Professional Documents
Culture Documents
Nathan Minster
Started February 23, 2007
Based on the Hellsing manga by Kouta Hirano
WHAT IS HELLSING?
Hellsing is a manga created by Kouta Hirano, which was then turned into an anime and is
now becoming an OVA. The growing popularity of Hellsing, along with its strong western style
and themes, has led to a large fanbase within the United States. The manga is a detailed story
about the epic clash of a behind-the-scenes British organization known as Hellsing, a deranged
organization from World War 2 known as Millenium, and a fanatical branch of the Catholic church
called Iscariot. This game follows the stories of each faction as outlined in the manga, where the
goal of any team is ultimately to destroy the leader of their enemies. The single-player storyline is
seen through the eyes of the Hellsing organization, where the player leads several famous units
from the manga through intricate strategic puzzles. The multi-player features all three playable
factions.
This game document is for demonstration purposes only, and does not reflect any real
development on an upcoming title.
WHY AN RTS?
Real-time strategy games regard timing and resource management as their most important
aspects. As compelling as it may be to make a first-person shooter where a player can run
around blasting opponents as Alucard or impaling ghouls as Alexander Anderson, the strength of
the main characters relative to the possible enemies is overwhelmingly unbalanced, with
exception to select battles between the major characters. Hellsing is itself about timing, about
precision battle planning and the delicate balance of resources to turn the tides of battle. Three
different sides come together in battle and, using these methods, forge an unpredictable
outcome. No better genre captures the varying strengths, weaknesses, and military strategies
that are so imbued into the style of Hellsing than a Real-Time Strategy game.
Hellsing: Unmatched is a radical departure from standard RTS rules. The game focuses on
strategy, not about speed. The most noticable difference is that Hellsing: Unmatched does not
allow players to setup buildings. Each particular scenario, whether in single player or multiplayer,
provides pre-built facilities that can provide support for units or serve as obstacles to defend or
destroy. Certain buildings will always hold particular significance to a team, and create a fortified
base area. Troops will be able to take cover utilizing the architecture of many buildings
throughout the game, such as hiding behind pillars, or crouching low on upper balconies,
accessable from the outside of the building. The possibility of teams being able to enter major
buildings that act as distinct sub-environments should be considered as a possible
implementation, although the usefulness of this idea will be considered in the gameplay layout in
Part 2 of this document.
Since players do not construct buildings throughout gameplay, troop manufacture also stays
level. This does not mean that the starting team is all that a player is given, nor that armies
cannot increase over time. When certain obstacles are met or troops are in a certain area,
healing comes into play as a way to preserve troop levels. Additionally, higher-level troops may
only be accessed through certain goals that have been met. Bonus allies and mercenaries may
be hired through certain in-game accomplishments, each unique to a particular team, and some
abilities allow enemies to be captured and used as part of a different force. Perhaps the greatest
factor to take into consideration is the strength of Ghouls, low-level fighters that can be
summoned in vast quantities by particular characters. These potential additional bonus troops are
unique to particular factions and levels, and will be described in greater detail in Part 2 of this
document.
FACTIONS
With such a unique new style of RTS, gameplay balance between opposing factions is more
important than ever. Each side has its own method of combat, a particular organization of fighters
that comprise a grand assault strategy. The mechanics behind each faction's organization is
listed below.
Hellsing
The Hellsing organization prides itself in its noble causes and firm leadership. Although the
organization is very small, the "secret weapon" known as Alucard is considered an unstoppable
combat force meant to counter any possible enemies of Hellsing. Alucard serves as the primary
weapon of this faction, with Seras acting as a close second. The other characters serve as
support and backup. Hellsing's greatest strength is it's two near-unstoppable vampire soldiers,
and its weakness is in its numbers. With only two major powerhouses in the organization, taking
on an entire war requires a very carefully planned strategy regarding the placement of weaker
forces and primary fighters. Overall, Hellsing is a very balanced force, with 2 exceptionally strong
head fighters, several strong mid-range fighters, and a fair amount of strong low-end fighters.
Iscariot
Iscariot's fanaticism is its driving force in battle. The organization is enormous, but is
unprepared for the type of war it will be fighting. Although Iscariot has many troops, they are
poorly trained and disorganized, and so they seldom serve as more than cannon fodder.
