Well, I believe this is the biggest part of the map process: A big speal about units, abilities, upgrades, etc. etc. And guess what? I think I can do that now without giving stuff away!
First up for the manual!
Manual. Page 1 of 5
Space Orc: The Horde, redefined
The orcish horde has changed over the several hundred years of war between humans and thier allies. Even with races like the Undead and the Night Elfs only a minority in the 31st Generation, the Orcs are still a force to be reconed with. Sided with the remainder of the Goblin, Troll, and Tauren communities, the Celestial Horde is ready to set itself a rightful home in the galaxy somewhere.
Homeworld: Trall XII
Strengths: Large Infantry, balanced set of units, most air units have True Sight
Weaknesses: Large Techtree, air units are only available after the Fortress is built
Techtree:
Great Hall- Home of most Orc battle tacticians, the Great Hall is the base of operations no matter what battle the enemy throws at them.
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Fel Orc Peon- When Outland was reclaimed by the Terrans in the 22nd Century, the Fel Orcs were mostly controlled by the humans. The remainder serve as mercernaries, or do limited work for the Horde. The Peon is one example. Weak in combat, it deals with gathering the Gold and Lumber, building structures, and even defending the base from Burrows and Battlestations.
*Basic Worker Unit. Can hide in Battlestations and Bunkers and harvest resources. Can also learn Pillage
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Orc Battlestation- Considered mobile secondary basecamps, the Battlestation works several roles to an Orc Commander. First, it's a mobile assault platform for Fel Orc Peons, who can fire the Chainspear launcher from it's depths. Second, it has storage area for supplies, making it an easy extange for a lot of Burrows. Third, it has storage area for resources, allowing mobile resource camps to assist the clever Orc commander who can keep them hidden.
*Fortified fast attack unit, who can only attack with Peons in it's hold.
*Counts as 10 food, can recieve resources, and also can load Peons like a Burrow
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Goblin Spike Trap- The earliest form of Orc defence. The Spike Trap speeds across the ground, then burrows. When an enemy is registered above, it uses it's included spears to stabity the enemy above for tremendous damage.
*Light fast defence unit that can Burrow. Attacks Ground units when underground
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Barracks- No outpost can thrive without the warriors of battle. The barracks makes the most basic 3 of the Orc infantry, and these warroirs are not to be taken lightly
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Orc Marine- With the advent of the multishot firearm, the weapons that Orcs thrived on for years seemed to loose thier touch with the time. Thus, the orcs said: If you cant beat them, join them. The Orc Marine is the result. Armed with stolen or manufactured firearms, the Marine is the hardy replacement for Grunts in the battle of tomorrow.
*Light ranged infantry, which can learn Berserker Strength
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Assassin- Not every Orc has lost touch with thier heritage. The Assassins are proff a good thing cant die without a fight. Once upgraded with Stealth Technology, these warriors are even more threatening!
*Medium melee infantry, armed with twin daggers. Can attack with Slow Poison, Pillage, and Critical Strike, and can also learn Stealth and Berserker Strength
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Troll Reaper- The Shadow Trolls are long gone. The Ice Trolls were obliterated. All that has held on all these years were the Forest Trolls. Pleging themselves forever to the Horde, the Reapers are some of the best quick-attack units early in the game.
*Light ranged infantry, with the Frenzy ability
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War Mill- A relic of years gone by, the War Mills now serve to forge space-safe plating and heavier rounds for the armies of the Horde.
*Researches the Attacks and Defence upgrades, as well as Spiked Baracades and Reinforced Defences for Burrows
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Alter of War- The time of heros has passed, like the sands of time itself. So an old poet said. The Alter of War trains powerful 'false heros:' Units somewhere between Heros and normal warriors. One of the two available is more support, one is more attack, so choose the best for the situation required.
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Orc Chainsoldier- The Chainsoldier is armed witb a powerful chaingun, firing round after round in a constant stream. Though they have no abilities, thier weapon more then makes up for lack of flashy spells.
*False Hero of weaponry, dealing superfast attacks that quickly stack up. Has been known to take down several infantry units before dieing. Only attacks land units.
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Orc Commander- The Commander oversees his troops and tries to lead them to victory to the best of his abilities.
*False Hero of abiliities. Can cast Cloud, Bloodlust, and Command Aura.
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Burrow- Besides making Battlestations, the Burrow is the primary defence of Space Orc infastructure. As Turrets are not easily available, these and units are really your only line of defence.
*Fortified Structure, which can launch heavy attacks as long as a Peon's inside it at the moment.
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Stronghold- The second stage of a Space Orc base. After this is constructed, more structures are available.
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Specialist Center- With magic practically a thing of the past, warriors of the future now need weapons of certain caliber or special needs. Thus, the Specialist Center trains some powerful, but special warrior units.
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Orc Agent- In the old Horde, female warriors were a rarity. Now, however, it has been noticed that Space Orc females are best suited for these advanced support units. Light, fast, and deadly aim, the Agents are also known for thier volitle backpacks of explosives.
*Light, fast support unit. Has poisoned bullets, can aim criticaly every so often, dodge out of the way, and explodes on death.
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Orc Medics- Though not as well-trained as Terran Medics, the Orc Medic gets the job done, healing units and using Flares to see hidden things.
*Support unit with Heal and Flare
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Orc Flamer- Armed with a huge flamethrower, the Orc Flamer burns any enemy in the way, it's flamethrower is most effective on the mostly-biological Zerg and Terrans
*Heavy infantry unit armed with a Magic-based attack. Can use Immolization
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Training Zone- Sometimes, charging with standard warriors just don't cut it. That's when the specialy-trained units come in. These units are more specialized in thier roles then other units, but thier cost shows it.
