JainaQuest, giving SV voters control of Jaina in the Warcraft 3 era

What quest would you guys like as my secondary one (will update sporadically)


  • Total voters
    8
Created
Status
Hiatus
Watchers
65
Recent readers
0

First things important to note this quest will have you take control of one of the main...
Status
Not open for further replies.
character choice.

san

F#$k you I'm a dragon
Banned
Location
canada
First things important to note this quest will have you take control of one of the main characters of warcraft 3 roughly at the point of their introduction to the timeline and choose the path you want them to take. This will eventually have you controlling an entire faction of your race (or possibly you're whole race depending on how this quest goes.) The troops and workers of you're faction are dependant partly on the choices you make over the course of this quest but for the beginning and for most of the quest, you're armies makeup will be determined largely from who you choose to take control of so choose wisely.


Also important to note the directions this quest can go (whether you can become scourge or join the legion or what continents you will be able to access when that option opens up also depend on who you choose to be, though eventually i might open up all the continent it won't be for a long way into the quest so keep this in mind.)


[] Arthas Menethil, Prince of Lordaeron and Paladin of the light: The big man main character himself. If you choose this guy you're starting with human troops and those will compose much of your army though you will have dwarves too. With this choice you will also have a heavy focus on holy or unholy magic casters and have few if any arcane ones, plus your army will be more reliant on training and equipment than magic. Arthas's army will be reliant on a combination of a large number of disposable troops, siege equipment, healers, and powerful elite troops leading it. Also of note this choice will also be the hardest to diverge from his cannon self. Simply put Ner'zhul simply manipulates him too much and he has too many very difficult choices and anger issues for it to be otherwise. Finally pick Arthas and you start at the beginning of the human campaign of Warcraft 3, Reign of Chaos.

[] Jaina Proudmoore, Princess of Kul Tiras and Archmage of the Kirin Tor: The best girl of warcraft. If you choose her you are starting with human troops mixed with golems/magical based troops and a few high elves. With this character you will also have a heavy focus on Arcane magic and troops with some kind of spell or magical ability rather than just training and equipment like footman. Jaina's army will be a mix of Elite and slightly disposable troops and have middling numbers. As for how easily you can diverge from her cannon self, she is the 2nd easiest to diverge. Finally pick Jaina and you start at a bit before Antonidas sends her on her mission to investigate the plague.

[] Kael'thas Sunstrider, Prince of the High Elves and Archmage of the Kirin Tor: The pretty boy/Bishi of Warcraft. If you choose him you start with High Elven troops mixed with golems and possibly a few humans added in depending on how the quest goes. You will also have a focus on arcane and holy magic based troops as well as magically animated constructs and possibly antimagic troops. Kael's army will be smaller in number but be more Elite than most armies and have more potential for big tide turning spells. In terms of story/canon divergence Kael is the easiest to diverge from cannon but if you do diverge him in the fastest and easiest way this quest will end up being like playing on impossible mode very fast. Finally pick Kael and you start just a bit before Arthas returns to Lordaeron giving him the latest start in the timeline.

[]Thrall, Warchief of the 3rd Orcish horde and the Farseer chief of the Frostwolf Clan: "Green Jesus" himself 'nuff said. If you pick Thrall you will start out with nothing but Orcs though you could add in other races fairly quickly depending on your choices. You will focus on Melee troops and shamanic magics with a relatively low magic highly trained well equipped army. Thralls army will have plenty of melee troops of middling strength and plenty of buff granting spells and Auras as well as some powerful healing spells, and, depending on your choices maybe ranged troops and some elite melee troops to back it up or instead powerful flying troops for extra air cover. Thrall's cannon self is the 2nd hardest to diverge but still far easier than canon Arthas. Finally if you choose Thrall you start a bit before the Tutorial of Warcraft 3 giving him the earliest start in the timeline.

[] Write in a major well known character from this timeline in Warcraft. they have to be active and important to this point in the Warcraft timeline and i reserve the right to not pick them if i feel i do not know them well enough to write them (i chose not to add Muradin for that very reason)


Edit: done post as you wish.
 
Last edited:
Mechanics
This will play vaguely like a CKII quest but with a large influence from warcraft 3

On Chapters and Turns.
You will be controlling Primarily a single individual, but also a faction so this will go by Chapters and turns. Chapters are made up of turns and Chapters change when you move on from an area, after a timeskip, or when a significant Event happens. Each turn will have you vote for what you do (as the character you choose to be) and what your Faction members do.

You will have personal actions and faction actions which will be divided into different kinds of actions (economic, military, technology, magic, piety.) Until you gain a Main base some chapters will not include base administration and options to do things outside of combat.

On Morality Scores
The most important thing to remember though is that your main character has a morality score that can be positive or negative (positive means your more good, negative means your more evil.) Each character starts a different morality score that will go up or down depending on your decisions, interactions with others and reactions to events. The maximum score is +10, and the lowest is -10 morality and it gets harder to change your morality the closer you get to either score.

On Battle and Warfare
The mechanics of battle are going to be as faithful to Warcraft 3 and World of Warcraft as i can make them. so to start we will have hero levels and probably levels for all troops. Stats will be Determined by Equipment, Training, Talent, Race, and unit type.

There will be several different types of troops you can have in your army. These include melee, ranged, mounted, flying, spellcaster, siege, command, armoured, and hero. Each of the types of troops will have advantages and Disadvantages as well as Tactics they can and can not do.

Battles are Paced by Rounds, which continue until the battle is over and one army retreats or is wiped out (though if a battle is excessively long or has a critical moment, I will pause it and let you determine if you want to change orders.)

Tactics can greatly swing a battle into one sides Favor.

Ambush: Can only be done under certain conditions based on terrain and time of battle. Upon an ambush tactic being used a d100 is rolled to determine if it succeeds or not. Chance of success varies based on visibility, wariness of the army being ambushed, terrain, and 'power level'/numbers of the ambushing army. Will grant a free turn for the ambushing party if successful or impose a moral loss if it fails

Charge: Only usable by troops with the melee type under their description. Allows the troops to quickly close with an enemy at the cost of defense, adding 50% movement speed to units charging but lowering armor by 1 during charge. Grants +2 DPT for units attacking an enemy on the turn they charged. Mounted units lose no armor during charge and gain +3 instead of +2.

Shield wall: Only usable by unmounted troops with shields. Grants +2 armor for all troops part of the shield wall. Units lose 50% move speed during shield wall.

Write in your own tactics and i will determine what they do and add them Here

Terrain can affect a battle heavily when in play.

Forest: ranged troops get a -1 DPT modifier when fighting inside a forest against other troops inside it, and a -2 DPT when fighting troops that are inside a forest while they are outside of it. Gain a +10 modifier to the Ambush Tactic chance of success. Shield wall gains a -10 chance of success. Mounted troop lose 50% speed in the forest. Charge Tactic has a -15 chance of success. Flying troops don't benefit from forested terrain and melee flying troops can't attack troops inside a forest.

