[Commander Concept] Tosh

For my Bro, Tosh.

Playstyle
A mixture of Stukov & Tychus but inspired by Nova’s campaign and Tosh’s campaign map.

Mercenary Wave
Tosh army start with a Mercenary Camp. Tosh and his Spectres will not do the frontal assault but rely on the Mercs.
“The life of a Spectre is to stay in the right place, at the right time and trigger the right switch.”

The Mercenary Camp spawn Terran Mercs that attack in a wave every 75s.
“Ping the location on your map and we’ll push it.”

Buy Merc in Barrack/Factory to increase the amount of Mercs each wave.
“Got to say these equipment attract lots of fishes to your pool”

If they are not killed, after 60s they will medivac themselves out.
“Not your SCVs, not gonna overtime”
“The deal says fixed time”

Unlike Stukov, you can not control individual Mercenary but the Beacon on your Top Bar will signal the Mercs where to A-move.

The amount of Mercs in a Wave is capped at 50 supply. You can not have more than those amount similar to how Stukov only have 64 infested civils in one wave.
Merc are spawned every 75s but have 60s timer.
The merc wave has 4 Marines and 2 Medics at the start.

Mercenary (All Merc move at the same speed of Marine)

Marine (200 Min 1 supply) Spawn 1 additional Marine in the Merc’s wave. Stimpack auto use when attacking.
Medic (200 Min 100 Gas 2 supply) Spawn 1 additional Medic. Stay closed to infantry.
Marauder (400 Min & 200 Gas 2 supply) Spawn 1 Marauder.
Firebat (400 Min & 200 Gas 2 supply) Spawn 1 Firebat.
Vulture (300 Min 2 supply) Spawn 1 additional Vulture. Automatically place a spidermine at its location every 30s. This ability start with cooldown.
Siege Tank (600 Min & 500 Gas 3 supply) Spawn 1 additional Tank. Auto Siege Mode when possible.
Goliath (400 Min & 200 Gas 2 supply) Spawn 1 Goliath.

Supply
Tosh start with a fixed 100 supply. He got 12 SCVs and 4 Merc Marines and 2 Medics for a total of 20 supply initially.

Jorium & Terrazine
These Resources are required to upgrade equipments for your Spectre and Tosh. Training Spectre also cost these resources.

How to get:
Every Mineral Crate contains 1 Jorium and every Vespene container has 1 Terrazine.

Equipment
Tosh and his Spectres has 4 categories of Equipment: Weapon (W), Gadget (G), Suit (S) and Tactical Support (T).

You buy and swap Equipments at ‘Legit Dealer’. You only need to buy each type of equipment once to unlock them for all Spectre to use.
You can have many ‘Legit Dealer’ in the map to help get Tosh and Spectre change easier.

Weapon (Tosh attack 25% faster than Spectre) - Cost 400 Min & 200 Gas to unlock each

AGR-14 rifle (Spectre initial weapon) 20 (+15 Armoured), 8 range every 2s. Upgrade +1 (+5 Armoured).
Have an active ability ‘Deep Wound’ to amplify damage received by an enemy unit to 8% (This ability stack with itself up to 3 times). Also deal damage equal to this weapon attack damage. Range is 9. Can be autocast. Cost 30 Energy. 5s cooldown.
PS-11 AUTO (Twin Submachine gun) 4 (+4 light) x 2 dmg, 5 range every 0.6 s. Upgrade +1.
Have an active ability ‘Wings Clipper’. Can be set to autocast. Shoot a nanite bullet at an air enemy in 8 range, slow their movement speed by 50% and make them take +25% damage from physical attack (spell and spell damage is the same) for 10s. Cost 30 energy. 6s cooldown.
Vandalizer (Grenade launcher) 10 (+20 Structure), 6 range every 1.5 s. This weapon deals area damage. Ground only. Upgrade +2 (+6 Structure).
Have an active ability ‘Bunker Buster’, deal damage equal to Spectre’s current attack damage to all enemies and structure in 3-radius area. Cost 40 energy. 10s cooldown. 7 range.

Gadget - Cost 300 Min & 300 Gas to unlock each

Flashbang grenade (Spectre & Tosh initial) stun a group of enemies for 3s and disable detection. Heroic and Massive units are slowed by 25% instead. Cooldown 10s. 50 Energy.
Wraith Visor - Allow Detection.
Cerebro Chip - Spectre auto-target 1 friendly non-spectre / non-Tosh unit. Give that unit 25% increase atk spd. 1 Spectre can only target 1 friendly unit. Changing the target will remove the speed buff from previous unit. Buff last until this ability is cancelled. Range is 8 (cast range, after being buffed the unit can go further away from the Spectre and still retain the buff). Cost 15 Energy. Cooldown 3s. Can be manually casted.
Life Protocol - Spectre can ‘fix’ other bio units at the rate of 5H/s. Auto-heal other units near Spectre. 5 range. Spectre can move, attack and cast spell when fixing other units. Can’t healed if being stunned. Cost 3 energy per second.
Combat Armour - +50 Health, +1 armour.

