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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Fortress - Dwarfs with golems, guns and cannons
Thread: Fortress - Dwarfs with golems, guns and cannons
Cortes
Cortes


Adventuring Hero
posted March 04, 2017 09:50 PM
Edited by Cortes at 21:52, 04 Mar 2017.

Fortress - Dwarfs with golems, guns and cannons

I have not enough interest to the series anymore to use "Cortes thread for future Line-Ups" as it was intended and supposed to.
So I will simply post, what is left. For now, anyway.

And this is one of it.
That ist something, that has awaken my interest for quite a while now: As much as I like dwarf as a race and love them on the way LotR or this series potrays them, I can imagine them with a stronger Focus on a technological level. But without changing the core of dwarf, of course.

Well, that is, what I tried.  



NAME: Fortress
SHORT: Technological advanced dwarfs.
THEME:
Example

I owe non of the pictures


INFO:
Dwarfs are excellent blacksmiths, great miners and strong warriors with a deep love for a good fight and a good ale. They are stubborn and grumpy but loyal to their friends and always interested to earn some gold. But they are also a race full of conservative people. Changes are always seen with criticism. They are questioned. But sometimes, they are necessary.
Rune Magic. An unique kind of magic, a trump card of the dwarfs against their opponents. But the times have changed. They are not as many dwarfs, as their once were and the open places of the dwarven armies have become bigger and bigger as the empty houses in their cities have become more and more. They lost on influence and their enemies grew stronger and bolder. New inventions had to be made and the use of rune magic had to be changed as well, now the role of the priests have changed and every dwarf, if he or she is proven worthy, can learn the secrets of the runes. New weapons came to see the light of the day and the dwarfs had a technological revolution. Gone are the days, where the dwarfs could fill an entire army with their own people or could rely on the help of mighty beasts, close to their homes. Nowadays, golems and other construct support dwarven warriors in the heat of the fight and the technological wonders of their cities are rumored throughout the world. The dwarfs are once again a great nation.



RACIAL:
Rune magic as always.
But this time, it works a bit different:
Every rune needs to be done by the hero and can be cast on three ways: on single target, with area effect and with mass effect.
Single target cost only mana, area effect adds cost of resources and mass effect has higher cost on both then area effect.

There is a special rune, the Rune of Healing. Every hero can use this rune automatically and it scales with the rank of rune magic. On the highest level it gains ability to resurrect units.





HEROES:

RUNESMITH(Might):
The best blacksmiths of all are not only provided with a training at rune magic but have also military training to be commanders on the battlefield. No Runesmith would ever allow the troops to fight with weapons or wearing armor, who did not get a personal authorization from the commander itself. The same goes of course for the war machines.  


RUNELORD(Magic):
Aside from a mastery of rune magic, these dwarfs are also well known for their use of light and fire magic. At the old days, most of them would have been mere priests, serving as soldiers but today, everyone of them is a mighty wizard.


LINE-UP:


Defender / Shield Guard – walker, melee

LORE:
No matter the time, no matter the age, no matter how many things will change. A dwarf with ax and shield will always be a common sight within a dwarven army. Even though the times have changed, most dwarfs do still tend to sign up for the most conservative troop of their army. They are now even more willingly to stand on the battlefield and never run from a fight.
Abilities:
Big Shield: Creature gets only X% of non-magical ranged damage.
Armored: Unit has immunity to any spell or negative effect which reduce defense.
(U)Shieldwall: Depending on amount of tiles to be crossed by enemy while reaching unit, unit gets only X% of original damage.
(U) High Morale: Creature has always positive morale.


Gunner / Rifleman – walker, ranged

LORE:
For a long time spears and crossbows were the favorite weapons for range combat among the dwarfs. The first guns were not particularly good anyway. But after a new type of ammo came out, cutting the amount of time for the reload to the same space as the older weapons had and after a direct order from the king, who defeated an overpowering enemy with mostly this units, they were victorious. Now they are the most used weapon for ranged combat.
Abilities:
Piercing Shoot: Attacks of this creature ignores every effect, which lowers damage from physical attacks.
(U)No melee penalty: Unit has no penalty for close combat.


Flametrooper / Master of Flames – walker, melee

LORE:
One of the most exotic weapons are the flamethrowers. And they were not even meant to be weapons to begin with. They were merely a tool for workers and engineers, part of a kind of mobile forge, so to say. But all of this changed, when they were the only weapon to defend against an enemy attack. Now, they are one of the most deadly weapons the dwarfs have but they are not without danger for the user itself.
Abilities:
Fire Breath: During attack, creature damages not only the target but any other unit positioned directly behind it.
Explosive: When a stack of this unit dies, every creature on neighboring tiles will get damaged.    
(U) Armored: Unit has immunity to any spell or negative effect which reduce defense.


