Turn -1The necromancers consult heavily with the new employees, throwing out metal related ideas whenever they had the chance, gorging themselves upon knowledge of the art of metalworking even as their work on undead constructs slows not a bit.
Design: BonebreakerThe original Idea was to use undead rhinoceroses to create breaches in enemy lines and deal with other large units, but an examination of the terrain we are likely to be fighting in has made us rethink this initial approach. Rhinos are heavily muscled and would have difficulties traversing a swamp or aquatic environment without sinking. In the search for a replacement, however, we believe we have found something far superior. Hippos.
Their natural fat deposits both provide buoyancy in aquatic environments and natural protection from blunt trauma. Wide muscular jaws provide crushing force that can tear through infantry and the large mass allows them to easily break through lines when charging. In fact, there is very little advanced necromancy at play here outside of the initial resurrection and maintenance of the creature. There is only one small modification we have made. A large metal spike anchored into the bone of the skull. When driven with the force of a charging hippo behind it, the spike can penetrate deep into even the most armored enemies.
Time=>3 Progress=>6 Cost=>6
It turns out that this idea had been toyed with during the time of the necromancer lords, with ward 4 originally having been intended to have a small population.
Most of the difficulty of this project is solely is digging up the old spell weave designs to imbued in a properly treated hippo corpse.
Bonebreaker: 0/12 [4]/ 70 corpses + 20 metal/ rushed 0 times/ Nothing invested
Efficiency: 2d4=> [4]
The bonebreaker corpse hippo is a blubbery beast. Weighting many time over a human corpse similarly treated, not including the new metal plate and spike that dominate the hippos skull.
Normal undead would be torn asunder underneath the thundering charge of this deceptively fast creature and most undead that even have a hope of surviving the initial charge are created out of creature stronger then a human or with extensive modifications.
After the initial charge, the beast is still deadly, with censurable mass and a pair of crushing jaws (along with the spike which can disembowel a zombie with a shake of its head).
But It begins to run into problems, Against a thick enough number of undead, who lack a fear of death that helps to protect the hippo in nature, the large sides and rear of the Bonebreaker become more vulnerable, even as more and more undead pile towards them.
The hippo’s mass and sheer size provides some protection but they can be quickly overwhelmed if their initial charge doesn’t break the enemy.
The Bonebreaker is capable of walking along a river back, and swimming in calm waters. It has some trouble surfacing with out a water front and can have great difficulty breaking free of strong currents, but it is water capable.
BonebreakerUnit
A undead Hippo fitted with a metal plate and spike on its head. Capable of performing a devastating charge and crushing many things in its weight through it sheer mass and weight, it has some problems with exceedingly large numbers due to its large bulk. Capable of walking along a riverbed or swimming in calm waters.350 Corpses, 100 Metal
Design: Iron ZombieA bit of a misnomer, due to the simple fact that the metal grafted onto this zombie is in fact a basic steel alloy; the Iron Zombie shows great promise in forming the backbone of our infantry horde. The corpse itself is picked with a slightly more discerning eye; not bothering with the corpses of those who were weak in life, as yes muscle mass is still relevant for the undead. The animation spell's matrix is built to expect our 'Basic Intelligent Design' add-on matrix; hopefully reducing any instabilities caused from its integration. Between their greater strength, intelligence, and massively improved durability, the Iron Zombie should simply outclass any basic horde arrayed against them; and provide a significantly more threatening obstacle to any trump cards our opponents may play.
Time=> 4 Progress=>3 Cost=> 1
The creation of the metal carapace on the zombie is taking quite a bit of work, with the articulation on all the joints eating up both funds and time in staggering amounts.
Iron zombie 0/9 [2]/ 50 corpses, 75 metal, 10 necrotic fluid/ rushed 0 time/ Nothing invested.
Effiency:2d4=>[3]
The Iron zombies, with a steel carapace grafted onto them. Rotting knights of undead plate.
The initial problems are found with the range of motion and articulation that is necessary for the zombie to move in such as suit, even with it grafted straight on instead of being worn separately.
trouble is found with getting them to actually walk, instead of falling to the ground due to improper posture and being dragged down.
attempts to increase the general strength of the iron zombies with superior stock instead of any form of necromantic enhancement, does little having neggilable effect on the quality of the iron zombies.
In the end the Iron zombies have a few problems. The first is that the cost of their metal grafts is quite a bit, due to the amount of work necessary not even including the cost of the metal, this makes the Iron zombies prohibitively expensive.
the second problem Comes in with the zombies having trouble moving at a proper speed due to their new metal armor, with even the slightest misstep(misstumble) sending them down to the ground under its weight due to bad balance. The blacksmiths think this can be improved with either less weight, or better undead to mount the armor unto.
The zombies are subject to the basic intelligent design, and are capable of wielding all current weapons, except for the two handers due to the already massive weight, anymore and the zombie would be unable to actually move.
