VolteMetalic/Dwarves

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Factions

  • Riezigdalan Socialist Republic - With the growing discontent of the people of the Riezigdalan Kingdom with the state of things coming from the nobility and the royal family, among several political movements one rose into prominence, the Communist Worker's Party led by Markus Bronzemähne. Gaining support of the workers and miners as well as many military officers, the communists were able to wage a civil war with the imperialists and eventually win and forming a new state, the Riezigdalan Socialist Republic.
    • Faction color is red, main color is green.
    • Main player is Ivanar...
  • Iron Kingdom of Riezigdal - For centuries the dwarves of the Riezigdal lived under the rule of the Hammerstahl royal family who protected them against all enemies outside their borders and led them to prosperity. However, in the last decades the corruption among the lords and lax overlook of the king led into disgruntlement and eventual riots of the people. Now, King Thorberg II was confronted with the civil war waged by the Communist Worker's Party, but in the end lost in the face of overwhelming opposition.
    • Faction color is yellow, main color is pale grey-blue.
  • Thelram - The neighbouring state of Riezigdal, Thelram is led by a theocratic Priest King, head of the church that worships the Dwarf Drake God. Priesthood is managing its territories, acting as the nobility, practicing the rune magic to improve the living of its people. Current Priest King Gregorei VIII is watching carefully the situation in the Riezigdal on the west, preparing his country for a possible war if the communists decides their faith is not tolerable, and possibly use the oppurtunity to gain lands Thelram covets for so long.
    • Faction color is vermilion, main color is dim yellow.
  • The Defenders of Riezigdal - A resistance movement originating from loyalist forces that hold the ground around the border city of Karram, now they are fighting to overthrow the rule of the Communist Party and help their leader, Lady General Gunnhild Brennenhalter Arvingedottir van Feuerkhodokburg, claim the throne for her family, advocating it is her sole right. To support their afford, the Defenders are getting material support from Thelram, who might have different plans with them.
    • Faction color is tyrian purple, main color is pale grey-blue.
  • Confederation of the Geldstulna Cantons - Split from Riezigdal a century ago, the Confederation of gnomes fought hard to get away from the oppression of the nobility only to live in another kind of dictatorship. Buying out the north of the country, Geldstulna Mountains, the Confederal Council maintains a strong economy and industry to protect it's interests agaisnt any external threats and gain more money from selling their industrious merchandise of high-quality. The current situation in Riezigdal greatly intrigues them.
    • Faction color is cobalt blue, main color is brown.

Campaign

Background

For thousands of years the dwarves of Riezigdal under the Iron Kingdom, protected by long lines of kings and living in relative peace with their neighbours. Having access to many deposits of iron and other rare metals gave them a position of traders and weaponsmith, selling weapons for many other kingdoms, even those from the far away lands. However, the situation was getting worse in the past few generations of the current Hammerstahl royal line. The nobility was getting more distant from the normal folks, dont caring as much for their well-being and instead more for themselves, becoming more and more corrupt.

Blue Waterlily War

(War with Tangata Manu) WIP

The Dwarf Drake's Goblet Crusades

During the millenia of existence of the Riezigdalan kingdom there were several conflicts between them and their close neighbours, the Thelram. Both nations being formed around the same time, Riezigdal and Thelram share much of their history together, and throughout ages they clashed in wars many times, more than can be easily counted. The most known are a series of wars that were centered around one and the same object of interest, the Dwarf Drake's Goblet, artifact loosely connected to the religion and legends of the Dwarf Drake God.

According to the myths the Dwarf Drake God, the smallest of the Dragon Gods, created a goblet out of a one ingot of every metal including the rarest to appease his larger siblings, but this wasnt enough for them. Thus he went and gathered all kinds of crystals with magical powers, minerals and stones with mystical powers to enchant the goblet with great powers. Dragon Gods still denied Dwarf Drake's gift with ridicule. Getting hopeless, Dwarf Drake God started pouring into the object all the arcane spells and knowledge he knew and could gather, thougth not even now he wasnt accepted. But this time his temper erupted, and shouted out at others to finally get their attention, which worked. The goblet was now useless for him, so he went into the mortal realm and gave the goblet to the first runic priest who proved to be worth the power and knowledge of the artifact, who in turn decided to create a church dedicated to Dwarf Drake God and spread the teachings coming from the Goblet.