Hill: Ranged troops Gain +5-10 Range when attacking from the top of a hill PLUS the hills height is added to range as well. Melee troops charging up a hill gain no bonuses from the charge whether mounted or not. Shield walls gain a +1 Defensive ditches and walls effects are increased when Placed on a hill.

common sense is most important here, if a terrain should have an effect on combat it will, just ask me for clarification if you want to know before making a decision.

Morale and how it affects a battles outcome
Determines how much it takes to force an enemy to retreat. Once a units Morale falls to Half Moral its status will be wavering, and the turn it reaches that and every turn after it makes a Morale check to determine if it runs away. The check starts at 30% chance of fleeing and goes up by 10% every turn it remains below half. A unit gains and loses Morale from several factors. If a unit has terrain or defenses on their side they gain moral. If a unit is good aligned and defending non-combatants they gain Moral. Hero units can boost or lower moral with actions they take. Evil units gain Moral based on how much they outnumber their enemies. All units gain moral from being near a Hero or commander unit equal to a percentage of the Hero/commanders moral. There are other factors not mentioned here.

Damage Types:
Physical damage: affected by levels of Armor.
Magic Damage: affected by magic resistance
Siege Damage: Can be dodged, but the heavier your armor the harder it is to dodge.
Hero Damage: halves the effectiveness of armor or Magic resistance.
Divine/Chaos Damage: ignores armor or Magic Resistance.

Spells only matter when they are significantly powerful and harm a largish group of enemies or do great damage to a single enemy or other similar effects and therefore will only be mentions in those cases. They also generally take up a characters full turn and if they don't more often than not they only cast one big spell and focus the rest on actual combat.

-AoE spells: affect an area without regards to enemy or ally unless specifically stated otherwise. These spells have no limit to how many people they affect beyond how densely populated the area they affect is. Therefore the more dense an enemy formation the more damage they do.

-Chain spells: affect multiple targets of the same alliance. If they only target enemies they only hit enemies if they hit allies they only hit allies. They also have a set number of people they hit and will not hit any more than that. You can also specify something the Spell takes into account to focus what it 'bounces' to. For example focusing a chain heal on the most heavily wounded allies first, or focusing a high damage low number of bounces spell on the most elite and powerful enemies first.

-Channeled spells: are cast over a period of time doing continues damage during its cast time to everyone/thing it effects.

-Prep time spells: Take a certain number of turns to prepare to cast before being unleashed at the start of the turn after they are prepared.

On Relationship status with friends, family, and factions (and enemies of course)

Relations go like this,

  • Exalted/best friend/completely in love: 0/0 (will die for you)
  • Revered/close friend/In love: 0/210 (will take a hit for you)
  • Honored/good friend/love interest: 0/120 (will do best to protect you)
  • Friendly/friend/possible love interest: 0/60 (your a friend)
  • Neutral/acquaintance/Random person: 0/30 (completely ambivalent)
  • UnFriendly/Rival/Dislikes you: 0/30 (first step to being hated)
  • Hostile/enemy/god your ugly: 0/30 (starting to be hated)
  • Hated/Personal enemy/you must die for your ugliness: 0/360 (utterly hated)

to increase the level of the relationship you must match the 0 to the 30 in 0/30 or whatever the number on the right is. To lower the level your relationship needs to take a hit while it is already at 0 out of a level then you go down a level.


thisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisalinethisisaline


Edit: i changed a lot of this as it did not work with the magic system and would make troops too fragile.

Further Edit: Removed advantages to make the battle system less cumbersome.

Further, Further Edit: Cleaned up the whole thing so it is easier to read and descriptions are more obvious.
 
Last edited:
current Faction status
Base: Andorhal regional base, currently has a level 1 Barracks, a level 1 Town Hall,
a level 1 quarry, 2 level 2 hunting camps, and 4.5 empty space

Current Resources: 230 gold, 40 lumber, 40 stone, 45 iron, 40 food, 20 leather, 5 peasants.

Cost per day to keep army in field: 115 gold, 25 food, 3 iron.

Population: 67 current unused population, 4 hunters.

Army: Officers: Jaina: faction leader,
Captain David Miguel Cabrera: current 2nd in command.

Troops: 12 Veteran Footmen, 8 Veteran Priests, 12 Veteran Sorcerers.

Upgrades: Steel weapons. Steel armor, better shields, Adept: Priest, Adept: Sorcerer.

Stats per unit:
(unique/commander unit)
HP: 38
Mana: 5
DPT: 8 (physical ranged, range: 55 units) 6 (physical melee)
armor: 3
Magic resistance: 2
Morale: 30
Speed: 8

Abilities: Snipe: 3 mana cost, full turn prepared ability, can pick out a single target, guaranteed hit, Range 65 units, deals 25 damage.
Eagle Eye: +10 to survival and encounter rolls when sent on scouting missions, increased amount of land scouted.
(melee unit)
HP: 23 (32)
DPT: 2.5 (3, 3.5, 4) physical melee
armor: 1 (1.5, 2, 3)
magic resistance: 0 (1)
morale: 15
speed: 8
possible upgrades: iron weapons +DPT per level, iron armor +Armor per level 3rd level +MR, better shields +9 hp.
(spellcaster/ranged unit)
HP: 15 (17,19)
mana: 10 (20,40)
DPT: 1 (2,3) magical ranged (30 units)
armor: 0
magic resistance: 1 (2,3)
morale: 18 (19,20)
speed: 9
possible upgrades: Adept(priest): increases HP, mana, magic resistance, DPT, morale, effect of previous spells, and grants Spell: Dispel magic
Master(priest): increases HP, mana, magic resistance, DPT, morale, effect of previous spells, and grants Spell: Inner Fire
Warpriest: increases HP by 5, mana by 10, armor by 2, increases DPT by 1, grants allied troops within 30 units of distance 10% of priests morale.

Spells: Heal: 2 (3, 4) mana cost, heals targeted unit for 4 (6, 9) missing HP can be used once per turn. can still attack when used.
Dispel magic: 4 mana cost, medium (large) AOE, dispels all magic within AOE, deals 14 (18) damage to summoned units and magical units.
Inner Fire: 5 mana cost, grants up to 3 allied units +2 armor, +1 magic resistance, and +25% DPT
(spellcaster/ranged unit)
HP: 14 (16,18)
mana: 10(20,40)
DPT: 2 (3,4) magical ranged (30 units)
armor: 0
magic resistance: 1 (2,3)
morale: 12 (13,14)
speed: 9
possible upgrades: Adept (sorcerer): increases HP, mana, magic resistance, DPT, morale, effect of previous spells, and grants Spell: Arcane missiles.
Master (sorcerer):increases HP, mana, magic resistance, DPT, morale, effect of previous spells, and grants Spell: Counterspell
Warmage: increases mana by 20, DPT by 2, DPT range by 5, armor by 1, and magic resistance by 1.

