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Thread: Special Abilities - Stronghold (Orcs) | This thread is pages long: 1 2 · NEXT» |
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Agent_00_BLeRD
Adventuring Hero
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posted December 20, 2010 03:51 PM |
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Special Abilities - Stronghold (Orcs)
This thread is about posting cool and interesting abilities that you would like to see in the creatures in the game. We'll go through each town in turn. In the first phase, we'll gather a list of abilities and in the next phase, we'll ask you to select your favorite 5 out of them. Once the votes are in we'll be able to find out which abilities are most wanted by the people here.
The guidelines for posting an ability:
1) Please suggest an INTERESTING ability, preferably one that hasn't been used before. You can modify pre-existing abilities in new and interesting ways too. Just don't post stuff like fly, teleport, undead and elemental etc. These are obvious.
Also, try to avoid posting abilities that have been known for long. E.g. we know all fire elementals are immune to fire spells so no need to post that. However, you COULD modify it, e.g. fire elementals absorb fire spells and heal/resurrect their units. That would be an interesting modification to a previous ability.
2) Please post your ability this way:
Ability Name - Ability description
e.g.
Absorb Fire - Fire elementals can absorb fire spells to heal/resurrect their own units.
This will make it easier to spot abilities.
3) Describe your abilities. As much as you want. The more you explain the better. However, please don't go into details about numbers e.g. you don't really have to mention if an ability will heal 200 hp or do 65 fire damage. That intricacy is up to the developers. If you need to mention the strength of something, just mention whether it is strong, weak or average.
There may be some exceptions to this but try to keep them at a minimum.
4) Please (for the love of God!) use proper English. I'm not saying you have to write an essay for an English paper but make sure you write proper words in understandable sentences. Get your meaning across. Don't make us sift through a clutter of letters to find it.
Write like this:
Fire elementals can absorb fire spells cast at them to heal/resurrect their own units.
DON'T write like this:
Fre elmntals eat da fire spelz so if any r ded dey r brot bak agin.
Round 2 - The Orcs
STRONGHOLD
CORE UNITS
Goblin and Goblin Hunter
1) Cowardice - When hit, goblins don't retaliate. Instead they gain a free action, but can only move. This doesn't delay their next turn.
AND/OR
Fear effects have twice as much chance to trigger on a goblin stack than others.
2) Taunt - (activated ability) Goblins can provoke an enemy to move toward the stack of goblins and attack them. If the enemy bumps into another one of your units that can still retaliate, they will attack and receive the retaliation simultaneously.
3) Agility - Goblins lose only half a turn to move.
4) Trick shot - If enemies are distracted in any way (for example taunt or harassment) the goblins can use their boomerang to strike from behind. They will ignore a part of the defense and have a high chance of stunning the target.
5) Midget - This unit can move through tiles occupied by other units.
AND/OR
When standing next to a large friendly unit, they can hide behind that unit when attacked so instead of the goblins, the large creature receives the damage.
6) Cannibalism - (activated ability) Goblins eat their own wounded. When some goblins die in a stack, the remaining goblins eat their dead companions, recovering their hit points, gaining rage (if such a system exists) and getting a bonus on attack and initiative because they tasted blood.
7) Circle Throw - Goblins' boomerang spins in a circle and can strike more than one target if they are in the path.
8) Scout - (Goblin Hunters only) When a stack of this creature is in a hero's army, he always gets to place his troops after the opponent has placed his own (unless the opponent has a creature with "Scout" in their army as well). The hero can also see the position of some of the opponent's creatures at the begin of the battle and get an estimate of their number (few, several, horde etc.)
9) Pathfinder - (Goblin Hunters only) With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
10) Ransack - At the end of the combat, you gain an amount of gold according to the number of ransackers in your army and the number of ransackable creatures (mostly humanoids) in your enemies' army.
11) Food source - Raises the morale of all orc troops by 1.
12) Trained Missile - (Goblin Hunter only) When thrown by a cyclops, there is a chance that the goblin hunter will survive the throw and land as a stack of 1 creature next to the target (or the closest free space available). This stack could serve to eat retaliations or block rangers.
