Heroes

Civmansam

King
Joined
Jan 15, 2006
Messages
909
This thread is for Warhammer Heroes.

Civ Heroes:

Albion(not in yet)

Amazons(not in yet)


Arabya

Bretonnia

Cathay

Empire

Spoiler :
Valten
Type:
Coding:
Artwork: Pleoperpengel

Grand Theogonist Volkmar the Grim
Type:
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In the reign of Karl Franz the Grand Theogonist is Volkmar the Grim. Volkmar is now an old zealous preacher, utterly devoted to the destruction of Chaos, but just a few years ago he also was a mighty warrior, not afraid to face the peril of battle. When the Theogonist accompanied the Empire army into battle he rode on the War Altar of Sigmar, a huge chariot which carries the sacred altar surmounted by a huge statue of a griffon. The griffon statue was fashioned on the orders of Magnus the Pious after his accession, and is the emblem of his dynasty.

WARRIOR PRIEST:
All the rules that normally apply to an Empire Warrior Priest also apply to the Theogonist.
Blessing of Sigmar
Warrior priests are blessed by Sigmar and can invoke the god’s protection against the sorcerous powers of the enemy. (Volkmar has magic protection)
Righteous Fury
Volkmar and all unit in his stack hate all units in any of the following races: All Chaotic races (Chaos, Beastmen, Chaos Dwarves, Hung, Kurgan), all undead (Khemri and vampire counts) all Skaven.
NOTE: this ability does not affect othe characters in his stack, and units immune to Psychology are also unaffected.
Prayers of Sigmar
Warrior priests are granted exceptional powers by their divine patron. Not as powerful as the spells of the Battle Wizards, these prayers are still valuable in war.
Volkmar may choose one Prayer, chosen from the Prayers of Sigmar list (coming soon in the Magic Thread) all prayers can be cast on the caster himself, or any unit next to the caster. (prayers of Sigmar do not affect Knights of the White Wolf.)

ITEMS:

THE WAR ALTAR:
The War Altar exudes raw power which banishes all thought of fear or panic. So long as the War Altar is not fleeing, the Grand Theogonist and any Empire unit within 1 square are Immune to psychology, except that they will still Hate all Chaos, Undead and Skaven (as per the Righteous Fury special rule)

THE JADE GRIFFON:
The Jade Griffon is a huge piece of carved jade that hangs upon the Grand Theogonist's chest. It draws magic power from the War Altar and glows with a green inner light. If the Grand Theogonist suffers harm the Jade Griffon uses the power of the War Altar to instantly heal him. Unless the Grand Theogonist is killed outright the Jade Griffon will enable him to sustain wounds that would kill an ordinary man. The effect of the Jade Griffon is worked out at the end of each turn. If the Grand Theogonist has suffered any damage but has not been killed, then all his wounds are instantly healed. If the Theogonist is killed outright in one turn then the Jade Griffon is powerless to save him. This means that in order to slay the Theogonist the enemy must reduce his strength to 0 before the end of the next turn.

THE STAFF OF COMMAND:
The Staff of Command is the Grand Theogonist's badge of office, it draws power from the War Altar and passes it into the Grand Theogonist. This gives him incredible strength, the Grand Theogonist may add +2 to his Strength. If the War Altar is destroyed then the Staff of Command is useless and all bonuses are lost.

THE HORN OF SIGISMUND:
The Emperor Sigismund was given this huge enchanted horn by the Dwarfs after the battle of Grimgrill Dale. After the death of Sigismund during the siege of Altdorf the horn passed into the keeping of the Temple of Sigmar. It has remained in the temple ever since, and is blown three times on the anniversary of the death of Sigismund as a solemn reminder of the dark days when the Empire was ravaged by Orcs and Altdorf was almost destroyed. When the War Altar goes to battle the Horn of Sigismund is taken as well. The Horn is sounded by the Theogonist as the War Altar charges into combat. When the War Altar charges into battle the sounding of the Horn strikes Terror into the charged enemy unit. Terror is caused on the charged unit. Note that this only affects the unit being charged, and not any other enemy units nearby. (terror)