Spells: Slow: 3 (4, 5) mana cost, halves speed, and lowers DPT by 25% of up to 4 (7,10) enemies in an small AOE for 3 (3, 4) turns.
Arcane missles: 3 (4) mana cost, channeled 4 (5) ticks 1 turn, deals 4 (5) magic damage to single target per tick, will change targets if current target dies.
Counterspell: 6 mana cost, channeled 1 turn, counters magic from up to 3 enemy casters (regular) or 0.34 enemy heroes (regular) for full turn.
(ranged unit)
HP: 26 (34, 45, 59)
DPT: 4 (7, 9, 10) (magical ranged, range: 30, 35, 40, 45)
Armor: 0 (1, 2, 3)
magic resistance: 0 (1, 2, 3)
Morale: 22
Speed: 4 (4, 5, 5)

Abilities: Water elemental lvl 3: Cold attacks: Slow the enemy you are attacking from the sheer cold of your attacks. Lowers 40% of their speed and 20% of their DPT.
Water elemental lvl 4: Drink water: cost 0, using halves your DPS for a turn, only usable while near water, CD of 3 turns starting the turn after you use the ability, heals water elemental for 20% of its max HP.
(melee unit)
HP: 34 (43)
DPT: 3.5 (4, 4.5, 5) physical melee
armor: 1 (1.5, 2, 3)
magic resistance: 2 (3)
morale: 21
speed: 9
(spellcaster/ranged unit)
HP: 22 (24, 26)
mana: 15 (30, 60)
DPT: 2 (3, 4) magical ranged (35 units)
armor: 0
magic resistance: 2 (3, 4)
morale: 22
speed: 9
possible upgrades: Adept(priest): increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Dispel magic
Master(priest): increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Inner Fire
Warpriest: increases HP by 5, mana by 10, armor by 2, increases DPT by 1, grants allied troops within 30 units of distance 10% of priests morale.

Spells: Heal: 3 (4, 5) mana cost, heals targeted unit for 6 (9, 14) missing HP can be used once per turn, can still attack when used.
Dispel magic: 5 mana cost, Medium (large) AOE, dispels all enemy magic within AOE, deals 18 (23) damage to summoned units and magical units.
Inner Fire: 7 mana cost, grants up to 5 allied units +2 armor, +2 magic resistance, and
(spellcaster/ranged unit)
HP: 19 (21, 23)
mana: 15 (30 ,60)
DPT: 3 (4, 5) magical ranged (35 units)
armor: 0
magic resistance: 2 (3, 4)
morale: 18
speed: 9
possible upgrades: Adept (sorcerer): increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Arcane missiles.
Master (sorcerer):increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Counterspell
Warmage: increases mana by 20, DPT by 2, DPT range by 5, armor by 1, and magic resistance by 1.

Spells: Slow: 4 (5, 6) mana cost, halves speed, and lowers DPT by 34% of up to 5 (8, 12) enemies in an medium AOE for 3 (3, 4) turns.
Arcane missles: 4 (5) mana cost, channeled 4 (5) ticks 1 turn, deals 6 (8) magic damage to single target per tick, will change targets if current target dies.
Counterspell: 8 mana cost, channeled 1 turn, counters magic from up to 3 enemy casters (veteran) or .5 enemy heroes (regular) for full turn.


to be added and changed as story progresses
 
Last edited:
Character sheets

Jaina's Hero stats
Class: Frost Mage Hero Level 6 EXP to next level: 45/76
Combat: 18 {36}
magic: 36 {37}
administration: 23 {24}
research: 31 {33}
tactics: 22
diplomacy: 34 {36}

Morality: +6.25

War Stats:
HP: 61
Mana: 56 {66}
DPT: 6.5 {7} (magic/hero ranged, range: 42 units.)
Armor: 2.25
Magic resistance: 3.5
Morale: 30
Speed: 10 units of distance per turn

Titles/Status: Mage; grant 1/2 of magic stat to combat stat.
Princess: gain +1 diplomacy and +1 administration for how people look upon your status.
Student of Antonidas: gain +1 research and +1 diplomacy, Guaranteed +2 to either stat when you level up these stats. Gained from your mentors teachings in the Area's where he is strongest.

outstanding/important knowledge: Adept knowledge of Demons, adept knowledge of magic rituals, adept Naval knowledge, Advanced knowledge of known kingdoms state of affairs.

important known spells:
Blizzard spell level 1: cost 3 mana, small static AOE, channeled 4 waves over 1 turn, 4 damage per wave.
Empower spell level 1: increases level of a spell by 1, Increases mana cost by 50% rounding up.
Summon Water Elemental level 1: summons a single lvl 1 water elemental, cost: 2 Mana
Brilliance Aura level level 1: restores 1 mana every turn to all allies in range(Including you.) Range: 50 units of distance.

Notable Equipment= head: nothing, Torso: nothing Wrist: nothing, Weapon: Jaina's staff (basic), Offhand: nothing, Rings: nothing, Legs: nothing, boots: nothing, Cloak: Mantle of Intelligence

Overall: +10 mana, +1 magic, +1 research, +0.5 DPT

Arthas's Hero stats
Class: Paladin Hero level 7 EXP to next level: 13/114
Combat: 34 {46}
Magic: 18 {19}
Administration: 30 {32}
Research: 12
Tactics: 39 {40}
Diplomacy: 16 {21}

Morality: +5.75

War stats:
HP: 95 {104}
Mana: 24
DPT: 9 {11} (Physical/{magical}/Hero Melee)
Armor: 3
Magic resistance: 2
Morale: 35
Speed: 10 units

Titles/Status: First Prince of Lordaeron: gain +2 diplomacy, +1 administration, and +1 combat for the training you had and how people view your immense status.
Paladin of the light: grant 1/3 of your magic stat to your combat stat, +1 diplomacy
Former student of Uther the Lightbringer: +2 diplomacy, +1 administration, +1 magic
Former student of Muradin Bronzebeard: +3 Combat, +1 tactics

Outstanding/Important Knowledge: Advanced Logistics/War knowledge, Advanced knowledge of known kingdoms state of affairs, Adept Knowledge of the light.

Major known spells:
Holy Light: Level 2, EXP to next level 0/20 Cost 4 mana, Heals 20 HP of a living target or deals 10 damage to an undead target
Divine Shield: Level 1, EXP to next level 3/10, Cost 1 mana, makes self invulnerable for 1 turn, can only be used once every 4 turns
Devotion Aura: Level 1 EXP to next level 5/10 grants +0.5 armor and MR to all allies in range (including you.) Range: 50 units of distance

Notable Equipment= head: nothing, Torso: nothing Wrist: Gauntlets of Strength, Weapon: Lights Vengeance (basic), Offhand: Orb of fire, Rings: nothing, Legs: nothing, boots: nothing, Cloak: nothing

Overall= +2DPT and attacks target the weaker of an enemies armor or MR, +10HP, +2 combat

Relationship status and type of relationship with Jaina Proudmoore: 78/120 = love interest, lusts after you and is a close friend.

Sally's Hero stats
Class: Priestess Hero level 0 EXP to next level: N/A
Combat: 15
Magic: 25
Administration: 21
Research: 13
Tactics: 16
Diplomacy: 11

Morality: 4

War stats:
HP: 22
Mana: 12
DPT: 2 (Magical/Hero/Ranged, Range: 30)
Armor: 0
Magic resistance: 1
Morale: 20
Speed: 8 units

Titles/status: none

Outstanding/Important Knowledge: none

Major known spells: none

Notable Equipment= head: none, Torso: none, Wrist: none, Weapon: None, Offhand: None. Rings: nothing, Legs: none, boots: none, Cloak: none

Overall= no effects.

