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Darkmancer
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Posts: 406
Black Prophecy Archive
«
on:
August 01, 2010, 08:14:17 PM »
This Post is out of date. I'll update later.
Just a quick preview to BP and what it's a bout.
Black Prophecy is a multiplayer only mod. Where as other mods either try to emulate WFB or just fix Dark Omen, this mods designed to show off various mechanics working behind the scenes in DO, and hopefully show different takes on units. Many of the units in BP will be instantly familiar yet play in new ways.
Magic spells and items will be preselected, There will be no beam spells (with 1 exception).
A major change to normal balancing armour and tougness will exchange meaning (armour will represent toughness and visa versa).
A quick introduction to the sides, please be aware these will likely have different abilities than current DO regiments.
Empire:
A primarily ranged side which has access to expert bowmen, gunpowder, horses, and plate armour. Has excellent swordsmen to hold the line whilst its heavy calvaly provides punching power. It has little access to magic.
All basic squads have musicians (+1 leadership), and experianced (+1 w/s, +1 b/s) versions available for additional cost.
Legionnaires
Humans have had to fight to survive from the moment of their existence. Weak in body, with no magical skill, or great god to protect them from the horrors of the world, and yet they have endured since before gunpowder, armour, or any of the modern weapons came into use. The reason why is shown by the ever watchful legionnaires. Use drilled disciplined techniques they lock using a large thick shield, and but up against the enemy restricting movement, with the enemy restricted they make quick stabs and slashes thou small gaps in the wall and grind though the enemies ranks. This takes years of practice, courage and discipline to achieve.
Whilst not possessing the latest technology nor equipped to take on the largest enemy creatures, legionnaires are the bedrock that armies of the empire are built on.
Legionnaires 4 4 n/a 2 4 1 4 2 8 3 18 Immune to fear
Dual Cannon
Gunpowder revolutionised the armies of the empire allowing it to become the dominant force of the world today. Cannons are a major factor in this, used for decades they have become an efficient and deadly weapon of war, able to kill any creature large or small.
12 lber Foot Artillery 2 3 4,4 2 3 3 2 2 8 2 2
Musketeers
Whilst it was the dwarves who discovered gunpowder in was the humans who developed and revolutionised its use in warfare. The latest invention has not been to develop ever larger guns, but to mass produce small gunpowder weapons for individual use. Equipped with sword and musket, musketeers are a new unit who have to prove themselves against the empires traditional longbow men. Muskets are more powerful than longbows able to penetrate even the thickest armour; they can even outrange them with careful range. However they are unable to much the shear mass of firepower the longbow is able to output meaning the longbow is typically the weapon of choice. For now...
Musketeer 4 3 3,4 3 2 1 2 1 8 3 16
Dragoons
The empires age of prosperity as created a new breed of solder for the first time those not of Aristocratic birth are able to afford better weaponry and even horses. Whilst still not able to afford the greatly expensive steel plate armour they compensate by willing to try new and “unchivalrous” weaponry equipped with gunpowder weapons gives greater flexibility and tactical use. Unfortunately reloading whilst riding is difficult at the best of times, leading to slower reloads than those on foot.
Dragoons 6 3 2,3 3 4 1 5 2 8 3 12
Longbow men (use elven bow)
It was the elves who taught humans how to make a bow for hunting food and predators. However it was humans who turned it into a true weapon of war. As large as the man who wields it the longbow is too cumbersome as a hunting tool. It is however extremely long ranged and powerful, ideal for raining down on the heads of approaching armies.
Many talk about a new more even deadly weapon, you can learn in hours not years. A weapon which will one day consign the longbow to history. Longbow men typically nod, and reply “one day perhaps, but that day is not today”
Longbowmen 4 3 4,2 3 2 1 3 1 8 3 24 Elven Bow
Elven Archers (normal)
Elves are forest dwellers whose speed and precision are almost supernatural. Once extremely completive and distrustful too humans who they thought of as destructive creatures, a view overturned by a massive greenskin invasion a few decades ago. With the great forests burning they fled to the last standing power, the empire who took in and protected refugees all nations. In return elves often lend assistance against any would be invader.
