Some Racial and Tactical Trait Ideas

 Right now there isn't a lot of faction differentiation when it comes to tactical combat. This leads combat to be simple and repetitive. A relatively easy way to fix this is to simply add more traits, so I have thought up some traits that would make races more unique and also make combat more interesting. These traits would be available to both troops and champions. Allowing champions of different races to feel more unique as well. I have tried to stick to lore as much as possible. I have also tried to design these traits so that they give each faction a different feel or strategy in combat. I would love to hear any ideas other people have as well.

Pariden

Use shards and mana to boost troops. An idea is that they can get traits that allow them to cast buffs on themselves, instead of straight up stat boosts.

Conduct: Allows unit to cast Conduct which strikes for their normal damage plus 1 lightning damage per shard. Removes Noble Legacy buff and can only be use once per combat.

Proud: Unit's initiative cannot be altered by enemy abilities or spells.

Enliven: Allows unit to caste heal on itself.

Quickening: Allows unit to caste haste on itself.

 

Altar

All troops are flexible and elite.

Hero's Chance: Unlocks a special attack that strikes for +1 accuracy per level, and +2 armour penetration per level.  

Avenger: +15% damage to Empire units.

Hero's Stand: Unlocks ability that grants +2 counterattacks and + 1 per level defence when defending, for 2 turns. 

 

Gilden

Tough and hard to kill troops. Have resistance to magic.

Stubborn: When knocked below 50% health unit becomes invulnerable for 1 turn.

Breaker: +15% armor penetration.

Weathered: +25 resistance to fire, ice, and lightning damage.

 

Tarth

Guerrilla fighters that like to hit and run. Like to combine slow and bows.

Challenge: Units attacked by this unit in melee have their movement reduced to 0.

Trapper: Allows unit to throw a net with 4 range that reduces and enemy's movement to 1 for 2 turns. 

Guerrilla: +1 move and + 2 initiative when below 50% health.


Krax

Defensive and dirty fighters.

Careful: +10 dodge versus ranged. 

Dirty Blow: A special attack that if it hits also reduces enemy accuracy by 10. 

Fallback: Unit gains +2 initiative for one turn when it is attacked while defending. 


Yithril

Strong and deadly melee.

Mighty: +5 chance to knock enemies prone.

Frenzy: Upon attack this unit gains +2 initiative for 2 turns.

Bulk: +2 hp and +10 weight capacity. -5 to dodge and accuracy.


Magnar

Flexible and dangerous warriors.

Spikes: Units attacking this unit take 1 damage multiplied by troop size.

Flame Tongue: Allows unit to breath fire to do (2 * unit size) +1 per level fire damage, with a range and cooldown of 4.

Dreaded: Units that attack this unit get -2 initiative for 1 turn.

 

Rosoln

Vampiric and unholy.

The current race bonus is way to weak and should be changed to 10-20% health drain on attack.

Unlife: Once per combat when reduced to 0 health instead of dying the unit is set to 50% health and knocked prone for 3 turns.

Ghoul: Upon killing a unit they gain +1 health permanently.

Death Touch: Units attacked by this unit loose regeneration and cannot be healed.

 

Umber

They like to swarm enemies with lots of weak units.

Mob: Every attack reduces enemy armor by 3 for 1 turn.

Savage: +2 attack -10 weight capacity.

Swarm: +5 dodge for every adjacent units.

 

Capitar

I can't really think of anything...

8,326 views 7 replies
Reply #1 Top

No love for mancer?

I might write an entire post on tweaks (in-line with the current mancer) to them/Capitar since I have the day off work. But it doesn't seem to warranted at the present.

That said there are some pretty silly trip ups with racial bonuses. Resoln are probably my favorite stock faction because they can amass power pretty quickly despite having lower HP. But their blood ability should probably be per person in the stack killed. And combining it with the perk that gives an addition -1 hp so they gain 0 hp/level might need a re-think (catapults eat your hearts out).

I like more traits that grant abilities (Like flame tongue, dirty blow and trapper 'cast net'), because they would give created units a more unique feel and have them fit a 'role' in your military. Rather than taking the optimal approach and throwing on the best of all your armour and weapons on them to make a more effective troop.

Reply #2 Top

Quoting stage62, reply 1
No love for mancer?

lol it's hard to come up with original stuff for normal humans...

Quoting stage62, reply 1
I like more traits that grant abilities (Like flame tongue, dirty blow and trapper 'cast net'), because they would give created units a more unique feel and have them fit a 'role' in your military. Rather than taking the optimal approach and throwing on the best of all your armour and weapons on them to make a more effective troop.

Exactly, right now it's all about maximizing stats and spamming. I would like to see that changed so you have units with distinct roles.

 

Reply #3 Top


For what its worth you forgot Umber as well.

Reply #4 Top

Quoting parrottmath, reply 3

For what its worth you forgot Umber as well.

Ugh fine, updated for Umber. I got nothing Capitar though... Rich former slave owners doesn't translate well into combat traits.

Reply #5 Top

Capitar is all about road building right?... :)

Combat Engineering: Strike the enemy with a piece of road-kit, dealing 15 blunt damage and constructing a road below the unit
Trailblast: Blast a bunch of roadpieces out on the combatfield, will create a path from the unit to the target location with expeditious movement.
Defensive Roads: Quickly erects a vertical road, blocking movement, 1 adjecent tile is made impassable....

~ K

 

Reply #6 Top

Capitar could have junk like:-

  • War bounty (Passive), Defeated units yield +5 gildar. (This was going to be a joke but it seems legit)
  • Elite Guard (Situational), +1 Counterattack while defending. +1 Gildar Upkeep if it's OP, but I doubt that seeing that having your whole army defend would leave big units free to slowly rip you apart, as well as spear wielders. Elite Guard could mitigate some damage to adjacent units, or increase their block/dodge.
  • Stomp (Active), Warhorse Only, Deals regular damage, change to knockdown target. After typing that I remembered how brutal horse kicks can be. So  maybe an attack with increased damage or crit chance...
  • Aimed Shot (Active), High accuracy strike, initiative penalty. (Not that they need it)
    • Alt, Righteous Blow (Active), Increased damage to Fallen.
  • Replaceable (Passive), Increased unit regeneration.

And yes having road building could cause a theme :P

  • Entrench (Active), +20 Dodge Vs Ranged while inside a trenched tile. (+Increased moves peed along trenches?)
Reply #7 Top

Quoting Schweiz, reply 7
And yes having road building could cause a theme

You know you like my road-building ideas ^_^

Sincerely
~ Kongdej