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File: Onslaught v06.pdf (4.29 MB, PDF)
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The most merciful thing in the world, I think, is the inability of the elven mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The magic arts, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age.
-- excerpt from Celaeno Fragments
>>
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In order to make the game as fast as possible, state your action and roll the dice in your first post. Resolve the action in your second post and reply to me with changes to gates, disbands, casualties, followers Rallied from derelict pool, movement and other info which changes the state of map or otherwise modifies the scenario landscape. You track the rest.
If you were in previous thread (https://archived.moe/qst/thread/3052524/), you can reclaim your Commander and get +1 bonus to your next three Clashes.
In this scenario, Gathering outside of danger zones is vs 10 (not 40).

How to deploy:
First, choose your background (bonuses for this scenario only):
>A. Imperial Army, mercenary company or similar outfit based in capital (+1 bonus to Clash)
>B. Local lord's cohort, village militia, temple guards or similar local force (+2 Secure an Advantage when Clashing in villages)
>C. Outlaws, exiles, persecuted religious order or similar dissident community (+1 when Gathering or Clashing in forests)

Then, list
>name and class of your Commander
>starting perk
>follower roster (5+1d4 followers, eight follower and beyond are reserves)
>(optional) names and backgrounds of at least some of your followers (your next two Secure an Advantage will give +1 additional bonus)
>(optional) customs, traditions and history of your company (2x +1 bonus you can claim at any point in future)

First turn tomorrow (Thursday) at 6PM UTC.
>>
So what does gathering do? Is that just looting?
>>
Rolled 3 (1d4)

>>4009927
>>4009927
>C. Outlaws, exiles, persecuted religious order or similar dissident community (+1 when Gathering or Clashing in forests)

>Lt. Arlo Raines
>Moving to the first tile costs 0
Breach. Usable even if you lost
Clash roll.
>5+1d4
>Give me a minute
>A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion. lead by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.

Likes to loot for both profit and trophy keeping. Eyes and Tentacles are usually carried by soldiers into battle to denote their prowess and for coolness factor. 50/50 but usually nobody none of the Ratbags have very many things they WON'T eat.
>>
>>4010645
Looks like you're going by the previous ruleset. The current one doesn't have rules for individual units besides the commander.
>>
>>4010662
Whoops missed the pdf give me a second.
>>
Rolled 4 + 5 (1d4 + 5)

>>4009934
>A. Imperial Army, mercenary company or similar outfit based in capital (+1 bonus to Clash)

>Commander
Zeno Raloris - {Skirmisher}
>Perk
Discipline
>>
>>4009934
>>4010667
>>
>>4009934
I'm trying to understand option B here. Is it that Secure Advantage [Clash] is worth +2 while standing in a village, or is it that Clashing in a village makes the next Secure Advantage worth +2?
>>
>>4009934
>>4010667
>A. Imperial Army, mercenary company or similar outfit based in capital (+1 bonus to Clash)

>Commander
Zeno Raloris - {Skirmisher}
>Perk
Discipline
>Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Vesryn Sylcan (Rookie)
-Saleh Kelmaris (Trapper)
-Alasse Elkas (Myrmidon)
-Taenya Leovalur (Rookie)
-Elanil Dorven (Trapper)
-Lhoris Roro {Reserve} (War Veteran)
-Ayre Quiric {Reserve} (Trainee)
>Company History
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
>>4009927
Guerrilla
>C. Outlaws, exiles, persecuted religious order or similar dissident community (+1 when Gathering or Clashing in forests)

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers>>4010563(You)

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
4 People I might name once the one's here die

>I'll write their backstories if any of them survive. I don't wanna hype a bunch of losers up.

History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion. lead by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.

Likes to loot for both profit and trophy keeping. Eyes and Tentacles are usually carried by soldiers into battle to denote their prowess and for coolness factor. 50/50 but usually none of the Ratbags have very many things they WON'T eat.
>>
Rolled 3 (1d4)

>>4009934
>>
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>>4010545
In context of this scenario, it's more like going into areas which have been already evacuated and trying to find something of use there. Hunting for game in recently abandoned private forests, going through emptied houses and barns, that sort of thing.

>>4010682
My bad! It's
>Secure Advantage [Clash] is worth +2 while standing in a village

I also noticed I laid out something wrongly in rules:
Rules clarification
Unless otherwise noted, downranking of dice and bonuses is possible only before rolling the dice.

>>4010697
>>4010717
>Galarn Patrol (commanded by skirmisher Raloris)
>Ignoble Ratbags (commanded by ranger Raines)
deployed!
>>
Does being in a danger zone force Clash as a standard action, or is the Clash distinct from the chosen standard action?
Does a roll of 1 on Surge cause Disband? If not, can it replace a natural 1 next turn to prevent Disband?
Does Disband occur even outside of danger zones?
Given that Sorceress has no indicated level-up benefits, is there any way that, upon her death, the successor commander would be any level besides 1?
Can one Prepare the same bonus twice in a turn?
For the Secure Advantage perks, Heal and Guerrilla, does one have to Advantage the mentioned actions, Rally and Clash, or does merely Advantaging activate the perks?


>>4009934
>>4010748
Returning player here.

>B, local force

Brishan Evist, Skirmisher
Unyielding

Brishan Evist, Captain
Segiu Vagan, Second
Ketla Marzam, Scout
Harokem Lauz, Animal Handler
+3 followers
+1 reserves

A patrol attached somewhere between the provincial and local level, tasked with monitoring academies and detecting clandestine magic experimentation. Though they coordinate with local government, their allegiance is ultimately inquisitorial.
>>
>>4010940
+2 above usual, or +2 total? I ask because Secure [Clash] also achieves +2 total for A on any terrain, and in forests for C. I can see B being competitive with C depending on geography, but A seems objectively better than B unless hidden rules exist.
>>
>>4010965
Welcome back!
>8th Seat (commanded by skirmisher Evist)
Deployed!

Thanks for having a thorough read through the rules, this is great feedback.
>forced Clash
Forced Clash is the same as standard action Clash, only you cannot downrank your bonuses and you have to roll with Commander and all your followers (full u).

>rolling 1 on Surge
It will cause disband only if you use it next turn. You can use Surge dice to replace a natural 1 and prevent disband (except when Surge dice is also 1).

>disband outside danger zones
Yes.

>Sorceress successor
If a Sorceress accrued xp which would allow other classes to achieve level 3, her successor can start as level 2. Spent xp does not count here.