Elves typically use the same bow they hunt with, whilst unable to attain the great range of the longbow, the elves nature ability and the lower draw strength requirement means they are able to fire with superior speed and accuracy.
Elven Bowmen 5 5 4,8 3 2 1 5 1 8 3 14 Normal Bow
Armoured Knights
(Have immunity to arrows but not pistols/xbow)
With dwarven assistance armour has advanced incredibly over the past few decades, able to protect against most sword and arrows the newest generation of armour is incredibly durable and surprisingly light. Unfortunately it is also hugely expensive limiting its use to nobles and they’re body guards.
Knights of the Realm 6 4 0 4 7 2 7 2 9 3 8
Special units (Max 1 of Each)
The Black Knights
It is said they only appears in the times of greatest need, more myth than men, there are endless rumours about who he is or why they fight. None of it matters it just matters they are there.
Black Knights 6 5 0 4 7 2 8 2 10 3 8
Bernhardt & Grudgebringers
Alas humans lack the singular driving force many other possess, however there are many great noble reasons to fight; for love, to protect the helpless, your home or way of life. These man fights for none of these. All that interests them is the lure of gold. Whilst their motivations may not be as great as others their combat abilities gained though countless battles and wars are. Their armour may not be up to steel plate standard (it’s far too expensive to replace) they however have captured and acquired items of supernatural power.
Grudgebringers 6 6 0 4 6 2 8 2 7 3 12 Grudgebringer, Enchanted Shield,
Lightning Machine
Stubborn and obstinate dwarves are surprisingly inventive dwarves have been supplying arms to humans ever since the empire saved them from extinction several decades ago. The greatest invention to date is the lightning machine, rolling around the battle field its powerful energise and puckle gun bringing death and destruction.
When asked why they started dabbling in magic after some many years of criticizing it, the dwarves wouldn’t even admit it was using magical energy!
Lightning Machine 2 6 10,10 4 7 4 1 1 10 5 1 BOW, Lightning Sword,Heart of Woe, Pistol, Unbreakable
Elven Mage + Guard
Elves are forest dwellers whose speed and precision are almost supernatural. Once extremely completive and distrustful too humans who they thought of as destructive creatures, a view overturned by a massive greenskin invasion a few decades ago. With the great forests burning they fled to the last standing power, the empire who took in and protected refugees all nations. In return elves often lend assistance against any would be invader.
As a race Elves are highly attended to nature, occasionally there is one who is able to command the elements themselves. These individuals are so valuable to the elves that they are given a highly trained body guard to watch over them at all times.
Elven Mage 5 5 0 4 2 2 5 1 10 3 12 Runefang, Winds of Cold, Spell Eater Shield
Grail Knights
It’s the duty of the noblemen to protect the empire and its citizens. There are some however, that are called for reasons far beyond duty, but a deeply spiritual faith and honour. Of these only a worthy few are earn the chance to sip from the grail itself. With the lady of the lakes favour they have given up their worldly possessions and live to serve, protecting those in the dire most need. Grail Knights have seen beyond the veil of life and free no evil.
Grail Knights 6 5 0 4 7 2 8 2 10 3 8 Runefang, Unbreakable, Dispel, Shield Of Cold, Immune to magic,
«
Last Edit: September 25, 2010, 03:50:24 AM by Darkmancer
»
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
Darkmancer
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Re: Intro to Black Prophecy
«
Reply #1 on:
August 01, 2010, 08:32:47 PM »
Undead
Will be a 15 unit - auto deploy side. Made up large numbers of very weak infantry, a few highly specilised mid range units, a one super unit of choice. Will win lose by battlefield control and grinding down the enemy (probobly).
