Re: Warhammer Nations
Hm, it would be sort of problematic to have all the rockets, cannons and whatnot the nation relies on without explosives - perhaps referring to the weapons as using unspecified alchemical compounds alongside magic might work, along the 'a wizard did it' lines, like so?
By combining alchemical compounds drawn from the wasteland around Zharr-Naggrond with runic magic, the alchemists and sorcerers beneath the city have created the blunderbuss - a fearful weapon wielded by these Chaos Dwarf warriors. The contraptions are capable of launching flaming metal shrapnel over short distances with a sound as of thunder, mowing down unarmoured enemies and allies alike. The weapons are reasonably accurate, but impossible to use effectively in melee combat and often fail when set against heavy armour.
The Death Rocket is a recent invention by the alchemists of Zharr-Naggrond, and a lethal one, at that. A heavily runed and enchanted metal tube is filled with a highly volatile compound , then pointed in the general direction of an force enemy and released, rushing screaming through the air before exploding. It is not a very fast weapon, as each projectile takes time to prepare, nor is it accurate in the least, but the exploding casing sends shrapnel ricocheting in all direction, mowing down lightly armoured soldiers with no regard for allegiance.
The Earthshaker cannon is the greatest battlefield weapon of Zharr-Naggrond, and the secrets of their construction are carefully guarded. Whether it is thanks to the alchemical compounds within or the arcane runes without, the thundering metal monstrosity is able to launch heavy projectiles long distances, crashing down inside enemy formations to disrupt and destroy any semblance of order. The great cannons are also able to bring down fortification gates with frightening ease.
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Involved in:
Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
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