The Steppe Orcs
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Back from holidays. Time to dust off this thread and get it back on track.
First, thanks to the people who took the time to try and help me find a decent name. Such is my fussiness that I am still undecided
. I still like Khazak. Thankfully names are the easiest thing to play around with.
On a different note, some of the things listed in the 1.1.1 changelog have me rather exited.
The Outrunner, Flanker and Striker would remain the same.
The Stalker is a level 2 version of the current Marauder and has ambush on snowy terrain, The new Marauder would gain nightstalk in addition. Obviously the Stalker and Marauder MkII would require some rebalancing.
Good idea? Reasonable idea? Pathetic Idea?
The offensive attacks could be perhaps 3-3, 4-3, 5-3 (all impact).
The defensive attasks could be something like 8-3, 10-3, 12-3 (also impact)
I think this would make the Barrier more user-friendly and do away with concerns about leveling them up, but at the same time keep the overall idea, tactical concept and 'spirit'. Of course their XP requirements would have to be changed to fit this. My concerns remain over the way the AI would relate to Barriers.
Making this change would probably restart all the old debate over this unit. Not neccasarily a bad thing.
Your thoughts...?
Anyway, it's good to be back.
First, thanks to the people who took the time to try and help me find a decent name. Such is my fussiness that I am still undecided

On a different note, some of the things listed in the 1.1.1 changelog have me rather exited.

I would like to take advantage of this new flexibility by including it somewhere within the Outrunner line. I am considering making the Outrunner line go something like this:1.1.1 changelog wrote: * abilities can receive time of day and terrain [filter] (currently only [hides], [steadfast], [illuminates])
- ambush and nightstalk are available via the new [hides] ability tag
Code: Select all
Outrunner -> Flanker -> Striker
-> Stalker -> Marauder
The Stalker is a level 2 version of the current Marauder and has ambush on snowy terrain, The new Marauder would gain nightstalk in addition. Obviously the Stalker and Marauder MkII would require some rebalancing.
Good idea? Reasonable idea? Pathetic Idea?
By using this I could fine tune the Barrier line a lot better. My plan is to give this line very weak offensive attacks and much stronger defensive retaliations.1.1.1 changelog wrote:* attack_weight=0 disables the attack when attacking
* defense_weight=0 disables the attack when defending
The offensive attacks could be perhaps 3-3, 4-3, 5-3 (all impact).
The defensive attasks could be something like 8-3, 10-3, 12-3 (also impact)
I think this would make the Barrier more user-friendly and do away with concerns about leveling them up, but at the same time keep the overall idea, tactical concept and 'spirit'. Of course their XP requirements would have to be changed to fit this. My concerns remain over the way the AI would relate to Barriers.

Making this change would probably restart all the old debate over this unit. Not neccasarily a bad thing.
Your thoughts...?

appleide wrote:eh... The barrier is level 2 right? Then I think 3-3/11-3 is good.

My stat sketch stands at:
Code: Select all
Barrier(lvl 1) -> Rigid(lvl 2) -> Stoic(lvl 3)
Attack 3-3 Attack 4-3 Attack 5-3
Defend 8-3 Defend 10-3 Defend 12-3
...You were suggesting 12-3 attacks, so I thought it must be level 2.
IMHO, though, the level 2 should be 12-3, to compensate for his low offensiveness., while the stoic guy should get 15-3, or something like that...
(I made a custom faction for my own purposes and just found out that the idea behind all my units were like the same as the one behind your barriers...)
IMHO, though, the level 2 should be 12-3, to compensate for his low offensiveness., while the stoic guy should get 15-3, or something like that...
(I made a custom faction for my own purposes and just found out that the idea behind all my units were like the same as the one behind your barriers...)
Why did the fish laugh? Because the sea weed.
Hi again! I must say that I'd hate to see the barrier (lvl 1) gaining even a weak melee attack. The concept of not having any offensive attacks is really quite original and this would basically ruin it, IMHO. Leveling would be easier, but I don't really see that as a selling point.
As for the AI...AI opponents are probably mostly used in the campaign, right? If the AI has problems understanding the new attack_weight and defense_weight 0 values, then I believe it can be fooled quite well with the WML tricks I've mentioned before. But in any case, since the faction is not going to be finished in a while, I wouldn't worry too much about the AI at this point.
As for the AI...AI opponents are probably mostly used in the campaign, right? If the AI has problems understanding the new attack_weight and defense_weight 0 values, then I believe it can be fooled quite well with the WML tricks I've mentioned before. But in any case, since the faction is not going to be finished in a while, I wouldn't worry too much about the AI at this point.
Zookeeper and Mustelid have convinced me to allow the Barrier line to retain it's current form, for the moment. 
However I have concerns about being able to level a unit that you cannot attack with. The potential AI problems are only just on the horizon, I don't expect to have to deal with them for some time, that is, if they turn up at all.
What do people think about the revised Outrunner advancment tree?

However I have concerns about being able to level a unit that you cannot attack with. The potential AI problems are only just on the horizon, I don't expect to have to deal with them for some time, that is, if they turn up at all.
What do people think about the revised Outrunner advancment tree?
Last edited by Zhukov on February 13th, 2006, 1:04 pm, edited 1 time in total.