Units
Ghouls
(One Squad Maximum, you may buy additional units for this squad)
These creatures were once men. Driven Insane by catastrophe or starvation, resorting to cannibalism and twisted by foul magic’s, these creatures are attracted by death, most undead hordes have an accompanying pack of scavenging ghouls. Although Ghouls are powerful creature they are also cowardly and shy away from people and combat. However, if the need arises a pack of them can be wiped up into a rabid frenzy ripping though all in its path, fortunately for those who have to face this mob; it is a temporary state that wears out quickly. These are wild creatures that lack any control or discipline.
Ghouls* 5 3 0 0 1 1 4 3 6 2 7/32 125 POS, Blood Thirst
*Ghouls are subject to Psychology
Zombies
Undead hordes are usually filled with vast amounts of these shambling, rotting carcasses. Once friends, family, and loved ones, they are now reduced to mindless drones, bound into of the animating creature, they need no food, no sleep no rest, nor do they feel any fear or pain, all they consist of now is a pure jealous rage against the living against who they and will not stop attacking until ripped & hacked beyond any recognition.
Zombies 3 1 0 1 1 4 1 1 1 2 32 125 *skele
Mummies
By evil design or cultural funeral rite these corpses have been embalmed and so are in better condition than normal zombies, producing better fighters and allowing better control.
Mummies 4 2 0 2 1 4 1 1 4 2 32 250 *skele
Soulless
Refusing to go onto the next world these restless sprits reside between realms. Skilful sorcery can bind them in light shells of sinew and bone. Barely clinging to this world projectile simply pass though them, it takes magic or a large cutting sweep to driven them away. Using bows made from bone and sinew they are deadly accurate, although when raised they are unable to control metal as they do flesh and are unable to forge swords/axes. Extremely vulnerable up close they have one last trick the controlling power behind them can violently push them fully into this realm just for a split second, returning back they draw all energy in close proximity, freezing and killing all life in contact with them.
Soulless 4 1 4,4 1 1 1 1 1 3 Wraith 12 1000 Wraith, Bow, Unimpeded, *Skele
Scythed Chariots
Constructing the monstrous constructs takes enormous skill and power to animate the crew and horses, but these fast moving machines move at unearthly pace, charging into the rear and flanks of enemy formations the can cause chaos as the scythe ripe though the ranks, severing arms and legs. However if they become bogged down they are easily overwhelmed.
Chariots 6 6 0 10 3 2 10 3 10 3 1 1000 Terror, Hit Cause Panic
Wights
Some say they are deserters bound to a broken oath. Others that they were tricked compelled to fight long after death had claimed their flash, or even that with their skill at fighting they defeated death itself who cursed them to eternal servitude in revenge. Whatever the truth these remnants from an ancient forgot civilization have been fighting for centuries, they fight to the bitter end, only to be raised again by the winds of magic and bound to whichever necromancer can control them. Raised and killed endlessly they’ve fought and killed practically everything that walks or crawls on this Earth and so developed unsurpassed fighting skills along with necromantic skills they’ve picked up as they passed though the realms. Their armour is impregnated with warp stone dust repelling magical attacks whilst their swords pulse with unholy runes cutting though the strongest armour with ease.
Their only true weakness is their bodies are just as frail as they were in life.
Wright Lords 4 6 0 10 3 1 6 1 10 Troll 8 1500 Raise the dead, Wright Blades, Wand of jet, Maybe crimson bands
**I will attempt to make them raise soulless
The Deceiver
This ancient wizard is an expert in trickery and deception, able to change his appearance to any creature he desires along with being able to able to conjure terrifying visions able to drive the hardiest warrior flee in terror.
The Deceiver 5 3 0 4 2 3 10 2 10 Troll 1 1000 Hawks/Dispel/ Wand of jet
NB:
The deceiver GOH – appears as God of Hellfire
The deceiver VD – appears as the void demon.
