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Technomancer race.

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No, Tengro, good ideas should be developed and expanded upon. Especially since I have nothing to do :rolleyes:
Mugais;43502
Well, suggest some normal units if you don't like these.

Well, I shall suggest them. In order and starting from the beginning:

Castle: Forge

Hero: Engineer

Racial Magic: primarily Earth magic.

Description:
Gnomes are small, frail creatures, distant relatives of dwarves. However, gnomes are not as warlike or brave—they are non-aggressive and prefer to avoid encounters with other creatures whenever possible. Instead, the distinguishing feature of this race is a curious mind, an unrestrained strive for perfection, and great industriousness. Additionally, gnomes are known for their smithing. However, the general plight of gnomes is absent-mindedness. They very often fall victim to their own carelessness and suffer because of their own inventions. Gnomes settle in large communes where there is no specific leader. Usually, the unspoken leaders of the gnomes are the heads of particularly large projects. In the event of a threat, gnomes gather together and use their collective intelligence to figure out what they can invent to teach the adversary a lesson. There is no gnome religion as such. They do not believe in gods and know much about the structure of the world. Gnomes prefer to live high in the mountains, but do not neglect caves or dungeons.

Units:

1. Handyman. These small, nimble dwarfs are close relatives of the gnomes themselves. Their favorite habitat is caves and dungeons, where they hide excellently from enemies. Gnomes, masters of mechanical trade, train them to work with machines from childhood; therefore, handymen are capable of repairing artificial mechanisms. These beardless dwarfs are armed with working hammers—they are not very useful in battle, but they do not burden the owner with excess weight.

In-game characteristic: handymen have relatively low health—8 points, and their damage also leaves much to be desired. But thanks to their agility, they can move at a decent speed, and their initiative is as many as 12 points!

Worker . A worker is a fully trained unit that has entered the gnome community. They are more experienced and older than handymen; they can also repair not only mechanisms but walls! However, unlike gremlins, handymen and workers must approach a target to repair it.

In-game characteristic: health, unlike the non-upgraded version, is 1 unit higher. Damage remains the same, however, attack and defense skills increase by 2 units. Initiative becomes equal to 13 units.

2. Arquebusiers . Gnomes do not like swords, axes, or bows. These weapons are heavy and inconvenient. It seems to them that arquebuses, an invention of their race, are a far more practical weapon. Arquebuses indeed have decent killing power, but as for firing range, it leaves much to be desired. Arquebusiers handle opponents who have come close enough well, but they deal only a third of the damage to distant targets. Gnomes armed with arquebuses are well-trained and experienced in military affairs—after all, they form the core of the nation's armed forces. Often, a gnome army lines up in two rows: the first shoots at the enemy, while the second is busy reloading the arquebuses. Therefore, the more gnomes there are in a stack, the higher its initiative.

In-game characteristic: almost an analog of human archers, but with slightly lower initiative—arquebuses take longer to reload.

Musketeers. These are gnomes armed with more advanced arquebuses known as muskets. Muskets hit further than arquebuses, although they deal the same damage. And gnome-musketeers very often attach a bayonet to their weapon—just in case of a hand-to-hand fight.

In-game characteristic: better defense skills and health, no penalty in close combat.

3. Test Golem. Not yet fully debugged, these wonders of engineering thought are still very dangerous for anyone who stands in their way. Externally they look quite frightening—all the mechanical internals of the golem, gears and chains, are not yet covered by an outer shell so that all parts of the golem can be fully adjusted. Test golems are fast and durable enough to form the backbone of a melee army, but they do not strike very accurately.


Debugged Golem. More advanced than their previous analogs, these golems represent a serious threat to enemy troops. Their armor is strong enough to hold back the main forces of the opponent while gnome arquebusiers shoot the enemy from a distance.

4. Ballira. This is what they call a certain compact device that distantly resembles a ballista. Inside it sits a gnome engineer who directs shots at the enemy. Unfortunately, this device must be unfolded during battle (it unfolds automatically on the first turn), and to move, it must be folded again. Therefore, these machines cannot move during combat. However, after deploying on the battlefield, they fully pay for themselves—their heavy arrows rain down on the opponent with enviable regularity, although accuracy is not very high.

Modernized Ballira. An improved reloading device allows sending one arrow at the enemy and immediately another arrow after that. Additionally, a new sight has been added to this machine, which improves firing accuracy.

5. Bakhtur . Bakhturs are the leaders, heads of small gnome work brigades. As chiefs, they have more advanced weaponry:
they are the ones who conduct demolition work in the mountains. For this, they have something that distantly resembles a grenade launcher. The filling of bakhtur shells can be very diverse, but ordinary explosive is the most effective.

Brigadier . Brigadiers have more than a quarter-century of workers under their command. There is a custom among gnomes that the leader of a gnome group must be not only the strongest but also the smartest member of his squad. Therefore, brigadiers are very dangerous to the enemy. Their scientific research, the fruits of which are kept in strictest secret, have led to gnome-brigadiers possessing two excellent types of shells. The first—an analog of the explosive one, improved with shrapnel—can effectively destroy enemies by always dealing one very serious damage to an enemy squad. The second type of filling resembles tear gas in its properties: it is released after the shell bursts and covers a small area. Although the enemy receives practically no damage from such an attack, their initiative is lowered (by 1).

6. Slasher. The wild, disproportionate appearance of this mechanical giant is more than compensated for by its combat qualities: slashers move quickly and far, and they take hits excellently. A peculiar golem is controlled by a pilot sitting inside—a gnome.

In-game characteristic: fast, strong enough, and durable. Not very high initiative.

Appearance: long legs and arms, the ends of the legs and arms are wider, head in the form of a smooth dome. A kind of mechanoid. Armed with two swords; after upgrade, it gets four arms. Sounds wild, doesn't it? : )

Juggernaut. Not lacking in armor, juggernauts are true medieval tanks! Their strength in battle exceeds all expectations; they have stunning endurance and an excellent (50%) immunity to magic. There is only one drawback—low initiative.

In-game characteristic: this upgrade significantly raises
armor and defense skills, makes the attack unanswered, and ignores 25% of the enemy's defense skills during attack.

7. Air Lodya. If a war drags on, gnomes can introduce a heavy fleet into the game. These mechanical structures, slightly resembling ships but shortened, possess the ability to hover over the ground. However, they need time to take off—on the battlefield, they must take off during the first turn. But once they fly, they become an order of magnitude harder to shoot down, and they begin to shower the enemy with fire shells—besides direct damage, on the next turn the victim receives another third of the previous damage.

In-game characteristic: the Lodya has two states: first is when the ship is on the ground. At the start of battle, it is always in this state. When the ship is on the ground, it cannot attack in any way. It also cannot move. It cannot shoot either. Basically, it can't do anything : ) However, when the ship automatically takes off on its first turn, it has: no penalty to close combat, receives a defense bonus of 20% from melee hits, and can move freely across the field. Also, as an attack, it will fire from a deck mortar. Initiative is average.

Celestial Lodya. An improved version of the air lodya; it has reinforced armor, and the same fire potion in the shells has a higher concentration.

In-game characteristic: almost a complete analog of the previous combat unit, but has more health and initiative, and the secondary fire attack is not a third, but half of the previous damage.

Racial features: Alchemy. Once a week, they can convert one type of resource into another 1/1. This can be done only with sulfur, crystals, mercury, gems. Or convert them into gold, receiving 50 gold for 1 unit of resource.