This might be more of an idea than a comment on the tree...Zhukov wrote:What do people think about the revised Outrunner advancment tree?
Most factions have a clear scout unit (scout, bat, cavalry, gryphon, etc) with high movement (8 or more). With steppe orcs, I think you could deviate a bit from the norm and make the "scout unit" less...scouty. Something like: relatively few movement points (5-6), but not hindered much by rough terrain. Skirmisher for the Flanker line, too. Village grabbing would be slower with these, but you could slip past enemies and difficult terrain much more easily. The steppebasic movetype seems to have a movement cost of 3 in mountains, so that for example would be just 1 for these guys. So the Flanker line would be a bit like saurians, I guess, but with slightly less movement and better mobility on rough terrain.
A) Zookeepers scout idea.
Yes! I love it! It will make more rebalancing necessary, but it should be worth it. I was also worried that my Outrunners were uncomfortably similar to Orcish Archers, this gets rid of that entirely. The entire line will be reduced to 6 movement, the Outrunner, Flanker and Striker will gain skirmish. Movement costs shall be reduced.
If this proves unbalanced I will change it so that only the Flanker and Striker get skirmish. This would make the choice between a stealthy Stalker or skirmishing Flanker more interesting. However it would also reduce the value of the Outrunner as a level 1 recruitable scout. I'm a bit unsure about this, hopefully the skirmishing Outrunner won't prove overpowered.
B) Stalker and Marauder.
Basically, what do people think of this? I think the concealment goes well with the backstab. Does anyone have any ideas for other concealing options?
C) At last, the Icewind line split.
The Reject will have the 'steppelusive' movetype and a cold magical melee attack. He will have negative resistances to physical damage. The IceFist Rogue will be a general improvement.
Ideas for a second attack are welcome.
I am going to Post a new list of stats with updated descriptions, changed names, new units and revised stats as soon as I can.

If this proves unbalanced I will change it so that only the Flanker and Striker get skirmish. This would make the choice between a stealthy Stalker or skirmishing Flanker more interesting. However it would also reduce the value of the Outrunner as a level 1 recruitable scout. I'm a bit unsure about this, hopefully the skirmishing Outrunner won't prove overpowered.

B) Stalker and Marauder.
Basically, what do people think of this? I think the concealment goes well with the backstab. Does anyone have any ideas for other concealing options?
C) At last, the Icewind line split.
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IceWind Herder -> IceWind Drover -> IceWind Master
-> IceWind Reject -> IceFist Rogue
Ideas for a second attack are welcome.
I am going to Post a new list of stats with updated descriptions, changed names, new units and revised stats as soon as I can.

Last edited by Zhukov on February 15th, 2006, 4:56 am, edited 1 time in total.
(To all of you who dislike long posts, please look away now
)
Ok, here are the complete and up-to-date stats.
This is the current unit tree:
Warrior
The rank and file Steppe Orc soldier epitomizes the qualities of his clan. Hardened, resiliant and, if necessary, desperately savage. A harsh life and continuous conflict more then make up for the lack of formal training. Steppe Orcs, not known for their finesse, fight with two-handed battleaxes.
Bladesman
Those warriors who excell in the use of the battle axe are informally known to their bretheren as Bladesmen. Disregarding all flair or style, Bladesman fight with simple and brutal strength, hewing away at any foe that stands before them. Skill gained through battle only builds on what nature has already granted them.
Massif
The first time the Massif class of warriors was encountered by outsiders they were mistakenly thought to be called 'Massives' because of their great size. In truth Massifs are named after the mountains that they are said to resemble in battle. They invariably continue their use of the battleaxe.
Spearman
The Orcs of the steppe learnt early on that their battleaxes were not suitable against all foes. In accordance with this, some warriors forgo further usage of the axe and take up short spears, often little more then simple sharpened stakes.
Skewer
While orcs may not be renowned for their intellectual capacity, it is well within their powers of thinking to realise that a longer spear will allow them to impale an enemy from greater distance. In addition, Skewers often manage to craft heads for their spears, further increasing their grisly effectiveness.
Savage
It is not uncommon for warriors to dismiss the use of weapons altogether and fall back on their natural strengths, attacking enemies solely with their fists. Savages cease to use armour at all, allowing them greater speed and ease of movement but sacrificing the protection it gives.
Special Notes: When attacking, Savages enter a voilent frenzy, driving home their attack until their enemy has been beaten beyond recognition. Only their own death will bring about an end to their fearsome assualt. However when attacked they defend themselves in a much calmer manner.
Barrier
Some soldiers are given a special role, quite different from any of their comrades. Barriers carry no weapon at all, instead they enter battle with large shields. Their unique duty is to protect the wounded, patch up holes in the line and, if all looks to be lost, cover their retreating army. It has often been said by the Steppe Orcs that while the Barriers have never secured victory, they have numerous times prevented defeat.
Special Notes: Due to their lack of weaponry Barriers may not attack the enemy. When attacked however, they retaliate with heavy strikes with the front of their shields.
Rigid
As their name suggests, the Rigid are a nearly unbreakable foe. They often form fall-back positions behind the battle lines. Many a time the Rigid have sacrificed their lives, delaying the enemy while the main force recovers and regroups behind their unyielding wall of flesh, bone and iron.
