Heroes in the mod

ok so i didnt do Crom, Ragnar, Leung-Kwok as i thought because i discovered The Four Champions of Chaos (read on for info) (buildable only by Norsca, Kurgan and Hung. onle one can exist per civ. if one dies the others may be built.)

Haargroth (champion of Khorne)
Spoiler :

Haargroth, a goat herd in one of the Norscan tribes, finds an ancient axe belonging to a Beastmen raider. Taking the axe, Haargroth kills its previous owner and begins a career of bloodshed and violence. Touched by Khorne, Haargroth grows in power to become a great Champion of Chaos and eventually challenges Archaon to single combat. Defeated, Haargroth joins Archaon and leads one of his armies.

Haargroth, the Blooded One
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. 'Chosen of Chaos: Khorne' promotion (may choose from a few special promotions specific to khorne, usually affecting combat and battle strength) 'Beastial Form' promotion, +1 movement, causes fear.

Starts with equipment item "The Axe of Khorne" +20% heal after battle, ignores defensive modifiers.

Upgrades to (with iron working tech, monster breeding tech):
-Era 2: On foot model, 1 movement, 7 attack strength, 5 defence Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. 'Chosen of Chaos: Khorne' promotion (may choose from a few special promotions specific to khorne, usually affecting combat and battle strength) 'Beastial Form' promotion, +1 movement, causes fear.

Upgrades to: (with monster bonding tech)
-Era 3: On Foot model, 1 movement, 10 attack strength, 7 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. 'Chosen of Chaos: Khorne' promotion (may choose from a few special promotions specific to khorne, usually affecting combat and battle strength) 'Beastial Form' promotion, +1 movement, causes fear.



Feytor (champion of Nurgle)
Spoiler :

Feytor, a young farm boy, watches his fellow villagers die of the plague. Mysteriously, he is spared the plague's effects, as is his family, once he pleads for aid from any source. Symptoms of the disease mark Feytor and his relatives, but they remain alive where others do not. Eventually, Feytor's family is driven out of the village and then slain by witch hunters. Feytor takes his revenge on the witch hunters and then wanders into Norsca, where he becomes a great Champion of Chaos. Touched by Nurgle, Feytor sees the sign of the twin-tailed comet and follows visions toward the mountains, where he joins Archaon's forces to lead one of his armies.

Feytor the Tainted
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 4 strength, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. 'Chosen of Chaos: Nurgle' promotion (may choose from a few special promotions specific to nurgle, usually affecting immunity to diseases and poison, additional poison strength, and disease causing.)

Starts with equipment item "Hanging Censer of Nurgle" all adjacent enemy units have a chance to become diseased and a VERY small chance of becoming plagued.

Upgrades to (with ??? tech):
-Era 2: On foot model, 1 movement, 6 strength, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. 'Chosen of Chaos: Nurgle' promotion (may choose from a few special promotions specific to khorne, usually affecting immunity to diseases and poison, additional poison strength, and disease causing.)

Upgrades to: (with ??? tech)
-Era 3: On Foot model, 1 movement, 9 strength, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. 'Chosen of Chaos: Nurgle' promotion (may choose from a few special promotions specific to khorne, usually affecting immunity to diseases and poison, additional poison strength, and disease causing.)



Styrkaar (champion of Slaanesh)
Spoiler :

Styrkaar, the son of a Norscan chieftain, is visited by an unearthly voice from birth. Guided by this voice, Styrkaar learns how to influence other people and kills his own father for leadership of the tribe. Styrkaar leads the tribe to victory after victory in the name of Slaanesh, attracting the attention of Archaon. The two warlords meet and form an alliance on the spot, as Styrkaar pledges to lead one of Archaon's armies.

Styrkaar of the Sortsvinaer
-Era 1: On foot model. Requires ??? tech.
1 movement point. 3 attack strength, 5 defence, Cannot use metal weapons, can use wartattoos. ranged class. Hero promotion. 'Chosen of Chaos: Slaanesh' promotion (may choose from a few special promotions specific to slaanesh, affecting chance ot convert enemies to your team and ability to enter alied borders without treaties)

Starts with equipment item "Crown of Slaanesh" +20% chance to convert defeated enemies to the bearers team.