Fortunately, Iscariot also has Alexander Anderson, its own secret weapon. Anderson is nearly
equivalent to Alucard from the Hellsing organization in terms of abilities, and has been trained
and equipped specifically to dispatch vampires. Iscariot's greatest strength is its large amount of
troops, with a powerful fighter at the forefront. The weakness of this organization is the weakness
of its soldiers, and teh fact that their one great fighter, no matter how powerful he may be, still
stands alone as the major fighter in Iscariot. Overall, Iscariot uses numbers instead of strength to
overwhelm the enemy, with the hope that its one high-end fighter can tip the odds in their favour.
Millenium
Millenium will stop at nothing to continue the war that spawned this organization so long ago.
starting back in World War 2, Millenium is a Nazi group that has been conducting experiments on
improving soldiers and weapons for decades. The organization has several very potent fighters
with amazing abilities, and does not bother trying to recruit large numbers to overwhelm its
enemies. Every member of Millenium is a valuable individual, chosen specifically for a violent
disposition and a passion for bloodshed. Even Millenium's weakest units are engineered
vampires, making their small numbers a significant match to the armies of Iscariot or Hellsing.
Millenium's strength is in its amazing abilities and powerful fighters all around, but its weakness is
in their incredibly low numbers. Even the greatest soldier will fall when confronted by hundreds,
even thousands, of the enemy head-on. Overall, Millenium is a powerful and compact
organization with no room for the weak, and not much room for casualties either.
In every RTS game, there are different types of units to add variety to the gameplay. In the
Hellsing: Unmatched RTS, each side has a similar hierarchy with varying balances. Units are
divided into the following groups, in descending order of rank: Master, Hero, Secondary, and
Combat. Keep in mind, unit numbers are rough counts based on the manga, and will be changed
for game balance once all of the units have been implemented. For quick reference, each unit is
defined by the basic terms of HP (Hit Points) and FP (Fire Power) which is divided into ranged
and melee. Fog of War is abbreviated as FoW.
A Master Unit is a single individual at the highest possible rank, who acts as leader of the
given organization. Master units are in charge of tactics and organization, and are not expected
to engage in direct battle. Because of this, all Master Units have extremely low HP and FP. When
near other friendly units, Master Units provide an aura of positive morale, effectively boosting
certain combat aspects depending on the particular organization. Most importantly, if a Master
Unit dies, FoW returns to unoccupied areas that were previously explored, and the player is
unable to control the actions of any Combat or Secondary Units.
Hero Units are the greatest asset that a player can have in warfare. Each Hero Unit is a
unique individual at the very top of the ranks of combat, often acting as a personal bodyguard to
the Master Unit. Hero Units gain levels as they advance, which also allows them to gain
tremendous abilities to accompany their initially superior aspects. Every Hero Unit begins the
game with several powerful abilities, and have vastly greater numbers of HP and FP over any
other rank. Hero Units are very difficult to destroy, and in some cases act as both the primary
offense and defense for the entire organization. If a Hero Unit it destroyed, it is a devastating loss
to the organization. If Hellsing: Unmatched were a game of chess, the Hero Units act as the
Queen, and should be managed with great attention.
Secondary Units support the Hero Units. Although they may not be as vastly superior as
Hero Units, Secondary Units often excel in one particular area, such as heightened FP, while
other aspects remain much closer to those of Combat Units. Secondary Units always consist of
one or more distinct individuals, and most often provide additional strength to combat units. Some
Secondary Units may also have useful selected abilities, although few if any static abilities.
Combat Units are the grunts of warfare. Although much stronger than civilians, a small
handful of Combat Units would never stand a chance against a Hero Units. Regardless, the use
of Combat Units is essential to warfare, varying from meat shields to tactical offenses. In large
numbers, Combat Units can be a force to be reckoned with, and even in small groups they can
be used for adequate scouting, subtle infiltration, and enemy misdirection. By default, each
Combat Unit is divided into selectable groups of ten, and all specifications of a Combat Unit
applies to each individual within it, not the collective entity.
HELLSING
Master Unit:
Hero Units:
Alucard
Seras Victoria
Secondary Units:
Walter C. Dornez
Pip Bernadotte
Combat Units:
75 x Wild Geese
25 x Hellsing Elite Infantry
100 x Hellsing Infantry Squad 1
100 x Hellsing Infantry Squad 2
ISCARIOT
Master Unit:
Enrico Maxwell
Hero Units:
Alexander Anderson
Secondary Units:
Yumie Takagi
Heinkel Wolfe
Combat Units:
MILLENIUM
Master Unit:
Hero Units:
Secondary Units:
The Doctor
Schrödinger
Combat Units:
ABILITY TERMS
STATIC ABILITIES
Each Unit has a variety of unique abilities, most depending upon the organization to which it
belongs. Following are descriptions and explanations of "static" abilities, indicating that they are
attributes that a particular unit or units have by default at all times. Some units may have more
than one static ability or other types of additional abilities. If a static ability is labeled as "latent,"
the unit does not begin the game with that ability active. Instead, a specific condition must be met
to activate it, after which the ability remains permanent. Conditions required to activate latent
static abilities vary, and are detailed along with that particular ability's description.
