Rogues/Outcasts CLOSED

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makazuwr32
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Location: Moscow, Russia

Rogues/Outcasts CLOSED

Post by makazuwr32 » Tue Oct 17, 2017 3:32 pm

Advantages:
-ambush tactics
-could raise dead
-several really strong creatures
-good at stealing enemy techs, most of units will benefit from stolen techs
-really fast walls
-modearte air
Disadvantages:
-weak at start
-great units cost high in turns
-weak water units
-without enemy upgrades easy target

Unit tree:

1. Rogue orc warrior - normal orc warrior
2. Rogue elf archer - normal elf archer
3. Rogue human pikeman - normal human pikeman
4. Rogue Skeleton rider - normal skeleton rider
5. Elephant (as usual)
6. Elephant archer (as usual)
7. Longbowman -> Rogue human archer (lower range (5), higher damage (7), 18 hp, 1/1 armor)
8. Black mage - Mounted human mage (speed 4 or 5) with spells: raise undead, strenchen, fear, convert
9. Rogue dwarf worker - basic builder:
9.1. mercenary outpost - barracs of the race, builds 1-4 units
9.2. rogue blacksmith
9.3. merchenary stables
9.4. black tower (mage-type units builder, castle-type building, 400 hp, 15 magic type damage, 7 range, 2 actions/turn),
9.5. Watch tower (looks like AOS forest sentry, 20 hp, no attack,1 carry capacity,4 heal rate, can be upgraded to fire tower (6 damage/5 range/burning weapon/2 carry capacity/6 heal rate)/poison tower(5 damage/6 range/poison weapon/1 carry capacity/12 heal rate)/guard tower(4 damage/7 range/ 3 carry capacity/4 heal rate/aura: vision)
9.6. Palisades (AOS Palisades (35 hp, 1/8 armor) and the same building speed (1))
9.7. Assasins' guild - builds several ambush units, reseaches ambush
10. Koto Beast - looks like purple lizard from w3 (inspired by This Wreckage map), siege type, melee range, 150-200 hp, 6/4 armor, 2 speed, powerful enough to destroy human castle (1500 hp) in 6 turns. if manage to came to it. can carry 2 units (they can't do anything while on koto beast) and is amphibious.
11. Rogue wagon
12. Mur'gul warrior (inspired by Warcraft 3) - amphibious unit with stats about of merman and bonus damage to ships, moves normal on the ground, 3 speed, 2 turns cost
13. Mur'gul wizard - amphibious mage with spells: slow , disarmor (cooldown - 3 turns), summon Murloc slave (weaker than Mur'gul Warrior), moves normal on the ground, 3 speed
14. Black drake - flying-type unit, 20-22 Hp, 0/2 armor, 10-12 damage, 3 range, 1 power range, 4-6 speed, no bonuses, 7 sight, 30% spell resistance, can grow to Bronze dragon after 4-6th kill (only kill! not attack!)
14.1 Black Dragon - flying-type unit, 50-55 Hp, 2/4 armor, 20-24 damage, 4 range, 1 power range, 5-7 speed, no bonuses, 7 sight, 40% spell resistance
15. human assasin - no insta-kill, 12 hp, 24 melee damage, ambush (need to research first): complete invisibility for 2-4 turns with (2-4)+3 turns cooldown, 0/1 armor, 4 speed, 3-5 turns build cost, 300-500% bonus against ground-based cavalary units, steal (could steal from any enemy building their researched tech, need to research first "stealing")
16. Elf assasin - 9 hp, 14 ranged damage, 8 range, ambush, 0/2 armor, 4 speed, (human assasin's build cost)+1-2 turns build cost, 50% bonus against flying-type units, steal
17. Orc assasin - 18 hp, 20 melee damage, ambush, 0/0 armor, 3 speed, (human assasin's build cost)-(1-2) turns build cost, 50% bonus against ground-based non-cavalary units, steal
18. Mur'gul assasin - 15 hp, 10 melee-type damage, 2 range, 2 actions/turn speed 2 on ground, 5 on water, ambush, 0/0 armor, 3 turns build cost, 150-200% bonus against ships, steal

Race description: they are outcasts from other races. to survive they use ambush tactics, some great beasts they could tame and also every tech they can steal from their formrer allies.
they can't get much upgrades for units by themselves, but they can steal them from others and most of units will benefit from them.
Last edited by makazuwr32 on Thu Apr 19, 2018 4:28 pm, edited 4 times in total.

