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Flint locks - skeleton pirates tech
Posted: Fri Apr 03, 2020 4:58 pm
by Savra
Since it was suggested that rather then making a totally new unit, we should not give the basic skeleton pirates flintlocks. So here's the ability/tech:
Flint locks:
Researched: skull cove
Cost:7
Cool:2
Dmg:8 effected by p.armour
Rng:4
100% bonus to infantry.
Re: Flint locks - skeleton pirates tech
Posted: Fri Apr 03, 2020 5:00 pm
by Savra
Image.
I'll make one for the captain too, except that will wait till after I change the captain first to something similar to a necromancer instead being that some captains did have some meddlings in black magic and curses to protect their loot.
Re: Flint locks - skeleton pirates tech
Posted: Tue May 26, 2020 5:27 pm
by Maxbirykov2004
Ok
Re: Flint locks - skeleton pirates tech
Posted: Tue May 26, 2020 6:56 pm
by Dagravian
Nope, what one has to do with another?
Re: Flint locks - skeleton pirates tech
Posted: Tue May 26, 2020 8:07 pm
by Maxbirykov2004
Re: Flint locks - skeleton pirates tech
Posted: Tue May 26, 2020 8:57 pm
by Dagravian
How does a skeleton flint lock is better suited for AOD if these are two different universes?
Re: Flint locks - skeleton pirates tech
Posted: Wed May 27, 2020 7:20 am
by Maxbirykov2004
DoomsdayDragonfire wrote: ↑Tue May 26, 2020 8:57 pm
How does a skeleton flint lock is better suited for AOD if these are two different universes?
I mean flintlocks as weapons