[MCCC Concept] Venture Team, Bandle's Rouge Commandos

Steve Irwin Died·6/11/2015, 1:13:33 AM·2 votes·1,480 views

#Check out 2015's June MCCC and June CCOS!


#Venture Team, Bandle's Rouge Commandos

http://i.imgur.com/fh8C7Il.jpg

Here's a champion concept for the community! You guessed right: Venture Team is a literal team of yordles designed to be a champion for League of Legends. Inspired by the trials and intensity of military, squad-based combat, Venture Team is an elite strike force of yordles which went rouge many years ago. Once associated with the Megling Commandos, Venture Team is armed to the teeth with pint-sized firepower and tactical potential.

Venture Team is made up of four members:

  • Gaz, the grizzled leader of the squad. He carries a simple assault rifle and a deathly scar over his right eye.

  • Meeko, the assault specialist of the squad. He carries sub-machine guns and a huge (for yordles) gatling gun strapped to his back.

  • Aleb, the squad's combat medic. He uses twin pistols and a defibrillator when in a pinch.

  • Sevom, the squad's heavy weapons specialist. He carries a rocket launcher and a portable mortar.

#At a Glance

##Roles Primary: Marksman Secondary: Support

##Resource Mana

##Simplified Playstyle Pseudo-stanced abilities champion Fortify and split forces: RTS-style champion Autoattack focused ##Ratings Attack Power········■■■■■■■□□□ Defense Power·····■■■■□□□□□□ Ability Power·········■□□□□□□□□□ Difficulty················■■■■■■■■■□

##Statistics Health······························510 (+85/lvl) Health Regeneration·······4.62 (+0.21/lvl) Mana·······························290 (+41/lvl) Mana Regeneration·········7.60 (+0.40/lvl) Attack Damage················56.50 (+3.90/lvl) Attack Speed···················0.600 (+3.9%/lvl) Armor·······························27.50 (+3.8/lvl) Magic Resist····················30.0 (+0) Movement Speed············325 Range·······························585

Due to the heavy assortment of tools accessible in their kit, Venture Team is on the lackluster side of things regarding their base health and mana statistics.

##Age Middle-Venerable age (for yordles)

##Gender Four Males

##Race Yordle

##Attack Increment Ranged

##Weapons Assault rifle (Gaz); Sub-machine guns & Gatling gun (Meeko); twin pistols and defibrillator (Aleb); Grenades, rocket launcher and portable mortar (Sevom)




#Lore

While Bandle City is known throughout the land of Valoran for its indomitable pride and affection towards its many native yordle heroes, little of such can be said of those citizens from the city-state who have long faced exile from their native home. Until recently, the slightest utterance of the phrase "Venture Team" promoted nothing but repulsion and disdain. While few still remember the many old stories that surrounded that withered title, all can recall the reason why the name brings such malice and disgust. Many years ago, the Bandle City military, acting most notably through the Megling Commandos, faced a dire crisis in a brutal, ongoing war with the city-state of Noxus. Based on a strategic military area and fighting against Darius and a legion of his Noxian soldiers, a yordle contingent from the Commandos managed to fight off its assailants for a number of long, tiresome weeks. Among its number was a squad consisting of four young but fierce infantrymen. Known to themselves and their comrades as "Venture Team", they had already gained a formidable reputation as a single-squad strike force amongst men and yordles alike in Valoran. Not surprisingly, they consisted the brunt of defensive force in the fortified territory, bolstering the yordles at their side with their presence. In one final battle staged by Noxian troops, however, the walls of the fort were finally breached, allowing a tide of chaos and violence to rush into the broken hold. Not much is known about what exactly took place during the fighting. However, all can recall what happened when the battle was over and only Venture Team remained as the only yordle survivors. With the aggressive edge of Darius' axe then sneering down upon them, Venture Team's leader fell prey to life-changing decision. While he managed to free himself and his squad from Noxian hands, Darius' careful web of lies convinced him to part with a lead on a strategic location that eventually lost the war for Bandle City. Returning to its home after the battle and hoping for recompense and possibly even honour and glory for its actions, Venture Team was instead shunned and exiled for treason and devious acts against Bandle City. Soon discovering that no Demacian state would keep the four yordles, and faced with lopsided choice between Noxus or the wilderness, Venture Team struck out into unknown lands and disappeared, its broken reputation and its forgotten loyalty to Bandle City never to be seen again for several years.