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Orc Sniper- These riifle-toting units are the bane of Terrans everywhere. They're deadly with thier rifles no matter the target, whether they have to aim at a human or Hydralisk forehead, a cracked joint in a Droid fighter or a small hole in Siege tank plating, the Sniper is an assest no matter the enemy.
*Heavy longrange infantry that can deal heavy damage to all form of units, but not buildings. Has Damaging Shot
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Orc Rocket Hunter- With the Fel Orcs acting as the construction of the Horde, this leaves the normal peons with nothing to do. However, this is easily remedied by the need for persision demolition. Clumsy and not the best of aim, the newly-created Rocket Hunter unit, though suffering more accidents then the other units combined, are still an exelent addition to the Horde.
*Heavy longrange infantry that can deal heavy damage to all form of buildings, but not units. Can be upgraded to attack mechanicle units.
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Kodo Tower- After the years the Kodos were introduced to the Horde by Cairne Bloodhoof, the Kodos were used from everything from Pack animals to siege platforms. Even in the future, that hasn't changed. Terrans may laugh at them, but the joke will be on them when the Horde follows thier lumbering charges, like a massive wave of green death.
*Gigantic ranged weapon with War Drums. Can gain the War Drums damage upgrade.
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Machine Processor- The Goblins of the Horde spend most of thier time here, working on thier crazy inventions and building new weapons to deastroy the enemies of the Horde. Most Orcs avoid this place in fear of thier own safety.
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Goblin Viking- Goblins don't steal, they borrow without giving stuff back. After seeing tests of a new Terran assault robot, the Goblins went to show off, developing thier own take on the Viking. Armed with the rapid-fire capabilities of a chaingun, these robots can switch between walking or flying with only a little waste of thier energy reserves.
*Heavy mechanicle walker that can change modes. Attacks units depending on whether it was flying or not. During flying, the Viking can use the Missile Driver spell.
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Goblin Tank- Slow and steady leads the race, and nothing personifies this like the Glazgow-class Goblin Tank. These huge mechanicle automadons tread slowly into position, then fires round after round of shells at thier targets.
*Heavy siege unit, which deals heavy damage to units and structures.
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Goblin Trike- Fast, light, and armed with a mortar tube, the Goblin Trike can deal decent damage no matter the ground target: a cluster of troops, a building, a pack of burrowed Zerglings... the possibilities of these speedy attackers are only limited by the amount of defence units you have.
*Light siege unit, able to hit most forms of ground target. Can be upgraded with Fragmentation Shards.
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Goblin Drillbot 3000- Goblins like to think ideas outside the box. The Drillbot is an example of this concept of convential thinking, drilling into the ground, then erupting from the ground to attack the enemy structures.
*Medium siege unit, armed with a huge drill. Can burrow under the earth and travel around. Also can cast Tremor.
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Fortress- The final level of Orc Base construction, the Fortress is heavily armored and set as the capital of Orc campsites. Several generals can share control and armies being supplied from a single Fortress.
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Dragon Landing- Not for centuries has the Dragons been a part of the Horde, ever since the Dragonmaw were incinerated by the Dragon Queen Alexandria. However, it seems that time and extinction has led dragons to be seemingly lesser creatures then they were before. Now, Red Dragons willingly serve the Horde as allies, facing off against the more-equiped races with tooth, claw, and flame.
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Land Dragon- Certain dragons have been cursed with stunted wing growth, but in retrospect, these beings also grow increased hide strength, making them amazing land combatants.
*Heavy land attacker, armed with a powerful breath attack and highly heavy armor. Can cast Firebolt
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Red Drake- Whereas the Land Dragon is a regression of the dragon species, the Drakes seem unchanged since their entry to the Horde eons ago.
*Medium flying unit with Liquid Fire and Evasion
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Goblin Airfield
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Goblin Aerodrone- One way the goblins have one-up Terrans has been making Orc air forces mostly automated. The Areodrone, though not as sturdy as Wraiths, Mutalisks, and Droid Fighters, can be easily mass-produced. As a final irony, the design is quite similar to the old Gyrocoptors the Gnomes have created before.
*Light air unit, armed with ground and air combat capabilities
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Orc Bomb Zeplin
*Heavy airial attacker, armed with the ability to carry units, fire a Carpet Bombing, and can be upgraded with Nukes.
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Goblin Incinerator- Considered cleanup units, the robotic Incinerators are only usually called out for cleanup, where thier flames are most useful. The incinerator attacks with powerful flame capabilities, quickly bringing down structures.
*Light airial unit with Liquid Fire and Demolition
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Orc Dreadnaught- Terrans have thier Battlecruisers, the Protoss have thier Carriers, and the Horde has thier Dreadnaughts. The Dreadnaught's imposing size as an airship and it's heavy artilary makes them expensive, but one of the strongest units the Horde has ever laid thier eyes on. Marines cower in fear, Federation droids fall before it, and even the united minds of the Zerg stand no match against the mighty Dreadnaught.
*Extremely heavy assault air unit, armed with huge amounts of armor, heavy ground damage, and an air attack that can hit 5 units at one shot.
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Tauren Totem
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Tauren Marine- The Terran Dominion tried to buy thier loyalty, but the Taurens could not be swayed. The Marines are known for thier survivability, thier strength, and thier fury against thier enemies.
*Heavy infantry units with War Stomp