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Heroes Community > Heroes 8+ Altar of Wishes > Thread: New Faction: Garrison
Thread: New Faction: Garrison
Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 13, 2010 09:36 PM

New Faction: Garrison

Garrison is my new faction. It is based purely on might, even more so than stronghold. If anyone could suggest a good racial, that would be super.



Garrison



Motto: “Might Over Magic.


Facts and Traits:
Also Known As: The Conquerors, The Warriors
Associated Colors: Black and Gold
Worship: None
Core Philosophy:  “Swords Are Stronger Than Staffs” The fierce belief that might overpowers magic.
Country/Kingdom: The Empire of The Sword
Capital City: Kalforg
Key Symbols: The Sword and The Shield

Description:
“The Garrison is a split-order of Haven. They believe that magic is non-existent, and religion is nonsense. They focus more on might rather than magic. Their warriors are capable of dealing high damage and deflecting many blows, but they do not have powerful magic to back them up.”  

A Summary:
“This faction has good statistics and is a well-oriented might faction, but has no magic support. Their sworn enemies are Academy and Necropolis, both who use magic in a large extent.”

                                                History


463 Y.S.D.
Founding of the Garrison
The Garrison publicly splits from Haven. Founded by the warrior Klanso, grandson of Laszlo, they are quick to establish a hold on their territory, and to begin crusading against magic.

464-523 Y.S.D.
The Great Peace
This period was peaceful, with no fighting going on. During this era Garrison’s economy prospered, their reputation was high after beating back the orcs, and their military was renowned all over Ashan. But then Klanso died of an unknown disease, and his significantly more violent brother, Danko, took over.

523-527 Y.S.D.
Wars with Academy
Danko declares war on Academy, seeking to rid the world of magic. Their troops started a long and bloody war, but met limited success in the dunes of Academy, and after four years of furious fighting, they finally retreated, beaten back by the magically enchanted forces of the mages.

565-694 Y.S.D.
Wars with Necropolis
After recovering from the defeat against Academy, Garrison attacked magic again, but this time against Necropolis. In the first year, they managed to score many victories, and gained significant ground, but then best military commanders of Necropolis arrived, and held their ground. This was followed by 128 years of furious fighting, during which neither side gained anything. Necropolis could not recover any ground, and Garrison couldn’t gain any. Finally, in 694 Y.S.D., Sylvan and Haven intervened, requesting both sides to sign a peace treaty. Tired of fighting, they agreed.

695-Present Y.S.D.
The Recovering
Garrison licks its wounds and rebuilds its military, but looks vengefully at Academy for its early defeat. Garrison masses its troops, readying a large attack against their opponents.


                                                                                                    Units

Tier One
Name: Swordsman.
Description: “The very basic units of Garrison, these troops are rather weak but come in large numbers. Wielding swords with skill, they slice their opponents to ribbons.”
Abilities: Cleave
Statistics
Attack: 3
Defense: 1
Damage: 2
Initiative: 4
Speed: 3
HP: 3
Mana: 0
Shots: 0

Upgrade
Name: Footman
Description: “These soldiers are solid, reliable units, and come in large numbers. Armed with a sword and a large shield, they protect Garrison’s archers from harm.”
Abilities: Large Shield
Statistics
Attack: 2
Defense: 3
Damage: 1-2
Initiative: 4
Speed: 3
HP: 5
Mana: 0
Shots: 0

Alternate Upgrade
Name: Soldier
Description: “Soldiers have received training from the more experienced warriors of Garrison, and so are better fighters. However, their lack of a special ability makes it questionable.”
Abilities: None
Statistics
Attack: 3
Defense: 3
Damage: 2
Initiative: 5
Speed: 4
HP: 4
Mana: 0
Shots: 0

Tier Two
Name: Bowman
Description: “These archers are the core of Garrison’s ranged units. They are numerous, and have decent enough statistics.
Abilities: None
Statistics
Attack: 3
Defense: 2
Damage: 3-5
Initiative: 7
Speed: 2
HP: 7
Mana: 0
Shots: 5