13) Save yourself! - When retreating, the hero keeps 50% of their Goblins & Goblin Hunters, who immediately come to flee with their leader when they see him run.
14) Like rabbits / Prolific - At the beginning of each week, a goblin stack, due to their high reproduction rate, grows by 5%.
15) Powerful Mass / Strength of the Horde - Goblins are used to be surrounded by masses of their kind and fight better when it is so. For every 100 Goblins in a stack, the stack gains bonuses (additional morale, initiative, lose cowardice/fearful abilities etc.)
16) Blow Spikes - (activated ability) Once per combat, choose 3 targets to throw poisonous spikes at that deal damage for next 3 rounds.
17) Short ranged - Deals less ranged damage as the distance to target increases but has no melee penalty.
18) Hunter - (Goblin Hunter only) Deals double damage to "beasts".
Harpy and Fury
1) Harassment - (activated ability) Harpies can target an enemy unit and automatically follow each of his moves. That unit loses speed, attack and defense as long as the harpies are harassing it.
2) Furious Evil - Furies do more damage to creatures that are under the influence of a negative spell effects (strength lowering abilities, defense lowering abilities, curses etc.)
3) Vengeance Strike - Furies' retaliation always does maximum damage and when the last fury of a stack dies there is a chance she takes one creature from the attacking stack with her to her grave.
4) Fury Magic / Resist Heal - Healing spells cast on enemy creatures around the Fury stack are less effective.
5) Shriek - (activated ability) Once per battle. Harpies can use half their turn to let out a loud shriek. All hearing units (friend or foe) within range are afflicted by "Harpy Shriek" and are unable to move, retaliate or use abilities or cast spells in any way (e.g. not even Lizard Bite or such passive abilities). When it's their turn, they skip that turn and the "Harpy Shriek" effect wears off (effectively all hearing units are useless and vulnerable for one turn).
6) Mana Burn - When harpies/furies strike a target that has any mana left, some of that mana is destroyed and the target receives additional damage.
7) Eyes in the sky - (Activated adventure map ability) Once a week, a hero can direct harpies/furies under his command to spread out and scout the land around him giving him a huge bonus to scouting radius for one day.
8) Hate Men - The Harpies hate all men, giving them a damage bonus against all male humanoids.
9) Strike and Retreat - When attacked, harpies retaliate and then move away from the opponent to an unoccupied square
OR
After retaliating, harpies get a free turn in which they can only move. This does not delay their next turn (similar to cowardice of the Goblin above).
10) Strike Vitals - Extra damage to all 1x1 land units.
Mauler and Crusher
1) Berserk - This creature can randomly go into a berserked frenzy upon its turn and attack a random enemy, always dealing critical damage.
2) Blood Addicted - When bloodlust is cast on this creature they not only gain more damage, but also a second attack and always do critical hits.
3) Crush - Crushers' Strikes are so hard they do not only deal damage but also reduce the enemy's defense, crushing armour, shields and bones.
4) Battle Triumph - When Maulers finish off an enemy stack they get a strong buff, making them MUCH more effective for the rest of the battle.
5) Life on the Battlefield - While on the adventure map (outside the castle), maulers/crushers lose 1 morale for each day they spend without a battle. The morale penalty only lasts till the next battle.
6) Battle Hardened - Maulers and Crushers gain additional morale for every consecutive battle won. The morale boost only takes into account victories not older than the X number of days past.
7) Dash - Crushers can charge at an enemy flank, knocking back small enemy stacks to the side.
8) Powered Slam (activated ability; concentrated about looks more than downright effect) - Crushers can execute a charged attack against their selected target, knocking it a few spaces away and potentially stunning it for X rounds.
9) Fight to Death - When a hero with Maulers/Crushers in the army surrenders, he can't take them with him, cause they would never surrender to an enemy. Instead, they keep fighting, though as neutrals than and without Hero's bonuses.
10) Impatient - The Mauler has no wait/defend command.
OR
When defending/waiting, the mauler looses Initiative (and/or rage and/or morale) for one turn.
11) Ferocious charge - For each square Maulers/Crushers move before attacking, they gain attack.