Suit - Cost 500 Mins & 200 Gas to unlock each

Pallas Suit (Spectre & Tosh initial Suit) Assault suit. Give +180 Shield. Shield can not self-regen. Must spend 50 Energy to recharge Shield. 15s Cooldown. Autocast when shield is 0. Permanently cloaked.
Turbojet Jumpsuit - Mobility suit. +200 Health, +2 Armour, +0.5 Movement Speed. Allow Jump up and down cliff.
Apollo Suit - Psionic amplification suit. +120 Health, +100 Energy, +0.5 Energy regen. Permanently cloaked.

Tactical Support- There are 3 Tactical Support (T) abilities that Tosh & his Spectre can choose. You can swap (T) the same way as other equipments at ‘Legit Dealer’. You only need to build the corresponded buildings to unlock these abilities.

Orbital Facility - cost 200 Mineral & Gas. 60s to build. Can only have 1.
This building start with 0 energy and generate 1 energy every 10s. You can pay 250 mineral and 150 gas to restore 20 energy. Take 5s to restore after purchase.
Allow Spectre & Tosh to use ‘Ion Cannon’ ability. You can have multiple Spectres having this support abilities but only one Spectre can use this ability at a time.
This ability fires an Ion stream down from orbit. Take 5s to aim. Dealing 20 (+10 light) damage every 0.3s in a 2 radius area and drain 1 energy each 0.3s. Tosh/Spectre has to stay in place and channel otherwise the beam will stop firing. If channeling unit is stunned, killed or ordered to stop, the beam stop firing. Aim range is 10.
After the Cannon stop firing, there is 15s cooldown before Tosh/Spectre can use this Tactical Support ability again.

Airfield - cost 400 Mineral. 60s to build. Can only have 1.
Allow Spectre & Tosh to use ‘Air-to-Air Strike’ ability. You can have multiple Spectres having this support abilities but only one Spectre can use this ability at a time.
Take 2s to aim. Instantly deal 200 damage to all air enemies (include construct and Colossi) in 3 radius. 5 Hel’s Angels will warp in to attack the remained air enemies for 10s. Aim range is 8.
Hel’s Angels has campaign stats and benefit from Unit Attack & Armor upgrade.
Each use of this ability cost 400 Mineral & 200 Gas. Have 10s cooldown between each use.

Launch Site - Cost 50 Mineral & Gas. 60s to build. Can only have 1.
Allow Spectre & Tosh to use ‘EMP Warhead’ ability. Unlike other Support Abilities, you can have Tosh & multiple Spectres use this ability at the same time.
Take 5s to aim. The Warhead burns 100 shield and 100 energy, stun all Mechanical units/buildings for 4s in 5 radius. Objectives are immune. Aim range is 8.
You need to build the ‘EMP Warhead’ in the Launch Site before you can use this ability. Each warhead costs 100 Mineral & 100 Gas and 120s to build. You can store multiple warheads in the Launch Site.

Initial Equipment for both Tosh and Spectre
W - AGR-14 rifle
G - Flashbang grenade
S - Pallas Suit

Tosh & Spectre

Consumption
Is a special ability for Tosh and Spectre.
Drains half the life of an allied unit, gaining 2 points of energy per hit point drained. Cooldown 60s.

Spectre
Health 80, Armour 0, 200 Energy.
Cost 200 Jorium & 70 Terrazine, 2 Supply.

Tosh
Took 120s for him to be dropped near your base.
300 Health, 2 armour, 250 energy. He use the same equipments as his Spectre.

Structure

Jorium Stockpile (300 Min) - Replace Command Center. Produce SCV. Can’t fly.
Terrazine Refinery (100 Min) - Replace Refinery, auto-harvest structure.
Mercenary Camp - Special building given at the start. Mercenary spawn from here. Limit 1. You have to pay 100 mineral to move them to a different location. Rebuild cost is 300 mineral.
Barrack - Allow you to call for Marine, Medic, Marauder and Firebat mercenary.
Engineering Bay - Infantry, Vehicle & ship upgrade are now Weapon and Armour upgrade.
Factory - Require Barrack. Allow you to call for Vulture, Siege Tank and Goliath Mercenary.
Armory - Contain Research for Spectre & Tosh’s Weapon & Suit.
Specialist Institute - Contain research for Spectre & Tosh’s Gadget.
Spectre Hideout - Require Barrack. Train Spectre.
Legit Dealer (100 Min & Gas) - Require Spectre Hideout. Sell equipment for Tosh and Spectre. Also allow Spectre and Tosh to change equipment.
Orbital Facility (200 Mineral & Gas) - Limit to 1. 60s to build.
Airfield (400 Mineral) - Limit to 1. 60s to build.
Launch Site (50 Mineral & Gas) - Limit to 1. 60s to build.
Sentry gun (75 Min) - An ambush defensive structure. Hide underground when not active. 175 Health. 8 attack every 0.8s in 6 range.

