Re: Orc Mod concept - feedback required
Well orcs are quite different depending on what game or book you're basing them on.
I don't recognize much from what you've listed, except to guess maybe it's Warhammer or Warcraft or D&D you're thinking of, none of which I personally play or study much.
From a Tolkien, TFT, and GURPS background, I would say:
An orc nation is generally led by someone stronger and often non-orcish (in this case, the pretender), often with non-orcish commanders and mage support. Orcs tend to be impressed by powerful and strong leaders, to whom they give strength of numbers.
Concept points:
- require normal, half or no supplies, or have units to produce supplies, due to foraging and willingness to eat various crud. Different tribes might have different survical skills.
- do not have recuperation ability - were it possible, I'd give them a random chance to start with an affliction, to represent their chaotic, pugilent nature, disregard of safety, and the likelihood of poor medicine.
- sorcerors and mages depend on the genre and world, but stereotypically I would expect no orcish ones, or low-powered ones perhaps in fire, maybe earth, death, and blood, but not air nor astral.
- cheap and ineffcient equipment of various varieties, not always well chosen ensembles. Both bows and crossbows possible, but no great talent.
- very low gold cost. perhaps low resource cost as well, to represent that most orcs have scavenged their weapons from somewhere.
- not very many elite orcs. mostly masses of rugged but crude rabble, cheap to raise and maintain if they fear you enough. any elite orcs would have usual costs and resource requirements.
- good marchers - all units map move 2.
Militia might be:
HP 10, STR 10, ATK 9, DEF 8, MRL 8
rusty shortsword or axe or spear or hammer or mace, little or no armor
Cost: 2 gold, 2 resources
Regular might be:
HP 11, STR 11, ATK 10, DEF 9, MRL 10
cheap shortsword or axe or spear or hammer or mace, light armor
Cost: 4 gold, 4 resources
Elite might be:
HP 12-14, STR 11-12, ATK 11, DEF 9, MRL 12
morningstar or flail or battleaxe or maul, scale or chain armor, full helmet, shield if weapon one-handed
Cost: 12-15 gold, 20 or so (usual math) resources
Anyway, that's the sort of thing I expect from orcs. They're not usually elite, just numerous and savage.
PvK
[ April 30, 2004, 23:33: Message edited by: PvK ]
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