Kael's stats
Class: Fire mage hero
Combat: ??
Magic: ??
Administration: ??
Research: ??
Tactics: ??
Diplomacy: ??

War stats:
HP: ?
Mana: ?
Armor: ?
Magic resistance: ?
Morale: ?
DPT: ?
Speed: ?

Titles/Status: First Prince: ?
Archmage of Dalaran: ?

Outstanding/Important knowledge: ???

Spells known: ???

Relationship status and type of relationship with Jaina Proudmoore: Possible love interest,
40/60 = lusts after you and is a friend.

Marwyn's Hero stats:
Class: Warrior mini-Hero
Combat: 26 {27}
Magic: 7
Administration: 28 {30}
Research: 11
Tactics: 21 {22}
Diplomacy: 10 {13}

Morality: 5

War stats:
HP: 52
Mana: 9
DPT: 8 (physical/Hero/melee)
armor: 4
Magic resistance: 3
Morale: 31
Speed: 10

Titles/status: Captain of Lordaeron: +2 diplomacy, +1 tactics
Arthas's left hand: +1 combat, +1 diplomacy
Logistical officer: +2 administration

Outstanding/Important Knowledge: Adept Architecture, Advanced Logistics.

Major known spells: Cleave: Cost 3 mana, melee range, tiny frontal cone, deals 250% DPT to all units within the cone.

Notable Equipment= head: none, Torso: Captain's Armor, Wrist: none, Weapon: Marwyns Axe, Offhand: Marwyns Axe, Rings: none, Legs: none, boots: none, Cloak: none

Overall= no effects.

what each knowledge ranking grants you:
basic: you know it exists and can point out obvious signs of whatever this knowledge is about
minor: you can name and identify different things related to this knowledge, and perhaps know how to utilize some of it.
Adept: you can name and identify most things involving this knowledge, and know how to utilize much of it.
Advanced: you can name and identify all but the most obscure and unknown things involving this knowledge and can utilize most of it.
Master: you can name and identify everything involving this knowledge and can Utilize all but the most difficult to understand aspects of it.
Perfect: you can name and identify everything involving this knowledge and even make new breakthroughs in this field on rare occasions. You can also Utilize everything regarding this knowledge even the most obscure and hardest to understand aspects of it.

Hero Stats: every point in a HeroStat above 10 grants you a +1 to all rolls involving this stat.

Titles/status: these grant buffs or debuffs based on the title and can be gained during major events. They can also be lost if something happens that would logically cause you to lose them (like somehow permanently losing your magic causes you to lose your mage title) , or suppressed if something happens that keeps you from benefiting from your Title/Status boost (like being in a place where culture is different enough that being a princess hold no real value and therefore you lose the buff from it.)

(DPT is damage per turn)
combat Stat only applies when fighting a Hero in 1v1 combat.
 
Last edited:
Allied and Subordinate factions
Arthas's Faction:

Base: Andorhal regional base currently has a level 1 Town Hall, a level 2 Barracks, a level 2 shooting range, a level 1 quarry, a level 2 hunting camp, and 4.5 empty space.

Current Resources: 195 gold, 20 lumber, 45 iron, 50 food, 20 leather, 5 peasants.

Cost per day to keep army in field:
49 Gold, 20 food, 8 iron, 3 leather.

Population: 67 current unused population, two hunters.

Army: Officers: Faction leader: Arthas Menethil.
Captain Falric: current 2nd in command
Captain Marwyn: Primary Logistics officer

Troops: 6 Veteran footmen, 4 Veteran dwarven riflemen, 4 Veteran human riflemen, 3 Veteran priests and 2 Veteran mortar teams.

Upgrades: steel weapons, steel armor, better shields, black powder, studded leather armor

Stats per unit:
(unique/commander/melee unit)
HP: 52
DPT: 9 (physical, melee)
armor: 5
Magic resistance: 3
Morale: 34
Speed: 8

Abilities: heroic Drill Sergeant: Trains troops 50% faster, has a combat score of 30
(melee unit)
HP: 23 (32)
DPT: 2.5 (3, 3.5, 4) physical melee
armor: 1 (1.5, 2, 3)
magic resistance: 0 (1)
morale: 15
speed: 8
possible upgrades: iron weapons +DPT per level, iron armor +Armor per level 3rd level +MR, better shields +9 hp.
(ranged unit)
HP: 27
DPT: 4 (4.5, 5, 6) (physical, ranged, Range: 40 (45)) 2 (2.5, 3, 3.5) (physical, melee)
Armor: 0 (.5, 1, 2)
MR: 0 (1)
Moral: 21
Speed: 7
possible upgrades: gunpowder +DPT per level, Leather +armor per level, Long rifles, increased attack range.
(ranged unit)
HP: 22
DPT: 5 (5.5, 6, 7) (physical, ranged, Range: 45 (50)) 1 (1.5, 2, 2.5) (physical, melee)
Armor: 0 (.5, 1, 2)
MR: 0 (1)
Moral: 18
Speed: 8
possible upgrades: gunpowder +DPT per level, Leather +armor per level, Long rifles, increased attack range.
(spellcaster/ranged unit)
HP: 15 (17,19)
mana: 10 (20,40)
DPT: 1 (2,3) magical ranged (30 units)
armor: 0
magic resistance: 1 (2,3)
morale: 18 (19,20)
speed: 9
possible upgrades: Adept(priest): increases HP, mana, magic resistance, DPT, morale, effect of previous spells, and grants Spell: Dispel magic
Master(priest): increases HP, mana, magic resistance, DPT, morale, effect of previous spells, and grants Spell: Inner Fire
Warpriest: increases HP by 5, mana by 10, armor by 2, increases DPT by 1, grants allied troops within 30 units of distance 10% of priests morale.

Spells: Heal: 2 (3, 4) mana cost, heals targeted unit for 4 (6, 9) missing HP can be used once per turn. can still attack when used.
Dispel magic: 4 mana cost, medium (large) AOE, dispels all magic within AOE, deals 14 (18) damage to summoned units and magical units.
Inner Fire: 5 mana cost, grants up to 3 allied units +2 armor, +1 magic resistance, and +25% DPT
(ranged) siege unit
HP: 18
DPT: NA
armor: 0 (.5, 1, 2)
MR: 0 (.5, 1, 2)
Morale: 21
Speed: 8
Abilities: mortar round: Ranged, Range: 110, small AOE, 0 cost, can be used once per turn, functions as units DPT, ignores armor, physical damage, 50% chance of missing, 25% chance of half damage, deals 14 (17, 20, 24) damage on hit, damage upgrades with gunpowder upgrades.