Upgrade
Name: Crossbowman
Description: “Crossbowmen focus on attack much more than bowmen, but are lacking in defense. Their mighty arrows pierce thick armor with ease.
Abilities: Precise Shot, Powerful Arrows (shots from this creature ignore 10% of target’s defense)
Statistics
Attack: 5
Defense: 1
Damage: 5-7
Initiative: 5
Speed: 1
HP: 5
Mana: 0
Shots: 6

Alternate Upgrade
Name: Longbowman
Description: “These archers can shoot over long distances, and incredibly fast. However, they do not have any especially high statistics.”
Abilities: No Range Penalty, Speedy Shooting (when this creature shoots, its ATB value resets to 0.5 instead of 0)
Statistics
Attack: 4
Defense: 3
Damage: 3-4
Initiative: 8
Speed: 4
HP: 7
Mana: 0
Shots: 5

Tier Three
Name: Spearman
Description: “This infantry unit is used to stop cavalry charges. Primarily defensive, these units make excellent tanks.”
Abilities: Spears (deals +25% damage to cavalry), Reach (can attack over one tile)
Statistics
Attack: 6
Defense: 10
Damage: 4-6
Initiative: 5
Speed: 4
HP: 20
Mana: 0
Shots: 0

Upgrade
Name: Pikeman
Description: “An improvement over the spearman, pikes are longer and are even more effective against cavalry. Pikemen, also, are even better armored than their brothers.”
Abilities: Pikes (deals +35% damage to cavalry), Long Reach (can attack over two tiles)
Statistics
Attack: 6
Defense: 12
Damage: 5-6
Initiative: 4
Speed: 3
HP: 30
Mana: 0
Shots: 0

Alternate Upgrade
Name: Hoplite
Description: “A radical change from the spearman, these warriors were used to cause chaos in the enemies’ ranks before the heavy units came. Light and fast, these units are an excellent attacking force. However, they are fragile.”
Abilities: Throw Spear (this unit can throw its spear five squares in any direction. This ability can be used two times), Reach
Statistics
Attack: 8
Defense: 6
Damage: 8-9
Initiative: 8
Speed: 8
HP: 15
Mana: 0
Shots: 0

Tier Four
Name: Veteran
Description: “These warriors have trained for many years and are now sent out to fight. Armed with a sword, they have no special abilities but solid, reliable stats.”
Abilities: None
Statistics
Attack: 10
Defense: 9
Damage: 10-12
Initiative: 8
Speed: 6
HP: 25
Mana: 0
Shots: 0

Upgrade
Name: Knight
Description: “Though these troops are worse at offense, they have excellent defensive capabilities, and are practically impossible to defeat.”
Abilities: Large Shield, Shield Allies, Shield Wall, Defensive Stance.
Statistics
Attack: 8
Defense: 14
Damage: 8-10
Initiative: 4
Speed: 4
HP: 50
Mana: 0
Shots: 0

Alternate Upgrade
Name: Crusader
Description: “These mighty warriors are excellent offensively, but have quite poor defensive capabilities.”
Abilities: Cleave, Bash
Statistics
Attack: 14
Defense: 7
Damage: 12-15
Initiative: 5
Speed: 5
HP: 20

Tier Five
Name: War Turtle
Description: “Garrison found these beasts in the wild and decided to train them as fighters. Though slow, they have excellent defensive capabilities.”
Abilities: Large Creature
Statistics
Attack: 10
Defense: 14
Damage: 5-12
Initiative: 3
Speed: 3
HP: 55
Mana: 0
Shots: 0

Upgrade
Name: Stone Turtle
Description: “Improving enormously on the War Turtle’s defensive capabilities, this unit, however, is even slower and less damaging then its brother.”
Abilities: Stone Shell (all damage to this unit is decreased by 25%), Large Creature
Statistics
Attack: 8
Defense: 18
Damage: 4-10
Initiative: 3
Speed: 2
HP: 80
Mana: 0
Shots: 0

Alternate Upgrade
Name: Juggernaut
Description: “These huge, monstrous turtles deal enormous damage, and are used as war machines by Garrison. However, they have poor defensive capabilities compared to their brothers.
Abilities: Battering Ram (can charge into a gate or wall, breaking it. Receives 25% of the damage it did), Charge (gets +5% damage for every two tiles it runs), Large Creature
Statistics
Attack: 14
Defense: 12
Damage: 15-20
Initiative: 2
Speed: 9
HP: 30
Mana: 0
Shots: 0

