Magistrate Magnus - Confederate Commander

Militant Activist, with one goal - to reform the Confederacy as soon as the imminent threat is over.

  • Five to one - The Confederacy is no more, only remnants that cling on to it’s glorious ideas. Use anti-Dominion mercenaries and confederate veterans to form an elite task force. You have a maximum supply of a 100.
  • Watch the perimeter - In true Confederate fashion your base is efficiently set up and doesn’t take up much space. The more ground it takes up, the more ground you have to guard, after all. Buildings gain bonuses by being in a certain radius of the Command Center and of each other. Up to 30% more health and 3 armor.
  • Quell civilian unrest - As a Magistrate your job is to protect the civilians from the enemies of the system; and themselves. The more secure your base is, the better your subjects perform. Increase research efficiency, production rates, mineral and gas collection rates and building speed up to 25%. Unprotected bases will see a fall in productivity.
  • Watching over your shoulder - Cruise around in your state-of-the-art specialized Diamondback meant for frontline support and buff your troops in a multitude of ways.

You have a small selection of troops that each fill an important role in bringing the hurt to the enemies in a true Confederate fashion:

  • Marines/War Pigs - All-purpose infantry.
  • Firebats/Devil Dogs - Anti-light specialists.
  • Goliaths/Spartan Company - Heavy ground support walkers.
  • Siege tanks/Siege Breakers - Heavy siege unit.
  • Diamondbacks/Red Adders - Fast moving anti-armor hovertank.
  • Wraiths/Winged Nightmares - Fast all-purpose fighter.
  • Leivathan-class Battlecruisers - Slow moving and faulty, but does it’s job. Just don’t mind the reactor leaks.

As a (ex-)member of the Confederacy’s war machine you also have access to salvaged Confederate projects like the automated bunkers and a plathora of other defensive options - be it heavy fortress upgrades for your Command Centers or long range missile turrets.

Not only that, you also have access to a few special interest groups that will help you out periodically. These are the following:

  • Death’s Head Legion - A group of elite Vulture pilots who were just born to be wild.
  • Merrimack - Although this Leviathan-class battlecruiser turned prison no longer has any weaponry it houses a large amount of PIGs (Prison Infantry Guard) who will no doubt fight for you with absolute zeal.

Asclepius - Among other things you are also going to control an experimental Diamondback called the Asclepius. The project has been discarded due to budget cuts and the Confederacy’s dissolvement, but this craft is all yours in all it’s glory. The Asclepius has no traditional weaponry, but it is armed with smart shell flashbangs that reduce the vision range of affected enemies. It is also capable of providing a damage reduction aura and make basic field repairs and give first aid to your troops. Lastly it can overcharge your troops’ weaponry increasing their damage output.

This is all the idea I had, it’s not the ebst but honestly, there’s not that much on the Confederacy I could find. In the meantime, I got your message, Magistrate, and frankly I don’t care what you have to say about Confederate regulations. You damn fringe world yokels are all alike, don’t know where your loyalties lie. Y’all have a real good day now, y’hear?

4 Likes

I like the concept of a hero Diamondback, it’s refreshing.

The base production bonus is a little unclear on the detriment of not well defended, as well as what is defined as well defended in order to gain the 25% bonus.

Outside of that the idea needs more details that I am interested in reading further (ie. levels 1-15 details, calldown/ability (or hero or toolbar), mastery sets, etc.

Cool kool coo, but switch wraiths with Valkries and we might have a deal

That’s because by that time I didn’t have a better idea of what would happen if the “public order” was super low, only a flat -X% on all the things mentioned. Now I’m thinking those Mar Sara colonists from the first WoL mission attacking your CC. It could be a meter which fills up or empties over time depending on well defended.

On what constitutes as well defended, well, having a wall (made up from the buildings you have, this whole thing is tied with the Perimeter point) as well as defenses nearby - possibly as part of the ‘wall’. These are some of the defenses I had in mind:

  • Planetary Fortress - At commander level 15 you’d have all your CCs turn into Planetary Fortresses, gaining extra health, armor and those big cannons we all love.
  • Automated Bunker - A building that acts as if it was four marines inside with several upgrades to it including detection, an extra plasma thrower turret on top of it and have an additional Marauder like attack with slow. It’s a pretty expensive building, even without upgrades but supply is precious.
  • Missile Launcher - Slow firing anti-air and anti-armor missile turret with a significant range, made for downing the largest flying mosters and ships. No detection and fairly fragile.
  • Ion Cannon - A turret designed to punish armored and mechanical units with its splash attacks.

Some of this is lore based (ion cannon), some of it came from my twisted mind, but technically it’s all possible in that universe.

I’ll try.