Upgrades to (with ??? tech):
-Era 2: On foot model, 1 movement, 5 attack strength, 7 defence Cannot use metal weapons, can use wartattoos. ranged class. Hero promotion. 'Chosen of Chaos: Slaanesh' promotion (may choose from a few special promotions specific to slaanesh, affecting chance ot convert enemies to your team and ability to enter alied borders without treaties)

Upgrades to: (with ??? tech)
-Era 3: Mounted on Steed of Slaanesh, 2 movement, 7 attack strength, 10 defence, Cannot use metal weapons, can use wartattoos. ranged cavalry class. Hero promotion. 'Chosen of Chaos: Slaanesh' promotion (may choose from a few special promotions specific to slaanesh, affecting chance ot convert enemies to your team and ability to enter alied borders without treaties)


Melekh (champion of Tzeentch)
Spoiler :

Melekh, son of a Norscan tribe's blacksmith, fathers a mutant child of his own. The child's name is Cyspeth, and he is hideously malformed, bearing the shape of a bird's head in place of his own. Melekh is charged by the tribe's shaman to learn the true name of a Greater Daemon of Tzeentch. After many trials, Melekh is successful and returns to his tribe only to face the shaman in battle. Cyspeth betrays the shaman and kills him, fulfilling an ancient prophecy as father and son unite. Archaon watches the battle and rides down to offer leadership of one of his armies to the duo.

Melekh the Changer
-Era 1: On foot model. Requires ??? tech.
1 movement point. 3 strength, Cannot use metal weapons. arcane class. Hero promotion. 'Chosen of Chaos: Tzeentch' promotion (may choose from a few special promotions specific to Tzeentch, usually spell damage, summon duration, learning of random new spells, reducing miscast chance) Twincast promotion.

Starts with equipment item "Familar of Tzeentch" 50% less chance to miscast, alows to cast 3 different randomly selected spells every turn. "this small demon is bound to Melekh by arcane ties, but once his owner is killed he will then be bound to the slayer. the deamon itself is immortal and cannot be killed."

Upgrades to (with ??? tech):
-Era 2: Mounted on Disk of Tzeentch, 2 movement, ignore terrain cost, can move impassable terrain (flying) , 5 strength, Cannot use metal weapons. arcane class. Hero promotion. 'Chosen of Chaos: Tzeentch' promotion (may choose from a few special promotions specific to Tzeentch, usually spell damage, summon duration, learning of random new spells, reducing miscast chance) Twincast promotion.

Upgrades to: (with ??? tech)
-Era 3: Mounted on Disk of Tzeentch, 2 movement, ignore terrain cost, can move impassable terrain (flying), 7 strength, Cannot use metal weapons. arcane class. Hero promotion. 'Chosen of Chaos: Tzeentch' promotion (may choose from a few special promotions specific to Tzeentch, usually spell damage, summon duration, learning of random new spells, reducing miscast chance) Twincast promotion.

 
Azhag the Slaughterer
Spoiler :

Azhag the Slaughterer
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Quell animosity.

Starts with equipment item "Crown of Sorcery" . automatically summons a random magic missile unit from any wind of magic when enemies are within 2 squares. gives +35% spell damage (only works for arcane units). (i know this seems kinda wierd on Azhag but in the fluff Azhag has the crown of sorcery and used it to gain the title 'slaughterer')

Upgrades to (with iron working tech, monster breeding tech):
-Era 2: Mounted on Warbore, 2 movement, 7 attack strength, 5 defence Can use metal weapons. shock cavalry class. Hero promotion. Quell animosity.

Upgrades to: (with monster bonding tech)
-Era 3: Mounted on Wyvern, 3 movement movement, ignore terrain cost, can move impassable terrain (flying), 10 attack strength, 7 defence, Can use metal weapons. ??? class. Hero promotion. cause terror. Quell animosity.


Grimgore Ironhide
Spoiler :

Grimgore Ironhide
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Quell animosity. Black Ork Warboss promotion, can purchas a Bodyguard if in a city. (gives body guard promotion, +30% withdrawal chance, removed if unit withdraws)

Starts with equipment item "Gitsnik the Foe Killer" . Always strikes first, ignores enemies first strikes, +1 strength

Upgrades to (with ??? tech):
-Era 2: 1 movement point. 7 attack strength, 5 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Quell animosity. Black Ork Warboss promotion, can purchas a Bodyguard if in a city. (gives body guard promotion, +30% withdrawal chance, removed if unit withdraws)

Upgrades to: (with ??? tech)
-Era 3: 1 movement point. 10 attack strength, 7 defence, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Quell animosity. Black Ork Warboss promotion, can purchas a Bodyguard if in a city. (gives body guard promotion, +30% withdrawal chance, removed if unit withdraws)
 
Skarsnik
Spoiler :

Skarsnik, Warlord of the Eight Peaks
-Era 1: On foot model. Requires ??? tech.
1 movement point. 3 strength, Cannot use metal weapons. Recon class. Hero promotion. Goblin promotion (fear elves, hates dwarves) Quell animosity. Can 'Make tricksy trap*' and has the promotion 'Sneaky Schemes**'

Starts with equipment item "Skarsnik's Prodder" +25% vs Cavalry, +25% vs Beast units, +1 poison strength (or exchange the poison strength for convert defeated animals).

