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Savageish chiroptera units

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I love this mini collection, I should then give you a drawing to get a clue of what this creatures are all supposed to be fighting against, but there'll be time for that in the future. Chiropterans are the aerial race of the game... probably in the sense of radio communication as well as in that of flying around. They are a frail race under many circumstances, but if they play their cards correctly they might be among the deadliests. For time they cannot be flying for as long as they want, is like running for other creatures, they've got a stamina bar, bats are not as efficient flyiers as birds and this are giant bats, so do the math. The point is, it's recommended to fly near the enemy location, hide, recover and then attack while flying again, if you hadn't killed the enemy, you shoud save some stamina and hide again, repeat till the enemy is dead. The bats are prepared to this tactic, for example, they've got wall-crawl to aid while hiding. The bat's sight is also displayed with a dark screen and white waves that travels back and forth showing everything in the area around the unit, durning nightime is just about the same, while humans crash into walls and each other. Combining this tactics wisely, chiropterans can pown the other team without it knowing what hit them.

681) Finger whiper: The basic player controlled unit, this creature's weapon makes it unable to fly as most creatures on the page. Basically its a bat that has lost it wing membranes in order to be able to use its elongated fingers as whip-dagger... things. The tactic with this one is to keep a certain distance while attacking, just to be able to hit but not be hited... you don't want to be hited.

682) Waverider: This is a flying version of the thunder caller of the pachyderms. Its a sort of siege unit with sonic attacks much like its land counterpart, it has a wave attack with low damage and a high damage ray attack, this time more efficient at killing people. This unit has also a more powerful sonar than the other bat units.

683) Laterongnathus: This is a swarming unit as the raging tamarann, that means it's free to use and can be played by the commander as a drone without any player inside and has no respawn delay. It is made to be used in large numbers and be killed quikly without almost any cost for the team that uses them, recommended for guerrilla tactics, making the enemy lose time, etc. This swarming unit is also able to fly and because of its small size (not larger than some real bats unlike all the other chiropteran units) it has higer stamina and can also be used as a scout.

684) Windsinger: Bats disguised as birds. I decided birds wouldn't make a good race by themselves... or at least it was enough with bats as the flying race, since bats have a wider set of skills. Anyway, this are the active casters, that use air spells, you know, regular stuff, pulling and dragging winds and and some tornado. This spells are not good to deliver damage by themselves, but are great at helping your team-mates kill the enemies, for example, you can push melee enemies away from your ranged comrades and pull ranged enemies agains your melee mates, or elevating the enemy in the air towards a cloud of bloodthirsty killer bats.

685) Troglodyte: A stalking specialist, a single attack should be deadly and its skill to climb and hang from ceiling make it a deadly threat in closed spaces like caves and dense jungle. It carries a couple of spears it can use as ranged or melee weapons with equal damage; a lot. But of course it has really low defene and shouldn't flaunt around without cover.

686) Red vampire: I like this unit, a specialist unit, that doesn't technically use magic, so it cannot be considered a caster, but has a wide set of skills to use on the field. Being a vampire it can drain the health from the enemies with its melee attacks, but unlike vampirism in most games, the health is not loaded directly to the unit's health bar but saved as "ammunition", in a blood bar, this bar can be used for healing itself ot spited at allies to heal them. At some high level the unit earns a disease, this disease doesn't have any negative effect on the vampire, but can be spited with the same skill as the healing one towards enemy to transmit it causing it to slow its speed and making it weaker. With a heavy load of blood directed to allies they can be infected too causing their attacks to have the same effect.
I can also be upgraded a belt of thorns that causes bleeding after being bitten.

687) Soarer: The soarer is the passive caster of the chiropterans , it's a giant bat about the size of a quetzalcoatlus. Its main skill is a buff that gives unlimited stamina to all the allied bats around him, this means they can fly for as long as they want giving a huge tactical adventage to its team, and probably a debuff like a gust to slow the enemy. Now picture this scene in a match; Its night, humans are infected and bats have unlimited stamina to fly around as long as they want... you are doomed. Even when the soarer has whole lot stamina it is not unlimited and its allies must rest with it, of course they can soar each other, but like all bats they are really frail, specially for a unit their size, they can be shot dow with a couple of shoots. They also have that large boomerang to attack, its ok, good damege, but has a really low rate of fire and is not really acurrated.

688) Guaner: Yup, it doesn't sound nice, but thats what the worker unit of the chiropterans has to do, that and digging caves.

689) Rhinoculoidan: As tall as a horse but probably bulkier, this is the only one among all the chiropteran units to be able to stand a couple of good blows and give them back. It is made as a heavy ground unit, but can also fly for short periods of time.
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OtachiKaiju68's avatar
Hey I really like these!!