From this church became within the Southern Ziguran dwarves sociey a country of Thelram, neigbouring with a fledging Riezigdal and other dwarven kingdoms. For ages the Goblet was kept protected in safe hands of the Church, used during ceremonies, crowning of new Priest Kings and when the need arose, used its powers to win a war. Pilgrims from other countries ventured into Thelram to celebrate holidays and events regardign their beliefs. This lasted till a fateful event that changed the history. Among the Thelram priests arose a splinter group that considered Dwarf Drake God's gift to be abused by the higher priests and bishops, not abyding by their god's intentions. So, with an assistance of brave warriors and likeminded jarls the faction stole the Goblet and fought their way out of Thelram. Many scouting parties, even military units were send to find these traitors and their most important artifact, but without any desirable results. The Goblet disappeared out of the world, but Thelram and other nations began the secret search after it.

Over the centuries, there were reports and rumors that Riezigdal or another dwarf country secretly kept it, prompting the Thelraman Priest Kings to call out for a "goblet crusade" that started bloody conflicts across the region, with countless casualties and villages and towns in ruins. There were in total 17 crusades with varying degree of successes, and Riezigdalan historians are speculating that since the eigtht it was no longer about finding the Goblet, althrough achieivng this would be most appretiated by Thelram, but it was more about acquiring new lands, using the search for the Goblet as nothing but an excuse for the Priest Kings and the Church. Eventually Thelram stopped attacking others to find their sacred artifact after all others united and crashed Thelraman armies and took out a good portion of their lost territories backf rom Thelram. The Holy Search, as Thelram calls it, wasnt stopped thought, only the Priest Kings realized they cannot no longer do it through bloody conquest, and instead are sending their priests with adventurers and trackers to investigate every story rumor they picked up, hoping that this one might be the One, that will bring the Dwarf Drake's Goblet back home.

Revolt of the Gnomes

The peace was interrupted by one of the events that shaped the modern Riezigdalan history. The Geldstulna Mountains, massive mountain range on the north that forms a natural border between dwarves and humans, was a strategic location to the Riezigdalan kings since the foundation of the kingdom. Rich with iron, nickel, gold, ygratium and many more deposits, the Geldstulna Mountains were the place where even in the not hospitable places the dwarves are able to build cities on the cliffs of the mountains and under them, with a massive industrial complexes. The people who were working in these underground cities and mines were being called "gnomes" since large portion of their life they were spending out of the daylight.

Within the gnome nobles several families realized the position they were in, and out of greed for the power they began preparations for their powerplay; seperation from Riezigdal. With an autonomy for enacting local laws they were laying the groundwork, building new houses for the workers to appease them, founding militia and new military bases and fortresses as a "reaction to the external raids", which were in reality orchestrated by the gnomes themselves by provoking the neighbours to attack and purchasing mercenaries to enact the raids. The families realized they must spend considerable amount of wealth to gain the resources for themselves. Among the final steps was one of the most daring ones; bribing the military officers and whole garrisons in secrecy. When the preparations which took four years were complete, the gnomes noble families set their plan into motion.

The gnomes made the first move by sending the note of their intention of separation from the kingdom and formation of their own state, citing all of the reasons for this decision, all to make it an official manifest. At first Thal Thurum, the capital and seat of the royal family, did considered it as a joke, but quickly realized the importance of the situation and acted quickly. Sending the orders to the Geldstulna garrisons to arrest the separatists and bring order to the region. There was another layer in this decision. The prominent Nachtwache Clan was longing for the Geldstulna region for its resources and industrial base to gain even more power in the government. It was a horrific shock when most of the garrisons didnt heed the call of their king and instead sided with the separatists. Hastily gathering a military force composed of three armies the Hall of Lords intended to pacify the gnomes by superior force, and send it to the north

The armies entered the mountain range and began the pacification of the region. The gnomes seemingly didnt held the power to hold their ground, loosing some of the important mining complexes in the process. The general in command of the force, Brummar Kälteschild, overcome by the successes, commenced with a quick advancement into the depths of Geldstulna. And right there, his whole hastily gatherer army fell into the trap. In the Stachelkamm Valley they were surrounded by the Gnome army, composed of the original miltiary units that hid in the mountains, the militia and large formations of mercenaries, largest part composed of Jiang Shi's Terracota Army, ceramic golems of considerable strength.