Upgrades to (with ??? tech):
-Era 2: On foot model, with voracious pet Squig, Gobbla (purely graphical).
1 movement point. 6 strength, Cannot use metal weapons. Recon class. Hero promotion. Invisible, Can enter rival territory, Quell animosity. Can cast magic from Little Waagh!!
Upgrades to: (with ??? tech)
-Era 3: Mounted on Gobbla.
2 movement point. 8 strength, Cannot use metal weapons. Recon class. Hero promotion. Invisible, Can enter rival territory, Quell animosity. Can cast magic from Little Waagh!! and Big Waaagh!!!

* 'Make tricksy trap' places an invisible terrain improvement that if a unit (including friendly) steps on it they get 10% damage and are immobile untill another unit releases them (like the cage trap in FfH)
** 'Sneaky Schemes' can use espionage to steal maps and gold like a spy in basic BTS. also allows the unit to enter rival territory and is invisible.


Grom the Paunch
Spoiler :

Grom the Paunch of the Misty Mountains
-Era 1: Mounted on Wolf. Requires ??? tech.
2 movement point. 4 strength, Can use metal weapons. Shock Cavalry class. Hero promotion. Quell animosity. Goblin promotion (fear elves, hates dwarves). permanent regeneration.

Starts with equipment item "Elf-Biter" +100% vs elves (ignores fear elves) +25% vs Humans. Prevents units with Elf promotion from fleeing?

Upgrades to (with ??? tech):
-Era 2: Mounted on Wolf Chariot. Requires ??? tech.
2 movement point. 6 strength, Can use metal weapons. Heavy Chariot class. Hero promotion. Quell animosity. Goblin promotion (fear elves, hates dwarves). permanent regeneration.

Upgrades to: (with ??? tech)
-Era 3: Mounted on Wolf Chariot. Requires ??? tech.
2 movement point. 9 strength, Can use metal weapons. Heavy Chariot class. Hero promotion. Quell animosity. Goblin promotion (fear elves, hates dwarves). permanent regeneration.
 
any highelf leader can choose to build one of the following. if one dies the other can be built again.

Teclis of the highelves
Spoiler :

Teclis, Loremaster of the White Tower
-Era 1 (requires High Magic tech): On foot model, 2 movement, 3 strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, High magic 1 promotion, Hero promotion, Twincast promotion.
High Elf racial promotion.

Starts with equipment: "The Sword of Teclis". Ignores Armour saves. +1 lightning strength. can cast 'Unleash the Storm' deals 20% lightning damage to a max of 35% to all enemy units adjacent to the caster

-Era 2 (requires Literacy tech, requires Tactics tech): On foot model, 2 movement, 5 strength, no metal weapons or tattoos.
Starts with Channeling 2 promotion, High magic 2, Aqshy 1 promotion, Hysh 1 promotion, Hero promotion, Twincast promotion.
High Elf racial promotion.

-Era 3 (requires Arcane lore tech): Mounted on Pegasus model, 3 movement, 5 physical and 1 lighting strength, no metal weapons.
Starts with channeling 3, High Magic 3, Aqshy 2 promotion, Hysh 2 promotion, hero promotion, twincast promotion.


Tyrion of the Highelves.
Spoiler :

Tyrion, Champion of the Everqueen
-Era 1 [requires Horseriding tech]: mounted on elven steed, 3 movement, 4 strength, can use metal weapons. Shock Cavalry class. Hero promotion. High Elf racial promotion.

Starts with equipment: "Sunfang, Runesword of Tyrion". +1 Holy strength, +33% vs Deamons, can summon a fireball each turn

-Era 2 [Requires Monarchy tech]: mounted on elven steed, 3 movement, 6 strength, can use metal weapons. Shock Cavalry class. Hero promotion. High Elf racial promotion.

-Era 3 [requires ??? tech]: mounted on elven steed, 3 movement, 9 strength, can use metal weapons. Shock Cavalry class. Hero promotion. High Elf racial promotion.
 
