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Posts from Gunpowder Brotherhood: Ascension

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19 years ago
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As I have already mentioned, the Ascension project is becoming a text-based one; however, this does not prevent me from continuing to develop it (even if only on paper and for my own pleasure).
The Powder Brotherhood
In 352 P.C. (post-cataclysm), a group of dwarf scholars developed an extraordinary new substance that quickly propelled the dwarf race onto the world stage. Gunpowder is an unusual explosive powder. With its help, dwarf armies were able to emerge to the surface and carve out a place for themselves on the continent. After founding their own state, the dwarves encountered an unexpected problem—due to their short stature and lack of aptitude for politics and trade (dwarves lived underground in a deep reservation), even gunpowder could not give them an advantage. Everyone and anyone deceived them. Since trade became a vital sector of dwarf life, the dwarves called upon traders and politicians from other states for help. Despite this, some races managed to steal the secret of gunpowder. Gradually, the visiting politicians formed the upper echelon of the dwarf state, moving into the Powder Brotherhood with their families, building castles for themselves, and holding tournaments and hunts. The dwarves were satisfied with this arrangement; everyone took up their favorite activity—dwarves focused on science and industry, while humans (as the visiting diplomats were mostly human) handled leadership. Now the dwarf state stands firmly on the ground and represents a significant force.
Capital: Karinol
Ruler: Louis V
Symbol: a pile of gold and a musket on a blue background
Religion: worship of Baldur—the god of inventions
Religious symbol: a hammer and a gear
Magic: almost absent, but alchemy is developed
Troops:
Lvl 1. Mechanic-Technician-Foreman
Dwarves who maintain mechanisms often follow the armies. They are weak in combat but can repair technology.
Abilities: repair (each mechanic provides +1HP to a mechanism once)
Appearance: dwarves in aprons with hammers in their hands.
Lvl 1(b). Baronet-Guardsman-Cuirassier
Young nobles of the Brotherhood often serve in elite cuirassier regiments. This is more of a decorative force for parades, but it can cause certain troubles for the enemy.
Abilities: training (25% cavalry damage)
Appearance: soldiers in cuirasses with halberds.
Lvl 2. Pistoleer-Musketeer-Arquebusier
Nobles with light firearms protect their castles or accompany armies.
Abilities: shooter, canister shot (ability to fire in a 3x3 area with 50% less damage); pistoleers have "sight" instead (50% maximum damage)
Appearance: soldiers in doublets with pistols and muskets.
Lvl 3. Sapper-Grenadier-Mortarist
Squads of dwarf sappers with an incendiary mixture can cause a lot of problems for the enemy.
Abilities: sapper explosive mixture (-50HP), grenadier explosive mixture and smoke bomb (3x3 cloud; shooters hitting or targeting it attack 25% less), mortarist explosive mixture, smoke screen, mine laying (-250HP when an enemy squad passes over a mine), same-mine shot (a mortar is deployed for this -30HP). All mixtures and mines are limited to 1 piece; if there is more than one stack of sappers, they share one mixture, and all sappers see other's mines.
Appearance: dwarves with flasks; mortarists have a mortar on their back and a sapper shovel in their hands.
Lvl 4. Automatic-Gunner-Flamethrower
Dwarves armed with short-range but lethal weapons. Automatics and machine guns fire a flurry of small lead bullets over a short distance, while the flamethrower attacks with a stream of fire.
Abilities: attack three cells forward, point-blank shot (damage from attacking an adjacent cell increases by 20%); the flamethrower has fire damage and 50% damage to technology, ignition (ability to create a wall of fire on plant-based obstacles either as a separate move or while attacking someone nearby)
Appearance: dwarves with weapons.
Lvl 5. Cannon – Bombard – Gun Crew
Heavy cannons are the artillery of the dwarves.
Abilities: shooter, canister shot, mechanism; the gun crew has signal fire (dispels smoke clouds) and a flashbang grenade (blinds units up to level 4 for 3 turns; blinded units have a 50% chance to counter-attack and cannot move)
Appearance: simply cannons.
Lvl 5(b). Airship – Stagecoach – Ornithopter
Dwarf aviation, with the exception of ornithopters, is very vulnerable to shooter attacks since they consist of gas balloons. Ornithopters are mechanical beasts with wings and a fire-breathing maw.
Abilities: flying, mechanism; the first 2 levels have 50% vulnerability to shooters; the ornithopter has fire damage, 50% damage to technology, attack three cells forward.
Appearance: airships are simply airships, dropping bags of explosive mixture when attacking; the ornithopter is a dragon-shaped construction with an open maw, breathing fire when attacking.
Lvl 6. Spider Centurion – Ball Centurion – Steam Centurion
Centurion robots were developed by dwarves for military purposes.
Abilities: mechanism; the spider has 30% poison (-10HP every turn until 50HP is removed); the ball centurion has 50% defense when guarding (hides in a ball), Ball (once per turn hides in a ball +20HP +2 speed, -20 damage, -3 attack); the steam centurion has 30% stun (paralysis for one turn).
Appearance: Centurions from Morrowind.
Lvl 6(b). Rocket Launcher – Grenade Launcher – Steam Tank
Heavy artillery—the ideal tool for destroying walls or mass gatherings of enemies.
Abilities: mechanism, shooter; the first level has a 2x2 area attack, the second 3x3, and the third can bomb walls and towers and has the ability to crush (running over a cell with creatures of levels 1-3; if there are fewer creatures than tanks, they are crushed).
Appearance: launchers with cannons.
Lvl 7. Colossus – Golden Colossus – Mechanism
Giant colossi tower high above the dwarf armies. They are very strong and provide serious assistance in war.
Abilities: mechanism, giant, crush.
Appearance: giant warriors with fully closed helmets and huge axes.
Lvl 8. Invention
Sometimes, with Baldur's help, dwarf engineers can create inventions—giant mechanisms made of incredibly strong steel and mithril.
Abilities: mechanism, giant, crush, 25% chance to absorb 20% damage from ordinary weapons.
Appearance: a giant mechanical man with a hammer.