ELITE UNITS
Centaur
1) Nomadic Hunter / Swift Hunter - Centaurs can move AND attack in the same turn.
2) Master Robber - Every critical hit made by the centaurs gives the hero + 100 gold.
3) Magical Hooves / Sturdy Hooves - Centaurs can't be slowed and they never get a penalty on harsh tilesets such as desert and snow landscapes.
4) Stampede - Stampede allows centaurs to trample over small core enemy units when they march toward their actual target, the more centaurs in the group the bigger the stampede damage.
5) Extreme Speed / Quick Draw - This creature wields its weapon so quickly that it can retaliate before its opponent can strike.
6) Shoot and Strike - When this creature attacks an opponent in melee and still has shots left, it gets an extra ranged attack (low range) before its melee attack, dealing 50% of the normal ranged damage.
7) Ransack - See description under Goblins.
8) Stomp - (activated ability) Centaurs can stomp the ground, knocking back any nearby targets in a V shape.
9) Composite Bows - No range penalties but the closer the target, lesser the damage.
Shaman
1) Blood Rage - (activated ability) The shaman sacrifices one goblin (very cool animation, as it lifts one goblin from the stack that explodes into a bloody mess and all its blood flows into the other friendly creature stacks) and gives all other stacks extra attack for the next round.
2) Blood Healing - (activated ability) Same as above, but healing instead of more damage.
3) Blood Barrier - (activated ability) Sacrifices a few goblins to gain a barrier made from the goblins blood, the shaman can withstand 1 enemy attack without receiving damage.
4) Blood Lust - (activated ability, once per battle) Blood lust lets one enemy or friendly unit fly into an unstoppable rage, the creatures gain attack, lose defense and cannot be controlled by their hero for 3 rounds.
5) Wrath of Mother Earth - (activated ability) Once per battle, raise stone spikes in a 5x5 area to deal 100 damage to any stack. Once used,no other Active ability can be used.
6) Wrath of Father Sky - (activated ability) Once per battle, call a Lightning Bolt to deal 50 damage per Shaman to a single stack. Once used,no other Active ability can be used.
"Troll/Ogre" (will be changed once the unit's name is finalized)
1) Killing Rampage - The more enemies the "Ogre" kills the more attack and defense it gains.
2) Man-Eater - Ogres are known for eating humanoids (humans, dwarves, elves, halflings, etc.), which loose 1 morale when Ogres are on the battlefield
AND/OR
Receives less damage from non-large units.
3) Distractable - There is a small chance that Ogres loose their turn (for they are sooo easy to distract).
4) Rock Throw - (activated ability) Area effect ranged attack. Main target receives full damage, surrounding targets only 50%.
5) Body Slam / Cleave - If this creature kills at least one enemy creature, it attacks once more.
6) Unstoppable Fury - (activated ability) The "Ogre" puts himself in a state of Frenzy, making him uncontrollable for 3 turns but greatly increasing his attack and damage.
7) Bone Claws - Reduces target's defense by 2 upon striking.
AND/OR
Ignore target's armor if target is a core unit.
8) Obsidian Equipment - Increases magic resistance by 40%.
CHAMPION UNIT
Cyclops
1) Grab and Throw - (activated ability) The Cyclops grabs units from an ENEMY stack of CORE-units and throws them at a selected target. The number of grabbed units is half of what the cyclops would have killed if attacked normally, but the throw-attack is full damage(ranged penalty is applied).
2) Siege Engine - The cyclops does more damage to castle walls, towers and gate than equivalent units from other races. It cannot be stopped by the castle's moat (although it still receives damage).
3) Evil Eye - Bursts a ray of negative energy that deals damage and blinds enemies.
4) Vulnerability to blind - blinding attack has twice as much chance to trigger on a cyclops.
5) Blind rage - When blinded, this creature goes into a berserk rage.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 20, 2010 04:21 PM |
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So, is this still about the gathering of abilities?
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Agent_00_BLeRD
Adventuring Hero
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posted December 20, 2010 04:21 PM |
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@Fauch: Could you please explain your "Taunt" ability a bit more?