>Can one Prepare the same bonus twice in a turn?
No.

>Secure an Advantage and perks
Yes, you have to Secure an Advantage and follow up with relevant action in the same turn to be able to use the perk.

>>4010994
Let's say there's a company standing on village and Clashing.
A gets +1 additional bonus and can get all other usual bonuses (from Secure an Advantage, Prepare (Adapt), talents etc.)
B can get all usual bonuses. If B decides to Secure an Advantage here, it will give +1 additional bonus.
C can get all usual bonuses.
>>
>>4011080
>Village clash
A has +1 Clash natively and can get +1 from Secure
B has +0 Clash natively and can get +2 from Secure in a village, +1 otherwise

In the single situation that B distinguishes itself by investing an action, A can equal it with the same action investment, and performs better in all others. Is B meant to have a non-Clash application like C?
>>
>>4011103
Oh, now I see. You are right, B is underpowered. Let's give local forces also +3 additional followers at start (so 8+1d4). As usual, eight follower and beyond are reserves.
>>
File: 01 Leanda.png (582 KB, 1000x500)
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"Leanda reporting in! Masakh'ūn are pouring through the river and advancing on our settlements. Clash in villages which fell within eldrazi zone of influence for two consecutive turns to allow everyone to evacuate. Each turn, a portion of civilians will make their escape. Some will even join you if you buy them enough time. I fear the worst in communities which won't be reinforced in time... We musn't fail! Andu-falah-dor!"
>>
File: Turn 1.png (3.77 MB, 2037x1787)
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Turn 1
New Main objective: Clash in villages inside danger zones for two consecutive turns to allow civilians to evacuate. If you win clash inside a village, you will minimize casualties and may add one reserve to your company.
Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)
Derelict Pool 0 (0)
Civilian casualties 1407 (+1407)
Casualties 0 (0)
>>
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Commanders, we should so something! Each passing moment of hesitation brings us closer to ruin!

(let's try to aim for at least one update per hour)
>>
Rolled 2, 1, 4, 1, 2, 1, 1, 2 + 3 = 17 (8d4 + 3)

>>4011149
>Discipline (Free): +1 stack of [Anticipate[
1: >[Secure an Advantage]: "We need to evacuate the village! Quiric & Roro will help them (Reserves). The rest of you lets stop this [gate]!"(+1 to clash)
2: >[Clash]All 7 units+Commander participate in the clash while civilians are being evacuated (Morale Mid (2)+ Advantage (1)= 3 to bonus)
3: >Move 1 North (Inside the village)

>Was all of this right?


*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Vesryn Sylcan (Rookie)
-Saleh Kelmaris (Trapper)
-Alasse Elkas (Myrmidon)
-Taenya Leovalur (Rookie)
-Elanil Dorven (Trapper)
-Lhoris Roro {Reserve} (War Veteran)
-Ayre Quiric {Reserve} (Trainee)
*Company History
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
Rolled 4, 2, 2, 4, 2, 3, 3, 1 + 6 = 27 (8d4 + 6)

>>4011149
Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
4 People I might name once the one's here die

>I'll write their backstories if any of them survive. I don't wanna hype a bunch of losers up.

History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion. lead by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.

Likes to loot for both profit and trophy keeping. Eyes and Tentacles are usually carried by soldiers into battle to denote their prowess and for coolness factor. 50/50 but usually none of the Ratbags have very many things they WON'T eat.

Soz, I thought it was 6 PM American.

"Alright boys bows knocked and game faces on. We're goin' into hell fist first and chockin' some ugly sonnabichs right in their god damn throat. We're not in the standing around business men, we're in the monster killin' business now let me hear your war cry, let 'em bastards know we're open for business!!!"

"Uuurrraaahhhhhhhh!!!!"

"God damn!"

>Secure an advantage clash (rousing speech)
>Move SE*3

>Clash+6?(+1 secure advantage, +1 outlaw forest bonus, +1 guerilla forest bonus, +1 guerrilla secure advantage while in forest
+1, +2 morale.)
>>
Rolled 3, 2, 1, 4, 3, 4, 3, 4 + 5 = 29 (8d4 + 5)

"Among us so unexpectedly. Did we have any leads into this incursion?"

The Company knows as well as Brishan that the eldrazi acknowledge little the voice of elvenkind, whether treaty or plea, but enjoy a few last minutes of normalcy as they discuss watchlists and rosters. They encounter the first enemy with calm hearts.

>>4011149
>Secure [Clash], +background bonus. +2 total.
>Clash, +Secure, +returning player bonus, +Morale. +5 total
>Move into village

Brishan Evist, Skirmisher
Unyielding

Brishan Evist, Captain
Segiu Vagan, Second
Ketla Marzam, Scout
Harokem Lauz, Animal Handler
+4 followers
+4 reserves

A patrol attached somewhere between the provincial and local level, tasked with monitoring academies and detecting clandestine magic experimentation. Though they coordinate with local government, their allegiance is ultimately inquisitorial.
>>
>>4011149
>>4011422
Clash Above by 9, Disband position 3.

Gate -1, Ketla Disbanded
>>
File: Terrain Types.png (2.65 MB, 1153x1419)
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>>4011422
>>4011431
Yup, this is it! Perfect execution.

>>4011305
I think you forgot to claim your imperial background bonus (+1 to Clash). And you don't have to detail what your reserves are doing or specify units which are helping villagers - Clashing on village is enough (just RPing is of course more than alright).

>>4011371
You should Clash in village, not adjacent to it if you want to protect it. I'll move you inside the village if that's okay.

Otherwise your action posts look good. Patrol, Ratbags, could you please resolve your posts, like Brishan did?

When I was writing the rules, for some reason I listed Move towards the end of turn order and now I cannot figure out why. So keep on doing what you are doing, feel free to move before listing Standard Action.

I also put together a picture of terrain types so it's clear what's what. Terrain can have variations, for example you can see several variations of elven villages in our battlespace. Also, terrain can be mixed - for example in the picture
>1 is desert/hills
>2 is forest/hills
>3 is mushrooms/hills
Mixed terrain gives bonuses of both terrain types its composed of (these do not stack).

Let's update in slow mode for now. Would fast mode be alright for all of you on Saturday 6PM UTC?
>>
>>4011459
I went into the forest to get the +3(Guerilla, Outlaws) to clash but sure.

I'll format it like Brishan next post but I was on my phone and still am.