Demonic Vision
The FoW around the unit is revealed 3x further than a standard unit.
Endurance
Wounds do not slow the unit or affect its actions in any way until death.
Regeneration
Undeath
The unit cannot be killed unless its heart is removed in melee combat by a selected
ability. Its HP can be brought down to 0, but the unit does not die.
Following are further potential static abilities for a variety of units. The distribution of these
abilities is explained further down in the Unit Specifications section.
Awareness
The FoW around the unit is revealed 2x further than a standard unit.
Blessed Weaponry
Devoted Aura
Units within 300 feet gain 25% damage reduction, Endurance, and have their current
amount of HP increased by 100.
Diplomacy
The unit does not incite enemy units to attack. A unit with Diplomacy will not attack any
other unit unless explicitly ordered to do so, and likewise will not be attacked automatically by
enemy units. Once a unit with Diplomacy is engaged in battle, whether having attacked first or
having been attacked, the Diplomacy ability is essentially null until the unit has left combat.
Enhanced Reflexes
Units within 300 feet gain 25% damage reduction, Sense Presence, and Golden Armor.
Extended Reach
Golden Armour
Hasted
Immortality
The unit immediately respawns at its home base with full HP if it is destroyed.
Regenerative Aura
Any unit of the same faction within 100 feet of this unit is healed as with the ability
Regeneration. If the unit already has Regeneration, then the effect is doubled.
Sense Presence
The unit can detect any unit with Sight Unseen in its FoW radius.
The unit gains Devoted Aura and becomes Hasted. Ranged FP is increased by 50.
Maximum HP is increased by 2,000 and HP is restored to full. This ability is activated once the
unit is at 10% health or less, and Pip Bernadotte has been killed by enemy forces.
Squad Leader
Superior Reflexes
Tough as Stone
The unit is immune to Wire Trap, Shred Weapon, Cripple, and Corruption.
Triple Threat
The unit automatically attacks up to 3 enemy units simultaneously during each attack.
Uncanny Reflexes
All ranged attacks have a 75% chance of missing the unit, and all melee attacks have a
25% chance of missing the unit.
Vampiric Recall
Any ghouls that rise within 200 feet of this unit become Vampiric Ghouls, gaining all static
and selected abilities of a vampire and tripling their FP and HP.
Virgin Blood (Master Units Only)
Units within 300 feet gain 25% damage reduction and an extra (x1) to their current
Hasted rating. Units without Hasted gain Hasted (x2).
Werewolf (Latent)
The unit transforms into a rampaging beast, losing Diplomacy and gaining Regeneration.
The unit also loses any ranged FP, increases both HP and melee FP by 50%, and is restored to
full HP. The unit is now susceptible to the effects of Blessed Weaponry. This ability is triggered
only at night during a full moon, and ends at dawn.
SELECTED ABILITIES
Selected abilities are exactly what they sound like. These are specific abilities, many unique
to an individual unit, that must be selected by the player to be used. Although most selected
abilities can be used at any time, some require specific conditions to be met. A few standard
selected abilities can be used only when the unit has a certain amount of health, when another
unit is nearby, or during a specific environmental condition. Hero Units often have to reach a
certain level via number of kills or through specific prerequisites before they are allowed to use
their more powerful selected abilities. Abilities below are listed either as timed, deselectable,
instantanenous, or circumstantial.
Player loses control of the unit for 5 minutes as it attacks any nearby creature that is not
an ally. Unit replaces all of its Hasted abilities with Hasted (x3).
Shadowfade - Instantaneous
The unit can fade away and reappear at any location of the player's choice within 20
yards.
Following are further potential selected abilities for a variety of units. The distribution of these
abilities is explained further down in the Unit Specifications section.
Combust - Instantaneous
The unit takes 3,000 damage and deals 300 damage to every unit, both enemy and ally,
within 50 feet.
The selected unit permanently falls under your control. This ability only works on units
from opposing factions, and does not work on Hero or Master units.
The selected unit takes 200 damage, has all haste effects removed, movement slowed
by half and attacks slowed by 75% for 1 minute. Damage to HP is permanent.