Special Notes: Due to their lack of weaponry Rigid may not attack the enemy. When attacked however, they retaliate with heavy strikes with the front of their shields.
Stoic
The Stoic are the greatest symbols of plain and simple endurance. They are characterized by sheer stubbornness and refusal to go down even under the heaviest of blows. Time and time again a foe has struck down a Stoic and thought him dead, only to see the hardy orc lift himself from among the corpses of the dead, raise his shield and reasume his position. Such is their resiliance that outsiders have been known to wrongly think them enfused with the dark power of necromancy.
Special Notes: Due to their lack of weaponry Stoic may not attack the enemy. When attacked however, they retaliate with heavy strikes with the front of their shields.
IceWind Herder
There is an old tale about the creation of the the IceWind order: A gang of children were fishing when a very young female, hooking something bigger then she could land, was dragged into the subzero waters. She did not reappear. Two days later, while the tribe was still mourning the loss, a sentry witnessed an unnerving spectacle. The very same girl, delirious with exhaustion and deathly pale, was spotted dragging herself from the pond.
After the incident the girl, whose name is a closely guarded secret, was never the same. The tribespeople told stories of seeing her freeze a bear solid, simply by looking at it, others claimed that she went out by night to converse with things in the water. Nobody dared approchher about these rumours, lest they prove to be true.
She became the founder of the IceWind order, every year she would select children from the tribe to train. Whatever she taught them, it granted them a mysterious mastery over the elements of their habitat. The Herders themselves describe this mastery as "union". Within her lifetime the order became an accepted part of the clan.
The child refused outright to reveal what had happened in the frozen pool and when she died many years later the secret died with her.
Special Notes: In battle Herder's are able to conjure up a field of lethal cold. This is magical in nature and always has a high chance of damaging an enemy.
Icewind Drover
A Herder of sufficiant ability can become what the Steppe Orcs call a Drover, the elite of the IceWind order. With age and experience in the control of elemental magics comes increased effectivness in battle, demonstrated by a potent ability to summon forth fierce blizzards from a clear sky. When asked about the mechanics of their abilities they often answer by refering to themselves as "conduits". Just what it is that they channel is never revealed.
The tribespeople claim to notice a blue tinge that begins to pervade their normally brown complexion and a crystalline hardness of their skin. Other steppe orcs whisper that this is because their hearts pump not blood, but ice.
Special Notes: The Frost attack inflicted by the IceWind Drover is magical in nature and always has a high chance of hitting an enemy.
IceWind Master
Masters are a rare thing indeed, especially in a race with little aptitude for magic. There is almost never more then one in each generation and, as often as not, no Masters will emerge for decades. Those that do reach this pinnacle of their order are often of reclusive nature, as their power seperates them from the main clan. However the reasons for their estrangement also grant them great respect from their brethren.
Special Notes: The Frost attack inflicted by the IceWind Master is magical in nature and always has a high chance of hitting an enemy.
IceWind Reject
Not all initiates to the IceWind order are successful. Some lack the necessary patience, others are found wanting in mental edurance. However being excluded from the order cannot make them forget what they have learned.
When the rejects first began performing supposedly forbidden magic on their own, the IceWind order raised an uproar in the tribal council. Under threat of exile the Rejects were forced to ceace their activities. But their order survived, albeit in a different form. Rather then mimic their counterparts, they developed a parallel sect. The magics worked by the Reject are undeniably crude, but have great practicle use. However they are denied the mystical union with their icy home, that is a right reserved for the Drovers.
Special Notes: The strikes of the IceWind Reject are of a magical variety and always have a high chance of success.
IceFist Rogue
Those outcasts of the IceWind order who achieve veteran status in their art are looked upon as akin to minor criminals. However not even the Herders can deny that they are more then a little useful. Rogues, calling themselves "IceFists" in parody of the IceWind, specialise in flushing foes from fortified positions or difficult terrain.
Special Notes: The strikes of the IceFisy Rogue are of a magical variety and always have a high chance of success.
Outrunner
Outrunners provide eyes and ears to the main clan, scouting their borders and standing watch at camps. They are trained in physical endurance, not for resisting enemy blows but for covering the hardest terrain in as little time as possible. Hand-to-hand fighting is left to the Warriors, the Outrunners have instead adopted the short bow as their weapon of choice. Apart from the normal uses, Outrunners train to place their arrows to weaken strong enemies or prevent weak ones from escaping. The focus is on being able to weave their way through battles to engage the enemy where he is weakest.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Flanker
The more experienced Flankers often take a greater part in battle then the Outrunners. Although their hit-and-run tactics rarely pose any serious danger to a healthy enemy, Flankers are the bane of any foe attempting to leave the battlefield.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Striker
Strikers are a valuable support element for the Steppe forces. Greatly increased skill at laming their foes is an asset that is not to be underestimated. Many an enemy is struck down before he can recover from an arrow in the kidneys.
Special Notes: being crippled slows enemies down and handycaps them in combat.