When the squad emerged, it's members seemed entirely changed. They worked together as mercenaries under a different title, taking on extremely risky missions and contracts for dangerous armies and special forces groups. They earned a new reputation – instead of being hailed as brave and stalwart heroes, they were then known as ruthless, efficient killers. For years, they were the most expensive mercenary team money could buy – and nothing could separate them in the hopes of lowering the price.

It was only a matter of time, some knew, until Venture Team approached the Institute of War searching for fame and glory. After leaving their years of mercenary work behind, none thought the Team's members would pass their Judgements. But then, the unthinkable happened – the Summoners agreed to judge the yordles together for the League of Legends. The time-weathered, now-veteran squad of yordles proceeded to complete its Judgement with ruthless skill and efficiency.

Upon being asked their name, their leader stepped up and uttered, for the first time in decades...

"Venture Team."

"Alright, boys; we've got some tangos to kilo!" -- Gaz, leader of Venture Team




#Abilities

##PASSIVE: Garrison -

  • After remaining stationary and out of combat for 3 seconds, the ALT key will cause Venture Team to begin to fortify its position, building a dug-in structure over the course of up to 75 seconds. Each team member present at the structure will reduce this build time by 15 seconds.

  • As long as an active unit of Venture Team is Garrisoned inside the structure, that unit has immunity to displacement effects and a bonus of up to (25 x Venture Team's level) Health, (5 x Venture Team's level) Armour, (3 x Venture Team's level) Magic Resistance, and 2000 base vision range depending on its build status.

  • Pressing the ALT key will cause the entirety of a controlled Venture Team unit to leave a Garrison. Mousing over a Garrison will reveal a button which toggles its functions between Aggressive Stance (Attack any enemies nearby) and Defensive Stance (Attack only when attacked). Simply moving over a Garrison with a unit will have those members enter the Garrison and gain all of its bonuses (player control will also shift to the Garrison)

  • Venture Team may have up to three Garrisons active at any one time. Garrisons have an amount of Health equal to 100 + (25 x Venture Team's level), and may be destroyed by enemies while unguarded.

  • Garrisons gain an aditional 5 armor for each Garrisoned Venture Team unit.

##Q: Contact! CD: 6 seconds

Orders a member of Venture Team to use its special ability, replacing each ability icon with the icon of each respective squad member for up to 3 seconds -- Q for Gaz, W for Meeko, E for Aleb, and R for Sevom. Each ability has different characteristics and mana costs depending on the member chosen. If no members are chosen after 3 seconds, this ability is put on a 3 second cooldown.

##Gaz: Contact! Cost: 50/55/60/65/70 Mana

Gaz rallies Venture Team, instantly granting 10/15/20/25/30% movement speed and 50 Tenacity to his current unit for 2 seconds. If Gaz is Garrisoned, he instead grants 15/20/25/30/35% Attack Speed for the same duration.

##Meeko: Contact! Cost: 50 Mana + (6/9/12/15/18 Mana per second, increased by half every succeeding second up to quadruple the cost)

After channeling for 1 second, Meeko roots the active unit and sets up his Gatling gun, using it to fire off a powerful barrage. The barrage replaces Venture Team's basic attacks, firing a constant stream of (Attack Speed) projectiles every second which each deal 10/20/30/40/50 + (100% AD) damage per bullet. Bullets slow enemies by 10/15/20/25/30%, have a range of 700, and are capable of piercing though enemy minions and monsters up to their maximum range. If Meeko is Garrisoned, the range of his Gatling gun attacks is doubled to 1400.

The barrage slowly follows the cursor within the constraints of a wide cone (Similar to a Velkoz ultimate).

Meeko: Contact! lasts until cancelled by pressing the Q key.

##Aleb: Contact! Cost: 100/105/110/115/120 Mana

Aleb uses defibrillators on a downed Venture Team member, instantly restoring that member to life. If used on an enemy within 125 range, deals 100/125/150/175/200 (+60% Ability Power) damage and stuns it for 1.5 seconds. Enemy champions who have just been stunned by this ability are immune to it and its damage for 8 seconds afterwards.

