Jabberer

Game ideas

Jul 7th, 2018
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  1. The player starts with a commander and a few hundred points, enough to build a small but decently strong starting army, Each victory gives a certain amount of points so that you may field more units, and dead soldiers equate to a loss of points. The goal is to make a profit in fielding points.
  2. In between battles the player must manage happiness, with the methods varying based off various traits they chose for their faction before the campaign starts.
  3.  
  4. stats:
  5. strength: CQW,thrown weapons,artillary, and heavy guns use
  6. precision:Light guns,thrown weapon, and archery use
  7. toughness:ability to shrug off damage
  8. Intelligence:arcane magic use
  9. will:divine and resistance to intimidation
  10. Dread:Unholy magic use and intimidation
  11.  
  12. weapon types:
  13. close quarters weapons:swords, clubs, maces, spears and so forth (strength based)
  14. thrown:Throwing axes, spears, and bombs.(precision based)
  15. heavy guns:mid ranged hand canons and blunderbuss, all use spread template(strength based)
  16. Light guns:Pistols, muskets, arquebus and other such fire arms(precision based)
  17. Artillery:Canons,catapults, and any other weapon meant to tear walls down(strength based)
  18. Archery:Bows and crossbows.(precision based)
  19.  
  20. Humans: -Can specc into anything and be above average at the rest
  21.  
  22. Orcs:
  23. -specc best into heavy armor and CQW but can fulfill any non arcane role well.
  24. -Toughness and strength are their highest assets, with intelligence being their lowest.
  25. -they make up for their straight forward play style with fun personalities. Essentially just warhammer orcs but with both genders.
  26. -they always have the bloodknight trait.
  27. -can loot and modify the spoils of war to their needs
  28. -female orc units get a bonus to dread but cost 1.2X more, best used for warlocks
  29.  
  30. Dwarves:-spec best into heavy armor and artillery but can fulfill any non long ranged role well, with artillery being the exception to their lack of skill
  31. -their highest assets are intelligence and toughness, with precision being their lowest
  32. -best suited to small Elite armies.
  33. -best armor in the game
  34. -best artillery in the game
  35.  
  36.  
  37. Elves:spec best into light guns and archery, but can fulfill any non melee role well
  38. -their highest assets are precision and will, their lowest is strength
  39. -Like dwarves they work best in small alite armies.
  40. -second best armor in the game, but their below average toughness renders it kind of moot
  41. -weakest artillery
  42.  
  43. Goblins: Spec best into light armor and melee, can do other roles sub optimally
  44. -Highest assets are dread and toughness, lowest is will
  45. -easy to route and scatter. complete cowards
  46. -on the rare occasion they don't flee, they have enough endurance to pin down a decent sized group of enemies
  47. -Easily the best warlocks in the game, but good luck affording them
  48.  
  49. Kobolds: Spec best into thrown weapons and light armor, Can do other roles adequetly
  50. -highest assets are intelligence and will, Lowest is strength
  51. -surprisngly high morale for such weak creatures
  52. -can spent points setting traps before a match
  53. -in between the orcs and goblins as per expense, making them amazing tarpits
  54. -The only race capable of training units to ride dragons
  55.  
  56. Ratlings: spec poorly into everything except warlocks.
  57. -Fanatically entrenched into loyal packs.
  58. -Best tarpit in the game.
  59. -warlocks are fairly cheap compared to other races and have access to powerful debuff spells
  60. -the only certifiably evil race. Only usable by the referee/computer controlled player
  61.  
  62.  
  63.  
  64.  
  65. Magik types:
  66. Arcane: Studied magik, through years of dedication practitioners called wizards learn to enhance their innate magik potential. is most effective against divine magik due to beind derived from and improved upon the miracles of the gods, but lost it's potency to against he dark powers thanks to the secularization of it's practice
  67.  
  68. Divine:holy miracles channeled through priests and prophets caused by gods of varying moral allegience. Does particularly well against unholy, however it's brute force pales to the might of the arcane
  69.  
  70. Unholy:achieved through making dark pacts with the powers infernal, Warlocks create absolute havoc among the battlefield. though weaker in power than holy magik, it is far less predictable, making it hard for arcane practitioners to circumvent it.
  71.  
  72. TemplateS:
  73. Each race has a small number of templates with which they can customize their units. spending points on stats, gear, and various traits that are useful in battle.the templates are,
  74. -soldiers:the basic , cheap unit with the average stat line of the chosen race
  75. -elite: soldiers that are all round better than soldiers, but far more expensive
  76. -commander: single units that may be attached to others, increasing morale and combat ability, Unmodified a single commander will cost as much as a squad of unmodified elites.
  77. -specialist:Units that can entirely subvert their race's standard methods of warfare, Generally just members of allied or enslaved races.
  78. Legends: The most advanced form of unit, characters that can fight entirely on their own, there may only be one per each side of the field per battle, their base costs are absurdly high And their upgrades costing far more than others.
  79.  
  80.  
  81. Sample legendary character: Da Aporcalypse
  82. An orc the size of a hill giant, who through his life has suffered nothing but tragedy, He shall rise and punish three times over the ones who hurt him. and go on to form the greatest empire of an era, destined to fall only to a human hero who had faces similar circumstance
  83. Point cost:835
  84. Stats:S:10 P:7 T:12 I:3 W:8 D:11
  85. Wounds:15
  86. Basic weapons: Blade of elvenbane (Bonus damage against elves),flame mirror shield (when an opponent's attack fails cast burning hands), dwarf forged hauberk (defends better against melee and magic attacks)
  87. Special traits: Fated foe (he may only truly be killed by the human legend, 'the peasant king'), determined conquerer (generates 100 points after each battle, meaning he will always have at least a small following), 'oo invited da snazz boyz?!(units in the same army cannot carry any equipment made with precious metal [such as silver or gold] or gems[such as any non wand magic focuses].)
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