Age of Wonders 4

Age of Wonders 4

Immersive Cultural Units (On Hold)
 This topic has been pinned, so it's probably important
Zistac  [developer] 20 May, 2023 @ 8:37am
Unit Stats and Concepts
[h] Unit Stats: [/h]

Feudal

Longbowman: tier 3
Armor Low Resistance Low HP Average
1 Armor bypass
(30) sundered armor modifier
Eagle Eye +1 Range and +10% accuracy
+2 physical damage
=
5 range
12 dmg + 1 armor bypass
30% chance of inflicting sundered
90hp
2 amor
2 resist
32 movement
Stand together

Concept- evolution of archer, long range back line unit with a bit of sundering.

Halberdier: tier 3
Armor Average Resistance average HP Average
Halberdiers property group
Polearm- Giant Slayer
Polearm- Cavalry Slayer
Watchful- Unit property: retalliations
+2 physical damage
=
14 dmg melee 3 strike
90hp 4 armor 3 resist
32 movement
Bolstering
Charge Resistance
First Strike
Rune of Retaliation
Watchful
Watchful
Stand together
I’ll probably remove halberdiers group which will remove bolstering, rune of retaliation, and one of the watchfuls. I think. I don’t think the watchfuls stack.
Concept- Evolution of pikeman. Giant slayer to help keep feudal from crumbling late game

Longswordsman: tier 3
Armor average resistance average hp average
frenzy
slippery
swift
first strike
fighter unit group
+1 status resistance
+2 damage
=
+10% dmg per frenzy stack, max 5
24 damage (single strike, not a charge/shock attack)
90hp 3 armor 3 resist
32 movement
Taunt
All around awareness (flanking immunity)
First strike
Slippery- doesn't trigger opportunity attacks
Swift- ignores combat terrain movement penalties
Stand together

Concept- and here is the first truly custom unit on the list! The idea is to be a disruptive fighter unit within the melee front line, while also being able to breach through and hit the back line. Fits into the Feudal culture by being physical damage focused and adding that missing piece to their formation tactics. Feudal is very much a culture of front line defense with an archer backline while cavalry either flank the sides or pursue the enemy backline. The final touch on this playstyle in my opinion is a unit like the longswordsman that can dish out damage from within the shieldwall while still being flexible enough to either slip through the middle lines or to maneuver to the sides to protect the flank, which is why it has a single, non-charge, melee strike… not making it too strong in the shield wall or in a charge. That’s what defenders and knights are for respectively.



Barbarian

Sunderhoof: tier 3
Primal Strike
Sunderers group
Armor average resistance average hp average
Cavalry group
Flanker
+2 physical damage on ranged and melee both
=
+25% damage flanking
14 dmg melee 3 strike
18 dmg javelin throw
Primal strike + 8 blight dmg on first melee hit
90hp 3 armor 3 resist
40 movement
Slippery
Swift
Concept- Evolution of the sunderer. A highly flexible unit. Harass enemy frontline and defend your archers or flank the sides. Pursue the enemies backline even with a wider or deeper flank. Hit and RUN if you need to. The sunderer really highlights the fight first react later playstyle of the barbarians. A genuine strategy.

Vandal: tier 2

Armor low resistance average hp average
Primal strike
Vicious killer
Demolisher
+1 physical dmg
Cavalry
=
11 dmg melee 3 strike
Primal strike +8 dmg first hit
70 hp 1 armor 2 resist
32 movement
Demolisher damages fortified obstacles
Vicious killer doubles morale penalty on kill

Concept- A weaker more mobile berserker. Barbarians are all about getting in there and cutting down morale. Why fight 18 units when you can fight six and chase down the rest in flight?


Chaos Weaver: tier 3

Armor low resistance average hp average
Chaos orb magic attacks
Chaos brand ability
Base magic strike - despairing modifier (30)
Battle mage unit group
=
4 range
Basic attack is with chaos orbs. Didn’t intend for it to be that way, but her skills keep breaking otherwise. Anyways, chaos orb attacks are at 9 dmg per hit (hit up to 3 times), deals the same amount of damage in another random damage type, and has a 90% base chance of inflicting a random status effect. Intention was to have “chaos” attack which has only the base of 9 dmg, but to increase that by some amount. I think she’s too op with the orbs.
Chaos brand 35 dmg single target, unit becomes berserk until the end of battle. Turns into a tier 1 fiend when it dies (if not a hero).
90hp 2 armor 3 resist
32 movement

Concept- Did I mention that barbarians are all about morale and quick action? The Chaos Weaver doesn’t waste time on buffs. She immediately gets to work disrupting the enemies formation, following up with demoralizing chaos attacks.

Industrious

Sharpshooter: tier 3

Armor low resistance low hp low
Marksmen property group
Skypiercer ability modifier
1 armor bypass
+2 physical damage
=
4 range
22 dmg single
32 on overdraw
Skypiercer- damages units in a 3 hex line for 50% effectiveness
80hp 3 armor 2 mr
32 movement
Bolstering

Concept- Evolution of the Arbalest. I would like to remove skypiercer and create a custom skill that allows for basically 2 basic action.shots, doing less damage. Repeating crossbow unit where you can shoot two different targets… with downscaled dmg.

Linebreaker: tier 2
Armor average resistance average hp average
Shock unit group
Bolstering
Guard breaker
Push back modifier on attack
+2 damage
Sundered armor (60)
=
20 dmg, +20% per hex traveled, up to 3 hexes. Canceles defense, removes retaliation, ignores charge resistance, 60% chance to sunder defense, and pushes target back by one hex.
70 hp 2 armor 3 resistance
32 movement
Bolstering

Concept- Who doesn’t like a dwarf with a big hammer? Industrious plays a bit similar to feudal and so this unit fills a bit of a similar role to the Longswordsman… but instead of being a flexible slippery fighter, this guy is just meant to, well, break through the line. If the charge effect doesn’t kill, the push back effect should at least break up the enemy formation. Pretty simple and straightforward unit. Tier II for a reason.. It’s no berserker.

Engineer: tier 2 (planned tier 3)

Armor average resistance low hp average
Razor net
Mending touch
Golem assistant auto spell
Strength of steel
Bolstering
=
4 range
Throw net 20 dmg 90% chance immobilizing for 1 turn, skill has 1 turn cooldown
70hp 2 armor 1 resistance
32 movement
Mending touch small heal with low cd
Strength from steel- swaps bolsteredness for healing. No bolsteredness is not a word
Shield wall? Idk why
Bolstering
Golem assistant! Automatically summons a golem at combat start.

Concept- Engineering supporty golem guy. Could really dive full into custom abilities on this fella. Not sure exactly how yet though. Idea so far is make him full support with no or very very little damage capacity. Throw net is something temporary to make him relevant for a tier III.
Last edited by Zistac; 20 May, 2023 @ 9:02am
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Zistac  [developer] 20 May, 2023 @ 8:40am 
For those who were asking about unit stats and the ideas/intentions for the units. Most of the defensive stats have roughly 0 thought into them so far, most units are just meant to scale right alongside their equivalents from other factions/tomes. A few have more intentionality/lore behind them.
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