INNOVATIONS -- MID-LATE STAGE
Subset: War (Offensive) Notes: Most weapons are considered to be Common Core, until a weapon of their type (Slashing, Piercing, Blunt, Ranged) has been invented. Once a weapon that deals a certain kind of damage exists, there is less impetus to create another one (unless a foreign example becomes known to the fort, and is considered worthy of adoption). The only weapons that are not Core in this sense are Wood Axes, Picks, Whips, and Scourges. While these can be used as weapons (sometimes quite effectively), they have more dedicated counterparts here, and are better suited to their own specific purposes.
Slashing Weapons: Battle Axe, Scimitar, Long Sword, Great Axe, Two-Handed Sword, Halberd
Piercing Weapons: Dagger, Short Sword, Spear, Pike
Blunt Weapons: Mace, Morningstar, Flail, War Hammer, Maul
Ranged Weapons: Bow, Light Crossbow, Heavy Crossbow, Blowgun
Dagger (Weaponsmith, Knife User): Requires the previous research of Crude Dagger. Produces an artifact forged metal dagger, allows regular manufacture of same.
Stiletto (Knife User): Requires the previous research of Dagger. Produces an artifact stiletto. In future, daggers in the fort will be made much narrower than previously, but with a strong central rib, allowing them to slip through eyeslits and even penetrate chain armors rather easily.
Short Sword (Weaponsmith, Swordsdwarf): Requires the previous research of Crude Short Sword. Produces an artifact forged metal short sword, allows regular manufacture of same.
Long Sword (Weaponsmith, Swordsdwarf): Requires the previous research of Crude Long Sword. Produces an artifact forged metal long sword, allows regular manufacture of same.
Scimitar (Weaponsmith, Swordsdwarf): Requires the previous research of Crude Scimitar. Produces an artifact forged metal scimitar, allows regular manufacture of same.
Two-Handed Sword (Weaponsmith, Swordsdwarf): Requires the previous research of Short Sword or Long Sword. Produces an artifact two-handed sword, allows regular manufacture of same.
Fuller Groove (Weaponsmith, Swordsdwarf): Requires the previous research of any type of Sword. Produces an artifact sword of a known type (weighted towards Short or Long). Allows the thickness of a sword blade to be increased, thus making it stronger & more resistant to breakage, without adding to the weight.
Pattern Welding (Weaponsmith, Swordsdwarf): Requires the previous research of any type of Sword, as well as Bronze or Steel. Produces an artifact Short sword of a known type (weighted towards Short or Long) made of the picked metals. Swords made in future will be manufactured in pairs, made of steel & iron (or bronze & copper) folded together, giving a hard cutting edge that's less likely to break during use. (If all 3 sword upgrades are researched, the chance that swords (made using all 3 techniques) will break during use is reduced to zero.)
Differential Hardening (Weaponsmith): Requires the previous research of any type of Sword. Swords
and axes made in future will be heat-treated once to minimize irregularities in the metal, and then again to temper the blade to a harder cutting edge than the body. Naturally, this increases production time.
Battle Axe (Weaponsmith, Axedwarf): Requires the previous research of Crude Battle Axe. Produces an artifact forged metal battle axe, allows regular manufacture of same.
Bearded Axe (Axedwarf): Requires the previous research of Battle Axe. Produces an artifact Bearded Axe. New battle axes made in the fort will have a longer cutting edge, slightly increasing the odds of a successful hit, and enabling its wielder to hook the axe over an opponent's weapon or shield--possibly ripping it out of his hand.
Spare Blade (Axedwarf, Weaponsmith): Requires the previous research of Battle Axe. Produces an artifact Double-Bitted Battle Axe, so that if one blade is damaged in combat, the wielder need only use the other side. Becomes Common Core upon the Innovation of Double Axe.
Great Axe (Weaponsmith, Axedwarf): Requires the previous research of Battle Axe. Produces an artifact metal great axe, allows regular manufacture of same.
Halberd (Weaponsmith, Speardwarf): Requries the previous research of both Spear and Battle Axe. Produces an artifact metal halberd, allows regular manufacture of same.
Spear (Weaponsmith, Speardwarf): Requires the previous research of Spear. Produces an artifact forged metal spear, allows regular manufacture of same.