I'll probably be fine to fast post Saturday yeah.
>>
>>4011459
I'd like my Move to happen before Clash, then.
>>
>>4011149
>>4011305
>>4011459

Clash is equal (18) v 18, Disband position 2,4,6,7

Gate -1, Siveril, Sylcan, Elkas & Leovalur Disbanded
>>
>>4011459
>>4011680

Correction! I have 1 stack of anticipate: Siveril will not be disbanded
>>
>>4011680
Equal on Clash deals your bonuses worth of damage to the Gate.
>>
>>4011680
>>4011709
>>4011682
>>4011459
Thank you! so gate is -4 then
>>
File: 02 Leanda.png (614 KB, 1000x500)
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"We are not the only ones being hit hard by eldrazi. My source in Conclave, the imperial mage's guild, is telling me some communities in Maruoka have resorted to traversing the mountains and disembarking on platforms. Platforms are these huge floating chunks of land which have been around from ancient times. Our magic comes from the earth, so platforms have been always regarded as backwards, inhospitable places where exiles, criminals and the occasional disgraced mages end up. Seeking refuge there is a desperate move.

In any case, it may be good idea to collect as much food and reagents as we can. It doesn't make sense to rescue fellow kaldorei just to have us all starve to death one moon later. In haste of retreat, not many people could afford time to pack up all their food and valuables. Check fish traps in rice fields, help with loading and unloading of grain, scour around for anything useful. You can drop off what you are carrying at great trees - but make sure to keep track of it so you can properly claim it at later time.

>>4011495 Ranger, I understand your desire to fight to your strengths but sometimes we have to engage on unfavourable terms. It doesn't matter how many spawns we defeat in forests when fellow kaldorei are getting massacred in exposed villages! Please do not lose track of our objectives!"
>>
File: Turn 2.png (3.92 MB, 2123x1853)
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Turn 2
Main objective: Clash in villages inside danger zones for two consecutive turns to allow civilians to evacuate. If you win clash inside a village, you will minimize casualties and may add one reserve to your company.
New Secondary objective: Gather at least 15 food
New Secondary objective: Gather at least 9 reagents

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)
Derelict Pool 3 (+5, -2)
Sylcan
Elkas
casualty!Leovalur
Ketla
casualty! 1 follower


Civilian casualties 145 (+5)
Casualties 2 (+2)


>>4011721
>>4011598
>>4011371
All villages you were clashing on are depopulated now - turn one they got hit by eldrazi (not your fault), turn 2 you protected civilians as they evacuated. All of you won (Above or Equal) village clashes so each company can now add 1 reserve as reinforcements from villages.

I also realized I made a scaling error - companies were too small relative to village populations. I'm adjusting civilian casualties. Also note there will be always civilian casualties no matter how well you fight.
>>
>>4013080
>Gain 1 additional Reserve: Volodar Adna
>+1 Anticipate Stack (Free)
>Secure Advantage: +1 to adapt
>Move 2S, 1SW
>Prepare {Adapt (+2)} & {Reinforce}
>Reinforce Roro, Quiric & Adna replace Sylcan & Elcan
*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline

*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Vesryn Sylcan (Rookie) [Derelict Pool] R
-Saleh Kelmaris (Trapper)
-Alasse Elkas (Myrmidon) [Derelict Pool] R
-Taenya Leovalur (Rookie) [Casualty]
-Elanil Dorven (Trapper)
-Lhoris Roro (War Veteran)
-Ayre Quiric (Trainee)
-Volodar Adna (Gatherer/Ex Swordsman)

*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
"No civilians, no business of ours. That's now and future, 8th Seat!"

>>4013080
>Secure [Adapt]
>Move 3S
>Prepare [Anticipate], [Adapt]

Brishan Evist, Skirmisher
Unyielding

Brishan Evist, Captain
Segiu Vagan, Second
Ketla Marzam, Scout [Derelict]
Harokem Lauz, Animal Handler
+4 followers
+5 reserves

A patrol attached somewhere between the provincial and local level, tasked with monitoring academies and detecting clandestine magic experimentation. Though they coordinate with local government, their allegiance is ultimately inquisitorial. They are named for their unspoken influence in all academic boards.
>>
Rolled 1, 4, 2, 2, 2, 3, 2, 1 + 3 = 20 (8d4 + 3)

>>4013080

>Gain 1 follower from successful town fighting.
>Secure an Advantage, use the new guy as bait to lure in a bunch of monsters.
>Clash in village +3 (+2 Morale, +1 Secure an advantage).

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers
1 Sacrifice


History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion. lead by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.

Likes to loot for both profit and trophy keeping. Eyes and Tentacles are usually carried by soldiers into battle to denote their prowess and for coolness factor. 50/50 but usually none of the Ratbags have very many things they WON'T eat.

"Eyy, you there! Yeah you in the militia clothes, I need a hero and you just so happened to be the perfect fit. So what'ya say? You wanna be a hero? The answer's obviously Yes, I ain't giving you a choice here."

The Guerrilla trait says I gain a +1 when securing an advantage, is that only in specific terrain or all secure an advantage?
>>
>>4013273
You forgot to describe what is it your troops are doing! Feel free to claim Secure an Advantage bonus now but give us some good description next turn.

>>4014034
Village you are in has been just depopulated (see Turn 2 post, also on map depopulated villages are marked with green crosses) so staying and Clashing now won't do much good. Would you like to submit a new action?

>guerrilla perk
It's specifically for Secure an Advantage(Clash) in forest/hills/mountains.
So you move into forest/hills/mountains, declare SaA(Clash) and follow-up with Clash. That will give you +2 on top of other bonuses.
Or you move into forest/hills/mountains and follow-up with Clash. That's +1 on top of other bonuses.
If you were to move to, let's say, hills, declare SaA and then follow-up with, let's say, Rally, Guerrilla would not activate.

Actually let me reword Guerrilla now that Move changed position in turn order.
Guerrilla: When you Clash in forest, hills or mountains you just moved into, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage(Clash).
>>
>>4015078
Sure but I already rolled so it'd feel cheap if I disragarded it. Just add.

>Move South East

So I can get +3
>>
Weary messenger canters in: "Our counter-attack in southeastern plains has been halted completely. No matter what we threw at eldrazi, they just kept spawning. Even when we destroyed gates porting in reinforcements, new conduits crashed down from sky a few hours later. I'm beginning to think this invasion cannot be contained by conventional means. Our forces are now retreating to south, towards capital, and I recommend you to do the same. This district is about to get cut off."