You stated:
Taunt - (activated ability) Goblins can provoke an enemy to move toward the stack of goblins and attack them. If the enemy bumps into another one of your units that can still retaliate, they will attack and receive the retaliation simultaneously.
What I understand is that if the enemy stack runs adjacent to a friendly stack that can still retaliate, they will target this friendly stack instead and suffer simultaneous retaliation. They will not advance any more towards the goblin stack. Is that correct?
EDIT --
@Jiriki: Yup. I thought it would be better to separate the factions into separate threads in order to prevent a big mess of abilities running amok.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 20, 2010 04:42 PM |
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Edited by Jiriki9 at 16:43, 20 Dec 2010.
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Ah, thanks
My suggestions:
Goblin:
-Fearfull: All fear-based effects have a double chance to trigger with Goblins, or, if they are not chance based, doubled effect.
-"Hide behind the big ones!" (okay, the name is crap, but I found no better): When standing next to a friendly Large unit, the goblins instead run behind the Large Unit, who becomes the target of the attack instead. (could work good with midget, I think)
-Recycling (again a bad name, but the only alternative I see would be a long description. May be a missing english word, though^^): Goblins eat their own woundeds. Due to that, when some goblins died in the stack, the goblins don't retaliate, but eat their dead companions, recovering their hit points, gaining rage (if such a system exists) and getting a bonus on attack and initiative because they tasted blood.
Harpy:
-Strike and Return?
-Shriek: Activated, once per battle. When using shriek, harpies only give up half their turn. All hearing units within 10 squares range of the harpy gain the effect "Harpy Shriek". Units under this effect can't retaliate or move or attack or use abilities or cast spells in any way (like they could, f.e., do through Lizard Bite or such). When it's their turn, they loose this turn and the "Harpy Shriek" effect. So effectively all hearing units are useless and vulnerable for one turn.
Mauler:
-Crush: Crushers' Strikes are so hard they do not only deal damage but also reduce the enemy's defense, crushing armour, shields and bones.
-Battle Triumph: When Maulers finish off an enemy stack they get a strong Buff, making them MUCH more effective for the rest of the battle (mainly increasing damage, initiative, morale and attack, but quite much of them.) The Bonus is not cumultative!
-Life on the Battlefield: Each day on the Adventure map that passes for a stack of Maulers/Crushers outside of a Castle without a battle reduces their morale for the next battle by 1.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 20, 2010 05:47 PM |
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Just found some by me in the ability list that fit here
Goblins:
-Circle Throw: The creatures ranged attack flies in a circle, i.e., there are several possible fields which could be attacked. The damage is evenly divided on the hit enemies, if more than one are hit.
Goblin Hunters only:
-Scout: When a stack of this creature is in a hero's army, the opponent allways has to place his troops first (unles he allways has a creature with "Scout" in their army) and your hero can see the position of some his creatures at the begin of the abttle, depending on how big your Scout Stack is. (You see <Scout-Creature's tier>*<Scout-Creature amount>/25 enemy creature stacks) You can, however NOT yet see how much creatures your enemy has in the stacks, just an estimation (like on the adventure map: few, several, a pack, many,...)
-Pathfinder: With a stack of this creature in his army, a hero gains +5% movement and suffers 5% less from difficult terrain.
Centaurs:
-Shoot and Strike: When this creature attacks an opponent in melee and still has shots left, it gets an extra ranged attack (low range) before its melee attack, dealing 50% of the normal ranged damage.
Possible for Goblins and Centaurs, imo:
-Ransack: At the end of the combat, you gain an amount of gold according to the number of ransackers in your army and the number of ransackable creatures (mostly humanoids) in your enemies' army.
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Agent_00_BLeRD
Adventuring Hero
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posted December 20, 2010 08:01 PM |
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Made changes to cowardice and midget to incorporate the new additions.
Jiriki, does the Harpy Shriek affect friendly units too?
And the pathfinder ability sounds like it would have a very minimal effect on the overall movement of the hero.
Nightterror, I suggested an alternative name for Centaur's magical hooves in case the orcs are again all about neutralizing magic.