Hunter
Many Outrunners forgo training in endurance and instead choose to focus on their familiarity with their homeland. Their trademark skill is concealment, of which they are especially capable of in wintery conditions. Coupled with this is both willingness and training to dispatch distracted or unaware opponents.
Marauder
The Marauders are true terrors to those they can lure out onto the frozen steppe. Often working in pairs, Marauders always seek to deliver the killing blow, preferably from a position of concealment. However their camoflague techniques are not suited to other environments, making them less of an asset when fighting in unfamiliar territory.
Special Notes: while a unit with the same allegiance as the Marauder distracts an enemy the Marauder may fire into the back of that enemy, inflicting terrible damage.
Spearhead
Any Steppe Orc wishing to lead his comrades must first prove himself in battle. Spearheads lead the charge into the enemy, seeking to crash a hole in the battle lines of the foe. Their crude but often effective tactics are complemented by equally crude but effective weapons. A weight attached to a chain makes a perfectly servicable flail.
Special Notes: The Spearhead's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Juggernaut
Some of the Steppe Orcs aspiring to power realise that they have a aptitude for the charge. Abandoning the pursuit of leadership and tactical wisdom, these Juggernauts fling themselves on the enemy with utterly ferocious recklessness. In one legendary incident, an entire squad of elves scattered and ran at the sight of a single Juggernaut bearing down on them.
Special Notes: The Juggernaut's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Vanguard
Having proven themselves in battle, Vanguards strive to learn more of leading others. Their knowledge is put to good use on the battlefield, where they direct the actions of their comrades. However often in the chaos of battle these subtleties are disregarded and the Vanguards live up to their name, leading by example. They have however learnt some restraint, complementing their flails with a standard battleaxe similar to that used by steppe warriors.
Special Notes: the Vanguard's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
BattleChief
The effects of experience become more then evident by the time a Steppe Orc obtains the title of BattleChief. They have discovered the advantages of leading from behind, urging their fellows on before them. Before a battle it is customary for them to mingle with the soldiers, goading them on with threats, promises, insults or just primal bellows. Anything to spur them into a towering rage. Nearly everyone who has fought the orcs of the wild steppe has spoke of the unnerving roars of the orcish leaders.
Despite all this, BattleChiefs are more then ready to enter the fray themselves. Often, while retaining their flail, they focus on using the axe as they are considered too valuable an asset to risk on flail charges.
Special Notes: The Driver's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
WarBringer
The greatest chieftains are titled Warbringers. They are rare, scattered throughout the history of the Steppe Orcs, few and far between. Knowledgeable in the ways of both war and peace, they are the generals of their clan. In battle they are a rallying point for their forces. However the only military leader respected by the Steppe Orcs is one who is willing to fight the same as any ordinary footsoldier. There are few warriors of any race to be found that can match a WarBringer in combat.
Special Notes: The WarBringer's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
Here are the movetypes. (Not in the reversed .cfg form)
And "steppelusive," this is currently only used by the Savage, the Reject and the Rogue.
And "steppescout" used by the Outrunner and it's advancments.
Much typing.
I am not expecting feedback. After all, I simply don't expect anybody to sift through all that.

Ok, here are the complete and up-to-date stats.
- Changes:
- Slight reshuffle of unit names
- Added new 3 new units (IceWind Reject, IceFist Rogue, Stalker)
- Moderate alteration to Outrunner line.
- Updated and edited descriptions.
- Resolved Savage attack options.
- Added Barrier attacks.
- New movetype (movetypes are shown at bottom of post).
This is the current unit tree:
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Warrior -> Bladesman -> Massif
-> Spearman -> Skewer
-> Savage
Barrier -> Rigid -> Stoic
IceWind Herder -> IceWind Drover -> IceWind Master
-> IceWind Reject -> IceFist Rogue
Outrunner -> Flanker -> Striker
-> Hunter -> Marauder
Spearhead -> Vanguard -> BattleChief -> WarBringer
-> Juggernaut
Warrior
The rank and file Steppe Orc soldier epitomizes the qualities of his clan. Hardened, resiliant and, if necessary, desperately savage. A harsh life and continuous conflict more then make up for the lack of formal training. Steppe Orcs, not known for their finesse, fight with two-handed battleaxes.
Code: Select all
Level 1
Cost - 14 Battleaxe
HP - 37 Type: Blade
XP - 24 Range: Short
Moves - 5 Damage: 10-2
Movetype - steppebasic
(see below for explanation of steppebasic movetype)
Those warriors who excell in the use of the battle axe are informally known to their bretheren as Bladesmen. Disregarding all flair or style, Bladesman fight with simple and brutal strength, hewing away at any foe that stands before them. Skill gained through battle only builds on what nature has already granted them.
Code: Select all
Level 2
Cost - Battleaxe
HP - 45 Type: Blade
XP - 80 Range: Short
Moves - 5 Damage: 13-2
Movetype - steppebasic
The first time the Massif class of warriors was encountered by outsiders they were mistakenly thought to be called 'Massives' because of their great size. In truth Massifs are named after the mountains that they are said to resemble in battle. They invariably continue their use of the battleaxe.