Of the current list, this is probably: Karl Franz, Orion (though either would be doable), Malekith (either doable but Morathi probably overpowered with current dark elf spell strength), Louen (though either doable), Boris, Baragor (either doable but the meteoric iron mechanics will take longer to get working), Mannfred (either doable), Marie, Dardelan (either doable).

Mimic, which do you think would be easier to code?

I'll probably do it in that order starting with Karl Franz.
 
PL, looking at the chaos champions, I don't think its worth creating a bunch of new promotions just for a single unit when it can be avoided. Its much better just to hard-code in some flavorful bonus.
 
regarding the chaos champions, good point. how about we give them the champion of chaos promotion which gives deamon units nearby +10% strength, and also the regular mark of chaos promotion that is accessible to the other chaos units?
 
Hmm a problem with the promotion system for heroes...is there a way for promotions to change the unitclass? becuase when Karl Franz upgrades from a melee unit to a mounted he is still considered Melee.
 
I thought of an issue with the promotion design.

Many of the higher end tiers add other promotions - like channeling or whatever.
How will this work? The tier2 promotion requires some particular tech, but also gives other promotions that have no particular tech requirement?

Also, it might not be possible for these promotions to have 2-tech requirements.
* * *

PL I've edited in tweaked chaos champion designs to the old post, see what you think.

I quite like the idea of them becoming demons in their highest form.

The existing Mark of X promotions don't really work very well, they are currently there for chaos spells, but the intention is to change this system, so that chaos magics work like the other ones.
So rather than having chaos magic 1, 2, 3 and mark of tzeentch/nurgle/slaanesh, we have tzeentch magic 1, 2, 3, nurgle magic 1, 2, 3 and slaanesh magic 1, 2, 3.

* * *

Orlanth *said* it was possible to change unit class with promotions, but I don't know how.
 
Fair enough, I've made the tier 1 version of Karl Franz and his equipment/spell so it can go either way from here.

I could put in an icon for the silver seal also if you want.
 
High Queen Khalida
Spoiler :

High Queen Khalida, blessed of the Asp Goddess.
-Era 1: On foot model. Requires Eternal Life tech.
1 movement point. 1 Strength +3 poison strength, cannot use metal weapons or tats. Melee class. +20% vs melee units. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. 'Incarnation of the Asp Goddess' Promotion (immune to poison, causes terror, regeneration, always strike first, ignores enemies first strikes, can cast 'Blessing of the Asp' (cast on ranged units, grants -1 strength +1 poison, +10% strength). Hero promotion.

Starts with equipment item "The Venom Staff" summons a 'Venom Bolt' causing 30-40% damage to a single enemy unit, and adds the 'held' promotion to the enemy.

Upgrades to (with ??? tech):
-Era 2: On foot model, 1 movement point. 1 Strength +5 poison strength, cannot use metal weapons or tats. Melee class. +20% vs melee units. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion.(-50% Fire resistance) 'Incarnation of the Asp Goddess' Promotion (immune to poison, causes terror, regeneration, always strike first, ignores enemies first strikes, can cast 'Blessing of the Asp' (cast on ranged units, grants -1 strength +1 poison, +10% strength). Hero promotion.

Upgrades to: (with ??? tech)
-Era 3: On foot model, 1 movement point. 1 Strength +8 poison strength, cannot use metal weapons or tats. Melee class. +20% vs melee units. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion.(-50% Fire resistance) 'Incarnation of the Asp Goddess' Promotion (immune to poison, causes terror, regeneration, always strike first, ignores enemies first strikes, can cast 'Blessing of the Asp' (cast on ranged units, grants -1 strength +1 poison, +10% strength). Hero promotion.


Settra the Imperishable
Spoiler :

Settra the Imperishable
-Era 1: On foot model. Requires Eternal life tech.
1 movement point. Strength 4, can use metal weapons. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. Melee class. 'heirophant' Promotion (can cast all tomb king incantations, +1 spell range +10% spell damage summons get 'strong' promotion). 'The Curse of Settra' promotion( causes terror, Settra explodes upon death like pyre zombies in ffH but much more disastrously). Hero promotion.

Starts with equipment item "Armour of Golden Magnificence" Units attacking the wearer get the 'temporarily Blinded' (-10% strength, cannot move 80% chance of wearing off each turn) promotion, +2 defensive sttrength.