Barbed Spear (Speardwarf): Requires the previous research of Spear. Produces an artifact Barbed Spear. Future spears made in the fort will have barbed heads, so that they damage the enemy on the way
out as well. Carries the minor drawback of making the spears more likely to get stuck in the wound.
Returning Javelin (Weaponsmith, Speardwarf): Requires the previous research of Spear, or Javelins. Produces an artifact metal javelin, allows regular manufacture of same--shorter & lighter than regular Spears, and dealing less damage, but can be used with a shield more easily, and most importantly,
thrown a short distance before being pulled back to the user by a cord. Can be used as a regular spear in melee. Can not be used through fortifications.
Pike (Weaponsmith, Speardwarf): Requires the previous research of Crude Pike. Produces an artifact forged metal pike, allows regular manufacture of same. Pikes are too cumbersome to be used with shields, and cannot be used in close quarters, but have the longest range of any melee weapon.
Braced Pike (Speardwarf, Siege Engineer): Requires the previous research of Pike. Produces an artifact Braced Pike. Pikes made in future will have collapsible wood or metal stands, and the user can "build" the pike in the field, its point elevated in any set direction, making enemy charges from that direction largely self-defeating. Existing pikes can be brought to the Carpenter's or Forge to be upgraded.
Mace (Weaponsmith, Macedwarf): Requires the previous research of Crude Mace. Produces an artifact forged metal mace, allows regular manufacture of same.
Flanged Mace (Weaponsmith, Macedwarf): Requires the previous research of Mace, produces an artifact Flanged Mace. New maces made in the fort will have short, broad blades (rather than knobs or spikes) protruding from the sides. On each successful hit made on plate armor, there is a chace that the blade will penetrate, and its wielder can wrench it free, using the mace to twist & tear a small hole in the armor. Repeated hits can damage the armor further, or even rip it completely away from the wearer.
Morningstar (Weaponsmith, Macedwarf): Requires the previous research of Crude Morningstar. Produces an artifact forged metal morningstar, allows regular manufacture of same.
Tempered Spikes (Weaponsmith, Macedwarf): Requires the previous research of Morningstar, produces an artifact Tempered Morningstar. In future, morningstars will be made by forging longer, thinner, stronger spikes first, and then casting the rest of the weapon around them. This makes morningstars slower to make, but they penetrate armor (and deal slightly deeper wounds) more readily.
Flail (Weaponsmith, Macedwarf): Requires the previous research of Crude Flail. Produces an artifact forged metal flail, allows regular manufacture of same.
War Flail (Weaponsmith, Macedwarf): Requires the previous research of Flail, produces an artifact War Flail. In future, flails will be made with 3 spiked balls (not just 1), with chains of different lengths. This makes the weapon more difficult to control, but far more difficult to block. Existing flails may be brought to a Forge to be upgraded.
War Hammer (Weaponsmith, Hammerdwarf): Requires the previous research of Crude War Hammer. Produces an artifact forged metal war hammer, allows regular manufacture of same.
War Pick (Weaponsmith, Hammerdwarf): Requires the previous research of War Hammer, produces an artifact War Pick. All new war hammers will have a sharp, pyramidial spike on the "back" face, and if a hammerdwarf is having trouble bashing at an enemy's armor, he will use the pointy side for a better chance of penetration.
Maul (Weaponsmith, Hammerdwarf): Requires the previous research of War Hammer or Crude War Hammer. Produces an artifact forged metal maul, allows regular manufacture of same.
Bimetallic Construction (Weaponsmith): Requires the previous research of any Blunt weapon, produces an artifact blunt weapon of any researched type. Blunt weapons are now made in pairs, using 1 bar each of two different metals: The denser metal is used for the weighted core, while the harder metal is used for the outer shell & the shaft. Also allows the use of heavy metals too soft for regular use (lead, gold, platinum) for the core bar. A steel/lead mace will have the same hardness as a pure steel one, but its mass is the
average of its constituent metals.
Bow (Bowyer, Archer): Requires the previous research of Crude Bow. Produces an artifact Bow, allows regular manufacture of same.
Crude Crossbow (Bowyer, Archer, Mechanic): Requires the previous research of both Atlatl & Crude Bow. Produces an artifact wooden Crude Crossbow, allows regular manufacture of same.