While this ability is active, the unit cannot move or attack, and all other abilities are
considered null. All enemy units within 100 feet have attack rate reduced by 50%, movement
reduced by 75%, and have all their abilities removed for 1 Minute, or until the ability is deslected.
This ability does not affect Hero units.
The unit becomes Hasted and has double melee FP for 30 seconds. If the unit is already
Hasted, it loses that ability and gains Hasted (x3) in addition to its double FP. This can only be
used if the unit is at 25% HP or less.
The unit gains Demonic Vision, Regeneration, Endurance, Undeath, and Hasted. If any
one of these abilities is already present, that ability remains unchanged. Melee FP is tripled. This
change is permanent.
Fires an enchanted musketball which hits an enemy at random within 200 feet, then
moves to another random enemy within 100 feet, and continues until 6 hits have been made. If
there is no enemy within 100 feet of the initial target, the same target will be hit again. If there is
more than one enemy within 100 feet of the initial target, then the next target is chosen at
random. Each hit deals 450 damage.
Places an explosive where the unit is standing that detonates when an enemy unit
approaches within 10 feet. The explosive can be detected, but has Sight Unseen. Detonation
deals 800 damage to each unit, both enemy and ally, within a 150 foot radius. The explosive is
not armed until 10 seconds after being placed.
The player chooses any one point within a 300 foot radius. A line of 13 explosives is
spread evenly between the unit and the selected point, and are instantly detonated. Each
explosive deals 800 damage to every unit, both enemy and ally, within a 50 foot radius of that
particular explosive.
The unit loses its melee attack and any Hasted abilities. Time between attacks is slowed
by 75%. Ranged attacks deal 1200 FP each and ignore any Golden Armor effects.
Places a circle of holy papers in a 300 foot radius around where the unit is currently
standing. Any Vampire or Ghoul that enters or is already within the circle is affected by the ability
Cripple. These effects are removed if the enemy unit leaves the circle, but the damage to HP
remains. The circle lasts for 5 minutes.
A random enemy combat unit acts as an uncontrolled spy. The player can see anything
within that unit's field of FoW, and all FoW over which it passes from now on is marked on the
map. Teh player has no control over which unit unit is chosen, nor any of that unit's actions. This
spy unit will act as normal under control of enemy a.i. or another player, and the effect cannot be
detected.
While this ability is active, the unit cannot move or attack, and all other abilities are
considered null. A colossal copy of the unit is formed out of words and symbols. It loses all
abilities and gains Extended Reach and Triple Threat, and its HP and FP is tripled. This copy
may only move within 2000 feet of the original unit or it will fade and dissipate. If the original unit
takes more than 500 damage while this ability is active or if the copy is killed, this ability is
deselected. Deselecting this ability destroys the copy.
While this ability is active, any creatures killed by this unit become Ghouls after 5
minutes. Ghouls have a permanent version of this ability as a static ability.
When in melee combat, this unit can attempt to remove the heart of a selected unit that
has the Undeath static ability. The target must be at 2% health or less.
Shapechange, Dracula (Hero Ability, Requires Level 6, 1-Time Only) - Deselectable, Timed
The unit becomes Dracula, removing Hasted abilities and ranged attack, increasing
melee FP to ~ 800, and restoring full HP. This ability lasts for 5 minutes or until deselected.
Shapechange, Hound (Hero Ability, Requires Level 3, 1 per 20 Minutes) - Deselectable, Timed
The unit becomes a giant ethereal assembly of hounds, removing Hasted abilities and
ranged attack, adjusting melee FP to ~ 400, and granting the abilities Triple Threat and Extended
Reach. This ability lasts for 3 minutes or until deselected.
The selected unit permanently loses all ranged attacks, including any granted or
improved by abilities.
The unit moves at half of its normal speed, and cannot be seen except by units with
Sense Presence. Attacking deselects this ability. Hasted abilities are removed while this ability is
active.
The unit instantly teleports to any spot withow FoW, as selected by the player.
All units previously killed in melee combat by this unit are summoned onto the battlefield
in ethereal form for 5 minutes. All of these units lose any previous Hasted abilities if any, and gain
Hasted (x3). No other changes to summoned unit abilities are made. Immortal units cannot be
summoned.
Wire Trap (1 per 20 minutes) - Instantaneous
The unit takes 30 damage. All enemy units with a 30 foot radius take 1,000 damage
each.
