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I came up with a race – the Higher Intellect.
Colors – black and blue.
Emblem – an eight-pointed star.
Motto – "Reason is the ultimate power!"
History – When the subjects of Tuidhana first descended underground, they discovered the Kathars – the true inhabitants of the depths (if someone doesn't understand, Kathars are illithids). Negotiations went well, and the Kathars gave them uninhabited lands where Igg-Shail is now located. The Kathars did not like wars, as they did not allow for concentration. The Kathars despised magic, instead using psionics – the mental power of the mind. The Kathars also knew the secrets of growing living organisms, from which their workforce and army were created. Neighbors lived in peace, but one day the ruler of one of the clans treacherously attacked the Kathar border town of Amshan. The Kathars, in turn, launched a vendetta against the dark elves, using artifacts that suppress magic. Since then, these races have been in constant tension. When the Sixth Eclipse arrived, the Kathars, taking advantage of the situation, conquered part of Igg-Shail. They repelled the demons relatively easily, and to prevent the elves from interfering, they created a huge surge of psychic energy that erased all memories of the Kathars from the elves' minds.
Country – Kathar-Shama.
Capital – Immar.
God – none.
Castle – Buildings with domes are carved into the rocks.
Units:
1. Drones.
Dwelling – Nest.
Description: The main workforce of the Higher Intellect was created by the Kathars a long time ago. Drones perform all physical work. As warriors, they are weak, but there are many of them. A weak chitinous shell is compensated by powerful mandibles, which they use to crush ore in peacetime.
Special abilities – worker (every 100 soldiers will bring one unit of ore each day).
1a. Drone Warriors.
Dwelling – Hive
Drone Warriors differ from their less powerful brethren in their thick chitinous shell, large mandibles, and lower speed. With their mandibles, they can inflict serious wounds.
Special abilities: Mutilating Bite.
1b. Drone Scouts.
The Kathars' fast troops strike so unexpectedly that the enemy is unable to respond. They also poison the victim, compensating for their weak defense.
Special abilities: Poison, enemy cannot resist.
2. Spitters.
Dwelling – Underground burrows.
Spitters are the builders of the Higher Intellect. They spray streams of acid, which dissolves even hard stone. In war, they dissolve even heavy armor.
Special abilities: ranged attacker, acid (each attack reduces the creature's defense)
2a. Weavers.
Dwelling – Underground tunnels.
Weavers have all the properties of Spitters and can also shoot a web at the enemy, which will prevent him from moving.
Special abilities: ranged attacker, acid, web (once per battle, can shoot a web at the enemy, which will prevent him from moving for 10 turns)
2b. Heavy Spitters.
They are not as good ranged attackers, but have heavy armor and are much more skilled in melee combat.
Special abilities: ranged attacker, acid.
3. Elf Slaves.
Dwelling – Slave barracks.
Dark elves who have fallen into the hands of the Kathars are subdued and made into slaves. They serve as guinea pigs for the Kathars in peacetime, and during the war, they are fearless warriors who will die for their master.
Special abilities: Controlled (immune to mind magic), bravery.
3a. Elf Gladiators.
Dwelling – Gladiator barracks.
The strongest slaves are made into gladiators. They are stronger, more resilient, and have spikes on their bodies that injure anyone who attacks the gladiator.
Special abilities: Controlled, bravery, spiky armor (deals 10% damage to the gladiator)
3b. Elf Assassins.
They are subdued in such a way as to maximize the use of the elves' agility. They will not betray their master and kill even their own kind without a shadow of regret.
Special abilities: Controlled, bravery, enemy cannot resist.
4. Kathar Warrior.
Dwelling – Incubator.
Kathars reproduce by spores, and if a spore enters the body of a warrior, a Kathar warrior grows from it. They do not know psionics, but are not controlled by mind magic. They are excellent warriors and fight even stronger than human warriors.
Special abilities: Kathar (immune to mind magic).
4a. Armored Kathar.
Dwelling – Incubator-barracks.
Armored Kathars are true killing machines. Clad in heavy armor and wielding a heavy sword, they bring death to the enemies of the Higher Intellect. The only downside is low speed.
Special abilities: Kathar, armor.
4b. Elite Kathar.
These Kathars are excellent swordsmen and can also attack the enemy with a psychic wave, which not only deals damage but also deprives him of counterattacks for 3 turns.
Special abilities: Kathar, psychic wave (deals damage and deprives the creature of counterattacks for 3 turns. does not work on creatures immune to mind control).
That's all for now, I can't write anymore!;)
You've probably played Tiberium Wars too much, haven't you? or Yied Aleiat 2? It's like the Scrin. It will be scary to play against such a race if they defeated the demons.
Пришёл,увидел,нафлудил.