Stone Golem / Iron Golem – walker, melee

LORE:
Living constructs, the golems are a new but important part of the dwarven armies. They are a slow but unstoppable force on the battlefield and are more then able to hold their ground, since only very few things could destroy a golem with one strike. And the new generation of golems, now much more technological, can strike back as many times, as needed.
Abilities:
Mechanical: Creature has always neutral morale. It cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed, they need to be repaired.
Force Strike: Every attack of this unit has chance of X% to move target one tile, making it unable to retaliate and losing X% of initiative. Higher chance against small creatures.
Unfettered: Creature can not be slowed down.
(U)Unlimited Retaliation: Creature will always retaliate


b]Mobile Ballista / Scavenger – walker, ranged

LORE:
When the technological revolution began, the dwarfs had hundreds, maybe even thousands of ballistas. Some said, they could still be used, other said the opposite. The discussion was going on for weeks but then, a young engineer had a certain idea: Why not making a mobile construct out of them? The success speaks for itself.
Abilities:
Mechanical: Creature has always neutral morale. It cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed, they need to be repaired.
No range penalty: No penalty on range attacks.
(U) Giant Slayer: Bonus damage against big creatures.



Mechanical Dragon / Steam Dragon – flier, melee

LORE:
Failure. This word could have ended the history of the artificial dragons, forged by the dwarfs. And that would be right. Their purpose was to fight and hold back the dragons but they utterly failed this duty as they proved being no match on 1on1 against real dragons And even though, they proved themselves a good and strong addition to the military, they creators could never forgot the shame of the failure. And they decided to implement a new mechanic, hidden inside their metallic bodies.
Abilities:
Mechanical: Creature has always neutral morale. It cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed, they need to be repaired.
Resistance to air: Creature has X% resistance to damage or negative effect, based on air magic.
Lighting Breath: This creature deals damage on all enemies that stand near its target, the damage dealt by such an attack is shared equally between the targets.
(U) Steam Cloud: Once per round, unit can unleash a cloud of steam, damaging every unit on an area of 2x2 tiles around it with water damage.



Colossus / Yotunn – walker, melee

LORE:
Trough the darkest times, the biggest sacrifice and the greatest sorrow comes the colossus. A combination of the highest technology and the strongest magic, added to the sacrifice of a live, given by the own free will, made this powerful beings. They are the eternal guards of the dwarfs, still remembering, that they were once one of them. Even though they are now more a magical construct then a dwarf, they will protect their kind at any cost.
Abilities:
Mechanical: Creature has always neutral morale. It cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed, they need to be repaired.
Long Range: Small units can not retaliate to attacks of this unit.
(U) Resistance to air: Creature has X% resistance to damage or negative effect, based on air magic.
(U) Resistance to water: Creature has X% resistance to damage or negative effect, based on water magic.
(U)Last Man Standing: If one stack of this units dies completely, one unit will rise from the dead with 1 HP and can act immediately.  Defense of this unit will drop to zero, attack will rise at the same amount and it will attack with No Retaliation every enemy unit in front of it.



WARMACHINES:


SUPPORT:
The support of the dwarfs is the Repair Station. After the constructs started on playing a larger role on the battlefield then the actual dwarfs and after the invention of a rune with healing ability, there were no need for healers on the side of the battlefield. Now, constructors and engineers haven taken this place.


The TANK plays the double role of Ballista and Catapult. Tanks are an extremely expensive creation and cannot be risked by bringing them into actual battle.


SPECIAL-BUILDING:


ANCESTRAL HALL:
Boost growth of Defender and Shield Guard by X per week.

BREWERY:
Reduce cost of all “core” units by X%.



CONSTRUCTION HALL:
Boost growth (depending on town level and tier of unit) of one unit with the ability mechanical per week. Player can choose unit on last day of old week.
Will also send a troop of Tunnel Scout by the start of every week to a unkown or neutral mine on the map randomly. Tunnel Scouts will always offer to join army of the player, otherwise, they have to be defeated first.


Tunnel Scout – walker, melee

LORE:

Abilities:
Mechanical: Creature has always neutral morale. It cannot be affected by Poison-, Blind- or Mind-related magic. These creatures cannot be resurrected or healed, they need to be repaired.
Hiding: Creature is invisible, if standing around big obstacles or friendly, big creatures.
Resistance to earth: Creature has X% resistance to damage or negative effect, based on earth magic.
Saboteur: Creature gets X% on damage against warmachines and creatures with ability “Mechanical”.




____________
My idea for necropolis
Fortress with guns and cannons

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted March 04, 2017 10:13 PM

I like this. Seems like a nice mix of both Warhammer and Elder Scrolls dwarfs.

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Cortes
Cortes


Adventuring Hero
posted March 05, 2017 10:53 AM

Mediczero said:
I like this. Seems like a nice mix of both Warhammer and Elder Scrolls dwarfs.


Thanks. Well, I do like the Warhammer version as well as the Elder Scrolls version of dwarfs.
It seems like they are the most technological advanced dwarfs as well.
____________
My idea for necropolis
Fortress with guns and cannons

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