##Sevom: Contact! Cost: 25/35/45/55/65 Mana

Sevom fires a rocket at target location within a range of 600, which deals (100% Attack Damage) damage plus 60% damage to all enemies within 300 units of the impact point. All effected enemies are knocked back slightly. If Sevom is Garrisoned, he fires a mortar instead that covers double the distance (range increased to 1200).

Notes:

  • The cooldown of this ability begins only after its effects wear off (for example, when Gaz's movement speed bonus expires or Meeko's Gatling gun emplacement is cancelled).

##W: Take Point! - Cost: 20/30/40/50/60 Mana CD: 20 seconds

Orders a member of Venture Team to lead it into battle, granting access to a persistent passive effect depending on the member chosen to lead. Similarly to Q: Contact!, using this ability will replace each ability icon with the icon of its respective squad member for up to 3 seconds. If none are chosen, this ability is put on a 5 second cooldown.

##Gaz: Take Point! Gaz reinforces his leadership of Venture Team with deadly precision and endurance, granting his unit 10/15/20/25/30 flat Armor Penetration and causing kills to restore 2/4/6/8/10 mana. If Garrisoned, Gaz instead grants double of each bonus to his unit.

##Meeko: Take Point! Meeko supplements his unit with increased firepower and situational awareness, allowing it to passively fire at enemies with submachine guns even while moving. All enemies within attack range are dealt 5/10/15/20/25 + (10% Attack Damage) damage every second. This complements the unit's basic attacks. If Garrisoned, the range of these submachine gun bursts is doubled.

##Aleb: Take Point! Aleb supplies fast-acting medicine to the squad, granting 200% out-of combat base Health Regeneration. If Garrisoned, this Health Regen persists through combat.

##Sevom: Take Point! Sevom supplies his unit with explosive ordnance, allowing it to throw a grenade every sixth attack. The grenade deals 10/20/30/40/50 + (80% Attack Damage) damage plus 60% damage to all enemies within a 200 unit radius. If Garrisoned, the number of attacks required to trigger this ability drops to three.

##E: Scout Ahead!

Passive effect: Venture Team has 5/10/15/20/25 bonus Movement Speed.

Active effect: If Venture Team is Garrisoned, orders one of its members to split off into another unit of soldiers, the control of which is immediately handed over to the player (Garrisoned squadmates become game-controlled). As long as the controlled unit is within 1000 units of a Garrison with at least one member in it, this ability may be used to incorporate another member into the scouting party.

Notes:

  • Game-controlled Garrisons have health equal to (100 + (25 x Venture Team's level)) x number of squad members present.

  • Player deaths occur if the unit being controlled by the player is killed.

  • If Garrisoned members out of the player's control are killed instead, those members are presumed "KIA" (as shown over their greyed-out UI ability icons) and the player must wait for them to "respawn". Time to respawn decreases with level in the same way that player respawning does. Members will respawn at either the fountain or at the active Garrison nearest to the fountain.

  • Abilities related to members not currently in the player-controlled unit (such as Meeko: Contact! without Meeko himself around) cannot be used unless the player-controlled unit is near a Garrison with the member in question stationed in it. If used then, the ability will be used if ranges allow.

##R: Guerrilla Warfare Cost: 100 Mana CD: 125/90/60 seconds

After 3 seconds of perusing the area, Venture Team's controlled unit vanishes into nearby natural terrain, becoming stealthed. Venture Team may move within these walls at 60% movement speed, following move commands as best as possible. Reactivating this ability will cause Venture Team to emerge from the wall and gain the Element of Surprise, gaining 40% Attack Speed for 3 seconds. After the initial 3 second channel time, Guerrilla Warfare may be cast again at a 2 second cooldown (to toggle stealthed and un-stealthed states) for up to 6/12/18 seconds. Using this ability again several times can allow Venture Team to run to nearby walls. Venture Team will emerge from a wall automatically if this duration ends.

Notes:

  • While hiding in a wall, Venture Team may be attacked (if they are detected through their stealth), AOE'd, or otherwise interacted with normally.

  • Guerrilla Warfare requires a wall of natural terrain within 550 units in order to function.

  • Any damage or CC taken while channeling for Guerrilla Warfare will cancel the effect and put the ultimate on a halved cooldown.