Balthasar Gelt, The Supreme Patriarch
Type:
Coding:
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Balthasar made his first appearance in the busy port of Marienburg, having bought passage on a merchant ship coming from his native Black Gulf. As he had paid for the journey with gold which he had transmuted himself, Balthasar left for Altdorf quickly before the effects wore off. The Colleges of Magic were his destination.
Since his early years, Balthasar had always been fascinated by alchemy, especially by the mystic search for the Philosopher’s Stone. To turn vile metals into the noblest of all, pure gold, had always been an obsession for Balthasar. Driven by this powerful force and sustained by a natural talent for manipulating the Winds of Magic, Balthasar rose in the ranks of the Gold Order. In Altdorf, he spent many years studying and experimenting on how to combine Alchemy with the magic of Metals. His inquisitive intelligence and open-minded approach made Balthasar quite popular with the Alchemists’ Guild and even among the Engineers, who benefited from his research into new types of blackpowder.
One day, a freak accident in his laboratory almost killed him, and from that day, he always appears in public completely covered in robes and wearing a golden mask. Some say that his entire skin turned to gold and others swear that he is horribly disfigured, but nobody knows exactly what happened to him. One thing is sure, the accident did not reduce his will to succeed in his research nor did it hamper his powers. On the contrary, he has risen to the position of Supreme Patriarch of the Colleges of Magic, defeating Thyrus Gormann in the ritual duel and replacing the prominence of the Bright Order with his beloved Gold.
From that day on, the winds of power have blown strong for the magic of the Metals and a new Supreme Patriarch, riding a Pegasus and surrounded by a golden halo, has appeared on many a battlefield where the Emperor’s troops are fighting

Balthasar counts as an Archmage on a Pegasus

Alchemist Supreme:
Balthasar is an alchemical Archmage and knows all spells from the lore of metals, and 1 spell from the lore of fire.

Al-kahest
Instead of attacking, Balthasar may through a vial of highly acidic alchemical substances taken from the box in the saddle bags of his Pegasus.
Balthasar selects one enemy unit next to him, and the target is dealt 3 damage, where defensive bonuses are ignored.

Panacea Universalis
Instead of attacking of throwing a vile of Al-kahest, Balthaser can use a vile of Panacea Universalis taken from the box. The vile heals 50% of Balthasar’s strength instantly.

ITEMS:

Staff of Volans
This magic staff belonged to Volans, the greatest human wizard of all ime, who was taught by no less than the supreme mage Teclis of Ulthuan during the Great war against Chaos.
This staff makes all the spells Balthasar casts stronger, and removes any mistakes possible (does not miscast, makes irresistible force spell more common) all magic protection does not work against Balthasar, and magic immunity is reduced to magic protection.

The Gleaming Robe.
The robe give Balthasar and his Pegasus an advantage against ranged enemies, making them miss 20% of the time when they attack.

Amule of Sea Gold
Balthasar is immune to magic.


EMPEROR KARL FRANZ

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SPECIAL RULES

LEADER OF MEN: The presence and unflinching courage of the Emperor greatly raise the morale of the Empire troops, inspiring the humblest of soldiers to mighty acts of heroism.
The Emperor is immune to Panic. All friendly units that can see the Emperor can always use his Ld instead of their own. In addition, all units using Karl Franz's Ld can re-roll failed Psychology tests (remember that break tests are not Psychology tests).

INCARNATION OF SIGMAR: The divine patron of the Empire watches over the Emperor and can bestow upon him a fragment of his power in situations where his champion is in dire need.
One use only. The Emperor can choose to invoke the power of Sigmar at the beginning of the turn. For the duration of that turn, the Emporer’s strength will be increased by 10, and his movement will change to 5. They will revert to the original value at the end of turn. Any wounds suffered during that turn are taken first from these 10 extra strength and then from any of his original wounds remaining.

DEATHCLAW: So strong is the bond developed from many years of war and adventure between the Emperor and his beloved Griffon, that Deathclaw automatically passes the Leadership test he needs to take if Karl Franz falls. In addition, Deathclaw will Hate the unit that kills Karl Franz.

MAGIC ITEMS

THE SILVER SEAL: and Magic Resistance to the Emperor and his mount.

BRONZE SHIELD: The Emperor gets a permanent defensive bonus of +25%.

GHAL MARAZ: (the unit that slays Karl Franz gets this weapon, similarly to Orthus’s axe in FfH) Carries the following Dwarf runes:

Master Rune of Skalf Blackhammer: Karl Franz never misses.

Master Rune of Alaric the Mad: Ignores defensive bonuses when attacking.

Two Runes of Fury: gains the blitz promotion.

The Hammer of Sigmar carries two Master Runes and a total of four Runes, breaking two of the main rules for runic weapons! Such was the power of the Dwarfs of old.