The illusion is temporarily dispelled on entering close combat
God of Hellfire
I am the god of hell fire, and I bring you
Fire, I'll take you to burn
Fire, I'll take you to learn
I'll see you burn
You fought hard and you saved and earned
But all of it's going to burn
And your mind, your tiny mind
You know you've really been so blind
Now 's your time, burn your mind
You're falling far too far behind
Oh no, oh no, oh no, you're gonna burn
Fire, to destroy all you've done
Fire, to end all you've become
I'll feel you burn
You've been living like a little girl
In the middle of your little world
And your mind, your tiny mind
You know you've really been so blind
Now 's your time, burn your mind
You're falling far too far behind
OOhhh
Fire, I'll take you to burn
Fire, I'll take you to learn
You're gonna burn, you're gonna burn
You're gonna burn, burn, burn, burn, burn, burn, burn, burn, burn, burn, burn
God Of Hellfire 5 6 3,2 10 7 7 10 4 10 5 1 4500 Jet, Head, Meteor, Screaming Skull, Impervious to magic, Unimpeded, Terror, Hits cause panic
Void Demon
Little is known about this horror from another dimension. It has strange ways and abilities no living creature has ever seen before. You cannot see the creature until it attacks, you can only hear it’s deep booming footfalls, even damaging this creature if a feat in itself, however it must be destroyed for if it succeeds in opening the gate to the void all life will surely perish.
Void Demon 5 6 0 10 3 5 10 2 1 Wraith 1 4500 Soul Drain, Teleport, Skabath, skele, Unimpeded, Terror, Hits Cause panic
«
Last Edit: August 06, 2010, 02:46:01 AM by Darkmancer
»
Logged
Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
alavet
Orc Shaman
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Posts: 1008
Re: Intro to Black Prophecy
«
Reply #2 on:
August 02, 2010, 06:46:44 AM »
sounds excelent, especially human side. still i think lobbers exluding big part of tactic from the game, so i would've removed them. (orc lobber will negate double cannons in soem situtions, making it useless)
as for undead they seem to be weak, also didnt udnerstood part of ghouls. only 1 regiment and 3 to 5 heads?
does UD still have fear (except terror)
any unit will have magic resistance?
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Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
Darkmancer
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Re: Intro to Black Prophecy
«
Reply #3 on:
August 02, 2010, 10:49:51 AM »
The troll rock lobber its there to stop empire from piling loads of units into a very tight corner. Think screaming scull accuracy, tied to the motars range, + slow rate of fire. It's upsides being having a troll left over once the lobber dies (usually), and mov 4.
both the undead and the empire have several major counters to lobbers.
Wights & Trolls will have troll armour, lord of hellfire either troll armour or immunity, some of the specialist knights will likely get anti magic.
You may only have 1 squad of ghouls, initially you get 5 ghouls in the squad but you can buy more. They have 3 attacks but no strength, so you need to either get the charge, hammer the strength boost button, or use the potion of strength (or all 3) for them to be any use.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
alavet
Orc Shaman
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Posts: 1008
Re: Intro to Black Prophecy
«
Reply #4 on:
August 02, 2010, 07:58:39 PM »
Quote from: Darkmancer on August 02, 2010, 10:49:51 AM
You may only have 1 squad of ghouls, initially you get 5 ghouls in the squad but you can buy more. They have 3 attacks but no strength, so you need to either get the charge, hammer the strength boost button, or use the potion of strength (or all 3) for them to be any use.
whats the point? even with 3 attacks they wouldnt perform too suprior. compare it to mummies which have -1AT but +1WS and better str/IN
while they're effective as upper medium unit with their 3 attacks you will have to make lots of attention for them. which on high limit games could cost you much more.
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Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
Darkmancer
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Posts: 406
Re: Intro to Black Prophecy
«
Reply #5 on:
August 02, 2010, 08:21:51 PM »
You comparing to orignal DO mummies not the new BP stats. You've got the basic idea behind them, mov 5, hit the boost button, POS, + charge all together you've got a fast moving flank unit with str4 and 3 attacks, but they rquire alot of attention, wether you look after with them or even bother with them at all is upto you.
