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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old March 10th, 2009, 06:07 AM

Calchet Calchet is offline
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Default Re: Warhammer Nations

Rather than create a new thread for (another) in-progress mod of mine, I figure I'd use this one until I have something worthy of release.

Zharr-Naggrund, Fire and Desolation.


Or, well, Chaos Dwarfs.


Overview:
- Capital-centric faction, accentuated by a sizeable production bonus on one of their capital sites.
- Very low numbers of actual dwarves - all of them, excepting a slaver commander, are capital-only and quite expensive. On the other hand, they all wear heavy armour, and are barely encumbered by it - not to mention their high health and innate magic resistance.
- Mighty blunderbusses able to turn hordes of unarmoured enemies into nothing but so much red paste and shrapnel.
- Casters ranging from cheap and solid battle-mages to powerful sorcerers with extreme encumbrace issues - they're gradually turning to stone!
- Sacred Bull Centaurs add a more mobile option than regular foot-slogging dwarves.
- Powerful siege weaponry, from the lowly hobgoblin-crewed bolt thrower up to the mighty Earthshaker Cannon - and beyond.
- Summonable sacred beasts like the Great Taurus, a winged red demonic bull, and the Lammasu, a manticorean monstrosity.
- Outside the capital, a good variety of greenskin slave chaff, from goblins all the way up to black orcs.
- Battle evocations that turn the skies dark with smoke from the great furnaces of Zharr-Naggrund.
- The massive crimson form of Hashut, the Great Red Bull, the Father of Darkness, joins the ranks of pretenders.
- Fancy hats.
- And more. Probably. If I get around to it.
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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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