Elder Scrolls RTS units and the like

Post » Tue Feb 05, 2013 6:09 am

First I have to make a disclaimer for this thread: This is not about an actual RTS game made in the ES universe, but of of a general thread for fun about units that could have been in such a game. Also, keep in mind that I am quite influenced by Warcraft 3, since this is my favorite RTS game.
Spoiler

Now, on to the thread :smile:

I made some basic notes on the ten races commonly used in TES and tried to make units for them, so feel free to take a look and give me your own. I also need some help finishing and fleshing out the list. Anything to buildings, units, upgrades, and anything else you can come up eith on this topic is welcome. And did I make it clear that this is just for fun? :wink:
The Kingdom of Skyrim:
Spoiler

Common Units:

- Warrior: Skyrim is home to some of the best warriors in Tamriel, and they are the backbone of any Nordic army. Heavy armored, wielding a sword and shield.

- Axeman: The common axeman of Skyrim is no small threat on the battlefield. Moving quickly around in light armor wielding their battleaxes, the Axeman compliments their more defensive brothers, the Warriors.

- Hunter: While they have never been known as great archers, many Nords have traditions of hunting to survive. Now these people have been called upon to defend the Kingdom.

Strong Units:

- Nordic Thane: Strong warrior who can call upon a Housecarl. Wears plate armor and a two-handed weapon. Their presence has a morale boosting effect on the other Nordic units.
- Housecarl: Strong warrior that can be acquired at a barracks. Steel armor, shield and sword. Only available with a Thane.

- Honor Guard: These are the top of the line warriors among the Nords, wearing the sturdy Nordic Ringmail or Carved armor and a two-handed weapon. The tradition of Honor Guards originated on Solstheim, among the Skaal, but now they are also found in the mainland.

Support units:

- Priest of Kyne: These Priests spread the Teachings of Kyne, the warrior-widow of Shor. They specialize in enhancing their allies in battle, making them more ferocious.

- Priest of Mara: Priests of Mara, the handmaiden of Kyne, they use their magic to heal their allies.

- Bard: Nords have long traditions as Bards and Skalds, and now they assist their troops with morale to increase their confidence and bravery. With might battledrums they are found just behind the front lines.

- Nordic Mage: These are few and far between, and have never been renowned as some of the best, but even so the Mages of Skyrim, be they from the College of Winterhold or a former courtmage, bring that little extra that was missing from Skyrim’s armies with their destructive spells and summons.

Champions:

- Nordic Crusader: These are people who range from people of great importance to lowly nameless adventurers. However, one thing is common for them all: They are great warriors who will not only fight evil with their arms, armor and Nordic hardiness, but also bring skill in the healing and destructive arts to the table. At heart they are still warriors, so their magic is limited to healing and disabling spells of the opponent. They are armed with either a greatsword/claymore or a warhammer.
The Crusader must choose between two passive abilities; Blood of the North or Hornhand.
- Blood of the North gives the Crusader a cheap over-time healing spell that cannot be silenced or dispelled as well as a cost reduction of 25% to all other healing spells. This, however, comes at the cost of a 50% cost increase to offensive spells.
- Hornhand gives the Crusader a 50% cost reduction to disabling spells and a 25% cost increase to healing spells. Since they are so focused on damaging and disabling, they feel less connected to the forces of life and thus have reduced health regeneration.

- Master-at-Arms: The Master-at-Arms is the pinnacle of a warrior, one who has mastered every fighting style there is. With a two-handed axe, a longsword, a shield, a war axe and a bow, they are ready for every defense the opponent might have, and outside of battle they can swap between heavy, medium and light armors to suit the upcoming fight.
The Master-at-Arms must choose between two abilities; Leading by Example or Enforcer.
- Leading by Example gives all the surrounding units a boost in skill as the Master-at-Arms shows them how it is done, both with weapon technique and how to master ones emotions.
- Enforcers are the best of the best, and won’t care for what the common soldiers around them do. Even other Masters-at-Arms will have a hard time fighting the Enforcer.
The Nation of Morrowind
Spoiler
Common units:

- Redoran Warrior: The Redoran Warriors form the basis of the Morrowind army and stand out on the battlefield with their Bonemold armor. They are not as strong as some of the other warriors, but more mobile.
- Can be upgraded to Redoran Guard.

- Archer: While not quite as good as the Bosmeri archers of the southern lands of Valenwood, the Dunmer archers are still respectable and have tipped the scales of a battle more than once.

- Rogue: The Dunmeri rogues are quick and agile, preferring hit-and-run tactics.

Strong units:

- Ordinator: The Ordinators are the warriors of the Temple who supplement their melee prowess with disabling spells. Driven by a zealous devotion to the Tribunal, they are not likely to stop before their target is dead. However, they are cunning and not easily tricked. They wear Indoril armor.

