Re: Rant of feedback on nation mods Post 2
Hello, in case someone is curious, here is my own project for a skaven army.
Feel free to steal from it if you like something, or ignore.
I'm still learning to mod myself.
Skaven
Dominion effect:scrying(like Arcoscephale) to represent their spying ability
Units:
all skaven units have lower morale and higher speed compared to humans. they also have nightsight(50) and poison resistance(25)
skaven slaves(staff, sling)
clanrats(sword, shield, pillage bonus(2))
clanrats(spear, shield, pillage bonus(2))
stormvermin(halberd, armour, higher morale)
gutter runners(stealth, throwing stars, two blades, poison)
plague monks(poison immune, high morale, more hitpoints, start *diseased*)
censer bearers(as above plus sorrounded by a poison cloud)
giant rats(requires magic leadership, small)
rat ogres(requires magic leadership, large and causes fear)
jezzails(fires every 3 turns, long range and armour pierce)
warpfire thrower(flame attack, vulnerable to fire, explodes on death)
poison wind globardier(poison grenades a'la C'tis slingers)
Leaders:
clan leader(leadership 40)
stormvermin leader(leadership 80)
packmaster(leadership 40, magic leadership, summons giant rats)
assassin(leadership 10, blades, stars and poison, stealth and assasination)
master assasin(leadership 40, blades, stars and poison, stealth and assassination, high stats)
warlock engineer(weak mage, armed with a pistol, leadership 40)
plague priest(starts *diseased*, berserk, stealth(!), leadership 40)
grey seer(strong mage, weak priest)
Doomwheel, Doombell and the Vermin Lord would be national summons, with the Doomwheel and Doombell requiring paths possesed by warlock engineers(maybe they'd require boosting?)
|