UNIT SPECIFICATIONS
HELLSING
HP: 20,000
Ranged FP: ~ 700
Melee FP: ~ 600
Static Abilities:
Selected Abilities:
HP: 25
Ranged FP: ~ 20
Melee FP: ~ 30
Static Abilities:
Virgin Blood
Blessed Weaponry
Sense Presence
Diplomacy
Selected Abilities:
Sever Heart
Seras Victoria
HP: 8,000
Ranged FP: ~ 300
Melee FP: ~ 400
Static Abilities:
Vampire (Demonic Vision, Regeneration, Endurance, Undeath, Hasted)
Shadow Arm
Selected Abilities:
Walter C. Dornez
HP: 2,000
Ranged FP: -
Melee FP: ~ 600
Static Abilities:
Uncanny Reflexes
Extended Reach
Triple Threat
Selected Abilities:
Cripple
Wire Trap
Sever Heart
Shred Weapon
Pip Bernadotte
HP: 1,000
Ranged FP: ~ 150
Melee FP: ~ 100
Static Abilities:
Sense Presence
Squad Leader
Endurance
Awareness
Selected Abilities:
Sight Unseen
Explosives
HP: 750
Ranged FP: ~ 125
Melee FP: ~ 80
Static Abilities:
Endurance
Awareness
Selected Abilities:
Sight Unseen
HP: 500
Ranged FP: ~ 100
Melee FP: ~ 50
Static Abilities: -
Selected Abilities: -
HP: 250
Ranged FP: ~ 75
Melee FP: ~ 25
Static Abilities: -
Selected Abilities: -
Enrico Maxwell
HP: 15
Ranged FP: -
Melee FP: -
Static Abilities:
Diplomacy
Devoted Fanaticism
Sense Presence
Selected Abilities:
Inside Man
ISCARIOT
Alexander Anderson
HP: 13,000
Ranged FP: ~ 300
Melee FP: ~ 200
Static Abilities:
Explosives Chain
Holy Shield
Sever Heart
Bloodlust
Elena's Nail
Cripple
Yumie Takagi
HP: 3,000
Ranged FP: -
Melee FP: ~ 300
Static Abilities:
Bloodlust
Enhanced Reflexes
Selected Abilities:
Sever Heart
Heinkel Wolfe
HP: 3,000
Ranged FP: ~ 200
Melee FP: -
Static Abilities:
Enhanced Reflexes
Selected Abilities:
Sever Heart
HP: 125
Ranged FP: -
Melee FP: ~ 50
Static Abilities: -
Selected Abilities: -
HP: 100
Ranged FP: ~ 35
Melee FP: ~ 25
Static Abilities: -
Selected Abilities: -
HP: 75
Ranged FP: ~ 25
Melee FP: ~ 10
Static Abilities: -
Selected Abilities: -
HP: 50
Ranged FP: ~ 15
Melee FP: ~ 5
Static Abilities: -
Selected Abilities: -
MILLENIUM
HP: 15
Ranged FP: ~ 100
Melee FP: -
Static Abilities:
Eternal Insanity
Sense Presence
Diplomacy
Selected Abilities: -
HP: 10,000
Ranged FP: -
Melee FP: ~ 250
Static Abilities:
Werewolf
Awareness
Endurance
Superior Reflexes
Devoted Aura
Diplomacy
Tough as Stone
Sense Presence
Selected Abilities:
Corruption
Cripple
Sever Heart
HP: 4,000
Ranged FP: -
Melee FP: -
Static Abilities:
Enhanced Reflexes
Sense Presence
Endurance
Selected Abilities:
Sight Unseen
Reckless Bite
Enchanted Shot
Sever Heart
Combust
Zorin Blitz
HP: 7,000
Ranged FP: -
Melee FP: ~ 600
Static Abilities:
Enhanced Reflexes
Sense Presence
Regeneration
Endurance
Selected Abilities:
Haunt
Cripple
Sever Heart
Monstrous Replication
Dark Omen
Combust
The Doctor
HP: 350
Ranged FP: -
Melee FP: -
Static Abilities:
Diplomacy
Regenerative Aura
Vampiric Recall
Sense Presence
Selected Abilities: -
Schrödinger
HP: 10
Ranged FP: -
Melee FP: -
Static Abilities:
Sense Presence
Immortality
Awareness
Diplomacy
Selected Abilities:
Sight Unseen
Teleport
HP: 1,000
Ranged FP: ~ 200
Melee FP: ~ 350
Static Abilities:
Selected Abilities:
OTHER
Ghoul
HP: 50
Ranged FP: -
Melee FP: ~ 30
Static Abilities:
Endurance
Reckless Bite (Permanent)
Selected Abilities: -
Civilian
HP: 10
Ranged FP: -
Melee FP: ~ 1
Static Abilities: -
Selected Abilities: -