EDIT --
My own suggestions:
Goblins/Goblin Hunters:
Food source - Raises the morale of all orc troops by 1.
Trained Missile - (Goblin Hunter only) When thrown by a cyclops, there is a chance that the goblin hunter will survive the throw and land as a stack of 1 creature next to the target (or the closest free space available). This stack could serve to eat retaliations or block rangers.
Harpy/Fury:
Mana Burn - When harpies/furies strike a target that has any mana left, some of that mana is destroyed and the target receives additional damage.
Eyes in the sky - Activated adventure map ability. Once a week, a hero can direct harpies/furies under his command to spread out and scout the land around him giving him a huge bonus to scouting radius for one day.
EDIT 2 -- This is going along pretty good. Loved some of the suggestions up there!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 20, 2010 09:27 PM |
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Harpy Shriek influences friendly troops, too, yes. Else I would have stated it does not.
Like your proposals, agent
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted December 20, 2010 10:31 PM |
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Edited by Jabanoss at 22:32, 20 Dec 2010.
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This ability is for the Ogre/Troll/Huge Orc
Killing Rampage - The more enemies the "Ogre" kills the more attack and defense it gains.
Cyclop - Enraged Cyclop (think it's called that, according to the cyclop paint video)
Grab and Throw - The Cyclop grabs units from an ENEMY stack of CORE-units and throw them at a selected target. The number of grabbed units is half of what the cyclopes would have killed if attacked normally, but the throw-attack is full damage(ranged penalty is applied).
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"You turn me on Jaba"
- Meroe
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TDL
Honorable
Supreme Hero
The weak suffer. I endure.
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posted December 21, 2010 12:06 AM |
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Hmmm... interesting discussion Personally I would suggest adding/swapping several abilities. The primary concept of my ability proposals is centered about orcs' raw strength and lust for battle. Hence, the semi-introductory knockback effect covers pretty many of their abilities. Being one of the factions more scarce in number (because of their recent breakaway from Seven Cities), they rely on their brute strength.
Battle-hardened (potentially instead of Life on the Battlefield)
Maulers and Crushers gain additional morale for every consecutive battle won. The morale boost only takes in victories not older than the X past number of days (default: X=2).
Dash
Crushers can charge at an enemy flank, knocking back small enemy stacks to the side.
Powered Slam (activated ability; concentrated about looks more than downright effect)
Crushers can execute a charged attack against its selected target, knocking it a few spaces away and potentially stunning it for X rounds (default: X=1).
Stomp
Centaurs can stomp the ground, knocking back any nearby targets in a V shape.
I will be sure to add more later.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 21, 2010 11:09 AM |
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Maulers:
-Fight to Death: When a hero with Maulers/Crushers in the army surrenders, he can't take them with him, cause tehy owuld never surrender to an enemy. Instead, they keep fighting, though as neutrals than and without Heroes bonusses, 'til the end of the battle.
Goblins:
-Save yourself!: When retreating, the hero keeps 50% of their Goblins&Goblin Hunters, who immediately come to flee with their leader when they see him run.
-Like rabbits: At the beginning of each week, a goblin stack, due to their high reproduction rate, grows by 5%.
Harpy:
-Hate(Men): The Harpies hate all men, giving them a damage bonus against all male humanoids.
Centaur:
-?: (I jsut don't get the english word for what I mean now: I mean that the centaurs pimp up themselves when women are around to show they are the best males of the world) When fighting alongside female humanoids, Centaurs gain a bonus on initiative and damage.
Ogre (if they will exist):
-the Crush ablity I designed for Mauler/Crusher could also fit for Ogres
-Bash (like in H5^^)
-Man-Eater: Ogres are known for eating humanoids (humans, dwarves, elves, halflings, etc.), which loose 1 moral when Ogres are on the battlefield
-Distractible: There is a small chance that Ogres loose their turn (for they are sooo easy to distract).
Stone thrower (like Troll in H1&2, Cyclops in H4)
-Rock Throw: The Rock also damages all adjacent tiles to the target tile, though only with 50%.