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Level 3
Cost - Battleaxe
HP - 80 Type: Blade
XP - 60 Range: Short
Moves - 5 Damage: 15-3
Movetype - steppebasic
The Orcs of the steppe learnt early on that their battleaxes were not suitable against all foes. In accordance with this, some warriors forgo further usage of the axe and take up short spears, often little more then simple sharpened stakes.
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Level 2
Cost - Spear
HP - 45 Type: Pierce
XP - 80 Range: Short
Moves - 5 Damage: 9-3
Movetype - steppebasic
While orcs may not be renowned for their intellectual capacity, it is well within their powers of thinking to realise that a longer spear will allow them to impale an enemy from greater distance. In addition, Skewers often manage to craft heads for their spears, further increasing their grisly effectiveness.
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Level 3
Cost - Spear
HP - 80 Type: Pierce
XP - 60 Range: Short
Moves - 5 Damage: 14-3
Movetype - steppebasic Special: Firststrike
It is not uncommon for warriors to dismiss the use of weapons altogether and fall back on their natural strengths, attacking enemies solely with their fists. Savages cease to use armour at all, allowing them greater speed and ease of movement but sacrificing the protection it gives.
Special Notes: When attacking, Savages enter a voilent frenzy, driving home their attack until their enemy has been beaten beyond recognition. Only their own death will bring about an end to their fearsome assualt. However when attacked they defend themselves in a much calmer manner.
Code: Select all
Level 2
Cost - Fist
HP - 52 Type: Impact
XP - 60 Range: Short
Moves - 6 Damage: 6-5
Movetype - steppelusive (see below) Special: Defence only
Frenzy
Type: Impact
Range: Short
Special: Berserk, Offence only.
Damage: 5-5
Barrier
Some soldiers are given a special role, quite different from any of their comrades. Barriers carry no weapon at all, instead they enter battle with large shields. Their unique duty is to protect the wounded, patch up holes in the line and, if all looks to be lost, cover their retreating army. It has often been said by the Steppe Orcs that while the Barriers have never secured victory, they have numerous times prevented defeat.
Special Notes: Due to their lack of weaponry Barriers may not attack the enemy. When attacked however, they retaliate with heavy strikes with the front of their shields.
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Level 1
Cost - 16 Shield Bash
HP - 39 Type: Impact
XP - 14 Range: Short
Moves - 5 Damage: 8-3
Movetype - steppebasic, with modified resistances: Special: Defensive only
Blade 50%
Pierce 50%
Impact 40%
Cold 20%
Fire -20%
Holy 20%
As their name suggests, the Rigid are a nearly unbreakable foe. They often form fall-back positions behind the battle lines. Many a time the Rigid have sacrificed their lives, delaying the enemy while the main force recovers and regroups behind their unyielding wall of flesh, bone and iron.
Special Notes: Due to their lack of weaponry Rigid may not attack the enemy. When attacked however, they retaliate with heavy strikes with the front of their shields.
Code: Select all
Level 2
Cost - Shield Bash
HP - 50 Type: Impact
XP - 14 Range: Short
Moves - 5 Damage: 10-3
Movetype - steppebasic, with modified resistances: Special: Defensive only
Blade 50%
Pierce 50%
Impact 40%
Cold 20%
Fire -10%
Holy 20%
The Stoic are the greatest symbols of plain and simple endurance. They are characterized by sheer stubbornness and refusal to go down even under the heaviest of blows. Time and time again a foe has struck down a Stoic and thought him dead, only to see the hardy orc lift himself from among the corpses of the dead, raise his shield and reasume his position. Such is their resiliance that outsiders have been known to wrongly think them enfused with the dark power of necromancy.
Special Notes: Due to their lack of weaponry Stoic may not attack the enemy. When attacked however, they retaliate with heavy strikes with the front of their shields.
Code: Select all
Level 3
Cost - Shield Bash
HP - 75 Type: Impact
XP - 60 Range: Short
Moves - 5 Damage: 12-3
Movetype - steppebasic, with modified resistances: Special: Defensive only
Blade 50%
Pierce 50%
Impact 40%
Cold 20%
Fire -10%
Holy 20%
There is an old tale about the creation of the the IceWind order: A gang of children were fishing when a very young female, hooking something bigger then she could land, was dragged into the subzero waters. She did not reappear. Two days later, while the tribe was still mourning the loss, a sentry witnessed an unnerving spectacle. The very same girl, delirious with exhaustion and deathly pale, was spotted dragging herself from the pond.
After the incident the girl, whose name is a closely guarded secret, was never the same. The tribespeople told stories of seeing her freeze a bear solid, simply by looking at it, others claimed that she went out by night to converse with things in the water. Nobody dared approchher about these rumours, lest they prove to be true.
She became the founder of the IceWind order, every year she would select children from the tribe to train. Whatever she taught them, it granted them a mysterious mastery over the elements of their habitat. The Herders themselves describe this mastery as "union". Within her lifetime the order became an accepted part of the clan.
The child refused outright to reveal what had happened in the frozen pool and when she died many years later the secret died with her.
Special Notes: In battle Herder's are able to conjure up a field of lethal cold. This is magical in nature and always has a high chance of damaging an enemy.