Upgrades: Fragmentation shards: lowers chance of Mortar rounds missing by 25% increases AOE to medium AOE.
Gunpowder upgrades
leather armor upgrades
(ranged) siege unit
HP: 27
DPT: NA
armor: 0 (.5, 1, 2)
MR: 0 (.5, 1, 2)
Morale: 24
Speed: 8
Abilities: mortar round: Ranged, Range: 110, small AOE, 0 cost, can be used once per turn, functions as units DPT, ignores armor, physical damage, 25% chance of missing, 25% chance of half damage, deals 16 (19, 22, 26) damage on hit, damage upgrades with gunpowder upgrades.
Upgrades: Fragmentation shards: Lowers chance of Mortar rounds missing by 25% increases AOE to medium AOE.
Gunpoweder weapons
leather armor
(melee unit)
HP: 34 (43)
DPT: 3.5 (4, 4.5, 5) physical melee
armor: 1 (1.5, 2, 3)
magic resistance: 2 (3)
morale: 21
speed: 9
possible upgrades: iron weapons +DPT per level, iron armor +Armor per level 3rd level +MR, better shields +9 hp.
(spellcaster/ranged unit)
HP: 22 (24, 26)
mana: 15 (30, 60)
DPT: 2 (3, 4) magical ranged (35 units)
armor: 0
magic resistance: 2 (3, 4)
morale: 22
speed: 9
possible upgrades: Adept(priest): increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Dispel magic
Master(priest): increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Inner Fire
Warpriest: increases HP by 5, mana by 10, armor by 2, increases DPT by 1, grants allied troops within 30 units of distance 10% of priests morale.

Spells: Heal: 3 (4, 5) mana cost, heals targeted unit for 6 (9, 14) missing HP can be used once per turn, can still attack when used.
Dispel magic: 5 mana cost, Medium (large) AOE, dispels all enemy magic within AOE, deals 18 (23) damage to summoned units and magical units.
Inner Fire: 7 mana cost, grants up to 5 allied units +2 armor, +2 magic resistance, and +34% DPT
Veteran Dwarven Riflemen Stats:
(ranged unit)
HP: 36
DPT: 5 (6, 7, 8) (physical, ranged, Range: 45 (50)) 3 (4, 5, 6) (physical, melee)
Armor: 1 (2, 3, 4)
MR: 1 (2)
Moral: 24
Speed: 7
possible upgrades: gunpowder +DPT per level, Leather +armor per level, Long rifles +attack range.
(ranged unit)
HP: 28
DPT: 6 (7, 8, 9) (physical, ranged, Range: 50 (55)) 2 (3, 4, 5) (physical, melee)
Armor: 0 (1, 2, 3)
MR: 1 (2)
Moral: 21
Speed: 8
possible upgrades: gunpowder +DPT per level, Leather +armor per level, Long rifles +attack range.



Page will be changed as you gain and lose Allied/subordinate Factions
 
Last edited:
Relations, how they affect you, and why they matter ;)
types of relationships

Friendship: most basic and common kind of relationship. The higher this is the more likely the person is to follow or ally you. Love interests turn into this kind of relationship after you get married.

Love Interest: Arguably most important and potent Relationship. Max this out and the one who loves you will willingly die for you. Can even choose to marry the person, which will grant you (the voters) control over him alongside Jaina AND if he is a faction leader your factions merge into a new one.

Faction: last but not least this relationship is how much a faction likes you. Factions can be anything from a kingdom(Lordaeron), to a town(Kharanos), to a small group of powerful people(Silver Hand), to an army fighting for a specific cause (Argent Crusade). A faction that likes you enough will try to help you out or if they DISlike you enough they will actively try to hinder or fight you. If you reach max relations with a faction and they feel you hold some kind of authority over them, they may join your faction outright (this happens VERY rarely but it sometimes might.)



EDIT: just gotta add relationship levels and the names for them :D
 
Last edited:
Prologue/the Adventure Begins
"huuuuooouuaahaaa" Jaina yawns as she wakes up from a good night's sleep in her Chambers in Dalaran. Using her Magic she checks the time "AH? I slept in late. Perhaps I shouldn't have stayed up so late reading 'A Steamy Romance Novel: Blue Moon', but it was just too good to put down."

Jaina moves to check her Calendar after she freshens up. "Oh yes, Master Antonidas wished to see me later today for a mission. I have a few hours before he needs to see me though, that's more than enough time to get ready for the mission. Hmmm, what shall I do to spend the rest of the time."

Jaina Checks over her Schedule of what she needs to catch up on.

"Well I could Practice my spellwork I have been lax in doing that lately." She looks over to her Bookshelf. "then again there are several books I have been meaning to read."

FIRST VOTE (all choices benefit you, some more than others. Not telling you how they benefit you though just that you might be surprised.)
[] Practice a spell (write in which)
[] Read "The Legend of the War of the Ancients"
[] Read "Aftermath of the Second War"
[] Read "The Seven Kingdoms"

Jaina nods. "Indeed I think that will be for the best. Well time to get started."

line break/time skip

Jaina finishes packing and equipping her armor in preparation for the mission. "Well all ready for Antonidas to send me off now. I finished earlier than I thought I would too. Oh well, might as well be off, better early than late." Jaina exits her Chambers and walks over to the Gardens where Antonidas asked to meet her.

"huuuu" Jaina Sighs, as she looks over the dueling grounds where mages train their spellwork against each other. "Everyone is so busy Practicing as always"

"Bal'a dash, Jaina! What a surprise to see you out of your rooms for once, you usually hole yourself up in there endlessly studying or practising. So, what brings you out here?" Jaina turns and sees the Blonde haired high elf Male dressed impeccably in regal red armor with gold lining and a purple cape that called out to her.

"Oh, Greetings Prince Kael'thas. Grand Magus Antonidas said he has a mission for me, he asked me to meet him in the central gardens. And stop teasing me about how much reading I do, you know how Master Antonidas wants to prepare me to Succeed his position in the Council of Six."

"Heh True, but we both know you go above and beyond what is needed for that, it's why you're his favourite pupil." Kael'thas says smiling before frowning in thought. "Though the only mission I can think he might send you on at the moment is this plague that is happening around the Andorhal region of Lordaeron. If that is where he sends you do be careful, a few high elven priests were sent out there to investigate by my father and have reported seeing several undead in the area last time we heard from them. While i know you can handle yourself, there may be far more undead than the few they saw and we have not heard from them for a week and their report was due today so it is likely the Grand Magus is sending you out in response to it."

"Thank you for the warning Kael, I will remember it. In any case I need to go see him now or else I may be late, Shorel'aran Prince Kael."
"Al diel shala Jaina, and do take care."

doo doo dada KAEL'THAS BASIC CHARACTER SHEET UNLOCKED CONGRATULATIONS

While walking the rest of the way towards the central gardens of Dalaran, Jaina think about what Kael told her. 'perhaps I should gather up some extra help if it is going to be so dangerous. I know that more than a few of the apprentice priests and mages in the city would be more than happy to get some field experience especially under me. I could also get Captain Heath and some of his troops to join me if I need to. Hmmm Maybe I should just go alone i would get there much faster and a smaller party would have an easier time avoiding detection. Oh well either way this can wait until after I hear the mission.'

Hearing someone talking to Antonidas Jaina decides to approach under invisibility. Seeing her master Antonidas dressed in his usual robes declaring his status on the council she looks to the person he is talking with.