Leanda agrees: "I will send out couriers to notify people to dispatch caravans and start moving south. I marked locations from which the longest trains will depart and their planned routes. Make sure to position yourself close to them.

I'm also getting reports of several provisional centers being set up. You can change your horses for fresh ones at these camps. It will allow us to move quicker between areas which need our help the most."
>>
File: Turn 3.png (3.76 MB, 2067x1906)
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Turn 3
Main objective: Clash in villages inside danger zones for two consecutive turns to allow civilians to evacuate. If you win clash inside a village, you will minimize casualties and may add one reserve to your company.
New Secondary objective: Gather at least 15 food
New Secondary objective: Gather at least 9 reagents

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)
Derelict Pool 2 (+0, -1)
Sylcan
Elkas
casualty! Ketla

Civilian casualties 145 (0)
Casualties 3 (+1)

Leovalur, Ketla, 1 unknown soldier

Several camps are now spawned on map, each gives the same bonus (not only the top one).
Caravans will start to move at the end of following turn.

>>4015626
I think you meant south-west? South-east is a rice field (which may look like a forest, which is my fault for not explaining) so I moved you SE into forest. Feel free to claim 2 mp this turn if this is not what you wanted.

We now got dedicated channel in Skirmish discord: https://discord.gg/ksMz8nE - feel free to join!
>>
Rolled 6, 4 + 2 = 12 (2d7 + 2)

>>4016029
Yep Meant SW. Skrimish curse lol, you also said SE too ha.

Also ahh I messed up I forgot you needed an action to reinforce so If we take the last dice or first dice out I'd have lost 1 from the clash.

>>4016029
>Move SW*3
>Secure an advantage Lead the foraging as a ranger (Gather).

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (6+1) Active, 2 in reserve

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers
1 Sacrifice


History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion. lead by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.

Likes to loot for both profit and trophy keeping. Eyes and Tentacles are usually carried by soldiers into battle to denote their prowess and for coolness factor. 50/50 but usually none of the Ratbags have very many things they WON'T eat.
>>
>>4016147
Since it was supposed to be 2d7vs10 instead of 2d7+2vs10 then I get equal which means I choose what I get.

>Find 2 reagents.
>>
Rolled 1, 4, 4 = 9 (3d8)

>>4016029
>Discipline (Free), Generate another point of anaticipate (Stack is now 2)
>Secure advantage: (Gather) some [foods] from the nearby village. As much as we can find & carry. We'll also make sure to evacuate when the gate spawns.
>Move 3SW
>Gather (+2 from adapt, +1 from advantage)
*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline

*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Vesryn Sylcan (Rookie) [Derelict Pool] R
-Saleh Kelmaris (Trapper)
-Alasse Elkas (Myrmidon) [Derelict Pool] R
-Taenya Leovalur (Rookie) [Casualty]
-Elanil Dorven (Trapper)
-Lhoris Roro (War Veteran)
-Ayre Quiric (Trainee)
-Volodar Adna (Gatherer/Ex Swordsman)

*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
Rolled 7, 7, 1, 3 = 18 (4d7)

>>4016147
"Hasu, run this message to the Ratbags: 'The 8th Seat will provide support and troops for Hunting efforts. We will arrive in the central village in three hours. Visit the camps before you meet us.'

"Got that? Good. Now muss up your hair and don't sound too Capital. You're visiting a rough lot."

The 8th Seat heads for the next village, evacuating the people and lending an extra hand for supplies.

>>4016029
>-Background Bonus to previous turn's Secure; Adapt at +3. Background Bonus exhausted
>-Anticipating
>Secure [Gather]
>Move 2SW
>Gather 4d7 vs 10

Brishan Evist, Skirmisher
Unyielding

Brishan Evist, Captain
Segiu Vagan, Second
Harokem Lauz, Animal Handler
+4 followers
+5 reserves: Hasu Lisuven, Courier
Lost: Ketla Marzam, Scout

A patrol attached somewhere between the provincial and local level, tasked with monitoring academies and detecting clandestine magic experimentation. Though they coordinate with local government, their allegiance is ultimately inquisitorial. They are named for their unspoken influence in all academic boards.
>>
>>4016645
"Message received but tell your boss, we ain't gonna be sitting here waitin' around."

"My boys'll proll be setting up shop near that big 'ol tree and start huntin us some grub 'fore a bunch of squids start forcing themselves up our rears."

"It ain't a very happy fuckin' if you ain't getting dined first I'll tell you what."
>>
Harokem is carried away by traffic leaving the village, but she returns to a pre-planned rendezvous before long.

>>4016029
>>4016645
Gather Over, 7-3, 7
>4 Food Gathered, Disband Anticipated
>>
>>4016608
Not sure what I get from this, since I used the gather advantage
>>
>>4016198
By Equal rules, you get 6 supplies. And get to choose how much of each, I suppose?

>>4016724
Reagents, if you hadn't rolled under with 1 for quantity. No disband, though!
>>
>>4016686
"I'll convey - Cap'll hear this."
>>
File: 04 caravan update.png (705 KB, 1000x500)
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"Caravans have been dispatched. If you are carrying something, you can drop it off at any wagon, but do not forget to keep track of it."
>>
File: Turn 4.png (3.73 MB, 2123x1934)
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Turn 4
Main objective: Clash in villages inside danger zones for two consecutive turns to allow civilians to evacuate. If you win clash inside a village, you will minimize casualties and may add one reserve to your company.
New Main objective: Escort caravans as they make their way towards south - clash adjacent to each caravan in order to protect it if they are within danger zone. To successfully protect a caravan, your companies Clash totals have to exceed gate(s) which affect given caravan.
Secondary objective: Gather at least 15 food
Secondary objective: Gather at least 9 reagents

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)
Derelict Pool 1 (+0, -1)
casualty! Sylcan
Elkas

Civilian casualties 145 (0)
Casualties 4 (+1)

Leovalur, Ketla, Sylcan, 1 unknown soldier

>>4016785
>>4016724
I'm afraid nothing cause your first dice is 1 and you rolled under

>>4016785
>>4016198
Yeah it's 6 supplies and you can choose which are food and which are reagents. For example
>1 reagent, 5 food
>4 reagents, 2 food etc.
are all valid choices

Since you both used SaA(Gather), please name the supplies you gathered. I think Food is self-explanatory. Reagents are essential components for buildings, literal reagents for spells, actual pieces of equipment or other similar things which can be carried on person. Here https://dungeonspossums.blogspot.com/2018/12/random-treasure-tables.html are good examples of Reagents.