Code: Select all
Level 1
Cost - 21 Frost
HP - 36 Type: Cold
XP - 55 Range: Long
Moves - 5 Special: Magical
Movetype - steppebasic, with modified resistances: Damage: 4-4
Blade -30% Staff
Pierce -20% Type: Impact
Impact -20% Range: Short
Cold 30% Damage: 4-3
Fire -10%
Holy 20%
A Herder of sufficiant ability can become what the Steppe Orcs call a Drover, the elite of the IceWind order. With age and experience in the control of elemental magics comes increased effectivness in battle, demonstrated by a potent ability to summon forth fierce blizzards from a clear sky. When asked about the mechanics of their abilities they often answer by refering to themselves as "conduits". Just what it is that they channel is never revealed.
The tribespeople claim to notice a blue tinge that begins to pervade their normally brown complexion and a crystalline hardness of their skin. Other steppe orcs whisper that this is because their hearts pump not blood, but ice.
Special Notes: The Frost attack inflicted by the IceWind Drover is magical in nature and always has a high chance of hitting an enemy.
Code: Select all
Level 2
Cost - Blizzard
HP - 48 Type: Impact
XP - 110 Range: Long
Moves - 5 Damage: 18-1
Movetype - steppebasic, with modified resistances: Frost
Blade 0% Type: Cold
Pierce 0% Range: Long
Impact 0% Special: Magical
Cold 40% Damage: 7-4
Fire -10% Staff
Holy 20% Type: Impact
Range: Short
Damage: 6-3
Masters are a rare thing indeed, especially in a race with little aptitude for magic. There is almost never more then one in each generation and, as often as not, no Masters will emerge for decades. Those that do reach this pinnacle of their order are often of reclusive nature, as their power seperates them from the main clan. However the reasons for their estrangement also grant them great respect from their brethren.
Special Notes: The Frost attack inflicted by the IceWind Master is magical in nature and always has a high chance of hitting an enemy.
Code: Select all
Level 3
Cost - Blizzard
HP - 65 Type: Impact
XP - 60 Range: Long
Moves - 5 Damage: 18-2
Movetype - steppebasic, with modified resistances: Frost
Blade 0% Type: Cold
Pierce 0% Range: Long
Impact 0% Special: Magical
Cold 50% Damage: 8-5
Fire -10% Staff
Holy 20% Type: Impact
Range: Short
Damage: 8-3
Not all initiates to the IceWind order are successful. Some lack the necessary patience, others are found wanting in mental edurance. However being excluded from the order cannot make them forget what they have learned.
When the rejects first began performing supposedly forbidden magic on their own, the IceWind order raised an uproar in the tribal council. Under threat of exile the Rejects were forced to ceace their activities. But their order survived, albeit in a different form. Rather then mimic their counterparts, they developed a parallel sect. The magics worked by the Reject are undeniably crude, but have great practicle use. However they are denied the mystical union with their icy home, that is a right reserved for the Drovers.
Special Notes: The strikes of the IceWind Reject are of a magical variety and always have a high chance of success.
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Level 2
Cost - Frigid Touch
HP - 42 Type: Cold
XP - 50 Range: Short
Moves - 5 Damage: 8-4
Movetype - steppelusive Special: Magical
Those outcasts of the IceWind order who achieve veteran status in their art are looked upon as akin to minor criminals. However not even the Herders can deny that they are more then a little useful. Rogues, calling themselves "IceFists" in parody of the IceWind, specialise in flushing foes from fortified positions or difficult terrain.
Special Notes: The strikes of the IceFisy Rogue are of a magical variety and always have a high chance of success.
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Level 2
Cost - Frigid Touch
HP - 70 Type: Cold
XP - 60 Range: Short
Moves - 5 Damage: 10-4
Movetype - steppelusive Special: Magical
Outrunners provide eyes and ears to the main clan, scouting their borders and standing watch at camps. They are trained in physical endurance, not for resisting enemy blows but for covering the hardest terrain in as little time as possible. Hand-to-hand fighting is left to the Warriors, the Outrunners have instead adopted the short bow as their weapon of choice. Apart from the normal uses, Outrunners train to place their arrows to weaken strong enemies or prevent weak ones from escaping. The focus is on being able to weave their way through battles to engage the enemy where he is weakest.
Special Notes: being crippled slows enemies down and handycaps them in combat.
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Level 1
Cost - 17 Bow
HP - 35 Type: Pierce
XP - 36 Range: Long
Moves - 6 Damage: 4-3
Abilities - Skirmisher Cripple
Movetype - steppescout Type: Pierce
Range: Long
Special: Slow
Damage: 2-2
Dagger
Type: Blade
Range: Short
Damage: 2-3
The more experienced Flankers often take a greater part in battle then the Outrunners. Although their hit-and-run tactics rarely pose any serious danger to a healthy enemy, Flankers are the bane of any foe attempting to leave the battlefield.
Special Notes: being crippled slows enemies down and handycaps them in combat.
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Level 2
Cost - Bow
HP - 48 Type: Pierce
XP - 80 Range: Short
Moves - 6 Damage: 8-3
Abilities - Skirmisher Cripple
Movetype - steppescout Type: Pierce
Range: Long
Special: Slow
Damage: 3-2
Dagger
Type: Blade
Range: Short
Damage: 3-3
Strikers are a valuable support element for the Steppe forces. Greatly increased skill at laming their foes is an asset that is not to be underestimated. Many an enemy is struck down before he can recover from an arrow in the kidneys.