Estalia

Hung(not in yet)

Ind

Kislev

Kurgan(not in yet)

Nippon

Norse

Tilea

Spoiler :
Vespero
Type:
Coding:
Artwork: SeZereth

Apemen(not in yet)

Beastmen(not in yet)

Chaos
Spoiler :
Mallor
Type:
Coding:
Artwork:

Chaos Dwarfs(not in yet)

Darkelves

Spoiler :
Malus
Type:
Coding:
Artwork:

Shadowblade
Type:
Coding:
Artwork:

Dwarfs

Ogre Lords(not in yet)

Orcs


Spoiler :
Ruglud
Type:
Coding:
Artwork:

Wurrzag
Type:
Coding:
Artwork:

Grimgor
Type:
Coding:
Artwork:

Gobbos(not in yet)

Highelves
Spoiler :
Etharion
Type
Coding:
Artwork:

Teclis
Type
Coding:
Artwork:

Tyrion

Type
Coding:
Artwork:

Imrik

Type
Coding:
Artwork:

Hobgoblins(not in yet)

Tombkings

Lizardmen

Skaven(not in yet)

Sylvanians

Woodelves

Spoiler :
ARIEL
High Mage
Coding:
Artwork:

MAGIC
Ariel counts as a Great Mage and knows all of the spells from the Lore of Athel Loren (will be posted in theMagic thread eventually). In addition, she gets 1 spell of her choice from either the lore of Beasts of Life

SPECIAL RULES
Ariel has the following common special rules: Fly, Forest Spirit, Terror

Elemental Form.
Ariel is no longer a mortal Elf and is bound to the natural world with ancient and unbreakable ties. She is able to move over all land tiles without penalty. (but cannot enter water squares)

Aura of the Fey Queen.
Ariel is one of the truly legendary individuals in the Warhammer world. All friendly units within one square of Ariel are Immune to Panic.

Earthbind.
If Ariel is endangered, the land itself will rise to protect her by entangling those who would threaten her. Any units declaring a charge on Ariel are reduced to 1 movement point. In addition, if Ariel flees from combat, any enemies attempting to pursue her cannot move for one turn

MAGIC ITEMS

The Heartstone of Athel Loren.
A physical representation of the many ties that bind Ariel to the forest of Athel Loren, this gemstone protects her from the effects of hostile magics.

This item grants Ariel Magic Resistance. In addition, if she successfully resists a spell targeted at her, the casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a magic level and may not cast that spell for the remainder of the game.


ORION
General
Coding:
Artwork:

Special rules: Terror, Forest Spirit.

Spirit of Kurnous:
The spirit of Kurnous infuses Orion. He has no understanding of fear, pain merely feeds his anger and he will not stop until his enemies are dead beneath his hooves.
Orion is Unbreakable. Orion chases any enemies that flee if they loose combat and combat is immediately resumed. (basically opponents cannot flee) if orion loses combat, (ie he flees) he also looses 1 strength. But if he is in or next to a forest, he does not loose any wounds

The Wild Hunt:
Orion is spawned along with 2 Wild Hunt units. (big wolf packs)

MAGIC ITEMS:

Horn of the Wild Hunt:
Any enemy next to Orion must take a panic test at the start of their turn.

Spear of kurnous:
Orion and any unit that kill him, gets Combat 2. (similar to Orthos’ Axe in FfH)

Cloak of Isha:
Orion is Magic Resistant.

The Hawk’s Talon:
This long bow is so powerful that it acts exactly like a bolt thrower. (ie causes collateral Damage if Orion chooses to use it

DRYCHA

Type:
Coding:
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MAGIC
Drycha counts as a Mage and knows any 2 spells from the Lore of Athel Loren (will be posted in the Magic thread eventually). In addition, she gets always gets the ‘Tree Singing’ spell from the Lore of Athel Loren.

SPECIAL RULES
Drycha has the following common special rules: Forest Spirit.

Spites
Drycha is accompanied by a blight of terrors and two clusters of radiants. (she is immune to magic and causes terror.) (spites will be explained more in the magic thread later)

Eternal Rage
Drycha is filled with a deep abiding loathing of all non-forest spirits, and as such she fights with the strength and ferocity of twice what she normally would. (she gets an extra First strike and +15% combat vs non Forest spirit creatures.)