#Gameplay

Work in progress!

#Flavour

##Animation/Appearance Work in progress! ##Quotes Work in progress!

#Calling of the Legion (June MCCC Lore Challenge)

I - The Winter's Wrath

Icy snow. Screeching gales. Thunderous storms raging; even nature itself found reason to lash back with mighty force. All this, and worse: stampeding hordes of wildebeest, tundra cougars, and various forms of ravenous steed rushing down a wailing gulch of stone and permafrost, all mounted by bloodied barbarians wearing icy, enchanted armour.

All of this Gaz heard. To none of it he listened. To his stubbed yordle ears, all that passed as language were two ultimate truths:

The quickened heartbeats of his three comrades

And their ruthless blizzard of gunfire.

Alone, Gaz was strong, but fallible. With only his assault rifle, his peerless improvisation, and his lethal marksman wit, Gaz knew he could kill hundreds of these barbarians with the correct terrain and sufficient ammunition. But he would eventually be slain, he knew. Only through his greatest friends – his only friends – was he truly invincible. Together, he knew, yordles were more powerful than any band of men could ever become. Only he and such friends – Meeko, Aleb, Sevom – knew this when the whole of Bandle did not. And so, the rhythm of battle of here was not simply itself; it was a statement.

At the helm of the approaching army was Sejuani, the Winter's Wrath herself. She watched unfazed as Gaz and his brothers-in-arms mowed down rows upon rows of her soldiers from their fortified emplacement at the end of the forested canyon. As ice enchantments shattered to pieces before them, Venture Team seemed barely a mixup of four yordles. No; they were this canyon's greatest story, as Gaz knew. Only yordles could ever think to challenge the impossible and succeed.

Gaz reloaded in a flat half-second, wheeling to end the lives of three charging barbarians entering the kill zone. He elbowed Sevom's side, and was promptly tossed two armed grenades to finish the job against ten more vengeful soldiers.

"Your six!" Gaz shouted. He felt a spatter of blood as Aleb caved in a reckless Northling's skull with his pistols less than five feet away. He turned. He shot, fatally wounding a sabre cat and its rider. "Wheel! Tac Bravo!" he yelled, hiding behind sandbags as Meeko's laughter was met with nothing but screams of maimed pain from countless razor-tipped Gatling rounds.

"Having fun yet!?" Meeko howled psychotically, mostly to the enemy and barely to the Team. Gaz could barely hear him over the sound of Gatling shells firing, ammo belts rattling up to his side, and rushing wind –

"Sevom!" Gaz yells. His mate twitches around, firing a rocket as he turned. A huge, icy bola wreathed in subzero magics shattered in a thunderous explosion above the garrison. Venture Team ducked behind their sandbags in unison as the sound of war drums permeates the area.

Gaz was the first to rise, followed at once by Meeko, Sevom, and Aleb. Below them pooled a swath of blood and corpses even the late League's famed champion Sion might envy. But beyond that, most importantly, was the supposed endgame: Sejuani and her royal guard.

"I fail to understand why or... even less... how four yordles could stand against my armies," Sejuani bellowed from across the flats, visibly shaking with rage. "But it matters not, weaklings. Your little 'adventure' ends... now. Let's see how your tiny little rat paws contend against the tusks of my boar!"

Growling like a wild animal, Sejuani and her cavalry of tusked beasts surged forward. Her flail wound up a storm of hurricane-force winds in an instant.

Gaz smiled. Little did she know, the Winter's Wrath was cornered. And all it took was a little hit-and run on a Claw village... Gaz thought. Now look where we are.

The yordles stood proudly upon their hill. Sejuani looked at them frenetically, enraged beyond redemption, at their eye level. Her storm closed by the second. Her cavalry raced towards an icy flat before the Team's fortifications. Lightly this time, Gaz elbowed Sevom, who stood next to his smirking leader. The yordle's tiny little rat paw held a tiny little device.

It had one button.

The boars and their riders, bestial avatars now, crested the border of the icy flat. None of them could have possibly heard Sevom's flipping of a coin in his hand, which landed 'heads'.