The battle raged for a week across the whole valley, costing hundreds of lives and changing the landscape of the valley itself. With his army decimated and on the verge of total annihilation, General Kälteschild surrendered. The gnomes, loosing much less of their miltiary strength thanks in great part to the Terracota Golems. The king and lords soon found out that after their grand victory the gnome army regrouped and turned south, moving to the unprepared Riezigdal. With the northern borders unprotected the Hall of Lords had little to no options but agree to the terms of the gnome families, who stacked them up with the pressure posed by their stronger military. The price was high, too high by some of the lords, but the peace and stabiltiy to the rest of the country was assured and the territory for the created Confederation of the Geldstulna Cantons was ceded to the gnomes. No more conflicts were waged with the north to this day, only minor skirmishes and individual incidents.

Rising Tensions

The inclusion of "normal people" in the Hall of Lords, a governing and legislative body of the state, didnt improved the situation all that much. These representatives had now a direct option to bring the issues of the people to the ears of their masters, but that was for nothing as the nobility did not listened to them in a single bit. It was only to shut their complains, they never intended to give the "lower people" the prestigeous positions among them. The ruler of the nation, King Thorberg II, sides with the aristocracy more for the reasons of fear for the lineage of his family than direct participation on the common practice of oppressing the citizen. King was getting concerned for the future of the royal line since his father Thorberg I died when Thorberg II was 16, and now in his 50s he still had no heir. With this and couple more problems, mostly personal ones, he is more inclined to follow the recommendations of the lords, who want for the Iron Kingdom to stay the way it is now, where peasants serves them and gives them taxes to live in comfort and luxury.

Act I: The Revolution

Game Mechanics

Resources

  • Money - Currency used by most of the factions to buy equipment, materials and pay for the training and work done by workers on the buildings. Money is gained by Dwarves through mining ores and transporting them into supply centers or by other means.
  • Knowledge Points - By researching in laboratories, taking prisoners and rescuing vehicle and aircraft crews Dwarves can increase their Tier to gain access to new units, unit variants and abilities.
  • Electrical Power - Dwarven unique resource. Dwarves need electricity for their buildigns to work properly, thus they must be build close to the power plants which generates a set amount of power, or through the use of Power Adapters that must link distant buildings to the power plants. Buildings on low power works only at 10-20% efficiency.

Army

Buildings

Defenses

Infantry Squads

Builders Non-combatant infantry, able to construct and repair structures.
Rifle Infantry Squad Standard infantry, armed with bolt action rifles with axe-bayonets and grenades.

(Variant) Blast Infantry Squad - Assault infantry, armed with shotguns, rifles with drum magazines and more grenades. They wear armors to survive approach to enemy defenses to destroy them.
(Variant) Field Doctors - Support infantry, armed with bolt action rifles. They accelerate healing of friendly infantry nearby.

Gunner Squad Heavy infantry, armed with rifles with drum magazines and light machine guns. They can suppress enemy infantry if they do not kill them with intensive fire.

(Variant) Cannoneer Squad - Heavy infantry, armed with personal cannons. They can attack both ground and air targets with blast damage, affecting more enemies at once. Can suppress enemy infantry.
(Variant) Rocketeer Squad - Anti-armor infantry, armed with unguided rocket launchers. They can wreck or immobilize enemy vehicles and destroy buildings from a distance.

Boar Cavalry Elite infantry, armed with bolt action rifles with scopes and mounted on war boars. They can hit the enemy from greater distance, dealing more damage, and can mount or dismount their steads for faster movement.
Miner-Engineer Squad Support infantry, armed with bolt action rifles and dynamites. They can build small bunkers and trenches, and dig tunnels under enemy positions to blow them up.

(Variant) Mechanics Squad - Support infantry, armed with bolt action rifles and equipped with toolboxes and hammers. They accelerate repairing of friendly vehicles nearby.
(Variant) Heavy Mortar Team - Artillery infantry, armed with large-caliber mortars. They can steadily bombard small designated area from a distance against defenses.

Papa-Captain Support infantry, armed with heavy revolver and command sword. They increase morale, resistance and courage of all friendly units nearby.
Runemage Support spellcaster, wizards and priests employing rune magic to strike enemies with fireballs, empower friendly units, and send meteor showers.

Builders

Builders
[ icon ]
Non-combat Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Rifle Infantry Squad

The military is an inseparable element of any national body. The dwarves are no exception, and for the thousands of years of their existence, the dwarf nations maintained strong militaries of tough warriors who were known for their resiliance and endurance in battle and their skill with blunt and cutting weapons, augmented by their strength. The use of swords was not preferable, as the dwarves are shorter than most other races and swords would require to be longer, making their handling harder. The tactics of the dwarven troops was thus concentrated on delivering the attack first before the enemy can finish theirs, using axes and hammers. Some of the specialized troops were trained in the use of heavy shields and halberds, the Shieldguards, who were trained to take the hit of the enemy, stop them in their tracks to allow other troops to close in.