Iron ZombieUnit
An expensive unit that has trouble moving with its heavy shell of metal, and not much stronger then your average zombie, the iron zombie is ralativly durable as long as its not knocked of balance. Due to application of a prototype spell weave, the iron zombie is smarter then your average zombie, and is capable of wielding weapons.150 corpse, 300 Metal, 45 Necrotic fluid
Design: Arisen Dire VulturesIt is not only the corpses of humans that are stored away underneath the city in vast numbers, but also vast storehouses full of carrion eating birds. Some of these birds are small, but many more are quite large indeed. As large or larger as a man in fact, and the most common of these large birds are the corpses of the huge Dire Vultures, slain to protect the corpses that the necromancers of old actually wanted and stored away 'just in case'.
Just in case has now arrived, as the Black Rose faction could well use flying minions as large as a man whom come pre-physically adapted to ripping zombies into bits, even if the now dead birds are no longer able to eat said bits. Now, as soon as some minor preliminary research to adapt the zombie raising spells from man to bird finish, the skies may darken under the wings of the servants of the Black Rose Faction, before the Vultures swoop from the sky and begin ending our foes existence.
Time=> 5 Progress=> 6 Cost=>5
The work is rather simple, with the spell weave being completed in rather prodigious time. The work itself is rather simple, even with the problems that eventually pop up in the work.
Arisen dire vultures: 0/8 [4]/ 25 corpses / Rushed 0 times/ Nothing invested
Effeiancy:2d4=> [4]
Dire vultures, fearsome scavengers from the desert that kill the dead, dieing and injured themselves.
As tall as a man the dire vulture walks on two legs, and with its undead head and neck tucked, and its wings folded it can appear similar to a hunched cloak person.
This cannot be farther from the truth, with a long neck attached to a head with a beak that can be compared to a icepick or a pair of shears, and wingspan of 8 meters long. The Arisen dire vulture is fearsome, and any form of diving attack on its prey is dangerous, with its heavy body weight driving its talon into place, holding its prey stable, while its powerful neck drive the beak through its prey. The claws of the arisen dire vulture are fully capable of cutting flesh as well, due to their large nature and powerful muscles.
However, for all the power of the dire vultures, problem are found with the spell weave inside its wings, and due to the nature of the dire vultures flight in of itself.
The dire vulture doesn’t actually fly on its own, it uses the strong updrafts that the desert it lives in creates to help it fly and stay in the air. Without those updrafts, the arisen dire vulture cannot maintain its flight for very long, and it is very straining to make a take off from ground level for the spell weave.
As such, most of the Arisen dire vultures, “Flying” so far has really been gliding, using its large wing span to take it from high place to high place, before diving down on an enemy target.
Arisen Dire vulturesUnit
The Dire vulture is one of the apex scavengers in the deserts that it calls home, and the arisen dire vulture is rather deadly to behold, diving down on its target and fully capable of ripping apart a zombie in no time flat. Unfortunately, due to a lack of updraft in many of the Cities Wards, the arisen dire vulture cannot truly fly, instead using its wings as gliders to go from building to building (or other such high points)200 Corpses
Basic intelligent design 2/10 [2]/10 necrotic fluid/ Rushed 0 times / Nothing invested
Bonestitcher 2/12 [2] / 30 corpses, 30 metal, 60 non metal/rushed 0 times / Nothing invested
Necromantic crossbow 3/10 [3]/ 10 corpses, 50 non-metal, 20 metal/ Rushed 0 times/ Nothing invested
Bonebreaker: 0/12 [4]/ 70 corpses + 20 metal/ rushed 0 times/ Nothing invested
Iron zombie 0/9 [2]/ 50 corpses, 75 metal, 10 necrotic fluid/ rushed 0 time/ Nothing invested.
Arisen dire vultures: 0/8 [4]/ 25 corpses / Rushed 0 times/ Nothing invested
Zombies:
Unit
The most basic creatures to ever be created by a necromancer. Typically seen as baby’s first creature, the zombie is simple enough to be mass-produced with ease.
However, Zombies are slow, weak and incapable of doing more than simply bashing and biting their target. While dangerous to a peasant, zombies are relatively none threatening.
Cost: 100 Corpses
Bonebreaker
Unit
A undead Hippo fitted with a metal plate and spike on its head. Capable of performing a devastating charge and crushing many things in its weight through it sheer mass and weight, it has some problems with exceedingly large numbers due to its large bulk. Capable of walking along a riverbed or swimming in calm waters.
350 Corpses, 100 Metal
Iron Zombie
Unit
An expensive unit that has trouble moving with its heavy shell of metal, and not much stronger then your average zombie, the iron zombie is extremely durable as long as its not knocked off balance. Due to the application of a prototype spell weave, the Iron zombie is smarter then your average zombie, and is capable of wielding weapons.