Talent
Lvl 1 Advanced Refinery
SCV give 1 Jorium each trip. Terrazine Refinery replace Vespene Refinery. Terrazine Refinery is automated

Lvl 2 Early Birds
Merc Wave initial Cooldown from 180s to 60s.

Lvl 3 Infantry Mercenary Gear
_ Marine attack range +1
_ Everytime Medic move 1 range, restore 1 energy.
_ Marauder take reduced damage. Melee attack is reduced by 1. Range attack by 4.
_ Firebat explodes when die, deal 3 times their attack damage to ground buildings and units 2 radius near them.

Lvl 4 The 1st Gears of War
Unlock Spectre’s Gadget upgrade in Specialist Facility for Wraith Visor and Combat Armour.

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_ Googol Scanner (80 Jor & 30 Ter) Wraith Visor increase Spectre and Tosh’s cast range by 2 for all spells.
_ Mirror Shield (80 Jor & 30 Ter) Combat Armour, once every 4 mins, when receive damage (attack and spells) from enemies negate the damage and repel the same amount back to the original owner. Exclude splash damage and AOE spells (storm, radiate…)

Lvl 5 Blood for Maman Therese
Reduce cooldown of Consumption ability from 60s to 40s.

Lvl 6 Moirai Life Insurance
Increase Health of Infantry Merc
_ Marine from 45 to 55
_ Medic from 60 to 75
_ Marauder from 100 to 125
_ Firebat from 120 to 160

Lvl 7 Merchant Associates

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You can exchange Jorium to Mineral, Terrazine to Vespene and vice versa inside Jorium Stockpile.
Exchange rate
50 Jorium = 225 Min; 550 Min = 100 Jorium
25 Terrazine = 90 Gas; 220 Gas = 50 Terrazine

Lvl 8 Weapon PLUS
Unlock Spectre’s Weapon upgrade in Armory.

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_ Stacking Effect (80 Jor & 30 Ter) AGR-14 rifle’s Deep Wound stack up to 5 times instead of 3. Cooldown reduced to 2s from 5s.
_ Nanitespawn G.2 (80 Jor & 30 Ter) PS-11 AUTO’s Wings Clipper cooldown is halved. Energy cost’s reduced from 30 to 20.
_ Demolisher (80 Jor & 30 Ter) Vandalizer damage to building from +20 to +40

Lvl 9 The Enthusiastists
Merc wave start with 4 Marines, 2 Marauder and 2 Medics instead of 4 Marines and 2 Medics.

Lvl 10 Suit UP
Unlock Spectre’s Suit upgrade in Spectre Hideout.

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_ Plasma Amplifier (100 Jor & 40 Ter) Pallas Suit increase Shield armor from 0 to 3, Shield Recharge cooldown from 15s to 10s.
_ Survival Package (100 Jor & 40 Ter) Turbojet Jumpsuit movement spd bonus from 0.5 to 1. Also increase healing receive to 60%.
_ Hecate Enhancer (100 Jor & 40 Ter) Apollo Suit Energy regeneration from +0.5 to +1. Also provide spell damage reduction by 30%.

Lvl 11 Advanced Mech Mercenary
_ Vulture release spider mine every 20s instead of 30s. When die, Vulture leave 1 mine behind.
_ Siege Tank transform time from 3.5 s to 0.35 s.
_ Goliath’s air attack range increase from 6 to 12.

Lvl 12 The More The Merrier
Tosh Supply increase to 115 from 100. Total amount of Merc increase from 50 supply to 60 supply.

Lvl 13 The 2nd Gears of War
Unlock Spectre’s Gadget upgrade in Specialist Facility for Flash Bang, Cerebro Chip and Life Protocol.

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_ Light Bomb (80 Jor & 30 Ter) Flash Bang. Unit affected by Flash Bang will now miss 30% of their attack for 8s.
_ Critical Strike (80 Jor & 30 Ter) Cerebro Chip, beside increasing the atk spd of the friendly unit also give them 25% chance to deal x1.5 times the damage.
_ Surgery Skills (80 Jor & 30 Ter) Heal faster, 15 H/s from 5H/s. Energy cost increase from 3 to 5.

Lvl 14 Hephaestus Warranty
Increase Health of Vehicle Merc
_ Vulture from 75 to 90
_ Siege Tank from 150 to 200
_ Goliath from 125 to 160

Lvl 15 By the Loa
Enemies in 10 radius from Tosh receive +15% damage.