Also supplies is now officially the new name for resources. Thanks Londry.
>>
Rolled 2, 1, 2, 2, 3, 2, 3 = 15 (7d4)

"Go on! Everybody out!"

>>4016984
>Clash 7d4 vs 7
>Move to camp, then 2S

Brishan Evist, Skirmisher
Unyielding

Brishan Evist, Captain
Segiu Vagan, Second
Harokem Lauz, Animal Handler
+4 followers
+5 reserves: Hasu Lisuven, Courier
Lost: Ketla Marzam, Scout

Carrying 4 Food

A patrol attached somewhere between the provincial and local level, tasked with monitoring academies and detecting clandestine magic experimentation. Though they coordinate with local government, their allegiance is ultimately inquisitorial. They are named for their unspoken influence in all academic boards.
>>
>>4016984
>Prepare: Give Caravan 6 Magic Mushrooms (Reagents) and Reinforce my Company with the one Militia Guy we took in AKA Bait.

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (6+1) Active, 2 in reserve

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers (2 Active)
1 Sacrifice (Active)


History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion. lead by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.

Likes to loot for both profit and trophy keeping. Eyes and Tentacles are usually carried by soldiers into battle to denote their prowess and for coolness factor. 50/50 but usually none of the Ratbags have very many things they WON'T eat.
>>
>>4016984
>>4017121
Let's call that 4 Food dried beans, then.

Clash Over, position 2 Disband
-1 Gate, Segiu Disband
>>
Rolled 1, 2, 2, 2, 4, 4, 2, 2 + 4 = 23 (8d4 + 4)

>>4016984
>Discipline: +1 Anticipate for free (But...I can't have more then 1 can I?)
>Secure Advantage: Clash +1 "Were going to stall them here. Put up some barricades whilst the civilians evacuate. Any civilians who want to help are welcome. Lets do this!"
>Clash (Advantage (+1)+Imperial Task Force (+1)+Morale (+2)= 4 to bonus)

*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline

*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Vesryn Sylcan (Rookie) [Derelict Pool] R
-Saleh Kelmaris (Trapper)
-Alasse Elkas (Myrmidon) [Derelict Pool] R
-Taenya Leovalur (Rookie) [Casualty]
-Elanil Dorven (Trapper)
-Lhoris Roro (War Veteran)
-Ayre Quiric (Trainee)
-Volodar Adna (Gatherer/Ex Swordsman)

*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
>>4020250
>Use anticipate, No one goes to the Derelict pool
>>
File: Turn 5.png (3.77 MB, 2123x1989)
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Turn 5
Main objective: Clash in villages inside danger zones for two consecutive turns to allow civilians to evacuate. If you win clash in a village, you will minimize casualties and may add one reserve to your company.
Main objective: Escort caravans as they make their way towards south - clash adjacent to each caravan in order to protect it if they are within danger zone. To successfully protect a caravan, your companies Clash totals have to exceed gate(s) which affect given caravan.
Secondary objective: Gather at least 15 food
Secondary objective: Gather at least 9 reagents

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)
Derelict Pool 1 (+1, -1)
casualty! Segiu Vagan
Elkas

Civilian casualties 146 (+1)
Casualties 5 (+1)

Leovalur, Ketla, Sylcan, Segiu Vagan, 1 unknown soldier

>>4017121
>won Clash, can add 1 reserve
>illegal action - cannot Move after Clash (I changed the turn order here >>4011459) (+ Move command would have you end up in water)
However this is on me since I'm making modifications to rules quite often right now. Feel free to claim +1 bonus to anything this turn.
Also, if you want to finish evacuating this village, Clash in it this turn too.

>>4017195
do not forget to track you dropped off these 6 mushrooms

>>4020250
>won Clash, can add 1 reserve

Corrections, clarifications and rules changes:
Resources are now Supplies
Reagents are now Treasure
There's no need to track casualties along with other units in your rosters - casualties are never coming back.
>>
Rolled 4, 3, 3, 1, 3, 3, 1, 4 + 4 = 26 (8d4 + 4)

>>4020408
>Added [Isarrel Quihorn] to reserves
>Free Anticipate stack (Discipline)
>Secure Advantage: Clash +1 "Come on! The civilians are almost out!"
>Clash 1 more time! (Advantage 1+ Imperial Task Force 1+ Morale 2= 4 to bonus )

*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Saleh Kelmaris (Trapper)
-Alasse Elkas (Myrmidon) [Derelict Pool] R
Elanil Dorven (Trapper)
Lhoris Roro (War Veteran)
Ayre Quiric (Trainee)
-Volodar Adna (Gatherer/Ex Swordsman)
-Isarrel Quihorn (Builder) {Reserve}
*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
>>4022332
>>4020408
>Use Anticipate on Saleh Kelmaris (Trapper)
>Ayre Quiric (Trainee) is sent to the Derelict Pool!
*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Saleh Kelmaris (Trapper)
-Alasse Elkas (Myrmidon) [Derelict Pool] R
Elanil Dorven (Trapper)
Lhoris Roro (War Veteran)
Ayre Quiric (Trainee) [Derelict Pool]
-Volodar Adna (Gatherer/Ex Swordsman)
-Isarrel Quihorn (Builder) {Reserve}
*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
>>4020408
>Move NW, SW, SW, SW
>Secure an advantage Reinforce the village
>Prepare (Fortify and Adapt)

"Mornin' folks, hell's about to spit out some of its bastards in a little bit so I suggest ya'll start packing"

"If ya'll don't mind gettin' ready to get the fuck outta this place while my boys makes sure it goes down in flames along with any of those sons a bitches, that'd be much obliged."

"If you wanna stay well, can't really do much about that. Could always use a bit of bait, them fuckers a bit slower when they're full."

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (7+1) Active, 1 in reserve

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers (2 Active)
1 Sacrifice (Active)
6 Treasure passed to Eastern Caravan


History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion.
Led by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.
>>
>>4022799
Actually change that adapt to
>Assemble
>>
Rolled 3 (1d4)

>be an Enchantress
>We prefer the term Freethinkers (Dissidents, +1 Gather/clash in Forests)
>There's 5 plus minus some of us, at present
>We're Attentive, the lot of us. Promise! Hardly ever step in any traps.

