Orcish Catapult - IMPLEMENTED
Posted: Sun Sep 27, 2015 9:18 pm
The Orcish catapult is a inaccurate and poorly made orc siege machine. Its default attack is a boulder that does 20? damage, though powerful the Orc Catapult is highly inaccurate and act's like an AOS catapult does when attacking cavalry, (even when aattacking buildings and TC's) the catapults real power comes from its changeable ammo (you cant attack and change ammo on the same turn ) I think the ammo should have to be researched at a tc or volcano before its available.
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!
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!