- Telvanni Mage: The Telvanni mages are renowned as great mages all over Tamriel and they have decided to lend their power to the rest of Morrowind's forces. With destructive and protective spells and summons, they will give any opponent a run for their money.

Support units:

- Tribunal Priest: Followers of the Tribunal who spends their time healing and curing their allies.

- Hlaalu Agents: Stealth agents who infiltrate the enemies to gather information or assassinate important enemies.

- Mabrigash: These women are infamous for their power to steal the life from men and somehow they have been convinced to support the established Houses, for now. They are able to steal a woman’s life force, but their spells are more effective against male opponents.

- Tribunal Necromancer: While the Tribunal opposes Necromancy, they are known to practice these arts themselves, to protect their homeland. While many would call out their hypocrisy if given the chance, they are now more grateful with the benefits they bring to the battlefield.

Champions:

- Dunmer Nightblade: The Nightblade is both an assassin and a mage, combining the two arts to become as silent as a shadow. As many are thieves or assassins, they have a sinister reputation, but now many have joined the cause of protecting Morrowind from the threats it faces.
The Nightblade must choose between two passive abilities: Shadowmage or Spirit Knife.
- As a Shadowmage the Nightblade will become more one with the shadows and use concealing magic more efficiently.
- Spirit Knife increases the damage done by a successful assault form the shadows, giving a chance to ignore armor.

- Sorcerer: The Sorcerer is most likely a Telvanni wizard who has hid away from the public for a long time, but no one really knows. What they do know is that the Sorcerer is extremely potent in both destructive and summoning magics, capable of commanding several daedra at the same time while still showering his enemies with spells. The choice of wearing armor is surprising to many, but it allows the Sorcerer to withstand more punishment than most other mages.
The Sorcerer must choose between the abilities Master Summoner and the Battlemage abilities.
- Master Summoner reduces the cost of summoning spells and makes the summoned creatures more powerful.
- Battlemage increases the Sorcerers physical resistance to damage as well as further empower the destructive spells in its arsenal.
The Kingdom of Argonia:
Spoiler

Common units:

- Argonian Guerilla: The Argonians main combative forces focus on mobility rather than endurance and strength. With light armor and spears, they can be deadly in hit-and-run attacks.

- Hunter: Basic archer, usually found with the guerilla forces.

Strong units:

- Warrior: The warriors of Argonia are few because of the nature of their homeland, but those that can be found are very dangerous. More agile than most humans and mer, they are very not to be underestimated.

- Assassin: The Argonians make good assassins.

Support units:

- Histmage: Mages who have been granted magic by the Hist to protect the homeland, they cast spells to affect the nature in the Argonians favor.

Champions:

- Shadowscale: The Shadowscales are the elite assassins of the Argonians.
High Rock:
Spoiler

Common units:

- Spellsword: The Bretons are great defensive mages and as such can be expected. Many common soldiers also take advantage of this and incorporate magic into the frontline fighting.

- Warrior: Simple, yet effective. The Breton warriors might not be as good as that of other races, but they are a solid foundation for any army.

- Witchhunter: Reserved and crafty, the Bretons use their intellect to overcome their physical disadvantages to other races. With summons, destruction and bow, the Witchhunters have joined in the fight.

Strong units:

- Battlemage: strong magical units who also can fight in melee.

- Breton Agent: Stealth units who specializes in assassinating magic wielding opponents.

Support units:

- Healer: Bretons are some of the best healers in Tamriel

- Conjurer: Breton summoners.

Champions:

- Knight of the Dragon: The Knights of the Dragon are the elite knights of Daggerfall and are known to be warriors on par with the best of other races.
They must choose between Dragonskin or Recilience.
- Dragonskin gives the Breton increased defense against magic.
- Recilience increases the Bretons physical defense.
Orsinium:
Spoiler

Strong units:

- Orc Berserker: heavily armored melee combatants who can challenge any melee fighter short of a Hero and be confident in his victory. Surprisingly fast despite their heavy armor, they charge straight into battle.

- Orc Hunter: Strong Archers who support the Berserkers.

Support units:

- Shamans/Wise Woman: The spiritual leaders of the Orcs, who supports them with various ailments and poisons for their weapons.

Champion:

- Orc Chief: These are the most brutal and cunning of the orc warriors, they truly have no match in melee combat.
They have the ability Berserker Rage, which can be activated for increased melee damage and defense.
Hammerfell:
Spoiler

Common units:

- Swordsmen: The Redguards are perhaps the best swordsmen in Tamriel and they show it. Lightly armored and fast, these warriors are not to be trifled with.

- Warriors: Cladded in heavy armor with shields, these warriors focus on defending more than attack.

- Skirmisher: The archers of Hammerfell do not sneak around like the Bosmer, but uses their increased range to do devastating hit-n-run attacks on enemies.