>Assemble and deploy
>>
>>4025115
Deployed! Here's link to Skirmish discord https://discord.gg/ksMz8nE
If you are not into discord, here are the changes I made so far all in one place:
Corrections, clarifications and ruleset changelog:
Move action is now used before Standard Actions (as is usual in skirmishes)
If you Move into danger zone your next standard action has to be Clash
Morale will drop by one point for each time amount of new casualties exceeds 2 + # of commanders in scenario
Downranking correction: Unless otherwise noted, downranking of dice and bonuses is possible only before rolling the dice.
Resources are now Supplies
Reagents are now Treasure
Background selection: B. local forces now also get +3 starting units on top of their SaA bonus
Rolling 1 on Surge will cause disband only if you use it next turn. You can use Surge dice to replace a natural 1 and prevent a disband
Sorceress successor: If a Sorceress accrued xp which would allow other classes to achieve level 3, her successor can start as level 2. Spent xp does not count here.
By default, Unity modifiers cannot be raised above 3 points

Gonna wait one more day for messengers to bring 8th Seat's report, then I will post new turn.
>>
File: 06 Leanda.png (531 KB, 1000x500)
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"We have done our duty covering retreat in settlements which have been hit suddenly and unexpectedly. Our primary objective now is to make sure caravans make it safely to capital.

There's also another matter. Some units which were engaged in southeastern push were cut off from main force and ended up in our district. They have now reformed into mixed command consisting mostly of light cavalry, support elements and some skirmishers. Most of them are exhausted from heavy action but nevertheless, they are reporting in. What are your orders?"

>A. It's no use leaving exhausted units on front lines. Have them come to us and assist civilians.
>B. It's no use ordering exhausted units to move north just to have them travel back south with us. Have them establish positions on slopes of southern mountains to slow any eldrazi advance.
>C. A mixed, barely organized unit like that is of little use. Send some of our senior troops to pick what they need and incorporate it into our own ranks.
>D. We need more if we are to make an informed decision. Have them send more thorough report detailing their status, composition and readiness.
>>
File: Turn 6.png (3.45 MB, 2123x2012)
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Turn 6
Completed! Main objective: Clash in villages inside danger zones for two consecutive turns to allow civilians to evacuate. If you win a clash inside a village, you will minimize casualties and may add one reserve to your company.
Main objective: Escort caravans as they make their way towards south - clash adjacent to each caravan in order to protect it if they are within danger zone. To successfully protect a caravan, your companies Clash totals have to exceed gate(s) which affect given caravan.
Updated Secondary objective: Gather at least 12 reagents
Updated Secondary objective: Gather at least 4 food (on top of what will be needed for upkeep)
New Upkeep estimate: 20 units of food

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)

Derelict Pool 1 (+1, -1)
Ayre Quiric
casualty! Elkas

Civilian casualties 148 (+2)
Casualties 6 (+1)

Leovalur, Ketla, Sylcan, Segiu Vagan, Elkas, 1 unknown soldier

>>4022355
>won Clash in village, can add 1 reserve
>>
Rolled 1, 2, 3, 3, 4, 3, 3, 3 = 22 (8d4)

>>4028477
>>B. It's no use ordering exhausted units to move north just to have them travel back south with us. Have them establish positions on slopes of southern mountains to slow any eldrazi advance.

"These boys ain't no good to us dead tired here in the grinder. Course that don't mean their jobs are done yet."

"You're a bunch of Skirmishers and Engies. When we get to those slopes, they better be damn well trapped to all hell or I swear somebody's getting kicked up the rear."

>Move E, E, E
>Secure an advantage ask Weaver and her group for help.
>Gather

>>4025115

"Ma'am."

"We'll just be helping ourselves here while you help yourselves there. Course if you wanna say we're helping each other that'd be swell too."

>We can get a temporary trait if we help each other. If you give me [Imbue] I can defend that caravan easy, plus I can take [Hunter] for more food.

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (7+1) Active, 1 in reserve

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers (2 Active)
1 Sacrifice (Active)
6 Treasure passed to Eastern Caravan


History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion.
Led by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.
>>
>>4028661
>Err if we both work on each other's [Secure an Advantage] we both get to choose a temporary trait.
>>
Rolled 6, 4 = 10 (2d8)

>>4028661
Fuck messed up the roll, got it confused with clash.

>Proper roll
>>
Rolled 7, 2 = 9 (2d7)

>>4028477
>+1 reserve: Delimira Vakas (Gatherer)
>+1 Anticipate stack this turn
>Secure advantage +1 Adapt "The terrain towards the caravan will be different, so watch your steps"
>Move 3 South
>Gather 2d7 vs 10
*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Saleh Kelmaris (Trapper)
Elanil Dorven (Trapper)
Lhoris Roro (War Veteran)
Ayre Quiric (Trainee) [Derelict Pool]
-Volodar Adna (Gatherer/Ex Swordsman)
-Isarrel Quihorn (Builder) {Reserve}
-Delimira Vakas (Gatherer) Reserve
*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
>>4028790
>>4028477
>Gather 1 reagent
>>
Rolled 1 (1d4)

>>4028477
>New company creation per request
>Ranger
>Hunting "Used to be a bunch of us"
>Assemble...
>>
"We lost contact with capital. Our best, no, our only option right now is to ascend the mountains and disembark on platforms. I realize my words are madness to some of you - abandoning surface also means abandoning our sustainable sources of magic - but unprecedented circumstances require unprecedented solutions. Follow me - or stay here and die. Anu'dora!"
>>
File: Turn 7.png (3.82 MB, 2123x2322)
3.82 MB
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Turn 7
Updated Main objective: Escort caravans as they make their way towards southern mountains - clash adjacent to each caravan in order to protect it if they are within danger zone. To successfully protect a caravan, your companies Clash totals have to exceed gate(s) which affect given caravan.
Secondary objective: Gather at least 12 reagents
Secondary objective: Gather at least 4 food (on top of what will be needed for upkeep)
Upkeep estimate: 20 units of food

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)

Derelict Pool 0 (+0, -1)
casualty! Ayre Quiric

Civilian casualties 148 (+0)
Casualties 7 (+1)

Leovalur, Ketla, Sylcan, Segiu Vagan, Elkas, Ayre Quiric, 1 unknown soldier

>>4035173
Deployed!
>>
>>4028477
>C. Exiles (+1 when Gathering or Clashing in forests)