Tier Six
Name: Galloper
Description: “Gallopers are fast scout cavalry. Though lacking in defense, they have good offensive capabilities.”
Abilities: Large Creature
Statistics
Attack: 34
Defense: 6
Damage: 40-50
Initiative: 9
Speed: 10
HP: 35
Mana: 0
Shots: 0

Upgrade
Name: Marshall
Description: “The commanders of the cavalry, these units are a huge improvement over the Gallopers.”
Abilities: Large Creature, Cleave
Statistics
Attack: 32
Defense: 20
Damage: 35-45
Initiative: 8
Speed: 9
HP: 60
Mana: 0
Shots: 0

Alternate Upgrade
Name: Lancer
Description: “The ultimate attacker in the Garrison army, these warriors do an insane amount of damage.”
Abilities: Jousting, Champion Charge, Trample (any units 1 tile from this creature’s path will be trampled. Trample damage is 50% of normal damage), Large Creature
Attack: 47
Defense: 12
Damage: 45-70
Initiative: 10
Speed: 9
HP: 20
Mana: 0
Shots: 0

Tier Seven
Name: Pegasus Riders
Description: “Only the greatest warriors can aspire to catch and train a pegasi. Both the warriors and the pegasi are excellent fighters and should not be underestimated.”
Abilities: Large Creature, Flyer, Cleave
Statistics
Attack: 39
Defense: 42
Damage: 35-45
Initiative: 13
Speed: 14
HP: 195
Mana: 0
Shots: 0

Upgrade
Name: Blood Pegasi Riders
Description: “These pegasi and their riders are burning with the desire to avenge all their lost brothers and sisters. Their fury drives them to heights no other warrior can reach.”
Abilities: Large Creature, Flyer, Cleave, Enraged
Statistics
Attack: 44
Defense: 39
Damage: 45-55
Initiative: 12
Speed: 14
HP: 180
Mana: 0
Shots: 0

Alternate Upgrade
Name: Golden Pegasi Riders
Description: “Only maidens can tame the greatest pegasi of all, the golden ones. With amazing statistics, these riders slay all before them with their mighty blades.”
Abilities: Large Creature, Flyer
Statistics
Attack: 40
Defense: 42
Damage: 40-50
Initiative: 11
Speed: 13
HP: 250
Mana: 0
Shots: 0

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 13, 2010 11:38 PM

I have an idea for the racial. It's probaly not so good because this is my first time making a racial.

Magic Dampening: It makes enemies magic sometimes fail and gives your troops some magicical defence if it doesn't cancel the spell.

Also, I thought of a bunch of names for the hero class: Dampener (meh), Swordmaster, Battlemaster, Legonaire, Spartan, Warlord, Heretic (they abandoned Haven), Striker, Veteran, Overlord, and Spellslicer  

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 14, 2010 02:33 AM

I was thinking something that improves your statistics in combat, but I'm not sure.


As for hero name, I like Champion. I'm working on a hero list now.

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RabbidCow
RabbidCow


Adventuring Hero
Who was bit by a Vampire
posted July 14, 2010 04:16 AM

Okay! Champion it is! Ain't I a genious! Whoops, did say that out loud...
But about racials, try Training: The hero can sacrife his/her turn to improve a creatures stats by one. Example: Let's say your Champion is an Expert Trainer and you want improve your Crossbowman's defence. So your take your turn to improve your Crossbowman's defence by, lets say, 5 points. So for two-three turns your crossbow man has 6 defence. It can't stack and goes away eventualy, and it only effects the one stat. Balanced? (Numbers weren't final, just an example)

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Warlord
Warlord


Famous Hero
Lord of Image Spam
posted July 14, 2010 04:40 AM

First of all, training is Haven racial. I was thinking a skill that's more permanent, that gives something like +5% attack or something, + buildings to replace magic guild that have something to do with the skill.

I'll make something shortly, but I don't have a good name.

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