Fanatical
Like many driven individuals, Drycha dreads being slain with her work unfinished and will fight all the harder if death seeks to claim her. (For every 2 strength points she looses she gets that number of extra first strikes. Eg if she starts with 8 Strength, and is reduced to 5 strength from a battle, she gains an extra 1 first strike until she is healed. If she is reduced to 4, she gets 2 first strikes etc)

Spirit Walker.
If Drycha is in a forest or jungle square, she may choose to merge with a nearby tree and walk through the life force joining all living plants to emerge out of another tree in a totally different location. (ie Drycha may choose to ‘teleport’ from the forest/jungle square that she is standing to any selected forest/ jungle square within 6 squares of her starting point.)

Tree Singing.
Few creatures can match Drycha’s control of the forest. She is therefore able to cast the ‘Tree Singing’ spell twice per turn in exactly the same way as a Treeman Ancient.



NAESTRA AND ARAHAN - SISTERS OF TWILIGHT

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SPECIAL RULES
Naestra and Arahan have the following common special rule: fly (because they ride their dragon Ceithin-Har)

Sister Twins
Naestra and Arahan are bound by ancient magics, as old and unknowable as the forest itself. As long as one of the sisters is alive, the other will be able to survive on her life force until they return to their homeland, at which point they will both be restored to full health.
(Naestra, Arahan and their forest dragon Ceithin-Har are spawned as 3 separate units. Ceithin-Har acts as a ship, in that Naestra and Arahan can ‘load’ onto his back. If Ceithin-Har dies, both sisters must remain on foot. Naestra and Arahan must stay in the same square. if one of the two dies, they have 5 turns to make it back to their birthplace (ie the place they first appear) or the other sister’s life force will become fully drained and both will die. If both sisters die, and Ceithin-Har is still alive, he flees back to the wild never to be seen again)

Masters of the Wild
Their trusty dragon, Ceithin-Har, always joins the sisters and as such they are difficult oto aim at. For enemies that shoot them (archers or siege weapons) they have a 50% chance of hitting Naestra and a 50% chance of hitting Arahan.

Bow of Arahan
Arahan’s bow launches deadly arrows that explode in iridescent displays of magical fire. Her attacks count as doing collateral damage. Units with the magic resistant promotion are unaffected by the collateral damage, but the base damage still applies.

Bow of Naestra .
Wherever Naestra’s arrows strike, the ground comes alive with entangling biars and roots, pinning the foe in place. Naestra’s attacks act like the ‘entangle’ spell.

DURTHU THE ANCIENT

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SPECIAL RULES
Durthu has the following common special rules: Forest Spirit; stubborn (Durthu will not flee); terror.

Strangle roots
Durthu, like all treemen, can plunge their roots into the ground, only tho have them erupt elsewhere, clutching and tearing at its for. However, unlike normal Treemen, Durthu can target any unit within 2 squares of him and that he can see instead of 1.
This ability uses up Durthu’s movement points. The targeted unit is said to have had the entangle spell cast on them.

Swarm of Sprites
Durthu is so old and huge that he has become infested by a swarm of Sprites, rare woodland creatures that are about the size of small birds. They have an almost Elf-like appearance and can fly. They carry tiny dart like spears with which they jab or sting their victims inflicting numerous nasty wounds. Durthu regards them as helpful friends
The swarm can fly out from Durthu’s beard of ivy and cracks in his bark-like skin to attack the nearest enemy within 1 square. The swarm acts like collateral damage from a catapult attack but only deals 2 damage. The swarm itself cannot be slain or destroyed, but will disappear if Durthu himself is slain.

Woody Skin
Durthu’s skin is even thicker than that of ordinary treemen. This means Durthu is resistant to arrows, and has magic resistance (but not against fire spells)

Fire
Like all Treemen, if Durthu is hit by a flaming weapon or a fiery spell he will take double wounds.

Hates Orcs, Goblins and Dwarfs
Like all Treemen, Durthu hates Orcs and Goblins because they are destructive to the forest. Durthu also has an intense personal hatred of Dwarfs because they carry axes and chop down trees for their furnaces and pit props in their mines! He is ancient that he can remember the damage caused by the Dwarfs many centuries ago

Move
Durthu may move in woods without penalty

Felled Treeman
When a Treeman is slain he may topple over unto any enemy or friends next to him. When Durthu Dies, he instantly deals collateral damage to the unit that slayed him.