"Please, you must be wiser than the King. Take your people west away from here to the land of Kalimdor before it is too late." Pleads the strange gray bearded man dressed in a hooded brown cloak and holding a gnarled wooden staff in his right hand. Jaina feels an aura of great power around him.

"I told you before, I'm not interested in this nonsense!" Antonidas retorts. "Then I've wasted my time here." The strange man softly states while turning around and shapeshifting into a large bird and flying away.

"You can show yourself now, Jaina. He's gone." Jaina releases her spell of invisibility and steps forward. "I'm sorry for eavesdropping, master, but..." While chuckling Antonidas states "It's your inquisitive nature i have come to rely on, child. That crazed fool's convinced that the world is about to end."

Antonidas teleports them both to his antechamber.

What do you say, Vote time

[] Ignore the words of the Strange man and talk about the mission. "I've heard the rumors of the plague spreading throughout the northlands. Do you truly believe the plague is magical in nature?"
[] Diplo check, talk about the strange man. "Perhaps, Master, but i felt great power from him... perhaps even as much as your own. Maybe he is right, maybe there is a threat we are missing."
[] Write in, (the more in depth and well thought out the more likely you are to succeed.)

"It's possible... either way this plague needs to be investigated and given the report from the agents we already have investigating your presence is required to ensure the investigation goes smoothly, and safely. I also arranged for a special envoy to assist you." "Yes, master, I'll do my best." "I know you will, child. Farewell." Antonidas states while walking away.

"huuu" Jaina breathes out releasing her tension. 'well then time to investigate the plague. I wonder who Antonidas arranged to assist me? The real question though, is whether or not they will be enough to ensure the job is done properly. Though it will delay me, perhaps I should get some help for this. Hmmmm.'

Final vote of the chapter

If you choose to get help now whoever you gather will be the start of your faction. Be warned however, that for every single person you gather it will take you time. The more time you take the harder the mission will get. Plus you have a max time limit if you are still trying to gather people by that point, whoever you are trying to gather does not join and you leave right away in a rush with the people you already got together while the mission is set to max difficulty. I will roll the amount of minutes it takes you to gather each group on a d100 and determine how many people you gather with another roll. Max amount of time available is 200 minutes, good luck.

[] Get Captain Heath and some of his men to join you. (gain a Captain and a number of footmen)
[] Go to the Church of the light in Dalaran to ask for the aid of the priests there in dealing with the undead. (gather a number of priests)
[] Call in the favours your fellow students of Dalaran owe you and appeal to their sense of adventure. (gather several apprentice mages)
[] Gather up extra supplies, equipment, spellbooks and whatever else might be needed in case the mission is as dangerous as you think(1st level upgrades for all your troops, must also gather at least 1 group to do this.)
[] leave right away to get there as quickly as possible. (Can't be taken with other options, difficulty is set to very easy, even for the next few missions but you have no backup and you start your faction late.)

Edit: Ok, i'm going to be nicer and tell you some of the time limits. If you choose to gather anyone up, up to the 35 minute marker will still have the next few missions of the cannon campaign on easy mode (as in easier than the campaign allows.) If it takes you anywhere from 36-59 minutes it will be on normal mode (as easy as the campaign lets you play.) If you take anywhere from 60-90 minutes, the next few missions will be on hard mode (the hardest difficulty of the cannon campaign.) Take any longer and it will get harder than the cannon campaign bit by bit until the 200 minute marker where it will be 3 times as hard as the game.

(The difficulty changes by adding or lowering the number and variety of enemies you face, max difficulty adds in an enemy hero unit.) This means that if you choose to gather just one group you have a 90% chance to deal with the max campaign level of difficulty but with more units than you would otherwise have. Also you have a 50% chance of succeeding on gathering all the groups and supplies together by the 200 minute marker if you dare.

chapter ends here

ok so let me know what you think, and yes I know that not letting you know what the first vote grants is a bit mean, but I promise anything you can gain from it is pretty darn useful long term and short term.
 
Last edited:
Chapter 1, Turn 1: gathering the troops, and roadside battle.
Previous turn Rolls and Results:
Roll for increased training value: required, 7
rolled: 2 Failure
Result: 'knowledge of demons: Minor' upgraded to 'knowledge of Demons: Adept', failed to gain 'knowledge of Burning Legion: Basic'

Diplomacy roll: Required, 65
rolled: 76 SUCCESS!
Result: Antonidas's trusts your instinct, He will know send more spies and agents out around the world and look more deeply into world events. Dalaran is no longer insular and now maintains more regular contact with the other kingdoms to get better insight into their problems with offers to send mages to attempt to fix them.

rolls for time: 16+ 52+ 71+ 37 = 176 Required, 200
Roll levels: 1-35 very easy, 36-60 easy, 61-90 normal, 91-130 hard, 131-160 very hard, 161-190 insane, 191-200 impossible.
Result: insane difficulty for next few missions (2.5 times as hard as the campaign)

Rolls for gathering extra/better supplies: required 80
Captain Heath: 96+10=106 CRITICAL SUCCESS!!!
Jaina: 43 failure
Result: gained steel swords, steel armor, better shields on top of normal upgrades.
'Hmmm no best to gather up as much help as I possibly can. From everything I have heard this may be the most dangerous mission I have ever been on.' Deciding on her course of action Jaina swiftly walks to the Barracks she knows Captain David and his men use. 'Hopefully Captain David is there right now. Out of all the Captains and Guards that defend Dalaran, David and his men are the most likely to join me on this being natives of Kul Tiras themselves.'

Arriving at the barracks Jaina is pleasantly surprised to find not only the captain there but the majority of his troops as well. "Princess Jaina? What brings you here milady?" Asks Captain David in surprise.

"Antonidas has ordered me to investigate the plague in the Region of Andorhal, captain. However I heard from Prince Kael'thas that his father's agents have confirmed the presence of more than a few undead in the region with the strong possibility of many more being there. Taking this into consideration I decided it would be best to round up as many people to aid me as I can despite Antonidas arranging for an escort for me. I was hoping that you and your men would aid me."

"Of course princess, it would be an honor for us to be of aid to you on your quest. When do we need to be ready to leave?" The Captain exclaims as his eyebrows shoot up in surprise.

"Well, luckily I came to see you right away, however I still intend to look into gaining the aid of the priests, as well as some of my fellow students in this matter before we leave. Also I intend to see what I can scrounge up to better equip and supply us on this mission. So can you meet me by the North Gate in 3 hours captain?" "Yes milady, However with that much time my men and I can equip ourselves to save time for you. The sergeant in charge of the armory owes me a favor or three so I may even be able to get us the good equipment if we're lucky." "Thank you captain, that should save me quite a bit of time. I must be off now if we wish to leave Dalaran with enough time to not be late to meet the escort. Farewell captain, and I will see you at the gates." "Farewell Princess Jaina."

Turning in the direction of the Church of the Light Jaina walks away seeking to gather everyone as swiftly as possible. As she leaves she hears the captain yelling at his men to get to the armory to get equipped for the mission. "well you lot, you heard Princess Jaina. Get moving!!!"

'well that went better than I had hoped. With some luck I might just gather everyone in not time at all.' Jaina thinks as she comes within sight of the church.