The development of the dwarf troops was progressing in slow pace, for generations still prefereing axes, hammers and shields, until the discovery of the black powder and the first firearms.

Rifle Infantry Squad
[ icon ]
Basic Infantry
Role Anti-infantry
Health Points Total 980-990
Morale Total 1600
Cost 300
Build Time 0:20
Composition 1× Sergeant
6× Rifleman
1× Light Machinegunner


Blast Infantry Squad

Blast Infantry Squad
[ icon ]
Assault Infantry
Role Anti-infantry, Anti-structure
Health Points Total
Morale Total
Cost
Build Time
Composition 1× Sergeant
3× Assault Rifleman
4× Blast Infantryman


Field Doctors Squad

Field Doctors Squad
[ icon ]
Support Infantry
Role Anti-infantry, Healer
Health Points Total
Morale Total
Cost
Build Time
Composition 1× Sergeant
2× Rifleman
3× Field Doctor


Gunner Squad

Gunner Squad
[ icon ]
Heavy Infantry
Role Suppression, Fire support, Defense
Health Points Total
Morale Total
Cost
Build Time
Composition 1× Sergeant
3× Assault Rifleman
4× Light Machinegunner


Cannoneer Squad

Cannoneer Squad
[ icon ]
Heavy Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Rocketeer Squad

Rocketeer Squad
[ icon ]
Heavy Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Boar Cavalry

Boar Cavalry
[ icon ]
Mounted Infantry
Role Anti-infantry, Sniper, Fire support
Health Points Total
Morale Total
Cost
Build Time
Composition 1× Warboar Cavalry Sergeant
4× Warboar Cavalryman


Miner-Engineer Squad

Miner-Engineer Squad
[ icon ]
Support Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Mechanic Squad

Mechanic Squad
[ icon ]
Support Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Heavy Mortar Team

Heavy Mortar Team
[ icon ]
Siege Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Papa-Captain

Papa-Captain
[ icon ]
Support Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Runemage

Runemage
[ icon ]
Support Infantry
Role
Health Points Total
Morale Total
Cost
Build Time
Composition


Infantry

Rifleman

Statistics

Rifleman
[ icon ]
Tough Skin
Basic Infantry
Unit Type Ground, Biological
Role Anti-infantry
Health Points 120
Armour Type Clothed
Sight Range 170
Speed 40
Morale 200
Morale Regen. 17 / s
Bolt Action Rifle
Bullet
Range 140
Rate of Fire 1 / 4s
Damage 20
DPM 300
Suppression 5
Morale Damage -8
Rifle Axe-Bayonet
Melee
Range 0-5
Rate of Fire 1 / 2s
Damage 45
DPM 1350
Suppression 0
Morale Damage -12
Frag Grenade
Dumb Fire, Splash (15-20)
Bomb
Range 70
Rate of Fire 25s cooldown
Damage 65
DPM 390
Suppression -10
Morale Damage -10


Assault Rifleman

Statistics

Assault Rifleman
[ icon ]
Tough Skin
Basic Infantry/Assault Infantry
Unit Type Ground, Biological
Role Anti-infantry
Health Points 120
Armour Type Clothed
Sight Range 170
Speed 40
Morale 200
Morale Regen. 17 / s
Bolt Drum Rifle
Magazine (4, 5s)
Bullet
Range 130
Rate of Fire 1 / 1s
Damage 20
DPM 560
Suppression 3
Morale Damage -8
Combat Knife
Melee
Range
Rate of Fire
Damage
DPM
Suppression
Morale Damage


Light Machinegunner

Statistics

Light Machinegunner
[ icon ]
Tough Skin
Suppressor
Unit Type Ground, Biological
Role Anti-infantry
Health Points 120
Armour Type Clothed
Sight Range 170
Speed 40
Morale 200
Morale Regen. 17 / s
Light Machine Gun
Inaccurate (10-20), Intimidating (30)
Bullet
Range 145-150
Rate of Fire 5 / 1s
Damage 15
DPM 4500
Suppression 15-25
Morale Damage -5-10
Weapon Gunstock
Melee
Range 0-5
Rate of Fire 1 / 2s
Damage 30
DPM 900
Suppression 0
Morale Damage -10