Crossbow (Bowyer, Archer, Marksdwarf, Mechanic, Weaponsmith): Requires the previous research of either Crude Crossbow, or both Atlatl and Bow. Produces an artifact Light Crossbow, in wood or metal, allows regular manufacture of same.
Recurve Bow (Bowyer, Carpenter, Weaponsmith): Requires the previous research of Crude Bow. Produces an artifact Recurve Bow or Crossbow. Future bows & crossbows made in the fort will be strung
against the natural curvature of the bow (whether it's wood or metal), making the weapon require greater strength to use, but improving its range & penetrative power. Becomes Common Core upon the Innovation of Springs.
Laminate Construction (Bowyer, Carpenter): Requires the previous research of Bow or Crossbow. Produces an artifact Composite Bow or Composite Light Crossbow. Future wooden bows & crossbows made in the fort will take longer to build and reload, but have improved penetrative power, due to the increased stiffness of bonding multiple layers of wood & animal horn together.
Compound Bow (Bowyer): Requires the previous research of Bow and Block & Tackle. Produces an artifact Compound Bow or Crossbow and allows the regular manufacture of same. Compound bows use a pulley system to convert more of the bow's strength into speed, thus making its projectiles fly faster & farther.
Bayonet (Weaponsmith, Bowyer, Marksdwarf): Requires the previous research of both Crossbow and Crude Dagger. Produces an artifact Bayonet Crossbow, by fastening any type of dagger to its business end. Existing light crossbows may be brought to the Bowyer's & upgraded. Bayonet crossbows used in melee operate on the Spear skill, rather than Hammer. Conflicts with Crossbow Stirrup.
Crossbow Stirrup (Weaponsmith, Bowyer, Marksdwarf): Requires the previous research of Crossbow. Produces an artifact Stirrup Crossbow, which can be reloaded more quickly. Future light crossbows will be made with this upgrade, existing ones may be brought to a Weaponsmith's, Bowyer's, Blacksmith's, or Tinker's to be upgraded. Conflicts with Bayonet, but not with Ratchet Arm.
Ratchet Arm (Bowyer, Mechanic, Marksdwarf): Requires the previous research of both Crossbow and Ratchet. Produces an artifact Ratcheting Crossbow, which can be reloaded more quickly. Existing light crossbows may brought to the Mechanic's & upgraded.
Heavy Crossbow (Bowyer, Marksdwarf, Weaponsmith): Requires the previous research of both Crossbow and Ratchet Arm. Produces an artifact Heavy Crossbow, allows regular manufacture of same in wood or metal. Heavy crossbows cannot be fired until they are "built" in place, facing a chosen direction--the expanded metal barrel included in its construction shields the operator from fire from that direction.
Self-Loading (Marksdwarf, Mechanic): Requires the previous research of Heavy Crossbow. Produces an artifact Reloading Crossbow, which has a semi-automated magazine: it only needs to be reloaded once every 5 shots (or more often, if bolts are in stacks of less than 5). Future heavy crossbows will be made with this upgrade, existing ones may be brought to the Boyer's (even if they're made of metal) & upgraded.
Blowgun (Bowyer, Blowgunner): Requires the previous research of Crude Blowgun. Produces an artifact Blowgun, allows regular manufacture of same.
Siege Engineering (Bowyer, Weaponsmith, Mechanic, Marksdwarf): Requires the previous research of Heavy Crossbow. The dwarf will break down the Mechanic's and erect a Siege Workshop in its place, eventually producing an artifact Ballista, as well as activating the Siege Engineering & Siege Operator labors on himself and enabling them for everyone else. Allows regular production of Ballistae and Catapults.
Artillery (Siege Engineer, Siege Operator): Produces an artifact Wheeled Catapult or Ballista. New catapults & ballistae made in the fort can now be pushed (by at least 3 dwarves) from place to place after being built, if of course there is a viable path to do so.
Magma Catapult (Siege Engineer, Siege Operator): Requires the previous research of Siege Engineering and Magma. The dwarf dismantles the Magma Forge and builds a Magma Catapult in its place, allowing the regular construction of more. These operate just like regular Catapults except that they must be situated over a good supply of magma (each shot lowers the level by 1/7th, just like a Well), and, of course, they shoot globs of molten rock. Beware of splashes! Can be toggled back & forth between firing stones or magma at any time.