Strong units

- Alik’r: Lightly armored warriors who trains in combat as well as stealth. Fast, high damage and versatile.

- Redguard Knight: Heavily armored swordsmen.

Support units:

- Sandmage: Mages of the Alik’r desert, they wield the power of Wind and Sand against their oppoenents.

-

Champions:

- Desertguard: The Redguard Desertguard is a descendent of the ancient Ra’Gada warrior wave and is a versatile fighter who use both magic and combat abilities. Fighting without armor, they rely on spells and their skill with a shield to defend them in melee combat, while fighting their opponents at a range with bow and destructive magic if they have to.
The Desertguard have to choose between Desertwarrior and Desertmage.
- Desertwarrior gives the Ra’Gada greater skill with their blades and shields, and increases the effectiveness of their armor spells.
- Desertmage gives the Ra’Gada increased skill with destructive and disabling spells, further increasing their ranged skill.

-
Alinor:
Spoiler

Common units:

- Aldmeri Footman: This lightly armored warrior fights with a longsword and shield, and with a selection of spells.

- Mystic Archer: The Mystic Archer is a lightly armored ranged fighter who will cast spells to supplement their abilities.

- Aldmeri Warrior: The Aldmeri Warrior is better armed and armored than their Footmen counterparts, but has no access to spells.

Strong units:

- Battlemagi: The warmages of Alinor are known to be some of the best in Tamriel, and when this magical talent is combined with skill at arms a truly devastating force is created.

- High Mage: The High Mage is an expert caster of offensive and controlling spells, sowing chaos in the ranks of the enemy and finishing them off with a shower of destructive forces.

Support units:

- Conjurer: Summoners who will call upon Daedra to tip the scales of battle.

- Enchanters: While useless in a fight, the enchanters can bestow powerful benefits to the units before one.

Champions:

- Archmagi: The Archmagi has mastered every school of magic there is over the course of their long life. They have access to all spells and a higher magica poll, but are also the most frail champion on the battlefield.
Valenwood:
Spoiler

Common units:

- Bosmeri Archers: These are the best archers in the world and make up the bulk of the Bosmeri forces.

- Assassin: An agile and fast people, the Bosmer makes skilled assassins.
Elsweyr:
Spoiler

Common units:

- Cathay-Rath: The common warriors of the nation.

- Suthay-Rath: Good rogue unit.

Strong units:

- Dagi-raht: Fast and agile mages

- Senche-raht rider
Cyrodiil
Spoiler

Common units:

- Legionnaire: The common legionnaire is lightly armored and armed with a sword. Not great warriors, but they are dangerous in groups.

- Legion Archer: Lightly armored archer.
-

- Legion Warrior: Armored in medium armor and with a shield, they are stronger and more independent than the common Legionnaire, but otherwise indistinguishable.

- Heavy Trooper: The heavy trooper is a heavily armored Legionnaire armed with a two-handed sword. With their professional training, even the “weaker” Imperial people can fight against the warriors of the other alliances.

Strong units:

- Auxiliary troop: The Auxiliary is an interesting unit, for they are not a single unit. At an increased cost compared to that of the Alliances who face against them, the Imperials can call upon allies from their enemies, like Nordic fighters, Altmer sorcerers or even some Orcish Berserkers. Champions and certain strong units, like the Nordic Thane, cannot be called in.

- Imperial Crusader: While not as powerful as the Nordic Crusaders who act as champions for the Nordic people, the Imperial Crusaders are still very versatile heavily armored troops. Unlike their Nordic counterparts, who use two-handed weapons, they wield a sword and a shield.

- Imperial Knight: Acting as commanders in the Imperial Army, the Knight is a skilled warrior and leader. They give nearby units a morale boots.

Support units:

- Imperial Battlemage: Legion mages wearing armor, who supports their allies with spells from the destruction and alteration school.

- Priest of the Eight Divines: A collective term about the eight different priests accessible in the Cyrodilic army, who have different roles. What they have in common is that they use their magic to heal or improve their allies.

Champions:

- Knight of the Imperial Dragon: These Knights are the best of the best when it comes to combining melee prowess and commanding a battle. Most of their abilities revolve around bettering their allies.
A Knight of the Imperial Dragon has to choose between Stalwart Defender and Conqueror.
- Stalwart Defender increases the effects of defense boosting abilities and defensive structures.
- Conqueror makes all offensive abilities stronger, as well as making the Knight of the Imperial Dragon more powerful in melee combat.
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Krista Belle Davis
 
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Post » Tue Feb 05, 2013 5:09 pm

To lazy to read through this, but I would love a RTS base of TES.
I really want another AOE/AOM, so if a TES RTS ever happens, I hope it like them.
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Colton Idonthavealastna
 
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