The Undead don't have any cavalry (chariot is a terror unit, if anything stands up to it it dies in the first combat round), hell the main part of the army will be made of zombies and mov 3, ghouls provide a nice option.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
Grend
2D Sprite Artist
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Posts: 257
Re: Intro to Black Prophecy
«
Reply #6 on:
August 02, 2010, 10:26:33 PM »
Good concept!
My only suggesteion is to cut down the 15 units army down to one since deployment is an important part of the tactical Play imo and removing it to such a degree would be unfortunate
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Darkmancer
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Posts: 406
Re: Intro to Black Prophecy
«
Reply #7 on:
August 02, 2010, 11:18:01 PM »
deployment is a nice advantage when your facing an army with 5 more units than you no?
Especially as empire has smaller squad sizes in general.
I may add slightly cheaper none auto deploy units in the same army files as Orc & Undead so its the players choice. However The are designed to be swarm armies from the ground up so balancing will be a pig.
However i won't be adding this feature for a while, especially ot till I get reasonable balance between the sides.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
lordbraprus
Crossbowman
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wiiiii
Re: Intro to Black Prophecy
«
Reply #8 on:
August 03, 2010, 12:46:13 AM »
you will make a 2parm with all this configured? :O
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ito maquiesves
Darkmancer
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Posts: 406
Re: Intro to Black Prophecy
«
Reply #9 on:
August 06, 2010, 03:43:43 AM »
Updated fluff & stats for empire & undead.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
alavet
Orc Shaman
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Posts: 1008
Re: Intro to Black Prophecy
«
Reply #10 on:
August 06, 2010, 08:25:37 AM »
Darkmancer its a grat desctiption for units.
Im sorry but i very messy with such figures as:
6 6 0 10 3 2 10 3 10 3 1 1000
could you maybe setup some "Code" (see forum options", so it will be classified at a more liek table?
Code:
6 6 0 10 3 2 10 3 10 3 1 1000
WS ST BS ST? AT IN LS qty cost
could you maybe setup some
etc? i dont have right description.
also chariots aint too costly?
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Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you.
Darkmancer
Developer
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Posts: 406
Re: Intro to Black Prophecy
«
Reply #11 on:
August 07, 2010, 06:38:11 PM »
I'll do a google docs thing once the stats are more fixed.
Re chariots - rerember zombies are only 100 - 200 gp, with 1 leader and 10 zombies that leaves 4k to play around with. Prices are very variable atm.
Theres been a slight delay with the mod while I beat spells into submision. Stay tuned.
NB I could do with a hand testing head to chat if you want to give me a hand.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
olly
Global Spokesperson
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Posts: 2301
Re: Intro to Black Prophecy
«
Reply #12 on:
August 07, 2010, 08:49:10 PM »
This mod will be fantastic and great to use Chariots again. I look forward to playing the God of Hellfire!
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
Grend
2D Sprite Artist
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Posts: 257
Re: Intro to Black Prophecy
«
Reply #13 on:
August 08, 2010, 09:42:45 PM »
The set spells are real bitchy, but if you stay strict and avoid letting them get the upper hand, then I am sure you will prevail! (I didn't)
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Darkmancer
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Posts: 406
BP ver 03 download, instructions & readme + unit stats
«
Reply #14 on:
August 21, 2010, 05:01:46 PM »
http://www.dark-omen.org/bpro04.zip
- Download
Overwrite existing DarkOmen Files BP includes map patch 3.
Run Ill Omens and click modify Dark omen
Create your armies saving them with bp or BP at the beginning of the name (eg. bp undead1)
once you've done click add spells in ill omens to upgrade your army saves.
«
Last Edit: August 28, 2010, 09:59:33 PM by Darkmancer
»
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
[23:04:33] <*Ghabry> The internal design of Darkmancer is just strange
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