Tree Singing.
Few creatures can match Durthu's control of the forest. He is therefore able to cast the ‘Tree Singing’ spell twice per turn in exactly the same way as a Treeman Ancient.


NAIETH THE PROPHETESS
Type:
Coding:
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MAGIC
Naieth counts as a Mage and knows 4 of the spells from the Lore of Athel Loren (will be posted in the Magic thread eventually). In addition, she gets 1 spell of her choice from either the lore of Beasts of Life

Treesinging:
Like all Wood Elf mages, Naieth has the treesinging ability. And can cast the tree singing spell every turn if she wishes.

Prophetess:
Naieth may also cast the spell "Second sign of Amul" (Spell 1, Heavens lore).

Othu the Owl:
Othu the Owl is Naieth's familiar. She uses it not only to channel energy, but also as a useful scout. It also has the ability to form telepathic bonds with beings other than Naieth, allowing them to see through Othu's eyes. Naieth commonly commands Othu to fly somewhere while bonded with the champion or leader of a unit of archers, or anyone else in her army, allowing them to see over intervening obstacles and giving them a clearer shot
Naieth is able to cast spells through Othu, and so may any other Spell caster in her square.
If Othu dies, Naieth is unaffected, but if Naieth dies, Othu flies off and is never seen again.

Items
Rod of Divination:
The Rod of Divination allows Naieth to re cast a spell if it fails or misses (only once per turn) She must accept the second result even if it is worse than the first. This cannot be used to prevent miscasts


Babarian

Babarian2
 
Yes I already made one. Check my WIP for Valten(Empire). But there isn't a gamemechanic yet for them. So this is certainly stuff for brainstorming too.
I like the mechanic FFH has cause this way we can have heros and even Leaders early in game gettting stronger in time. I don't know yet if it will fit for WH. But it certainly fits for civ.

Edit: yet another is Vespero(Tilea), done by seZ. I think I'll put this in for a hero too. If you want more we can use placeholders. But better maybe collecting ideas first.
 
yes, P_L, info is always good.

I think that if we include pyschology (see another thread) then characters already have a very strong use. If you also make them the only unit capable of carrying magic weapons, then they become very powerfull.

How should they be generated? it doesn't seem right that they should be built. Maybe make it part of the GP system. Instead of having prophets, great engineers, ect... We could have Heroes, minor wizards, lords, major wizards. Getting lord and Major wizard points would be a lot harder then getting Heroe and minor wizard points, making sure that there are less of them.
 
That would mean we had to diverse the GP system for every civ. Well that's something I had in mind anyway. I don't want Elvenheros built by orcs. Would it be possible to restrict the spawning of those heros to certain civs and/or techs? And is this complicated or easy, Olleus?
 
The easy way to do this would be to make chracters UU's and have the great people system spawn the basic unit.
 
Lord Olleus said:
The easy way to do this would be to make chracters UU's and have the great people system spawn the basic unit.
That sounds easy indeed. Lets do it.

@Civmansam
care to do the coding for it? Most of the Heros are in the GW store miniatures range special characters. I want them all if they aren't Leaders in the civdesign.
 
I would love to do heroes. I'm just waiting for PL to tell me what they are. Yay Heroes!

Edit: Hero Format

Name of Hero
Type (Lord, Knight, Mage or High mage)
Coding (Who did the coding, if it's done)
Artwork (Who did the artwork, it it's done)
 
I already found quite a few, see the first post, but I have to go now, so I'll update the rest later
 
I vote give each race one of each type of hero, Ie 1 General, 1 Lord, 1 Mage and 1 High mage.

Woodelves

Spoiler :


ARIEL

Ariel Is the Wood Elves Great Mage Unit

MAGIC
Ariel counts as a Great Mage and knows all of the spells from the Lore of Athel Loren (will be posted in theMagic thread eventually). In addition, she gets 1 spell of her choice from either the lore of Beasts of Life

SPECIAL RULES
Ariel has the following common special rules: Fly, Forest Spirit, Terror

Elemental Form.
Ariel is no longer a mortal Elf and is bound to the natural world with ancient and unbreakable ties. She is able to move over all land tiles without penalty. (but cannot enter water squares)

Aura of the Fey Queen.
Ariel is one of the truly legendary individuals in the Warhammer world. All friendly units within one square of Ariel are Immune to Panic.

