Cont.
- Step 4: Missile Special Attack
Each plus of missiles equals 1 free ‘shot’ at an enemy unit when the unit with
the missile ability first enters combat. A successful missile hit kills the
enemy unit outright. Each missile shot is resolved as 1 round of normal combat
which is described in step 5. During these missile attacks, the unit with the
missile ability can’t suffer a hit in combat, but if they get a successful
hit on the enemy, then they kill it. If a unit kills the enemy with a missile
hit then any left over shots carry on to the next enemy unit. The missile total
is calculated as unit missile ability + best missile ability from spell + best
missile ability from item. Missile bonus’s between attacker and defender are
offset.
eg. A Moonguard with +4 missile faces an Minotaur 0 missile. The Moonguard
has 4 rounds of combat to kill the Minotaur with missiles.
eg. A Moonguard with +4 missile faces a Archer with +2 missile. The Moonguard
has 2 rounds of combat kill the Archer with missiles and the Archer has
0 rounds of combat to kill the Moonguard with missiles.
eg. A Ranger with +3 missile and the bow of speed +6 missile faces a Minotaur.
The Ranger has 9 (3+6) rounds of combat to kill the Monotaur with missiles.
eg. A Moonguard with +4 missile faces 2 Light Infantry with 0 missile. The
Moonguard has 4 rounds of combat to kill the 1st Light Infantry with
missiles. If he kills the Infantry with the 2nd shot, then when the next
Infantry steps up, the Moonguard has 2 rounds of combat left to kill the
second Light Infantry with missiles.
NOTE1: Non-Flying units with 4 hp (either naturally or from a spell/item) when
they enter combat are immune to missile fire. This immunity will use up
all the enemy units missile shots so none will carry over to the next
unit. This immunity persists even if the 4 hit unit drops down to 3 hits
during the battle and then faces a unit with missile ability. But if a
4 hit unit is diseased or lifedrained down to 3 hits then it is
vulnerable to archery.
eg. A Moonguard with +4 missile faces a Dwarf Runner with 4 hp. The
Moonguard has 0 rounds of combat to kill the Dwarf Runner with
missiles due to the 4 hp immunity and all missile attacks are used
up.
eg. A Moonguard with +4 missile faces a Priest with Mighty Feast Spell
and an Undead Beast. The Moonguard has 0 rounds of combat to kill
the Undead Beast with missiles due to the Undead Beast due to the
4 hp immunity (3+1 from Mighty Feast) and all missile attacks are
used up.
eg. A Moonguard with +4 missile faces a Dwarf Runner who is diseased.
The Moonguard has 4 rounds of combat to kill the Dwarf Runner with
missiles due to the Dwarf Runner only having 3 hp (4-1 from disease).
eg. A Moonguard with +4 missile and a Light Infantry faces a Dwarf
Runner. The Light Infantry manages to hit the Dwarf Runner twice
before dying reducing the Dwarf Runner to 2 hits. The Moonguard now
faces the Dwarf Runner and has 0 rounds of combat to kill the Dwarf
Runner with missiles due to the Dwarf Runner have 4 hp immunity when
combat started even though it currently only has 2 hits.
NOTE2: Units with a missile ability get +3 strength for missile combat purposes
when facing units that are flying. This includes natural flyers like
Dragons and ground units that are flying due to a spell/item/hero ability.
eg. A Moonguard with +4 missile faces an Undead Dragon with 0 missile.
The Moonguard gets 4 rounds of combat at +3 strength (9 instead of
6) due to the Undead Dragon being a flying unit. If the missile
attacks are all unsuccessful then normal combat takes place with
the Moonguard having a strength of 6.
eg. A Moonguard with +4 missile faces an Vampire with Flight ability
and an Undead Beast with 0 missile. The Moonguard gets 4 rounds of
combat at +3 strength (9 instead of 6) due to the Undead Beast
flying from the Vampire Flight ability unit. If the missile attacks
are all unsuccessful then normal combat takes place with the
Moonguard having a strength of 6.