Calisthenics (Military Tactics, Discipline): Allows the manufacture of Weight Benches, and the designation of rooms as Gymnasiums from same. Active, Dutiful, or Achievement-striving dwarves will Exercise there on their free time (and squads can be scheduled to), improving their strength, toughness, stamina, and kinesthetic & spatial senses. Dwarves will also practice Swimming if the Gymnasium includes a safe place to do so.
Sports (Military Tactics, Discipline): Militia squads can now engage in mock battles: If 2 or more squads are scheduled for Sports during the same month, and assigned to the same Arena (a new area designation, available to Weapon Racks, Armor Stands, & Statues) during that month, then they will stage a Mock Battle at some time in that month, using wooden weapons (if available) under the eye of the fort's Militia Commander, who acts as referee and determines the winner. If the conditions for a true mock battle are not met, squads will engage in other forms of sport (usually wrestling, or Dodgeball if it's been researched) on their own, either in the Arena or in their regular barracks.
Battle Formations (Military Tactician, Discipline): Military dwarves will not move from their stationed area to attack an enemy, unless that enemy attacks them first from a distance. Marksdwarves will not advance on an enemy until any Speardwarves in their squad do, and they in turn are waiting for the melee dwarves with shields to take the first step.
Squad Unity (Military Tactician, Discipline): Military squads who train together will try to take their breaks at the same time: If one dwarf has to go Drink, another dwarf (who sees them leave) will Drink as well, even though they might not even be thirsty. After a period of time, the entire squad should all go Eat, Drink, Sleep, and On Break more or less simultaneously. Additionally, military dwarves will not move to attack an enemy unless at least 75% of the squad is present, or unless they themselves are already under attack.
Divide & Conquer (Military Tactician, Discipline): In the future, dwarves in combat will prefer to attack targets that another dwarf is
already attacking, unless they themselves are already under attack from a different enemy.
Sidearm (any military except Wrestler, Striker, Kicker & Biter): Militiadwarves may now carry two or even three weapons, and will switch to a backup weapon if their primary breaks or becomes inadvisable due to range reasons.
Volley (Military Tactician, Discipline, Marksdwarf): In future, dwarves armed with ranged weapons will try to target the same enemy (1 target per squad) and fire simultaneously, making it very difficult for the victim to dodge or block
all of the shots.
Incendiary Shot (Marksdwarf, Archer, Alchemist): Requires the previous research of Crude Bow and Alchemy. Produces a stack of Incendiary Bolts or Arrows, and allows the regular manufacture of same, where the Alchemist takes regular missiles and coats the business end in refined pitch. The resulting missiles are less accurate (due to the changed mass & balance) than previously, but if set alight at a Brazier (etc.) before firing, they have a good chance of setting alight the victim's clothing, or starting a grass fire.
Poisoned Shot (Blowgunner, Herbalist, Alchemist): Requires the previous research of Crude Blowgun. Produces a stack of Poisoned Darts, and allows the regular manufacture of same. The poison could have varying effects, depending on the actual botanical or chemical sources present on-site (or imported). Not recommended for dwarves, this seems a far too goblin technology, but then again those poor blowgunners need all the damn help they can get.
Lethal Blows (Military Tactician, Discipline, all melee combat skills): In future, dwarves in combat will try to focus on attacking an opponent's head, neck, and (if they have a stabbing weapon) upper body, with the goal of killing them outright as quickly as possible. If multiple "Blows" strategies have been researched, Lethal Blows comes
first in the order of preference.
Crippling Blows (Military Tactician, Discipline, all melee combat skills except Knife User, Speardwarf, and Biter): In future, dwarves in combat will try to focus on attacking an opponent's upper arms & upper legs, with the goal of breaking (or otherwise rendering useless) all 4 limbs. Once the opponent is essentially neutralized, the dwarf will look around for enemies that still pose a threat, and will prefer to target them instead. If multiple "Blows" strategies have been researched, Crippling Blows comes
second in the order of preference.
Stunning Blows (Military Tactician, Discipline, all melee combat skills except Knife User, Speardwarf, and Biter): In future, dwarves in combat will try to focus on attacking an opponent's head, with the goal of knocking them unconscious, if not killing them. Once the opponent is essentially neutralized, the dwarf will look around for enemies that still pose a threat, and will prefer to target them instead. If multiple "Blows" strategies have been researched, Stunning Blows comes
last in the order of preference, and is not used at all against Hydras (though it is still relatively effective against Ettins).
