More tavern units for dwarves — ARCHIVED
Posted: Tue Aug 14, 2018 8:52 pm
1. Dwarven Demolition Squad (2 dwarves with backpacks full of explosives)
Cost 6 turns, trainable at tavern only.
Hp - 25
Attack - 8, affected by gunpowder upgrades.
Range - 4
Power range - 2
Actions/turn - 1
Armor - 1/1
Speed - 3
Sight - 6
Standart bonuses to buildings.
Abilities:
Suicide bomb - deals 30 damage to ALL units in range 2 from demolitionist, including your own. Dies in process. Range - 0.
Flash bomb - poison breath-like ability that applies to enemy affected unit "flash blind" status effect: -33% to hit target, -3 armor, -5 damage, -100% all dodges for 1 turn. Affected by spell resist. Range - 4, power range (range of effect) - 1 (fireball has 2), cooldown - 5.
Burning oil passive - more potent burning weapon, deals double damage compared to normal burning but affects same units.
Requires lvl 1 gunpowder tech.
2. Dwarven battle engeneer.
Cost - 5 turns, trainable at tavern only.
Hp - 36
Attack - 12
Range - 1
Actions/turn - 1
Armor - 4/4
Heal rate - 25
Spell range - 4
Speed - 3
Sight - 7
Abilities:
Battle mend - heals target mechanical unit for 25 hp. No cooldown, range 4, targets ONLY mechanical units. (Can't target buildings or living units)
Overload - target friendly mechanical unit gains +1 action/turn and +5 damage for 1 turn but looses 15 hp. Cooldown - 3 turns.
Stun grenade - deals 10 damage and stuns (curse-like effect) target enemy mechanical unit or building for 2 turns. No cooldown. Range - 3.
Panic! - passive ability, activates when this unit has less than 35% hp: this unit looses -10/-10 armor, -1 range and gains +2 speed for 1 turn.
Cost 6 turns, trainable at tavern only.
Hp - 25
Attack - 8, affected by gunpowder upgrades.
Range - 4
Power range - 2
Actions/turn - 1
Armor - 1/1
Speed - 3
Sight - 6
Standart bonuses to buildings.
Abilities:
Suicide bomb - deals 30 damage to ALL units in range 2 from demolitionist, including your own. Dies in process. Range - 0.
Flash bomb - poison breath-like ability that applies to enemy affected unit "flash blind" status effect: -33% to hit target, -3 armor, -5 damage, -100% all dodges for 1 turn. Affected by spell resist. Range - 4, power range (range of effect) - 1 (fireball has 2), cooldown - 5.
Burning oil passive - more potent burning weapon, deals double damage compared to normal burning but affects same units.
Requires lvl 1 gunpowder tech.
2. Dwarven battle engeneer.
Cost - 5 turns, trainable at tavern only.
Hp - 36
Attack - 12
Range - 1
Actions/turn - 1
Armor - 4/4
Heal rate - 25
Spell range - 4
Speed - 3
Sight - 7
Abilities:
Battle mend - heals target mechanical unit for 25 hp. No cooldown, range 4, targets ONLY mechanical units. (Can't target buildings or living units)
Overload - target friendly mechanical unit gains +1 action/turn and +5 damage for 1 turn but looses 15 hp. Cooldown - 3 turns.
Stun grenade - deals 10 damage and stuns (curse-like effect) target enemy mechanical unit or building for 2 turns. No cooldown. Range - 3.
Panic! - passive ability, activates when this unit has less than 35% hp: this unit looses -10/-10 armor, -1 range and gains +2 speed for 1 turn.