The thin ice beneath the queen and her guard – and the black water beneath it – grimaced to red. The ice shattered as hundreds of carefully hidden mines exploded underneath the horde, scattering hundreds more boars, men and women alike across the flat. Triggering in a reverse-'V' pattern closed upon Sejuani herself, the mines' continued detonations caught Sejuani's warding shamans off guard, annihilating nearly every mounted combat troop behind the Winter's Wrath. After barely five seconds, only smoke, ice, and Sejuani remained.

"W... what!?" Sejuani looked behind, beholding that which lay there. Shaking with rage and the purest of agonies, she wheeled around. Bristle snorted in pain at her reins' pull, which were held with a death grip. "You... you sniveling rats!"

With a nonchalant grace, Venture Team marched over and down their emplacement, Sevom flipping his coin all the way. "I'm sure you've fought a certain Ziggs, Sejuani," the burly, grey-furred creature chuckled. "That yordle taught even me a thing or two about explosives. How to make them from scratch... how to assemble them for maximum desired effects... just how to have them influence an environment in a most extraordinary way. But most importantly, he placed in my mind an idea. What if one was to do all of those things at once?"

It was clear the queen had had enough. Beyond words now, she spurred Bristle on with her heels, the boar once more cringing from the pain. The storm began to wind around her again as her flail sliced through the air and her enchanted armour glowed an icy blue. She charged the four yordles, death and nothing else in her eyes.

Venture Team stood its ground. "Splinter, splinter!" Gaz yelled, the flail-storm rising. "Tac Alpha!"

The yordles shot in two directions, Sevom and Aleb diving to the left and Gaz and Meeko to the right as the Winter's Wrath pulverized the ice beneath where they once were. Pins hit the ground as Sevom locked Bristle's retreat with five armed grenades while Gaz and Aleb opened fire on the queen herself. Meeko chose this moment to slip away from the battle, heading towards the garrison. Flail sundered ice and the earth beneath as Sejuani entered a berserker rage. Skipping and dodging the one-horned terror's attacks, Gaz, Sevom and Aleb paced closely around the queen, firing their weapons as the late League champion tried and failed to swat the yordles from the earth.

At long last, her armour's enchantments broke. Over at the garrison, Meeko smiled as his gatling gun revved up. It was too late for Sejuani to register five Gatling shells entering through her helmet and into her skull.

As the once-famed queen crashed to the ground from Bristle, the beast's only initial movements indicated confusion. It soon yielded to the yordles as they tied the boar to a nearby tree. Snow continued to whiten the skies, and lightning yet loomed on the horizon.

"Hm. I would assume that someone heard the commotion," Aleb said, leaning on Bristle's tree trunk. The storms above the mountains gathered ever more dangerously.

"He will be here soon," Gaz said as he walked away from Sejuani's corpse. "Alone, if he's smart."

II - Berserker

The Team waited around their encampment before the forest. Gaz paced, lost in thought, while Aleb checked ammo and provisions. Meeko was busy polishing a Gatling round with a well-used cloth, and Sevom sat atop a rock before Bristle, absentmindedly flipping his coin. The boar watched with a snarling face.

"How long? Sevom said aloud. "They should be here by now."

Gaz turned from his walk to his grey-furred squadmate. "Keep it quiet. They will arrive when the time seems to favour them. But it won't. We will be ready."

The frigid air began to harbour snowflakes as the sun dipped below the horizon. The Team set to work setting torches.

**Bruuuuuum. Bruuuuuum. With the dusk light fading, a faint beating of drums could be faintly heard. It grew ever louder with each passing moment.

Gaz's sundered ears perked immediately. "Positions!" He barked. "I know who this is."

Venture Team barely had time to organize before an explosion of bark and plant shrapnel heralded the fall of four trees behind them. A band of Winter's Claw berserkers burst from the forested shadows. The leader of the seven muscled men, Olaf, laughed with a deep, gravelly voice.

"So you wish to challenge the Winter's Claw, vermin?" he sneered. "You may." Olaf readied one of his axes and threw it with extreme force, charging towards the yordles' encampment with his kin.

Meeko struck first, his barrage of Gatling shells tearing down three berserkers immediately. Olaf snarled and threw his other axe at the gun – the yordle barely escaped before the machine was cut in half. Gaz and Aleb skirted the berserkers, the sound of their gunfire nearly drowning out the men's screams of bloodlust and vengeance. Sevom readied himself at his last emplacement and fired two rockets at the barbarians. Dodging out of the way, Olaf and two others managed to escape the explosive fate of the two who couldn't.