Hostages (Military Tactician, Discipline): Requires the previous research of Stunning Blows or Crippling Blows. Certain enemy leaders might be worth keeping alive as bargaining chips, or at least a ransom. Militia squads can now be given an order to Capture individual enemies: They will attempt to first incapacitate said enemy, then disarm him, and finally haul him to the nearest loaded Cage Trap or unoccupied Prison cell. Orders to Capture a specific enemy take precedence over an "area kill" order, but a command to kill that specific creature will override the Capture order. (Of course, the dwarves in their battle-frenzy might kill the enemy anyway.)
Murder Holes (Architect, Military Tactician, Discipline): Produces an artifact Murder Hole, which is a Hatch with an arrow slit. New hatches made in the fort will automatically be murder holes, and existing ones may be upgraded & rebuilt. Marksdwarves standing atop or adjacent to a murder hole can see enemies through the slit, and fire upon them while remaining almost completely invulnerable themselves. Can also be designated as a modified Pit zone for mass pitting rocks and other objects onto the enemy (civilians who open the hatch & are Interrupted by seeing an enemy will drop their loads--
through the hatch), although this can backfire in the presence of flying enemies.
Combat Training (Animal Trainer, Leatherworker): Requires the previous research of (1 of Draft Training/Hunting Training), Helmet, Chain Mail, Mask, and Cosmetics. The dwarf makes three leather masks that look like goblin faces, and colors them green to complete the effect. He then recruits two helpers (Animal Trainers preferred), and they go Pickup Equipment: Mail armor over their regular clothes, then goblinmake clothing, armor, and weapons (especially whips & scourges)
over that, and finally the goblin masks. Then, imitating goblins, they go attack any penned animals that seem halfway-capable of taking on a goblin. They will usually only lightly strike the target, or strike with the flat of the blade, but they
will hurt each animal at least once, to get it mad, and will outright
kill the weakest animal in the pen if the others don't seem to be taking it seriously. Once the Trainers start to fear the fight might turn against them, they flee to safety, and the more aggressive animals are now considered half-trained, and will attack goblins of their own accord. The "Train War Animal" job is now opened up: If queued in a Kennel located in a pen/pasture with 100% untrained animals, a trio of Animal Trainers will imitate goblins again. But if at least one animal in the surrounding pasture is at least half-trained for War, the Animal Trainers will bring a real, live goblin (if available) instead.
Weapon Trap (Mechanic, Military Tactician): Requires the previous research of Mechanics and Springs. Produces an artifact Giant Axe Blade, Spiked Ball, or Menacing Spike. Allows the placement of Weapon Traps, with certain requirements: Menacing spikes and spears may function exactly as existing weapon traps currently do (springing up from the trapped floor tile), except that the tile 1 z-level below is also involved, as the tile from where the spear/spike must be pulled back down and re-cocked before it can fire again. Spiked Ball traps (requires the previous research of Ratchet, Treadmill, or Block & Tackle) are stored above their impact point (variable z-levels), concealed above a false ceiling, and sprung to fire downwards even faster than gravity alone would pull them. Giant Axe Blades are stored cocked on one tile, then when fired they must pass through a fortification, hit on one or more impact tiles, then another fortification, and finally to their stop tile, where they must be re-cocked before they can fire again, heading back to their starting point. Giant axe blade traps require one additional spring & one additional mechanism for every impact tile beyond the first. Serrated Discs work in exactly the same way as axe blades, except that Power must also be supplied to the path's endpoints. Catapults and Ballistae can also be triggered by pressure plates, although they must still be manually reloaded. Giant Corkscrews are right out.
Future Innovations under consideration for this subset include Battering Ram, Siege Ram, Siege Tower, Artillery (Catapults & Ballistae become mobile), War Chariot (2 Heavy Crossbows mounted on a Wagon, with armored draft animals), and Greek Fire (under another name, obviously).
I'm not really happy with the way that the Bow -> Crossbow -> Ballista progression is so linear, but that's really the only way that seems natural to me . . . I just can't see going from something like the strictly antipersonnel
gastraphetes to a full-sized siege weapon without a
lot of adaptation in between.