Special Notes: being crippled slows enemies down and handycaps them in combat.
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Level 3
Cost - Bow
HP - 65 Type: Pierce
XP - 60 Range: Long
Moves - 6 Damage: 10-3
Abilities - Skirmisher Cripple
Movetype - steppescout Type: Pierce
Range: Long
Special: Slow
Damage: 5-3
Dagger
Type: Blade
Range: Short
Damage: 4-3
Many Outrunners forgo training in endurance and instead choose to focus on their familiarity with their homeland. Their trademark skill is concealment, of which they are especially capable of in wintery conditions. Coupled with this is both willingness and training to dispatch distracted or unaware opponents.
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Level 2
Cost - Bow
HP - 48 Type: Pierce
XP - 60 Range: Long
Moves - 5 Special: Backstab
Abilities - Ambush(snow) Damage: 7-3
Movetype - steppescout Hatchet
Type: Blade
Range: Short
Damage: 7-3
The Marauders are true terrors to those they can lure out onto the frozen steppe. Often working in pairs, Marauders always seek to deliver the killing blow, preferably from a position of concealment. However their camoflague techniques are not suited to other environments, making them less of an asset when fighting in unfamiliar territory.
Special Notes: while a unit with the same allegiance as the Marauder distracts an enemy the Marauder may fire into the back of that enemy, inflicting terrible damage.
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Level 3
Cost - Bow
HP - 58 Type: Pierce
XP - 60 Range: Long
Moves - 5 Special: Backstab
Ablilities - Ambush(snow) Damage: 9-3
Movetype - steppescout Hatchet
Type: Blade
Range: Short
Damage: 9-3
Any Steppe Orc wishing to lead his comrades must first prove himself in battle. Spearheads lead the charge into the enemy, seeking to crash a hole in the battle lines of the foe. Their crude but often effective tactics are complemented by equally crude but effective weapons. A weight attached to a chain makes a perfectly servicable flail.
Special Notes: The Spearhead's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
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Level 1
Cost - 20 Flail
HP - 37 Type: Impact
XP - 40 Range: Short
Moves - 5 Special: Charge
Movetype - steppebasic Damage: 10-2
Some of the Steppe Orcs aspiring to power realise that they have a aptitude for the charge. Abandoning the pursuit of leadership and tactical wisdom, these Juggernauts fling themselves on the enemy with utterly ferocious recklessness. In one legendary incident, an entire squad of elves scattered and ran at the sight of a single Juggernaut bearing down on them.
Special Notes: The Juggernaut's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
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Level 2
Cost - Flail
HP - 54 Type: Impact
XP - 60 Range: Short
Moves - 6 Special: Charge
Movetype - steppebasic Damage: 10-3
Having proven themselves in battle, Vanguards strive to learn more of leading others. Their knowledge is put to good use on the battlefield, where they direct the actions of their comrades. However often in the chaos of battle these subtleties are disregarded and the Vanguards live up to their name, leading by example. They have however learnt some restraint, complementing their flails with a standard battleaxe similar to that used by steppe warriors.
Special Notes: the Vanguard's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
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Level 2
Cost - Flail
HP - 50 Type: Impact
XP - 110 Range: Short
Moves - 5 Special: Charge
Abilities - Leadership Damage: 12-2
Movetype - steppebasic Battleaxe
Type: Blade
Range: Short
Damage: 11-3
The effects of experience become more then evident by the time a Steppe Orc obtains the title of BattleChief. They have discovered the advantages of leading from behind, urging their fellows on before them. Before a battle it is customary for them to mingle with the soldiers, goading them on with threats, promises, insults or just primal bellows. Anything to spur them into a towering rage. Nearly everyone who has fought the orcs of the wild steppe has spoke of the unnerving roars of the orcish leaders.
Despite all this, BattleChiefs are more then ready to enter the fray themselves. Often, while retaining their flail, they focus on using the axe as they are considered too valuable an asset to risk on flail charges.
Special Notes: The Driver's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
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Level 3
Cost - Flail
HP - 68 Type: Impact
XP - 220 Range: Short
Moves - 5 Special: Charge
Abilities - Leadership Damage: 15-2
Movetype - steppebasic Battleaxe
Type: Blade
Range: Short
Damage: 11-4
The greatest chieftains are titled Warbringers. They are rare, scattered throughout the history of the Steppe Orcs, few and far between. Knowledgeable in the ways of both war and peace, they are the generals of their clan. In battle they are a rallying point for their forces. However the only military leader respected by the Steppe Orcs is one who is willing to fight the same as any ordinary footsoldier. There are few warriors of any race to be found that can match a WarBringer in combat.
Special Notes: The WarBringer's charging flail attack doubles both damage dealt and recieved. This does not affect his defensive retaliation.