  • Level 1: You start with a maximum of 100 supply (yes, you need to build supply depots) and a few Confederate tenets to live and breathe by. These were discussed in the original post. Your main calldown is the Merrimack on a 300 second coolup and cooldown.
  • Level 2: Call in Captain Plunder and his five elite vultures of the Death’s Head Legion to fight for you for a period of time. These vultures have generally improved stats. 210 second coolup, 150 second cooldown.
  • Level 3: Unlocks the Asclepius’ Guardian ability that can decrease the amount of damage taken for friendly units are you by 20%. 30 second cooldown, 60 energy. Also unlocks defensive upgrades in the Engineering Bay (to be added).
  • Level 4: You can research Combat Drugs in the Barrack Tech lab to gain passive health regen while out of combat for you Marines. Also unlocks the Nero Fuel research for Firebats which increases their damage vs. Structures.
  • Level 5: The Merrimack also deploys a more armored anti-armor specialist PIG along the normal guards. Guards benefit from infantry upgrades.
  • Level 6: Leviathan-class battlecruiser unlocked for production at your starports.
  • Level 7: In the Factory Tech lab you can now research the Ares targeting system for the Goliath, Shaped Hull for the Diamondback and Advanced Artillery (bigger spalsh radius and more splash damage damage) for the Siege tank.
  • Level 8: Your barrack units turn into their Mercenary counterparts.
  • Level 9: Asclepius upgrade cache. Unlocks a research which allows your Bio-research beam to target two units at the same time. Unlocks a research which increases the vision and attack range reduction on your Flashbang cannon and adds a slow.
  • Level 10: Ultra capacitors. Damage upgrades in the Armory and Engineering Bay also increase attack speeds by 10%.
  • Level 11: Armory upgrade cache. Unlocks a research which makes your Factory and Starport units move 20% faster. Unlocks a research which increases the range of your Factory and Starport units by 2 if they are standing still.
  • Level 12: Upgrades your Factory and Starport units (except the Battlecruiser) to their Mercenary counterparts.
  • Level 13: Mercenary upgrade cache/Merc passive upgrades (to be added).
  • Level 14: Doubles the amount of spawned Vultures for Death’s Head Legion. Vulture attacks deal splash damage and their Spider Mines recieve the Cerberus Mine upgrade.
  • Level 15: Unlocks a new ability on the Asclepius which amplifies all damage done by 5. This can only occur once every 1 second per unit. Costs 60 energy, 30 second cooldown.

Since this is a a metric ton of upgrades I shall dabble with them later on, some could be passive enhancements while others could be upgrades, but the idea is this for now. So for now I am going to bend mastery ideas to it, feel free to give me ideas though, I appreciate y’all.

First Power Set:

  • Asclepius efficiency imporvement. Improves energy regen and ability strength by 1.5% per point, reduces ability energy costs by 1.5% per point.
  • Merc improvement - This is 'ard, very 'ard, because I don’t have a clear view on what the Merc upgrades will be. Something special for each unit, but not sure what. This mastery will improve those abilities, so sit tight.

Second Power Set:

  • Research rate and cost improvement. 2% by point up to 60%.
  • Combat unit cost reduction. 1% per point up to 30%.

Third Power Set:

  • Merrimack cooldown reduction. 3 seconds per point up to 90 seconds (for a minimum of 210 seconds).
  • Death’s Head Legion improvement. 2 health and 1.5 seconds per point up to 60 extra health and 45 seconds extra uptime (for a total of 160 health and 105 seconds uptime.

I picked the Wraiths for a few reasons. I wanted to give a decent alternative for a possible offensive Diamondback/Goliath or defensive Siege tank/goliath/bunkers build by adding Wraiths. They also have a model and an unused mercenary variant with upgrades, while Valkyries have none of that. The Confederacy historically also used Wraithsbut not Valkyries, as those were introduced by the UED and that was after the fall of the Confederacy. Sorry man, I love the Valkyries as well.

As always, I’m ready for hearing the thoughts and ideas because I’m out of any. Bring me your wildest ideas.

1 Like

Yeah, UED hold Valkyrie’s Patent. The Confederacy has no connection with it.

Also, I got a lot of ideas to replace Ultra-capacitor. Feel free to choose one.
Weapon upgrade increase attack range +1
Weapon upgrade increase chance of dealing double damage by 5%
Weapon upgrade increase Splash radius by 0.4
Weapon upgrade increase damage over time by 1 per 2s.
Armor upgrade increase evasion chance by 10%
Armor upgrade increase movement speed +10%
Armor upgrade increase healing rate +0.5
Armor upgrade reduce units’ resource cost by 5%
Armor upgrade reduce units’ build time by 10%
Armor upgrade reduce spell damage by 10%
etc.

I actually really like all of those. Reason why I went with Ultra capacitors, ain’t gonna lie is because I wanted Diamondbacks (and Wraiths) to be better as DB has a very low attack speed.

The double damage chance sounds really fun.

1 Like

I love Diamondbacks, but the Asclepius doesn’t seem to make much sense with its mechanics or with the Confederacy.

A mobile support-ish commander sounds fun to use, though there’s not much else here.

I’d enjoy focusing on a hero Diamondback like that.

1 Like

Not sure this belongs here, but I would love to see Valkries make a come back! After all the other units that we got to see in Star Craft 1: Brood War I really miss them and don’t see why we can bring them back into the fold of game play. I don’t care if it’s just for a co-op commander I want to see them back!

I have nothing against you writing it here, brother, and oh I agree with you. I’d love to see some Valkyries too. Though as far as this concept goes, it don’t fit too well. The Confederacy did not have Valkyries.