As Jaina walks into the church she notices the head priest, a tall man with short blonde hair, green eyes covered with glasses and a scar on his left cheek going from his chin almost to his eye. He is standing behind the altar packing up after the days sermon.

"Hello father Anderson. I am sorry to interrupt you, but I was ordered to investigate the plague in the Andorhal region by my master Antonidas. However, I have heard from Prince Kael'thas that agents sent out from Quel'thalas have found several undead in the region and have reason to believe there are far more than what they saw. In light of this I was hoping to acquire the aid of a few of your priests to help me with completing this mission."

"It is no trouble Jaina, I always try to be available for advice or aid when asked for it. However, my priests will take some time to gather and many of them are awat outside of the city. Though, considering your mission certainly is more important than what some of them are currently doing, I will happily reassign some of them to aid you. However I could not possibly gather them all up myself within a reasonable time frame, but if you are willing to gather some of them yourself I can point you in the direction of a couple of the groups of priests currently out and about. If you let them know of their new orders helping you I can inform the last group myself. The two groups you need to find should be nearby the market square performing blessings, and the nearby cemetery tending to the graves."

"That will be fine Father Anderson. I will find and notify them right away. Thank you for your aid."

"Think nothing of it Lady Jaina. If it involves slaying such unholy things as undead my priests are always ready to help with the task. Now I must go to gather the final group, I assume you wish for them to meet you by the North gate then?"

"Yes indeed father, and thank you again for your aid." With that Jaina turned on her heel and quickly made her way to the cemetery. Seeing the priests tending to the graves there, disposing of old flowers, and getting rid of any dust and dirt on them, she quickly informs them of her mission and Father Anderson changing their orders to aid her and where to meet up once they are ready to go. Jaina then rushed off to the Market Square.

Seeing the priests there performing the blessings Jaina swiftly walked up to them and told them of her mission as well as Father Andersons Orders for them to join her for it. Afterwards she told them to meet her by the north gate in an hour. She then notices one of the mage students but not one of the ones who owe her a favour. However Jaina goes to ask them if they know where the students who owe her are, and after being informed of where they were Jaina turns away and moves to go and extort them into joining her.

'luckily Antwon knew where those idiots were, but did they HAVE to be at the bar? ugggg, it's like they don't have any cares in the world.' "haaaauu" Jaina sighs. 'Oh well, thankfully at least they are far more likely to agree while they are drunk, and if some of their friend are drunk with them I just might be able to get them to come too.'

Arriving at the bar Jaina hears a fair amount of noise coming from inside. Opening the door Jaina was not prepared for the sight of one of the male students giving a strip pole dance at all.

Using magic to amplify her voice Jaina yells. "WHAT THE HELL IS GOING ON HERE!" quickly getting everyone's attention on her. "It's the middle of the day and all of you are this drunk? How do you lot even call yourselves mages??"

"O'ey, it's Jaainnaaa." one of the mages states intelligently. "heh, your name sounds weeeiird." Another states. Finally the stip dancing one realizes what she said. "Heeey, not all of us can be miss perfect like you Jaina. We like to have fun too and all this studying is sooo boorrring, if the council just let us go on a mission or two like you we wouldn't have to resort to this."

"Well then you idiots are in luck." Jaina says while glaring at them. "I have been given another mission by Antonidas, and for once I might need some help on it. However I'm not so sure if you drunk excuses for mages are even worth the effort."

"Hey! We aren't idiot... wait you have a mission, and you want our help???" the stripdancer continues to answer for the group.

"Yes surprisingly enough I do. Now are you going to come with me to get you all sobered at the apothecaries or am I leaving without you?" after stating that she walks towards and out the door to the apothecaries. Once her words register, all of the 13 students sober enough to stand up start rushing after her quickly stammering that they will happily join her.

After they reach the apothecaries it takes over 30 minutes to get everyone sobered up enough for Jaina to explain to them to meet her by the north gate in 35 minutes if they still have the courage to join her on the mission. After hearing a headache induced groaning of yes from all of them she then goes to gather the robes and staves and other magic enhancing equipment alongside a few spellbooks for the students to read and catch up on. However because Jaina was in such a rush from how long it took to gather up her fellow students she only gathered the bare minimum to get them more combat effective.

Finally finished gathering everyone and everything she rushes to the north gate and upon reaching it sees Captain David Miguel Cabrera there with all the equipment and supplies he promised he would get for her and his men. With him was Father Anderson seeming to be in a discussion with each other laughter coming from them as she approaches them. Behind them the Footmen and priests that were coming with her were strapping everything they needed onto the pack mules, taking care of their weapons and otherwise preparing for the mission however they could while they waited to leave. Seeing her approach Father Anderson turns to leave wishing both of them luck on her mission.

"Hello Captain David, I must thank you again for the aid you are lending me especially with how quick you were to get everyone all together and ready."

"It was no trouble at all Princess Jaina." The captain replied. "However where are the students you said you were getting, I see you gather enough equipment for them and the priests?"

"Huuhh, The idiots were all in a bar completely drunk because they 'were bored.'" Jaina states using her finger to perform air quotations. "If this is what the quality of the students is dropping to then I fear for this cities future. In any case they should be here any moment now, I left them to nurse their headaches and get their things together before meeting me here."

"Heh, don't be too hard on them Milady. They did recently finish several tests if I remember correctly. Taking a bit of time to unwind is perfectly understandable after that." As the captain finishes speaking the students finally arrive rushing over to the group. "Here we are, don't leave without us!"

"Good, now that you're all here we can finally leave and get this mission underway. Let's get going then." Jaina states shaking her head as she moves towards the gate yelling at the guards to open it.

Vote time how do you travel?

[] Stay in a proper formation and take it slow and safe while sending out scouts ahead of the group.
[] Travel as swiftly as possible sending out no scouts at all
[] take the middle ground and send out scouts, but not as many and don't bother with a perfect formation and just keep a loose one while travelling fast.

If you are too slow the undead threat will get worse and if you are very fast the threat will lessen and the difficulty will lighten however you put your party at a great risk of an ambush killing several members. Finally take the middle ground and nothing changes but you are not quite as safe as you would be moving slowly.

This is a line/Timeskip


As you near the village where you are to meet your escort you spot 6 ogres in front of you. While 3 seem to be just basic warriors 2 appear to be ogre magi and leading them is 1 ogre lord. They are blocking the road ahead entirely, and on either side of it is a fairly short clearing of grass and then a moderately dense forest making travelling into it while keeping where you are going in mind fairly difficult. You realize the ogre warriors and mages are not much of a threat to a party of your size, however the Ogre Lord is likely more powerful than you are.

(More powerful than Jaina I mean.)

How do you respond to this threat?

[] Have the footmen charge the Ogres ranks while the spellcasters support as they see fit.
[] Have the captain and his footmen form a double rank shield wall in the direction of the ogres, while you cast an empowered blizzard on them and the priests prepare to heal while the sorcerers cast slow upon the ogres.
[] Have the Captain direct his footmen to cover all angles in case the Ogres have allies waitng in ambush while you summon a water elemental to hold off the ogres and your mages all cast arcane missle upon the Ogres focusing on the Ogre lord while the priests prepare to heal the injured. The Captain also snipes the Ogre lord to hopefully finish it off.
[] Write in your choice of Tactics.