150 corpse, 300 Metal, 45 Necrotic fluid
Arisen Dire vultures
Unit
The Dire vulture is one of the apex scavengers in the deserts that it calls home, and the arisen dire vulture is rather deadly to behold, diving down on its target and fully capable of ripping apart a zombie in no time flat. Unfortunately, due to a lack of updraft in many of the Cities Wards, the arisen dire vulture cannot truly fly, instead using its wings as gliders to go from building to building (or other such high points)
200 Corpses
Equipment:
Clubs:
Equipment
Clubs made from Wood, and possibly table legs and is typically used to bash things apart.
50 Non-materiels
Pitchfork:
Equipment
Pitchforks taken from peasants made from sharpened, fire-hardened wood. can be used to stab things.
50 non-materiels
Design Necromantic crossbow
Equipment
A self-loading and firing crossbow that is of quality make. Can fire at a rate of 30 seconds. Has a limited ammunition due to the quiver being attached to the crossbow and the measure taken to ensure the Ripper arm can reach the bolts, but that they don’t fall out when aiming.
50 Corpses, 200 non-metal, 100 Metal
Morningstar
Equipment
A metal shaft with a Orange sized metal ball on the end that has been covered in spikes, Bringing down bonecrushing force and armour puncturing spikes unto the target. Works best on targets with vital organs to rupture, but crushing force works well on most undead. A simple, brutal weapon simple enough even stupid undead can use it.
100 Metal, 25 non-metal
Flail
Equipment
A short haft with a chained spike ball on the end. The numbers of undead that can use this weapon consist of those that are smart enough to use it and not hit themselves with, and those for which the impact of this weapon would be as rain.
125 metal, 25 non-metal
Metal Cudgel
Equipment
A small metal cudgel, with a weighted head. Lacking in spikes the cudgel is a short cheap weapon that is usually used by city guards to beat down criminals. Sometimes non-lethally depending on the amount of broken bones.
75 Metal
Great mace/hammer
Equipment
A massive, hefty weapon with either a watermelon sized orb of spike metal or a Piece of metal and stone with more alike to a building stone then a hammer on the end. The haft tends to be anywhere from 4 feet to 6 feet long. This is not a weapon for killing men, and is used by elites, hero’s and paladins for killing monstrous beasts that would be immune to a normal spear or blade. It will reduce a normal human to a pulp in the hands of those that can wield the massive weapon.
150 Metal, 75 Non-Metal
Warhammer
Equipment
A hammer with a spike on the other side of its head. This is a simple a brutal weapon meant for killing armored races.
100 Metal, 25 Non-Metal
Dwarven hammer
Equipment
A single-handed hammer with a large block of metal or stone on its end. Typically used by hearty dwarfs to reduce all their enemies to nothing but crushed paste. While it can’t puncture armor as well as its smaller headed cousin, the crusher hammer is great for bringing a massive amount of weight down onto the target, and causing widespread mayhem to their bodies.
100 Metal, 50 Non-Metal
Unit modifier
Basic intelligence design.
Unit modifier upon creation.
A spell inserted into the spell weave to improve a lower undead’s ability to think and reason, Under this modifier the undead are following basic orders without direct supervision and using simple weaponry such as swords, clubs and axes.
Unfortunately, due to instability in the inserted spell matrix, application requires necrotic fluid.
May be applied to a unit upon creation. Adds a cost of necrotic fluid = to 25% of the corpse cost.
Infrastructure:
Necromantic brewer.
infastructure
A relatively simple set up designed to brew necromantic fluid.
Necrotic Fluid is created from a few choice herbs and the flesh of the recently passed.
+100 Necrotic fluid
100 metal, 200 non-metal, 100 Corpses
Moratorium:
infrastructure
A basic building where corpses are prepared to be used for the art of necromancy after being brought out of long-term storage.
+200 Corpses
100 Metal, 300 Non-Metals, 100 Necrotic Fluid
Mine Shaft:
infrastructure
A relatively small mine shaft dug out by the undead and manned by basic zombies that is used to access veins of metals from under the city. Kind of small and has a relatively high rate of zombies dying off.
+100 metal
200 metal 200 non-metals, 100 Corpses
Quarry
Infrastructure
A large open pit created for the purpose of hauling up good stone for construction. Due to the relatively open nature and large size, its tends to double as a meeting point.
+200 Non-Metals
200 Metals, 200 Non-metals, 100 corpses
Stockpile:
550 Necrotic fluid
1600 Corpses
600 Metal
500 non-metal
260 Special corpses
Current income/turn:
+150 Necrotic fluid
+400 Corpses
+200 Metal
+400 non-metal
+10 Special corpses
From:
Black rose capitol - Ward 1
Ward 3- Quarry/Shaft mine/ Necromantic brewer/Moratoruim
The
Revision phase of
Turn -1 has now begun You have
1 die for revisions.