*Commander
Garynnon Qileth-{Ranger}
*Perk
Hunting: Gain one additional food if you would get any resource from Gather. Gain two
instead if you rolled equal and/or you had 6 or more mp previous turn
*Followers
-Aquilan Helephine (Hunter)
-Reluvethel Inaynore (Hunter)
-Hagduin Lunala (Exile)
-Aywin Liaphine (Outlander)
-Iliphar Wysakrana (Trapper)
*Company History {Exile Hunter Squad}
The "Starseal Hunters" are a unit of exiles & prisonners who strive to prove their crimes were not commited by them. They are purposed has a long range hunting unit to provide food to the other units but also stop advances from the Eldrazi in case of enemy breakthrough.
>>
Rolled 4, 7 + 3 = 14 (2d7 + 3)

>>4035209
>Secure Advantage (Gather+1) "Lets help the caravans keep their food stock full"
>Move 1 East??, 3North
>Gather! (+2 from SA, +1 from background)


*Commander
Garynnon Qileth-{Ranger}
*Perk
Hunting: Gain one additional food if you would get any resource from Gather. Gain two
instead if you rolled equal and/or you had 6 or more mp previous turn
*Followers
-Aquilan Helephine (Hunter)
-Reluvethel Inaynore (Hunter)
-Hagduin Lunala (Exile)
-Aywin Liaphine (Outlander)
-Iliphar Wysakrana (Trapper)
-Vanya Iliren (Exile)
*Company History {Exile Hunter Squad}
The "Starseal Hunters" are a unit of exiles & prisonners who strive to prove their crimes were not commited by them. They are purposed has a long range hunting unit to provide food to the other units but also stop advances from the Eldrazi in case of enemy breakthrough.
>>
>>4035296
>Gathered 4 food+1 from perk= 5 food
>Rolled above, additional ressource is= 1 reagent
>>
>>4035209
>Discipline: +1 Anticipate
>Secure advantage +1 adapt "Come on, follow the caravan's tracks!"
>Move 3S
>Prepare Reinforce & Assemble
>Reinforce: Move Isarrel Quihorn to active

*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Saleh Kelmaris (Trapper)
-Elanil Dorven (Trapper)
-Lhoris Roro (War Veteran)
-Volodar Adna (Gatherer/Ex Swordsman)
-Isarrel Quihorn (Builder)
-Delimira Vakas (Gatherer) Reserve
*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
>>4035209
>Take 2 Reagents and 4 food from gathering.
>Move SE, SE, SE, SE
>Prepare
>Give 2 reagents and 4 food to the caravan.
>Adapt
>Secure an advantage, get some supplies from the Caravan to make some traps (Gather).

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (7+1) Active, 1 in reserve

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers (2 Active)
1 Sacrifice (Active)
8 Treasure/Reagents (6 Magic Mushrooms, 2 Misc.) and 4 Food (Wild Birds) passed to Eastern Caravan


History and Traditions: A mob of some of the most undisciplined, bloodthirsty and violent elves gathered together against the foreign invasion.
Led by an even more bloodthirsty commander; Psychopaths and Outcasts in any almost every other situation; Unlikely Heroes and Champions of war against the Shindu Fallah Na! Masakh'un.
>>
"Commanders, there's something which needs to be said and I'll say it bluntly. Western caravan train could be moving faster if we left the stragglers behind. I'm sure I don't need to explain why moving faster may ultimately save more lives compared to current state of affairs. Will you amend present orders?"
>A. No. We won't leave anyone behind. (No changes.)
>B. Yes. Toss supplies from orderly wagons, move people into freed-up space and pick up the pace. (Western caravan train will start moving at 3 tiles per turn. Casualty count will increase by 1d20. Lose all dropped-off supplies.)
>C. Yes. Let's pick up the pace. (Western caravan train will start moving at 3 tiles per turn. Casualty count will increase by 130 + 1d50. Lose 50% of dropped-off supplies.)
>D. Yes. Let's pick up the pace and also make sure we are not losing any supplies. (Western caravan train will start moving at 3 tiles per turn. Casualty count will increase by 150 + 3d50.)
>>
File: Turn 8.png (3.05 MB, 2123x2317)
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Turn 8
Main objective: Escort caravans as they make their way towards southern mountains - clash adjacent to each caravan in order to protect it if they are within danger zone. To successfully protect a caravan, your companies Clash totals have to exceed gate(s) which affect given caravan.
Secondary objective: Gather at least 12 reagents
Secondary objective: Gather at least 4 food (on top of what will be needed for upkeep)
Upkeep estimate: 20 units of food

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)

Derelict Pool 0 (+0, -0)

Civilian casualties 148 (+0)
Casualties 7 (+0)

Leovalur, Ketla, Sylcan, Segiu Vagan, Elkas, Ayre Quiric, 1 unknown soldier
>>
Rolled 3, 5, 1 = 9 (3d8)

>>4036594
>A. No. We won't leave anyone behind. (No changes.)
>Move SE,SE,SE,S
>Secure an advantage. Gather, Create and Store arrow stockpile (Clash).
>Gather +3 (+1 from Outlaws, +1 from previous turn secure an advantage, +1 Previous turn adapt) vs 9 because gate border

Commander: Lt. Arlo Raines (Ranger)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (7+1) Active, 1 in reserve

Followers:
Pvt. Harper Finch
Pvt. Eli "Bear" Dov
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers (2 Active)
1 Sacrifice (Active)
8 Treasure/Reagents (6 Magic Mushrooms, 2 Misc.) and 4 Food (Wild Birds) passed to Eastern Caravan
>>
>>4036590
>A. No. We won't leave anyone behind. (No changes.) "Were here to protect these people corporal, ALL of them. If that involves sacrificing ourselves for it, so be it!"