Mastery
Set 1
Air-to-Air Strike radius +2~60%
Ion Cannon aim time and cooldown -2~60%

Set 2
EMP Warhead deal damage to Mechanical 5~150
EMP Warhead stun longer, burn energy & shield more +3~90%

Set 3
Tactical Support aim range increase +10~300%
Mercenary last longer (include Hel’s Angel) +0.5~15s

Other Commander Idea

4 Likes

I dig some of your ideas. The concept of using the equipment style customization system from Nova Covert Ops to outfit Spectres with abilities and weapons has always been what I believe is the best direction for a potential Tosh Commander. It’s what I am really hoping for this Blizzcon, specifically.

3 Likes

Basically there is no other way. Give him big and Elite Spectre will make him too similar to Nova or Tychus.
Make his Spectre get stronger with each kill will be too similar to Aba and Dehaka

It is practically no way to illustrate his point ‘Even an army can’t get you in but one Spectre in the right place can’.

His Spectre role is to support for the army and use the correct skill set to achieve tactical location or help pushing through heavy defense.

Neither Nova, Tychus, Aba or Dehaka playstyle suits this description so the only thing left is the Equipment system where you can choose different thing to match the enemy.

4 Likes

Exactly. Tosh and his Spectres epitomize Infiltration. His phrase is apt. “A single man in the right place.”

It would be super cool to be able to customize Spectres for every situation, having them ready to make all the difference in an engagement with an appropriate weapon, gear, or spell learned, or launching off nuclear weapons at the right time to wipe out waves and soften bases.

2 Likes

This is an optimized version from the August version.
There are many changes but the key points are reducing complicated & unnecessary features from the concept, adjusting the stats to be more balanced and the biggest change is the addition of a new feature called ‘Tactical Support’.

‘Tactical Support’ abilities serve as calldown and ultimate for Tosh army. They have to be deployed by Spectres & Tosh in a similar manner as ladder Nuke. You can have all 3 in the same mission but each are only useful dealing with certain type of enemies and situation.

Hopefully, this will bring more Covert ops feeling to the gameplay.

2 Likes

This is a really interesting design, and I missed seeing it earlier.

I like how it mirrors Nova in a way, and Tosh attacking with Mercs or even armed ex-prisoners from New Folsom puts a great twist on it.

I’d like to see Predators replace Firebats purely because of a mecha panther obsession and because the silly suicidal things could work as expendable units.

Normally I’d be worried about his equipment overcomplicating things, but since Spectres are his only “real” unit other than customizing expendable wave comps he should have the free APM to manage it.

It feels a bit weird that Spectres don’t have Mind Blast, but it may be fitting with all the other abilities they can get.

2 Likes

In the August version, i actually gave ‘mind blast’ to Spectre and Tosh but i decided against it because 2 reasons
_ We got a number of heroes and units with that ability or abilities that act similarly already (Ascendant’s mind blast, Alarak’s deadly charge, Kerri’s leap, Nova’s snipe, Covert op Ghost’s snipe…). I would prefer to keep Spectre unique and new.
_ I also want to make the mercs wave your main source of damage with the Spectre and Tosh acts as range support with buff and debuff rather than directly dealing damage. If i just give them ability to deal damage, it will be the same as any other commanders.

About predator, i have already decided to give it to a different commander concept :laughing: so it’s best not repeating it again. Also the predator, according to the lore, is expensive tech pet, it will not make much sense to give it to rebel like Tosh. Although i know coop is a fanfic, i still want to keep thing a little bit original. :laughing: In addition, i have been wanting to make exploding firebat for a while because these convicts of a firebat should act as a suicide squad much more fitting than any other Terran units. :joy:

1 Like

Curious where the Predator ended up, though their cost feels really out of sync with their life expectancy without some major buffs.

Exploding Firebats are definitely cool.

2 Likes

They literally carry flammable in their suit :joy:

1 Like

Tweaking the last aspect of this concept which i think is too redundant and not addressing his air weaknesses.

New change:
PS-11 AUTO (Twin Submachine gun) 4 (+4 light) x 2 dmg, 5 range every 0.6 s. Upgrade +1.
Have an active ability ‘Wings Clipper’. Can be set to autocast. Shoot a nanite bullet at an air enemy in 8 range, slow their movement speed by 50% and make them take +25% damage from physical attack (spell and spell damage is the same) for 10s. Cost 30 energy. 6s cooldown.

Nanitespawn G.2 (80 Jor & 30 Ter) PS-11 AUTO’s Wings Clipper cooldown is halved. Energy cost’s reduced from 30 to 20.

I can now safely conclude that this concept is finally complete.