Commanders:
Engineer (warrior commander)—engineers help the army with their knowledge of war machines.
Ability: technical knowledge +1 attack and +1 defense to mechanisms at every level.
Appearance: dwarves in rich clothing with a compass in their pocket; when using the skill, they take out a compass and a tablet; when attacking, they strike with a hammer.
Artisan (magic commander)—artisans often help in developing inventions and alchemical potions.
Ability: freezing mixture (apprentice freezes level 1 troops for 3 turns, advanced freezes levels 1-2 for 3 turns, expert freezes levels 1-3 for 3 turns, master freezes levels 1-4 for 4 turns, grandmaster freezes levels 1-5 for 5 turns; frozen units cannot move, they take 20% damage from hits and cannot counter-attack, they take no damage from water magic, fire creatures lose 10-50HP upon freezing depending on the artisan's level)
Appearance: a dwarf in a robe with several flasks on a belt
Worker (clerk commander)—ordinary dwarf workers working in mines.
Ability: resource gathering (obtains 1-5 random resources every day depending on level)
Appearance: a dwarf in work clothes with a pickaxe

Defender:
Brigadier—experienced dwarves overseeing the construction of mechanisms do not leave the city, but can stand to defend it.
Abilities: foundation reinforcement (prevents tunneling under walls +20HP to wall), gate reinforcement (prevents tunneling and +20HP), tower reinforcement (prevents tunneling +20HP).
Appearance: a richly dressed dwarf with a hammer

Warrior Hero – Officer, Mage Hero – Inventor, Clerk Hero – Manufacturer

Buildings:
Lvl 1. – Engineering Administration
Lvl 1(b). – Armor Workshop
Lvl 2. – Musket Factory
Lvl 3. – Sapper School
Lvl 4. – Weapon Shop
Lvl 5. – Cannon Factory
Lvl 5(b). – Airport
Lvl 6. – Centurion Manufactory
Lvl 6(b). – Tank Factory
Lvl 7. – Colossus Factory
Lvl 8. – Mithril Laboratory
Defender – Engineering School

Buildings increasing growth:
Foundry – cannons by 5
Workshop – tanks by 1
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19 years ago
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I don't really like the concept of humans as managers. I want normal, capable gnomes who can manage and trade. Without humans. But with mechanical war machines. Otherwise, everything is good.
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19 years ago
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Well, if you remove humans, you need to replace them with someone else. A city consisting only of dwarves is not interesting.

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