Sergeant

Statistics

Sergeant
[ icon ]
Tough Skin, Squad Leader, Morale Beacon
Basic Infantry / Officer
Unit Type Ground, Biological
Role Anti-infantry
Health Points 140-150
Armour Type Clothed
Sight Range 200
Speed 40
Morale 200
Morale Regen. 31 / s
Bolt Action Rifle
Bullet
Range 140
Rate of Fire 1 / 4s
Damage 20
DPM 300
Suppression 5
Morale Damage -8
Rifle Axe-Bayonet
Melee
Range 0-5
Rate of Fire 1 / 2s
Damage 45
DPM 1350
Suppression 0
Morale Damage -12


Blast Infantryman

Statistics

Blast Infantryman
[ icon ]
Tough Skin,
Assault Infantry
Unit Type Ground, Biological
Role Anti-infantry
Health Points
Armour Type Clothed
Sight Range
Speed
Morale
Morale Regen.
Shotgun
Scattershot
Bullet
Range
Rate of Fire
Damage
DPM
Suppression
Morale Damage
Shotgun Axe-Bayonet
Melee
Range 0-5
Rate of Fire 1 / 2s
Damage 45
DPM 1350
Suppression 0
Morale Damage -12
Frag Grenade
Dumb Fire, Splash (15-20)
Bomb
Range 70
Rate of Fire 25s cooldown
Damage 65
DPM 390
Suppression -10
Morale Damage -10
Dynamite
Buildings Only, Dumb Fire, Splash ()
Bomb
Range
Rate of Fire
Damage
DPM
Suppression
Morale Damage


Field Doctor

Statistics

Field Doctor
[ icon ]
Tough Skin, Morale Beacon
Support, Healer
Unit Type Ground, Biological
Role Anti-infantry
Health Points
Armour Type Clothed
Sight Range
Speed
Morale
Morale Regen.
Bolt Action Rifle
Bullet
Range 140
Rate of Fire 1 / 4s
Damage 20
DPM 300
Suppression 5
Morale Damage -8
Medical Aid
...
Range
Rate of Fire
Damage
DPM
Suppression
Morale Damage



Vehicles

Ore Truck Non-combatant vehicle, transports and delivers the ore to the refinery for refinement.
Flak Gun Carriage Artillery weapon, it fires shrapnel shells against infantry and aircraft and explosive shells agaisnt vehicles. Must be towed by Heavy Tractor or Armored Train.

(Variant) Long Field Gun Carriage - Artillery weapon, able to fire for long ranges. Wide area of effect but inaccurate, explosive shells are devastating against most targets. Must be towed by Heavy Tractor or Armored Train.

Heavy Tractor Transport and universal vehicle, able to transport one/two squads in its armored shell, with option to ferry behind the artillery guns or even vehicles (except for Thane Breakthrough Tank). Possibility to mount permanently one of heavier weapons.

(Variant) Rotary Machine Gun - Six-barreled machine gun, rotated by a power generator grants it high rate of fire, excellent to kill or suppress enemy infantry.
(Variant) Tank Gun - Anti-armor artillery, good against light vehicles, slightily weaker agaisnt medium vehicles.
(Variant) Field Aid - Support vehicle, heals friendly infantry nearby.

Armored Train Large armored vehicle, made of wheeled armored locomotive and two/three carts mounting various weapons. Locomotive sports a tank gun, first cart has anti-air-only flak gun, second cart holds space for one/two squads to fire out from, third cart houses a machine gun and gun turret.
Ironblaze Battle Tank Medium tank, heavy armor and two large-caliber guns are perfect for engaging other armor, support infantry during pushes and holding the ground.
Oldren Rocket Launcher Rocket artillery, armed with two large rockets to deal massive damage to anything it hits (especially structures) at long ranges. Have long reload time, however.
Thane Breakthrough Tank Superheavy tank, four mighty cannons acts as surface battleship shelling enemy defense positions, protected by superior armor plating. Extremely expensive.

Aircraft

Wingcopter Fighter and gunship, VTOL plane good against lightly armroed targets and infantry with two heavy machine guns, and can throw out grenades to suppress infantry.
Thunderlord Gunner Bomber Bomber and heavy gunship, large VTOL plane with large payload of bombs to demolish buildings and ground units and many machine gun turrets for self-defense and holding the ground from light targets.
Cargo Zeppelin Aerial transport, airship capable of transporting several squads and a single vehicle (excluding the heaviest).