Chapter ends here

:cool:Welp there you go first proper chapter and with a fight to really start things off nicely ;) Shall we see how it goes?

Please remember to vote and rate it if you like it :D

Edit: fixed the Battlefield description and edited some of the story (not enough for it to be a good re-read.)
Further Edit: changed the captains name to the one decided on by the Omake creator.
Final Edit: added to the 3rd tactical option.
 
Last edited:
Omake: part 1 of Captain Cabrera history
Omake: Jaina and Alliance Army Tactics and Strategy

Jaina Proudmore, the Daughter of Admiral Proudmoore who rallied the Alliance Navy to Victory in fleet sorties and battles against the Orcs time and time again, had plenty to be...well.. proud about. She was coming into her own as a powerful sorcerer or wizard, whatever you wish to call it..and she had ideas to help the military.

The following is a quick story of her idea. She knew of a forward-thinking Alliance Captain, one David Miguel Cabrera, and traveled to Dalaran in search of him. She found him at Sharpshooter keep. He was the Commandant of Sniper Barracks, the Barracks responsible for the training of Sharpshooters and the conversation went something like this:

Jaina: Ah, there you are, Captain! You must have heard of me. I wanted to introduce myself because I had an idea that could help out our military.

Captain Cabrera: Indeed, my lady. You do me honor. I have an idea or two as well, but let's hear yours out first, shall we?

Jaina: Very well. I know your Sharpshooters are good, but maybe we can make them better. I had the idea of inspecting one of your rifles myself and take it to a Dwarven Blacksmith I trust. May I?

Cabrera: Of course. I actually had an idea of making an entire unit entirely. I call it the Rifleman. An armored Sharpshooter with better range and can take a hit or two. I worry about my Sharpshooter potential casualties after all..

(My fellow questers, this is only part 1st of this omake arc. I am a Sergeant of United States Marines and I taught Marines how to shoot. I'll be playing with you guys and I'll be able to help us out in terms of ground/army tactics throughout the quest, at least some as far as our GM allows).

 
Enemy Encyclopaedia (lists all enemies you have fought and their stats.)
Creeps/Neutrals/Mercenaries
level 3 unit
HP: 23
Mana: 0
DPT: 3 (physical, melee)
armor: 0
Magic Resistance: 0
Moral: 12
Speed: 10
level 5 unit
HP: 34
Mana: 10
DPT: 5 (physical, melee)
armor: 0
Magic resistance: 1
Moral: 15
Speed: 10

Spell: Bloodlust: cost 5 mana, increases up to 3 allies DPT by 50%, can only use once per turn and can still use full DPT if used.
level 5 warrior hero unit
HP: 62
Mana: 16
DPT: 8.5 (Chaos, Melee)
armor: 3
Magic resistance: 3
Moral: 20
Speed: 14

Abilities and Spells: Devotion Aura: grants 1 armor to all allies within 40 units of distance.
Shockwave: 4 mana cost, range: 7 small AOE line, deals 15 damage to all enemy units hit.
level 3 unit
HP: 23
Mana: 0
DPT: 3 (physical, melee)
Armor: 1
Magic resistance: 0
Moral: 11
Speed: 9
level 3 unit
HP: 16
Mana: 0
DPT: 4 (physical, ranged, Ranged: 25)
armor: 0
magic resistance: 0
Moral: 11
Speed: 8
level 4 unit
HP: 22
Mana: 0
DPT: 7 (physical, ranged, Range: 30)
Armor: 0
Magic resistance: 0
Moral: 14
Speed: 9
level 5 commander unit
HP: 28
Mana: 0
DPT: 6.5 (physical, melee)
Armor: 3
Magic resistance: 2
Moral: 18
Speed: 10

(commanding unit.)

Undead Scourge
(melee/magical) level 2-3 unit
HP: 12
DPT: 2 (2.5, 3, 3.5) physical melee
armor: 0 (.5, 1, 1.5)
MR: 0 (.5, 1, 1.5)
morale: 18
speed: 7
(melee) level 3-4 unit
HP: 20
DPT: 3 (3.5, 4, 4.5) physical melee
Armor: 0 (1, 2, 3)
MR: 0 (1, 2, 3)
Morale: 22
Speed: 10
(ranged/magical) level 2-3 unit
HP: 9
DPT: 3 (3.5, 4, 4.5) physical ranged, Range: 40
armor: 0 (.5, 1, 1.5)
MR: 0
morale: 16
Speed: 8
ranged Level 6-7 siege unit
HP: 19
DPT: NA
armor: 1
MR: 0
Morale: NA
Speed: 5
Abilities: Corpse shot: Ranged, Range: 100, small AOE, 0 cost, can be used once per turn, functions as units DPT, ignores armor, physical damage, 50% chance of missing, 25% chance of half damage, deals 16 (20, 24, 28) damage on hit, damage upgrades with undead weapons upgrades. Can be upgraded to add a plague cloud after-effect which is a medium AOE that deals 1 damage per turn for 4 turns to units that come into contact with it. persists for 2 turns.
Ranged/spellcaster Level 3-4 caster Unit
HP: 15 (17, 19)
Mana: 10 (20, 40)
DPT: 2 (3, 4) Magical Ranged, range: 30
Armor: 0
MR: 1 (1.5, 2)
Morale: 25
Speed: 8
possible upgrades: Adept(Necromancer): increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Unholy Frenzy
Master(Necromancer): increases HP, mana, magic resistance, DPT, effect of previous spells, and grants Spell: Cripple
Skeletal mages: turns 1 of the skeletons created via raise dead into a skeleton mage.
Skeletal Longievity: increases how long skelatons last by 1 turn plus grants an aditional 5 HP to skelatons.

Spells: Raise dead: cost 2 mana, Raise 1 (2, 3) skeleton warriors from a non-skelatal corpse. Lasts 3 (4) turns.
Unholy Frenzy: cost 6 (7) mana, single target spell, increases targets DPT by 25% (50%) and lets them attack 2 enemies each turn and drains 6 (8) HP from target for 4 turns.
Cripple: cost 10 mana, multi target spell, hits up to 6 targets, slows targets speed by 75% and lowers DPT by 75% for 4 turns.
(melee/summoned) Level 2-3 unit
HP: 12
DPT: 3 (3.5, 4, 4.5) physical melee
armor: 0 (.5, 1, 1.5)
MR: 0 (.5, 1, 1.5)
morale: 20
Speed: 9
(Melee) level 8-9 unit
HP: 64
DPT: 7 (8.5, 10, 12) physical melee
Armor: 1 (2, 3, 4)
MR: 1 (2, 3, 4)
Morale: 38
Speed: 8

Abilities: If corpse is raised as skeleton warriors grant double the normal amount.
Plague Cloud: Can be upgraded to add a plague cloud aura around it which deals 1 damage per turn for 4 turns to units that come into contact with it, range: 5 units



This is all the different enemies you have killed so far. More will be added the more different enemies you beat. :D
 
Last edited:
Status
Not open for further replies.
Back
Top