unit:Verdant Guard

This unit is still in testing. It should not be used in official games


Verdant Guard
70 Points
Living, Small Building
HP = 44
Movement = N/A
Dodge Bonus = +0
Armor Type = Light

Attacks
Sticky Tendrils
Type = Bludgeoning
Range = 6"
Hit Bonus = +2
Damage = 1d6+5*

Digestive Acid
Type = Energy
Range = Melee
Hit Bonus = +4
Damage = 3d6+12


Special Abilities
Adhesive Vines = Whenever Verdant Guard hits a non-building unit, move the unit in a straight line to melee range of the Verdant Guard. Any unit in melee range of a Verdant Guard must make a roll of 4 or higher on their movement phase in order to move.

Saurids make use of all wild beings in their surrounds, so it is only natural that they would use the giant cousin of the carnivorous sundew as protectors. They look like a tangled mat of vines and tendrils, with small red "beads" of sticky sap. All lead back to a centralized mass of particularly sticky specialized vines that can secrete a extremely dangerous acid. It is so strong that flesh stands no chance and metal doesn't last long before it starts to show holes. In the center of the digestive vines is a single stalk that produces a yellow flowers every time the plant catches food. One plant can spread out to protect one whole side of a temple. Anything from small destructive, pests to treasure theives and invading soldiers are potential food, if they aren't wary. To avoid disturbing their own guard plants, Saurids make a special tonic from the leaves of the plant to fool it into leaving them alone.

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