NOTE3: Once a units missile chance is used up that units missile chance is no
longer used when calculating offsetting missile bonus’s.
eg. 2 Moonguard attack 2 Moonguard. The first 2 Moonguards cancel out
each others missile bonus so there is no chance for missile hits.
The attacking Moonguard kills the defending Moonguard. The next
defending Moonguard steps into combat. Now the defending Moonguard
has 4 rounds of missile combat to kill the attacking Moonguard by
missiles since the attacking Moonguard no longer has any missile
shots left. If the defending Moonguard then kills the attacking
Moonguard and the 2nd attacking Moonguard steps up it will have 4
rounds of missile combat to kill the defending Moonguard with
missiles.
NOTE4: Medals are not taken into account for the attacker or defender when
doing the missile combat rounds. So if either/both units have medals
they will not get an extra roll for the missile attacks.
A die is rolled (normally 20 sided) for the attacker and the defender and
compared against their strength. If either/both the attacker or defender have
medals then a 2nd die is rolled (30 sided for 1 medal, 26 sided for 2 medals,
22 sided for 3 medals and 18 sided for 4 medals). The lower of the 2 rolls is
kept as lower rolls are better. The attackers die roll is compared to the
attackers strength and defenders die roll to the defenders strength. If a roll
is lower than the units strength it indicates a potential for a hit.
The results for both units are compared as follows:
Attacker roll < attacker str AND defender roll < defender str = no effect
Attacker roll < attacker str AND defender roll > defender str = hit defender
Attacker roll > attacker str AND defender roll < defender str = hit attacker
Attacker roll > attacker str AND defender roll > defender str = no effect
If a unit takes a hit it loses 1 hit point and 2 checks are then made.
The first check is to see if the unit which delivered the hit has trample
ability. If it has a trample ability a check is made to see if the unit which
was hit is flying (either a natural flyer or flying from a spell/item/hero
ability). If the unit is flying, it is immune to being trampled and if not
1 extra hit is removed for each plus of trample ability
(only natural flyers are immune to trample, if a non flyer is flying due to
a spell then it is still affected - MenaX)
eg. An Iron Golem with +3 trample hits an Undead Beast with 3 hp. The Iron
Golem has trample ability and the Undead Beast is not flying so the Iron
Golem does 1 hp of damage from the hit and 3 more from the trample for a
total of 4 hp which kills the Undead Beast. Any extra damage above what is
needed to reduce the enemy unit to 0 hp is not carried over to other enemy
units.
eg. An Iron Golem with +3 trample hits a Green Dragon with 3 hp. The Iron
Golem has trample ability but the Green Dragon is flying so the Iron
Golem does 1 hp of damage from the hit and 0 from the trample so the Green
Dragon has 2 hp left.
The second check is to see if the unit which was hit is vulnerable to a slayer
ability. If it is vulnerable to a slayer ability a check is made to see if the
unit which delivered the hit has that slayer ability. If so, then a slayer
roll is made where each plus of slayer ability equals a 10% chance to kill
the unit outright. The slayer ability is calculated as unit slayer ability +
best slayer ability from spell + best slayer ability from item. Slayer abilities
are NOT offset between attacker and defender.
eg. An Knight Lord with +2 dragonslayer hits a Green Dragon with 3 hp. The Green
Dragon is vulnerable to dragonslayer and the Knight Lord has a dragonslayer
ability of +2 so a roll is made with a 20% chance to kill the Green Dragon
outright. If the slayer roll is unsuccessful the Green Dragon is reduced to
2 hp otherwise it is dead.
NOTE1: Any slayer ability from a unit/spell/ability is automatically conferred
to every unit in the stack.
eg. An Knight Lord with +2 dragonslayer and a Minotaur attack a Green
Dragon. The Minotaur hits the Green Dragon who still has 3 hp. The
Green Dragon is vulnerable to dragonslayer and the Minotaur has a
dragonslayer ability of +2 (from the Knight Lord) so a roll is made
with a 20% chance to kill the Green Dragon outright. If the slayer
roll is unsuccessful the Green Dragon is reduced to 2 hp otherwise
it is dead.
If a unit drops to 0 or less hp it is killed and the next unit (if there are
any left) in the stack steps up to battle and you go back to step 1.