Upgrades to (with ??? tech):
-Era 2: Mounted on Chariot, 2 movement, Strength 6, can use metal weapons. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. Chariot class. 'heirophant' Promotion (can cast all tomb king incantations, +1 spell range +10% spell damage summons get 'strong' promotion). 'The Curse of Settra' promotion( causes terror, Settra explodes upon death like pyre zombies in ffH but much more disastrously). Hero promotion..

Upgrades to: (with ??? tech)
-Era 3: Mounted on Chariot, 2 movement, Strength 9, can use metal weapons. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. Chariot class. 'heirophant' Promotion (can cast all tomb king incantations, +1 spell range +10% spell damage summons get 'strong' promotion). 'The Curse of Settra' promotion( causes terror, Settra explodes upon death like pyre zombies in ffH but much more disastrously). Hero promotion.

 
Starts with equipment item "Familar of Tzeentch" 50% less chance to miscast,
[needs different effect. 3 spells per turn, in addition to the 2 of the hero? No way!]

i think you may have misinterpreted what i meant here. basically each turn the Familiar generates 3 random spell (i chose three cause its a good number, but any numebr would work) from any of the 8 winds of chaos this does not mean he gets a free spell or anything it just means he has 3 more spells to choose to cast instead of the ones he already knows.

of course, im open to other ideas :)

Starts with equipment item "Crown of Sorcery" .
[The easiest way to do this would just be to have it give the user a magic missile spell, that summons eg a strength 3 fireball type unit. But I don't really like this, because it doesn't scale well; its good early game, but weak late game.
And I don't really like the spell damage bonus, hero equipment should ideally have synergies with the hero in question, and be better on the hero than on someone else. You don't want the best strategy to be to hand off the equipment to one of your shamans immediately.
So, either some other ideas or different equipment I think.]

there aren't any other equipments i could see otherwise id have chosen somethign more fitting. how about the crown doing large area damage (within 2 squares) anywhere between 0 and 25% strength up to a maximum of 25% damage, and have the damage type vary randomly (ie poison, fire, cold etc) that would be pretty nasty and we could then can the extra spell damage.

other than these everything looks good :)
 
Sultan Jaffar
Spoiler :

Sultan Jaffar
-Era 1: Requires ??? tech
On foot, 1 movement, 4 strength, no metal weapons. Arcane class. Hero promotion. Starts with Channeling 1 promotion, Elemental Fire magic 1 promotion, Elemental Air magic 1 promotion, Hero promotion, Twincast promotion.

Starts with equipment item "????????"

Upgrades to (with ??? tech):
-Era 2: On foot, 1 movement, 6 strength, no metal weapons. Arcane class. Hero promotion. Starts with Channeling 2 promotion, Elemental Fire magic 2 promotion, Elemental Air magic 2 promotion, Hero promotion, Twincast promotion.


Upgrades to: (with ??? tech)
-Era 3: On foot, 1 movement, 9 strength, no metal weapons. Arcane class. Hero promotion. Starts with Channeling 3 promotion, Elemental Fire magic 3 promotion, Elemental Air magic 3 promotion, Hero promotion, Twincast promotion.


Mulhaed al-Quyat
Spoiler :

Mulhaed al-Quyat
-Era 1: Requires ??? tech
On foot, 1 movement, 3 strength + 1 holy strength, can use metal weapons. Disciple class.
Can cause inquisition without sacrificing himself. Hero promotion. Medic 1, Can cast Cure Disease.

Starts with equipment item "Flaming Scimitar of Ormzad” +1 fire strength, Can cast Pillar of Fire ala FfH.

Upgrades to (with Priesthood tech and Tactics tech):
-Era 2: On foot, 1 movement, 3 strength + 1 holy strength, can use metal weapons. Disciple class.
Can cause inquisition without sacrificing himself. Hero promotion. Medic 1, Can cast Cure Disease.

Upgrades to: (with Fanaticism tech)
-Era 3: On foot, 1 movement, 3 strength + 1 holy strength, can use metal weapons. Disciple class.
Can cause inquisition without sacrificing himself. Hero promotion. Medic 1, Can cast Cure Disease.

 
basically each turn the Familiar generates 3 random spell

This sounds complicated to get working, a lot of coding for little payoff.
How about we make it allow casting a single spell that is the same as FFH Wonder?

Updated earlier post through to Araby.

A lot of good ideas PL, good job, I only had a few issues. Mostly simplifications, minor tweaks and some equipment issues.

When we're picking 1 hero per civ, I recommend we go with:
Haargroth (though we need a couple here I guess)
Grimgor
Skarsnik
Khalida (easier to code for now, though Settra as a liche priest will end up being more important)
Jaffar.
 
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