The Berserker and his remaining two elite bodyguards, wordless now, charged with abandon at Sevom and his arsenal. The two leading the way cut through the meagre sandbags with ease, and Sevom barely escaped a bloody fate as Olaf's axe tore through the rest. He laughed all the way through his dive, however; none could see the grenade pins dripping through his hands. The two remaining berserkers blew apart in a huge explosion at the top of the hill. Olaf staggered from the shockwave.

Olaf watched as Gaz, Aleb and Meeko helped Sevom to his feet. "Yordles and their cowardly little tricks," he snarled. "We'll see who laughs once I'm done with you four!"

Olaf charged at the weaponless Meeko and Sevom, his mouth frothing with rage as his body shaded to red. Two axes in hand, he shrugged off Aleb and Gaz's gunfire and barreled into the group. Swiping with abandon, the Berserker swung and swung, his few blows barely missing Gaz and Aleb as they drained the rest of their ammunition into the man. The ground shook as the huge barbarian at long last tumbled to the ground with a bullet in his head.

Meeko broke the silence with his trademark cackling laugh. He looked to the broken Gatljng gun where he used to be moments before. "Well, at least that wasn't Larissa," He snorted.

The others jumped in confusion. "It wasn't?" Sevom exclaimed. "I thought you bought that gun everywhere."

"I do," said Meeko. "But I only take her out in the real battles." The maniacal yordle's laughter continued into the night.

#Changelog

  • 2015/06/10 - Posted!
  • 2015/06/11 - Added some QoL changes to Garrison as per a great suggestion by showcase25.
  • 2015/06/13 - Added at link to the June 2015 MCCC page for easy reference and support.
  • 2015/06/14 - Added Calling of the Legion Lore Challenge section! I - Winter's Wrath is now written. I will be adding the two others as time goes by!
  • 2015/06/16 - Added II - Berserker!
  • 2015/06/21 - It's been a while. Added base statistics and actual artwork (whoa)!

9 Comments

showcase256/11/2015, 6:40:29 PM1 votes

I don't normally aide the competition, but this is very original.

One thing that stick out is your control over building garrisons. Standing still for 3 seconds (out of combat, that is) does happen a lot: recovering at base amd buying. This will be annoying trying to micro that if you have 3 garrisons on the field that you want to keep.

I suggest you have too hit a key, say ALT, in order to start building.

If you want to add some more complexity and thematic cohesion:

Whenever you have a garrisoned, thier natural vision range increases to 2000. Garrisons gain an addition 5 armor per garrisoned unit.

Keagn6/13/2015, 4:00:42 AM1 votes

Yordles aren't something typical to find in our midst, so forgive me if I'm a little hesitant to trust you four. This task will not be particularly important in the large scale of things, but will test where your loyalties lie.

Targets: Sejuani, the Winter's Wrath; Olaf, the Berserker; Udyr, the Spirit Walker; Volibear, the Thunder's Roar Priority: ★★★★ Occupations: Marauders/Warriors Current Location: Spread out within the Western Freljord Additional Information: The Winter's Claw, although fairly neutral, could be a potentially hazardous group if left unchecked. Some of their members are more important targets than others, but it is important you take all of them out. Return to our citadel with Sejuani's boar, Bristle; Udyr's pelts, and Volibear's armor. Happy hunting.

~~ S~~

Steve Irwin Died6/14/2015, 7:57:25 AM1 votes

Added my first part of the Calling of the Legion MCCC Lore Challenge! The two others will come shortly.

Steve Irwin Died6/16/2015, 5:01:04 AM1 votes

Added the second part of Venture Team's MCCC Lore Challenge!

Steve Irwin Died6/21/2015, 9:49:39 PM1 votes

Update (yay)! Added base stats (finally) and some artwork!

I'll be finishing up this concept in the next few days. I swear.

Rockman6/22/2015, 12:44:50 AM1 votes

Interesting.

How do you manage gold given with each death and healthbars when combined into different parties?

AKA If I kill a garrison of two, does that give full gold or half gold? Do they have half their normal base stats or full base stats when only half are in a party? Do certain Yordles only hold certain stats? Do they share a lifebar when together?