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Agent_00_BLeRD
Adventuring Hero
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posted December 21, 2010 03:51 PM |
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@Jiriki: Centaurs are females in H6. :-)
@Nightterror: Blood lust sounds a lot like the berserk spell, except it is very overpowered if the rage lasts for the entire battle. The player would simply need to cast it on the most powerful enemy stack and watch the enemy ranks kill themselves.
A suggestion: Here's a way to make sure your abilities are not overpowered. When trying to imagine one, think if that ability were used by the enemy player against you, how would you counter it? That can make it easier to find out if an ability can throw the balance of the game out of proportion.
Does any one know the final troop order for this town? Especially whether we are having a troll or an ogre or what?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 21, 2010 04:07 PM |
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They are? BAH BAH BAH BAH Thats like female minotaurs or male harpies a NO-GO, No-GO, NO-GO!!!!!!!!!!!!!!!!!!!!!
So...hmmm, then we can put my ability idea aside^^ I hadn't known that. And it really IS a massive no-go for me^^ Well, another H6-disappointment for me^^ well, couldn't play H6 anyway, probably, without buying a rather up-to-date-pc, which I can't afford.
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Agent_00_BLeRD
Adventuring Hero
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posted December 21, 2010 07:32 PM |
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I like that 3 round idea. Will implement that.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 21, 2010 08:07 PM |
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Goblins:
-Powerfull Mass: Goblins are used to be surrounded by masses of their kind and fight better when it is so. For every 100 Goblins in a stack, the stack gains a bonus (the bonus of the lesser amounts stays!):
100: +1 Morale
200: +10% Initiative
300: Loose the ability "cowardice"
400: Loose the ability "Fearful"
at 500,700,etc.: another +1 morale
at 600,800,etc: another +10% ini
Harpys:
-Strike and Retreat: When attacked, harpys can retaliate and then move away from the opponent to an unoccupied square.
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Agent_00_BLeRD
Adventuring Hero
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posted December 21, 2010 08:31 PM |
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Cyclops:
Siege Engine - The cyclops can attack castle walls, towers and gate. It cannot be stopped by the castle's moat (although it still receives damage).
@Jiriki: Added an alternative way to implement strike and retreat.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 21, 2010 09:26 PM |
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that's also a variant!
We're being quite creative, eh?
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted December 21, 2010 09:47 PM |
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Quote: Siege Engine - The cyclops can attack castle walls, towers and gate. It cannot be stopped by the castle's moat (although it still receives damage).
You do of course realise that all units are able to attack walls, gates & tower in HoMMVI. It was one of the major new things that Ubi announced when they announced the game.
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Vote El Presidente! Or Else!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 21, 2010 10:22 PM |
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Quote:
Quote: Siege Engine - The cyclops can attack castle walls, towers and gate. It cannot be stopped by the castle's moat (although it still receives damage).
You do of course realise that all units are able to attack walls, gates & tower in HoMMVI. It was one of the major new things that Ubi announced when they announced the game.
I was not^^ I only get the infos bit per bit when they randomly occur in the threads here^^ but so far, I found the most things...very unpleasant -.-
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evinin
Supreme Hero
Servant of Asha
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posted December 22, 2010 06:13 AM |
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3) Distractable - There is a small chance that Ogres loose their turn (for they are sooo easy to distract).
But that's such a big minus! Why should we have an ability like that?
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted December 22, 2010 09:45 AM |
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Why shouldn't we have negative ablities? Because it is a balance. Ogres are proposedly (if having that ability) very trong for an elite unit, especially concerning health and damage. Also, the chance would be very small.
I think negative abilities give more thrill to the game....they would even more with choosable creatures, but even like it is, they Do! Goblins also have cowardice (allready in H5) and there were the berserkers in H4.
Speaking of old games reminds me:
If it isn't allready an ability for the whole faction:
Mauler/Crusher:
-Impatient: The Mauler has no wait/defend command. OR When defending/waiting, the mauler looses Ini. OR When defending/waiting, the Mauler looses Rage points. OR When defending/waiting, the Mauler looses morale. All these losses are, of course, only for one turn.
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