Earthbind.
If Ariel is endangered, the land itself will rise to protect her by entangling those who would threaten her. Any units declaring a charge on Ariel are reduced to 1 movement point. In addition, if Ariel flees from combat, any enemies attempting to pursue her cannot move for one turn

MAGIC ITEMS

The Heartstone of Athel Loren.
A physical representation of the many ties that bind Ariel to the forest of Athel Loren, this gemstone protects her from the effects of hostile magics.

This item grants Ariel Magic Resistance. In addition, if she successfully resists a spell targeted at her, the casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a magic level and may not cast that spell for the remainder of the game.


ORION

Orion is the Wood Elf's General Unit.

Special rules: Terror, Forest Spirit.

Spirit of Kurnous:
The spirit of Kurnous infuses Orion. He has no understanding of fear, pain merely feeds his anger and he will not stop until his enemies are dead beneath his hooves.
Orion is Unbreakable. Orion chases any enemies that flee if they loose combat and combat is immediately resumed. (basically opponents cannot flee) if orion loses combat, (ie he flees) he also looses 1 strength. But if he is in or next to a forest, he does not loose any wounds

The Wild Hunt:
Orion is spawned along with 2 Wild Hunt units. (big wolf packs)

MAGIC ITEMS:

Horn of the Wild Hunt:
Any enemy next to Orion must take a panic test at the start of their turn.

Spear of kurnous:
Orion and any unit that kill him, gets Combat 2. (similar to Orthos’ Axe in FfH)

Cloak of Isha:
Orion is Magic Resistant.

The Hawk’s Talon:
This long bow is so powerful that it acts exactly like a bolt thrower. (ie causes collateral Damage if Orion chooses to use it)


DRYCHA

Drycha Is the Wood Elves Mage Unit

MAGIC
Drycha counts as a Mage and knows any 2 spells from the Lore of Athel Loren (will be posted in the Magic thread eventually). In addition, she gets always gets the ‘Tree Singing’ spell from the Lore of Athel Loren.

SPECIAL RULES
Drycha has the following common special rules: Forest Spirit.

Spites
Drycha is accompanied by a blight of terrors and two clusters of radiants. (she is immune to magic and causes terror.) (spites will be explained more in the magic thread later)

Eternal Rage
Drycha is filled with a deep abiding loathing of all non-forest spirits, and as such she fights with the strength and ferocity of twice what she normally would. (she gets an extra First strike and +15% combat vs non Forest spirit creatures.)

Fanatical
Like many driven individuals, Drycha dreads being slain with her work unfinished and will fight all the harder if death seeks to claim her. (For every 2 strength points she looses she gets that number of extra first strikes. Eg if she starts with 8 Strength, and is reduced to 5 strength from a battle, she gains an extra 1 first strike until she is healed. If she is reduced to 4, she gets 2 first strikes etc)

Spirit Walker.
If Drycha is in a forest or jungle square, she may choose to merge with a nearby tree and walk through the life force joining all living plants to emerge out of another tree in a totally different location. (ie Drycha may choose to ‘teleport’ from the forest/jungle square that she is standing to any selected forest/ jungle square within 6 squares of her starting point.)

Tree Singing.
Few creatures can match Drycha’s control of the forest. She is therefore able to cast the ‘Tree Singing’ spell twice per turn in exactly the same way as a Treeman Ancient.



NAESTRA AND ARAHAN - SISTERS OF TWILIGHT

Naestra and Arahan are the Wood Elves Lord Unit

SPECIAL RULES
Naestra and Arahan have the following common special rule: fly (because they ride their dragon Ceithin-Har)

Sister Twins
Naestra and Arahan are bound by ancient magics, as old and unknowable as the forest itself. As long as one of the sisters is alive, the other will be able to survive on her life force until they return to their homeland, at which point they will both be restored to full health.
(Naestra, Arahan and their forest dragon Ceithin-Har are spawned as 3 separate units. Ceithin-Har acts as a ship, in that Naestra and Arahan can ‘load’ onto his back. If Ceithin-Har dies, both sisters must remain on foot. Naestra and Arahan must stay in the same square. if one of the two dies, they have 5 turns to make it back to their birthplace (ie the place they first appear) or the other sister’s life force will become fully drained and both will die. If both sisters die, and Ceithin-Har is still alive, he flees back to the wild never to be seen again)

Masters of the Wild
Their trusty dragon, Ceithin-Har, always joins the sisters and as such they are difficult oto aim at. For enemies that shoot them (archers or siege weapons) they have a 50% chance of hitting Naestra and a 50% chance of hitting Arahan.