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makazuwr32
Posts: 4470
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Rogues/Outcasts

Post by makazuwr32 » Thu Nov 30, 2017 8:27 pm

Tech tree Update:
TC:
1.Writing,
2. town patrol (+3 to watch towers and their upgrades only sight),
3. ambush tactics (allows build assasin's guild) - 3 cost,
4. dragon eggs (allows build black drakes) - 5 cost
Rogue blacksmith:
1. disarmor upgrade (gives disarmor spell to mur'gul wizards) - 3 cost,
2. better boots (rogue human pikemen (and upgrades) and rogue human archers (and uprgades) gain +1 to speed and +1 to ranged armor) - 4 cost,
3. (after success steal):
3.1. better swords 1/2 (+1 to all melee non-caster units exept Koto Beast, exept assasins and koto beast, can be stolen from humans/elves TC and blacksmith, each level must be stolen separately),
3.2. bows 1/2 (+1 to damage and range to archers, can be stolen from humans/elves TC and blacksmith, each level must be stolen separately),
3.3. melee armor 1/2 (+1 to armor from melee attacks to all units exept Koto beast, Black mage, Murgul Wizard, can be stolen from all non-neutral TC, each level must be stolen separately),
3.4. ranged armor 1/2 (+1 to armor from ranged attacks to all units exept Koto beast, Black mage, Murgul Wizard, can be stolen from all non-neutral TC, each level must be stolen separately)
3.5. (any researched enemy unit-upgrade like pikeman->halberdier stolen can open this, can be stolen from any enemy building if enemy has it researched, each level must be stolen separately): Rogue Equipment upgrade -- upgrades rogue orc warrior, rogue elf archer, rogue human pikeman, rogue human archer and rogue skeleton rider to their better versions:
3.5.1. Armored/Master rogue orc warrior: +6 health, + 1/+1 armor, +2 damage per level
3.5.2. Armored/Master rogue elf archer: +3 health, +1 range, +1 damage, +0/+0 armor per level, no additional sight range
3.5.3. Armored/Master rogue human pikeman: +4 health, +2 damage, +1/+0 armor per level, +1 range on level 2 (Master)
3.5.4. Armored/Master rogue skeleton rider: +7 health, +3 damage, +1/+2 armor per level, +1 speed on level 2 (Master)
3.5.5. Armored/Master rogue human archer: +4 health, +2 sight range, +2 damage, +1/+1 armor per level, +1 range on level 2 (Master)
for 5 turns cost.
Black Tower:
1. fear upgrade (give fear to black mages)
2. disarmor upgrade (gives disarmor to mur'gul wizards)
Assasin's guild:
1. Ambush - gives all assasins "Ambush" ability (to become completely invisible for a few turns)
2. Basic stealing/Advanced stealing/Master stealing - givel ability to steal upgrades from enemy buildings with 20%/35%/50% chance and with following results on successful steal:
a. open unresearched technology for researching (if availible on conditions one)
b.1. 50% to reset production (down to maximum cost of unit/technology)
b.2. 30% to increase turns cost for production for up to 2 turns
b.3. 20% to do nothing.
Both "a" and "b" effect applied on successful steal.
When steal is failed assasin loses 50% hp and instantly loses "Ambush" effect.
also allows you to look into enemy buildings as into yours when your assasin in near.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Menselot
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Joined: Sun Oct 08, 2017 3:55 pm

Re: Rogues/Outcasts

Post by Menselot » Fri Dec 01, 2017 12:43 pm

I like making and reading big posts but this .... This is gigantic... :lol:
Image maker and (hope to be) professional artist

Sometimes one of the lazest too

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makazuwr32
Posts: 4470
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Rogues/Outcasts

Post by makazuwr32 » Thu Apr 19, 2018 4:27 pm

Closed for some time.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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