Vlad’s Kislev Units: Dominion Faction Project
This mod is not 100% complete, more units will be added as they are finished
*also not lore friendly this faction idea was completely made up with inspirations such as the Protoss from SCII, Kislev, and Chaos
This mod is a precursor to a larger mod in progress.
This mod temporarily provides a whole unique roster to the Ursun Revivalists. This is a placeholder as these units will soon be added to a unique faction called The Dominion. Currently there are 21 usable units. By the time this mod is complete there will be a total of 28-31 units to this roster not including regiments of renown.
The majority of these units are gunpowder/missile units as this will be what the faction will specialize in. They are quite powerful but they generally cost more than the vanilla units, causing the player to not be able to field these units easily and most battles you will be outnumbered but not out gunned
The Tier Numbers are really not applicable at the moment as most of the units are recruitable at the Kislev artillery buildings 2 and 3. Some are recruited through the ice guard. I have not moved them to all kislev buildings as hopefully soon they will be part of their own faction instead. However, if you guys want me to move them let me know.
TII
Vanguard Legion: these units are close quarters missile troops that have a 4 shot pistol and shield
Charger Legion: these are close quarters missile gun-axe infantry
TIII
Light Rifle Legion: these are the main infantry of the Dominion, carry 2 shot gun-axes
Eclipse Legion: these units use advanced weaponry that shoots magical bullets (prob gonna be a ror later)
Battle Rooks: large sentient suits of armor, wield heavy 2 handed swords and axes
Rook Cannoneers: large sentient suits of armor, carry mundane cannons
Alpine Headhunters: sniper weapons team, shielded
TIV
Heavy Legion: small squadron of heavily armored Dominion Legionnaires. They carry automatic heavy gun-axes
Tunnel Paladin (Sword and Shield): Heavy foot knights, strong defence. They are different than normal melee units as they are only in a group of 50. Battle line holders
Tunnel Paladin (2H Swords): Heavy foot knights, strong defence. They are different than normal melee units as they are only in a group of 50, carry greatswords. Anti Infantry
Runix Battle Mages (Heavens): strong magical melee units.
Rune Rooks: rook cannoneers that use magical cannons (explosive shots)
Royal Rooks: rook cannoneers that use shotgun cannons, close quarters
TV
Champions of the Underrealm: Very powerful hybrid units: Shielded and carry a handcannon that shoots heat rounds
TIII
Rune Bear Riders: monstrous cavalry, use glaive/spears cause terror
TIV
Rune Bear Outriders: monstrous missile cavalry, carry bladed repeater rifles
TIII
Quad Cannons: 4 shot magical cannon infantry
Light Tunnel Ship: armored war machine, has a single turret that shoots heat rounds at a decent rate of fire
TIV
Heavy Tunnel Ship: a powerful warmachine that has a 2 volley magical cannon shot, and a turret that shoots heat rounds at a decent rate of fire. Also has flaming ‘melee’ attacks
TIV
Rune Mech: powerful magical mech that shoots a volley of explosive magical shots
TV
The Rune Colossus: armored sentinel, uses a giant magic twinblade
Battle Mages (Fire): alternate variant of the current battle mages, have fire attacks
Visionary’s Guard: elite battle mages, similar to the aspiring champions, fire attacks and abilities
Warblimp: lightly armored airborne warmachine, will have rifle shots and a light cannon
Heavy Airship: heavily armored airship: will have multiple cannons and heat round turrets, also will have abilities
Rune Bulwark: magical tank that only has melee attacks, will have explosion abilities
Rune Ship: magical airborne war alter
Gun Carts: light chariots that will be similar to empire war wagons
Glassers: magical flamethrower team, maybe a rook variant or a infantry unit
Volunteer Legion: cheap weak TI units, will have 3 variants: spears, handgunners, and pistol+swords
Rune Titan: colossus variant, will have a variety of spells
More Variants for existing units such as the heavy tank, light tank and rune mechs
The faction will have unique lords and heroes with unique buildings, playstyle and mechanics. This race dwells deep within the earth so they will have the underway stance, maybe some ways to teleport around the world like the sea waves. I am debating on making them like the skaven and allowing them to only have undercities.
That concludes the base of the unit expansion. Attributes need to be made, and more balancing is needed. If you spot a bug or an issue feel free to put it in the comments.