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Level 4
Cost - Flail
HP - 85 Type: Impact
XP - 60 Range: Short
Moves - 6 Special: Charge
Abilities - Leadership Damage: 15-3
Movetype - steppebasic Battleaxe
Type: Blade
Range: Short
Damage: 14-4
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movetype="steppebasic"
Terrain Move Cost Defense(%)
Village 1 60
Cave 2 40
Cavewall - -
Shallows 3 20
Mountains 3 40
Grassland 1 50
Deepwater - -
Swamp 2 20
Sand 2 40
Forest 2 60
Hills 2 40
Castle 1 60
Snow (tundra) 1 60
Damage Type Resistance (%)
Blade 0
Pierce 0
Impact 0
Cold 20
Fire -20
Holy 20
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movetype=steppelusive
Terrain Move Cost Defense(%)
Village 1 70
Cave 2 50
Cavewall - -
Shallows 2 30
Mountains 3 40
Grassland 1 60
Deepwater - -
Swamp 2 30
Sand 2 50
Forest 2 70
Hills 2 50
Castle 1 70
Snow (tundra) 1 60
Damage Type Resistance (%)
Blade -20
Pierce -30
Impact -20
Cold 20
Fire -20
Holy 20
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movetype=steppescout
Terrain Move Cost Defense(%)
Village 1 60
Cave 2 40
Cavewall - -
Shallows 2 20
Mountains 2 40
Grassland 1 50
Deepwater - -
Swamp 2 20
Sand 2 30
Forest 1 60
Hills 1 40
Castle 1 60
Snow (tundra) 1 60
Damage Type Resistance (%)
Blade 0
Pierce 0
Impact 0
Cold 20
Fire -20
Holy 20

I am not expecting feedback. After all, I simply don't expect anybody to sift through all that.
Last edited by Zhukov on April 7th, 2006, 2:40 pm, edited 3 times in total.
I actually did read all of those. 
I'm not sure if it's a good idea to use a lot of offense/defense only attacks, like Savage does. A simple berserker would probably work just as well.
If you want to use more funky abilities, knockback might be cool for Spearhead/Juggernaut. I happened to write the WML for that just a minute ago, now that 1.1.1 enables it, and a steppe orc charging with a big flail was pretty much the first unit that came to mind when I thought about who the ability might fit. Although technically a WML ability isn't a real attack special, I think it should still be counted as one which would lead to the attack having two specials - charge and knockback. Perhaps not a big deal in the long run, if support for multiple specials is implemented, but worth considering. Without the charge it would be sort of lame, though.
Knockback: when hit with this attack, the unit is pushed back one hex provided there isn't another unit behind it.
Herder -> Drover/Reject seems to violate RIPLIB. Makes you choose between losing either melee or ranged attacks. And it looks like the Herder description has something to do with the campaign for these guys, right? At least it definitely seems like that, and sounds like a very nice story branch, too.

I'm not sure if it's a good idea to use a lot of offense/defense only attacks, like Savage does. A simple berserker would probably work just as well.
If you want to use more funky abilities, knockback might be cool for Spearhead/Juggernaut. I happened to write the WML for that just a minute ago, now that 1.1.1 enables it, and a steppe orc charging with a big flail was pretty much the first unit that came to mind when I thought about who the ability might fit. Although technically a WML ability isn't a real attack special, I think it should still be counted as one which would lead to the attack having two specials - charge and knockback. Perhaps not a big deal in the long run, if support for multiple specials is implemented, but worth considering. Without the charge it would be sort of lame, though.
Knockback: when hit with this attack, the unit is pushed back one hex provided there isn't another unit behind it.
Herder -> Drover/Reject seems to violate RIPLIB. Makes you choose between losing either melee or ranged attacks. And it looks like the Herder description has something to do with the campaign for these guys, right? At least it definitely seems like that, and sounds like a very nice story branch, too.
zookeeper wrote:I actually did read all of those.

A lot? Well...seeing as nobody has used this before (AFAIK) then I suppose the Savage and the Barrier line is a lot. However I think the attacks are justified in both instances.zookeeper wrote:I'm not sure if it's a good idea to use a lot of offense/defense only attacks, like Savage does. A simple berserker would probably work just as well.
This could go well for the Juggernaut. It would make it more distinct from the spearhead. But I can see it as being somewhat controversial or even overpowered. Wouldn't it be a bit too easy to dislodge opponents from villages or other highdefence terrain? Also, I'm curious, how does retaliation work with knockback - does the 'knock' effect only take place at the end of combat? If the first swing hits, does either unit continue fighting?If you want to use more funky abilities, knockback might be cool for Spearhead/Juggernaut. I happened to write the WML for that just a minute ago, now that 1.1.1 enables it, and a steppe orc charging with a big flail was pretty much the first unit that came to mind when I thought about who the ability might fit.
Knockback: when hit with this attack, the unit is pushed back one hex provided there isn't another unit behind it.
This sounds promising, but also a little...unstable.
Ahh, you're right. I guess I should just give Drover and Master modest melee attacks. That would make sense, since they are orcs, they would be able to clonk someone round the head.zookeeper wrote:Herder -> Drover/Reject seems to violate RIPLIB. Makes you choose between losing either melee or ranged attacks.
Well...that wasn't actually my intention. But there is no reason why there couldn't be a campaign centred on those events... someday.zookeeper wrote:And it looks like the Herder description has something to do with the campaign for these guys, right? At least it definitely seems like that, and sounds like a very nice story branch, too.