like to hear opinions as I am unsure.)

Re: Shriketrooper (heavy debuffing infantry)

Posted: Thu Apr 14, 2022 5:09 am
by godOfKings
Wait doesnt the unit in this game especially infantry usually stays in groups of 3? Can the ability impale all the soldiers in the unit?

Re: Shriketrooper (heavy debuffing infantry)

Posted: Thu Apr 14, 2022 7:54 am
by Darkhunn
That's a good point. I was just trying to get across a sense of the real-world Shrike and it's behaviour of impaling prey, coupling it with an ability I thought would fit a bird-like attack strategy.
Maybe it would be better as an EMP infantry?

Re: Shriketrooper (heavy debuffing infantry)

Posted: Thu Apr 14, 2022 8:00 am
by godOfKings
Considering that shrike cant impale all the soldiers in a unit, we can simplify the status effect as a speed debuff, may b 1 or 2 speed debuff caused partly due to some soldiers r impaled, and some r trying to help remove the harpoon from their comrades so together the overall speed of the unit decreases

Re: Shriketrooper (heavy debuffing infantry)

Posted: Thu Apr 14, 2022 8:23 am
by Darkhunn
I like that flavouring! It makes sense, and works with larger units, still.