Royal Guard

The heaviest of infantry, these troops specialize in dispatching other physical melee combatants and ignoring the effects of ranged matter-based assaults.

Phys. Def — 80%
Mag. Def — 20%
Willpower — 5

Movement Speed — 2/3

Attack 1: Shock Slash

The Royal Guard engages in an attack that electrocutes his target with a low ascending swing.

Casting Time — .05 seconds
Cooldown Time — .7 seconds
Duration — N/A
Affected radius — 3 ft horizontal 180 degree arc in front of the character.
Damage — 10 physical, 50 magical
Secondary Effects — 0.3 second stun.


Lowers the shield during the animation. As an electrical attack, being struck by a Royal Guard knocks Shaka out of his body.

Attack 2: Bash

A quick jab with the tower shield. Tiring on the arm, but effectively disorienting.

Casting Time — .05 seconds
Cooldown Time — 2 seconds
Duration — N/A
Affected Radius — 2 ft straight forward, profile same height and width as the knight
Damage — 20 physical, 10 magical
Secondary Effects — Stun .6 seconds, knockback 2 ft


Bashing always has priority for damage checking against other melee attacks (it interrupts). Bashing also disengages the repeller field.

Special: Shield

The Royal Guard engages his tower shield's repeller field, which reflects all projectiles that hit the edge of the field.

Casting Time — .5 seconds
Cooldown Time — 20 seconds
Duration — 10 seconds
Affected Radius — 8 foot bubble centered on the Royal Guard.
Damage — N/A
Secondary Effects (knockback, stun, etc.) — none


Projectiles that hit the surface of the shield reflect off. This can be handled with complicated collision code, or we can just have them return to their source.

Unit Notes

Tower shield blocks all projectile attacks from a 90 degree arc the way the unit is facing, but does not block melee attacks. Cannot block 'behind' or 'in front' (north or south). Projectiles in this arc will home in on the shield and get sponged. The Royal Guard doesn't dependably reflect them without engaging the shield bubble.


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