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Moles and shrews.(Neutrals)

Posted: Mon Aug 07, 2023 12:59 am
by Anchar
Moles and shrews.
The united 2 races that are very beneficial to each other live in underground mines and metros of planets or asteroids, are mainly engaged in mining in soil and stone, and also build enterprises and are production workers. The setting is close to dwarves.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:01 am
by Anchar
Basic mole infantry costs 3 turns, a lot of life, as well as walking in the mountains.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:03 am
by Anchar
Shrew infantry costs 2 turns of normal statistics.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:05 am
by Anchar
Shield moles are armed with laser pickaxes. The type of damage is energy, unlike the rest, physical armor is also added due to the shield.Worth 3-4 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:07 am
by Anchar
Shrews armed with anti-tank rifles cost 3 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:10 am
by Anchar
Mortar moles shoot at mortar range and also have a speed of 3, which makes them very useful.Worth 4 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:17 am
by Anchar
Shrew musketeer, area attack.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:19 am
by Anchar
Mole Flamethrowers. Worth 4 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:20 am
by Anchar
Shrew scouts. Worth 2 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:22 am
by Anchar
Moles with a circular machine anti-infantry. Worth 4 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:24 am
by Anchar
The Demolition Shrew deals high damage to buildings.Worth 2 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:26 am
by Anchar
A mole with a heavy drill is anti-tank, anti-large creature and increased damage to buildings.Worth 4 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:28 am
by Anchar
Shrews with jetpacks fly by themselves. Worth 4 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:31 am
by Anchar
Mole shield with a drill has increased armor due to the shield, as well as physical damage. Worth 4 turns.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:34 am
by Anchar
The easel laser drill and the easel machine gun, due to the armor shield, they have physical armor but are made only at the machine factory. Worth 2 turns.Range 1

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:42 am
by Anchar
Industrial laser drill on the chassis. Anti tank 4 moves

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:43 am
by Anchar
Shrew infantry in light armor. More tenacious costs 3 moves.

Re: Moles and shrews.

Posted: Mon Aug 07, 2023 1:45 am
by Anchar
Shrews in a power mountain suit, anti-infantry and anti-tank.
Worth 4 turns.

Re: Moles and shrews.(Neutrals)

Posted: Tue Aug 08, 2023 8:58 pm
by Midonik
You think these can be a subrace like primates/gremlins/wormfaces?

Re: Moles and shrews.(Neutrals)

Posted: Wed Aug 09, 2023 5:02 pm
by Anchar
I don't know, we can reserve it for the avians. If you do this as a sub-fraction, then I think it will be necessary to develop it in the direction of units that will hide underground (like insectoid worms). If you want to make 2 sub-fractions per race, then in fact I think this mountain faction in terms of balance would be most useful for a human (human is also more logically suitable) or insectoids, since lizards already walk in the mountains, and Avians fly at all .

Re: Moles and shrews.(Neutrals)

Posted: Wed Aug 09, 2023 5:59 pm
by Midonik
Id like to have more than 2 subraces per race. Although I would with with adding them. I do agree with you on that reptilans and avians might not benefit the most from a mountain subrace. Maybe it wil be for humans, they are mamal like I guess.

Re: Moles and shrews.(Neutrals)

Posted: Wed Aug 09, 2023 8:19 pm
by Anchar
What are your ideas for subraces? I think we could make versions of the main races with a limited segment of units as sub-races: e.g. insectoid outcasts, or lizards (gray - this could be an option to give other races a conversion, but expensive and as a result without the possibility of spamming) separatists, or something like a corporation "evil" human. Also for myconids, we could give as a zombie subrace versions of other races like lizard zombies, human zombies, wormface zombies as a crutch if conversion with unit change is not possible.

Re: Moles and shrews.(Neutrals)

Posted: Wed Aug 09, 2023 8:28 pm
by Midonik
What no, subraces would be different species from the main race, the same way that primates/gremlins/wormfaces and possibly these moles and shrews are. I want them to show that there is a lot of different species in the galaxy. Subraces is not the best name but we inherited it from AoF I guess.

Re: Moles and shrews.(Neutrals)

Posted: Wed Aug 09, 2023 8:41 pm
by Anchar
Yes, by subraces I meant allied races

Re: Moles and shrews.(Neutrals)

Posted: Wed Aug 09, 2023 8:55 pm
by Midonik
Yea. I wouldn't want them to the main races though.