Leader design idea: Rukt Jural

Rukt Jural, the lost blood prince

Lore: (completely fan base) Rukt Jural, named after the greatest brute warchief, carries the late Tartarus’s Fist of Rukt. The son of Maccabeaus, was but an infant when Tartarus reclaimed his honor by killing Rukt’s father, to show his might an succeed to be the last known chieftian. Rukt was much to young to inherite the chieftian title at the time Tartarus took lead of the clan, but he gladdly followed Tartarus later in life to lead his own units in Tartarus’s army, in honor of his deceased father’s choice.

Rukt spent much of his life leading forces into battle against the humans in the halo wars. After word of Tartarus’s defeat, an the destruction of the halo rings, Rukt took up his fleets in search of anything of remembrance of his cousins reign. Amongst the floating debris, the fist of Rukt was found still in tact.

Jural took up the hammer an trained for vengance, becoming a fierce warrior by every means of the word. Not only his strength, but his genius in tactical warfare became known. Inspired by the hammer, he aided in the development of new weapons, vehicles, an even improved the force of the fist of Rukt, as well as finding a way to reverse it’s gravitational force to crush anything after it made contact.

Now, several years later, Rukt finds his way to the new grounds of the halo wars.

Specialties: new hero skills an units

Hero skill tiers

tier 1: sturdy light armor- 1 additional upgrade all infiltry units gain bonus movement speed an slight increase to armor. (20/40% speed increase, 15/30% bonus armor)

Keen management: gathering map resources is increased by 2 per 5 resources gathered. Recources created by bases are increased by 2 per 20 made.

Tier 2: hammer time: brute jumpers can now attack air units with their leap strike. Air units hit are.grounded for a few seconds afterwards an vulnerable to non airial attacks durring this time. All brawlers now start with a gravity hammer an deal 20% more dmg (still can not attack air units unless under brute jumpers.effect under this tier)

Gravity rounds: reaper an wraith attacks pull units in a set range together an deal splash dmg for 25% the dmg dealt.

Tier 3: pulse force: Rukt fires a unique round from his gunship up in space. After a brief delay, a emp pulse haults all vehicles in the area an all light units (infiltry an base vehicles) are lifted into the air before falling an taking damage. (Each ranking improve the durration of the stun, an height lifted before falling)

Strength in solitude: all brute jumpers and brawlers are produced alone, instead if upgraded, they gain increased health armor an damage (especially to an against infiltry).

Tier 4: Engineering tech: all infiltry units are trained in the ways of engineering. While not in combat, they heal nearby vehicles an base facilities. Durring combat, if a vehicle is destroyed they collect scraps. If one unit collects 3 scraps (3 vehicles worth of debris), a new vehicle is produced back at your base. (Vehicle produced is always the cheapest cost amongst the scrap of the vehicle destroyed)

Inspiration of the chiefs: selected units heal durring combat, an have increased armor an damage durring the durration. (Number of units an durration of the ability increases per.rank by 10 seconds, max of 20 second increase)

Tier 5: Rukt Jural: Rukt personally enters the battle field an stays till he is subdued, only then does this ability come off cooldown. (Rukt can not gain veterancy) Rukt deals aoe dmg an heals himself 5% of the dmg he deals per hit. (Attacks are once every 2.5 seconds an do not heal him based on dmg done to structures, only units) Any infiltry hit takes bonus 50% dmg. RUKT CAN NOT ATTACK AIR UNITS UNLESS UNTER EFFECTS OF HAMMER TIME

Trial of the chieftian: all infiltry units start at veteran 1, an gain veterancy 3 times as fast as normal. All infiltry gain a slight syphon when in combat. (2% healing based on the dmg they deal)

Unique units: (Creator notes: since Rukt is a decent ant of the line of chieftians, suicide grunts are not allowed in his army as its a sign of dishonor.)

Infiltry

Brawlers: 200 supplies.
A pair of bare handed heavily armored brutes. Anti infiltry unites. (Heavy dmg to infiltry, medium to structures an vehicles, no dmg to air. Basically Goliath like colony)

Brawler upgrade: lasting rage. 400 energy
When taking damage, Brawlers deal.bonus dmg to the units which are hitting them. On death, they deal one additional hit worth of dmg if within range of selected or nearby enemy units.

Vehicle:
Brute shredder: 375 supplies, 120 energy, tech 2
Heavy dmg to vehicles, light to air an structures, medium to infiltry.
a much larger an heavily armored chopper, it has explosive scattering rounds which hit units up to a set range for 25% the dmg dealt.

Upgrade: 550 energy.
swift ramming, hitting a unit with ram will cause the pilot to swerve around instantly allowing for a second ram on any target before going on cooldown. If used on structure, it instead deals more.dmg then goes on cooldown.

Unique base ability, unlocks at tech 3. Requires 1k energy an supplies.
Professional artisans: passive: all infiltry has increased armor (20% of their base armor. The bigger the unit the more armor)

Creator notes: I didn’t want.to go to overboard with stat bonuses in light of how forums usually are with ideas like this an some people raging out saying it’s to op, or needing out an saying creators don’t know how to design.

I just wanted to through out an idea I thought would be a cool one with some basic numbers that always could be altered. This is a created idea so nothing is really set in stone, an can always be changed.

Anyhow, basically I want this to be a heavy infiltry, anti infiltry unit with some vehicle bonuses as well for some decent counterplays. I have an idea for a hero with more air units under the covenant that I may post later on. I’m sure most would be more interested in that as covenant have less appealing air units than human. (In my opinion)

Anyhow I hope at least some of you enjoy this idea. Doubt it’ll ever become a reality but it’s always been fun for me to create an share my ideas on game designs.

Jesus Christ man, what happened to the d?

> 2533274817051955;2:
> Jesus Christ man, what happened to the d?

I’m not even gonna touch that one.

Can I at least get some feedback on the idea… not the typical forum trolling…

> 2535462099854686;4:
> Can I at least get some feedback on the idea… not the typical forum trolling…

I think it’s a little too infantry oriented. Cutter would be the UNSC equivalent, and even he isn’t so heavily infantry themed. It suggests a boxed in playstyle. Leaders should be adaptive, and having 50% of your leader specific powers dedicated to a single unit type limits your options.

I’m not to sure about swapping a hero unit for a global upgrade either.

> 2661949065475413;3:
> > 2533274817051955;2:
> > Jesus Christ man, what happened to the d?
>
> I’m not even gonna touch that one.