Bow of Arahan
Arahan’s bow launches deadly arrows that explode in iridescent displays of magical fire. Her attacks count as doing collateral damage. Units with the magic resistant promotion are unaffected by the collateral damage, but the base damage still applies.

Bow of Naestra .
Wherever Naestra’s arrows strike, the ground comes alive with entangling biars and roots, pinning the foe in place. Naestra’s attacks act like the ‘entangle’ spell.



I will update this post alot.
 
Psychic_Llamas said:
I vote give each race one of each type of hero, Ie 1 General, 1 Lord, 1 Mage and 1 High mage.

I agree, but in the 'future' we could come up with more .. one general in 4000 empirial years is not that much .. but there should be restrictions then .. not that you have 10 lords at a time, that's not realistic ;) 1 lord, 1 high mage, 3 generals and 3 mages at a time would be the maximum. Next to that i'm thinking of #city or building restrictions; you can allways have a Lord (somebody got to be the boss), you can have one mage per ? magic buildings and one high mage per ? magic buildings. And one general per ? barracks or something ..

I think that PL can come up with lots of characters .. and i can give him some help with that. The internet is full of (made up) characters that can be used.
 
yeh, the internet is an invaluable resorce for this kind of thing. but i think that heros should not be so abundant as you say. similar to FfH, if a hero dies, it is a majorly bad thing, having heros as rare units makes us value them more.
 
IMO it would be great to have your leader on the battlefield as a Lord. Would be a little awhkward if he (or she .. or it) dies, but we can look at death in that perspective as a retreat to a safe place to rule from. Otherwise it is an idea to let 'the other' possible leader be the lord on the battlefield. That we it is less work to collect names (and stories) of the possible heroes.
 
This is how I think the system should work. The Great People are Lord, General, Mage and High mage. Whenever one of them is made, there is a 15% chance that the unit will be that civ's hero for that great person.

For Example:

Let's say there is a 100% chance that the woodelves will generate a high mage, there is a 15% chance that that mage will be Ariel. It it doesn't become Ariel, then you get a high mage which is not as good as Ariel but still not bad.

For Leaders I think that Leaders you should get at the very beginning of the game and keep them throughout the game.

Edit: Updated First Post with new stuff
 
not too sure i understand you Civmansam.

So there is a 25% chance that you get a general, lord, mage or high mage?
Then there is also a 15% chance that whatever Hero is chosen (eg High Mage) that it becomes THE hero for that race?

Thats a bit confusing. why not make it a 25% chance that you get a general, lord, mage or high mage. then that specific Hero is instantly turned into that race's hero of that type. (eg if the hero type is a High mage, therefore if woodelves, the character is Ariel, or if Highelves its Alarielle, or if Dark elves its Morathi) then make it that each race can only have 1 of each king of hero in the feild at any one time (so only 1 General, 1 Lord, 1 Mage and 1 High mage hero)
the type of hero (lord or mage) is determined by the number of buildings that race has. (eg Mage guilds generate 1 Great mage point. Wizard towers generate 1 Great High mage point. Baracks generates 1 Great lord point. and Academies generate 1 Great General point ( this is only an example)) and the number of Great hero points is cumulative for each race, and all heroes spawn in the capital.

Im not too sure if thats any less confusing, but it seem logical to me:crazyeye:

i might post some more ideas tomorrow if i have time (and inspiration;))

Sorry its late here, and im going to bed...
 
Civmansam said:
This is how I think the system should work. The Great People are Lord, General, Mage and High mage. Whenever one of them is made, there is a 15% chance that the unit will be that civ's hero for that great person.

For Example:

Let's say there is a 100% chance that the woodelves will generate a high mage, there is a 15% chance that that mage will be Ariel. It it doesn't become Ariel, then you get a high mage which is not as good as Ariel but still not bad.

For Leaders I think that Leaders you should get at the very beginning of the game and keep them throughout the game.

Edit: Updated First Post with new stuff

Ok, but remember that the heros you get should not only be restricted by civ also by era(if that's possible and some maybe require a tech, i.e. a hero with a gun needs Gunpowder or even rifling). Otherwise this will be pretty unbalanced.

@P.L.
Sounds not confusing at all to me. Maybe it was a bit late?:D
 
I like PL's idea .. and ploeperpengel makes a good pont .. a special character on a chariot is not possible without inventing the wheel ;)
 
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