>>4036594
>SA: Fortify! "Gather up around the caravan! Don't let any Eldrazi cause any arm to it!"
>Move 3S, 1SE (Assembled from last turn allowed this)
>Prepare Fortify (Bonus will be +3) & assemble (+1 mp next turn)


*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Saleh Kelmaris (Trapper)
-Elanil Dorven (Trapper)
-Lhoris Roro (War Veteran)
-Volodar Adna (Gatherer/Ex Swordsman)
-Isarrel Quihorn (Builder)
-Delimira Vakas (Gatherer) Reserve
*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
Oh. Right. The /war/.
>>
Rolled 3, 7 + 3 = 13 (2d7 + 3)

>>4036594
>Secure advantage: +1 gather "Keep gathering" in range of friendly so activate another Perk: Elusive
>Drop food on reagents & food in wagon
>Move 2 South with caravan
>Gather more ressources (+2 from SA, +1 from background)


*Commander
Garynnon Qileth-{Ranger}
*Perk
Hunting: Gain one additional food if you would get any resource from Gather. Gain two
instead if you rolled equal and/or you had 6 or more mp previous turn
*Followers
-Aquilan Helephine (Hunter)
-Reluvethel Inaynore (Hunter)
-Hagduin Lunala (Exile)
-Aywin Liaphine (Outlander)
-Iliphar Wysakrana (Trapper)
-Vanya Iliren (Exile)
*Company History {Exile Hunter Squad}
The "Starseal Hunters" are a unit of exiles & prisonners who strive to prove their crimes were not commited by them. They are purposed has a long range hunting unit to provide food to the other units but also stop advances from the Eldrazi in case of enemy breakthrough.
>>
>>4038885
>Gather 3 food+ 1 additional from hunter perk & +1 reagent from rolling above= +4 food & 1 reagent
>>
File: 9 Leanda.png (587 KB, 1000x500)
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"Our troops are weary but Masakh'ūn show no signs of slowing their advance. On contrary, each new attack seems to be more intense than the previous one. If things continue in this fashion, we will be forced to put everyone on combat duty just to be able to keep holding on. We have to make sure we have enough supplies before that happens. Bandu Thoribas!"
>>
File: Turn 9.png (2.48 MB, 2123x2317)
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Turn 9
New Global danger zone will be enacted in 2 turns! Estimated threat level - 7 When global danger zone is in effect, you have to Clash even if you are outside danger zones exerted by eldrazi gates.
Main objective: Escort caravans as they make their way towards southern mountains - clash adjacent to each caravan in order to protect it if they are within danger zone. To successfully protect a caravan, your companies Clash totals have to exceed gate(s) which affect given caravan.
Secondary objective: Gather at least 12 reagents
Secondary objective: Gather at least 4 food (on top of what will be needed for upkeep)
Upkeep estimate: 20 units of food

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)

Derelict Pool 0 (+1, -1)
casualty! 1 unknown soldier

Civilian casualties 148 (+0)
Casualties 8 (+1)

Leovalur, Ketla, Sylcan, Segiu Vagan, Elkas, Ayre Quiric, 2 unknown soldiers

>>4036730
1 unknown soldier disbanded!
>>
Rolled 4, 2, 1, 3, 2, 4, 2, 4 + 6 = 28 (8d4 + 6)

>>4039022
>Discipline: +1 Anticipate stack
>Secure Advantage (+1 clash) "Alright! Here we go! Protect the caravan" (Secure advantage near ally activates Unyielding PERK)
>Move 2 South
>Clash+Fortify (Bonuses: Imperial (+1), Last History Point (+1), SA (+1), Fortify Bonus (+3)= +6 TO CLASH)


*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Saleh Kelmaris (Trapper)
-Elanil Dorven (Trapper)
-Lhoris Roro (War Veteran)
-Volodar Adna (Gatherer/Ex Swordsman)
-Isarrel Quihorn (Builder)
-Delimira Vakas (Gatherer) Reserve
*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
File: Raloris.jpg (12 KB, 299x168)
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>>4039067
>>4039022
>Consume Anticipate Point for Holadan (Slot 3)
>No one goes to the derelict pool
"Just like that! None shall pass without my consent! Now fight on! Careful there Holadan!"
>>
>>4039022
>Followup Secure Advantage: Fortify +1 & gain Versatile. "Ok Raloris! You hold them we'll prepare the way."
>Move 1 South, 3 SE
>Prepare 3 with Versatile: Anticipate, Fortify (+3) & Adapt
*Commander
Garynnon Qileth-{Ranger}
*Perk
Hunting: Gain one additional food if you would get any resource from Gather. Gain two
instead if you rolled equal and/or you had 6 or more mp previous turn
*Followers
-Aquilan Helephine (Hunter)
-Reluvethel Inaynore (Hunter)
-Hagduin Lunala (Exile)
-Aywin Liaphine (Outlander)
-Iliphar Wysakrana (Trapper)
-Vanya Iliren (Exile)
*Company History {Exile Hunter Squad}
The "Starseal Hunters" are a unit of exiles & prisonners who strive to prove their crimes were not commited by them. They are purposed has a long range hunting unit to provide food to the other units but also stop advances from the Eldrazi in case of enemy breakthrough.
>>
>>4039022
Just checking food & reagents collected so far:

>Unit 2:
-2 Reagent (Carried)

>Unit 6:
-5 food, 1 Reagent (In wagon)
-4 food, 1 Reagent (Carried)

>Ignoble Ratbags:
-2 Reagents (Carried)
- 4 Food, 2 Reagents (Wagon)

>8th Seat (Forever lost?):
-4 food (Forever lost??)


>Total! Without 8th seat: 13 Food, 8 Reagents


With 8th Seat it would be 17 food, 8 Reagent
>>
Rolled 1, 2, 1, 2, 1, 4, 2, 3 = 16 (8d4)

>>4039022
>Gain 3 Food from last turn's gather.
>Move Southx2
>Secure an advantage (Clash)
>Clash + 3 or 5? (1 from guerrilla, 1 from Secure an advantage last turn, 1 from the bonus Secure an advantage guerrilla bonus, 1 from Secure an advantage this turn and 1 from Secure an advantage guerrilla bonus?)

Commander: Lt. Arlo Raines (Ranger) (Food)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (7+1) Active, 1 in reserve

Followers:
Pvt. Harper Finch (Food)
Pvt. Eli "Bear" Dov (Food)
Pvt. Walt Wicki
Pvt. Andy Kagan
3 Followers (2 Active)
1 Sacrifice (Active)
8 Treasure/Reagents (6 Magic Mushrooms, 2 Misc.) and 4 Food (Wild Birds) passed to Eastern Caravan
>>
"We managed to bridge the other end of Hijr platform with one of the peaks you can see in distance. Eldrazi still haven't made fall on Hijr and I pray to Elune they are not about to. Hurry now!"
>>
File: Turn 10.png (2 MB, 2123x2317)
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Turn 10
Global danger zone will be enacted in 1 turn! Estimated threat level - 7 When global danger zone is in effect, you have to Clash even if you are outside danger zones exerted by eldrazi gates.
New accessway to Hijr platform established - Western caravan route updated!
Main objective: Escort caravans as they make their way towards southern mountains - clash adjacent to each caravan in order to protect it if they are within danger zone. To successfully protect a caravan, your companies Clash totals have to exceed gate(s) which affect given caravan.
Secondary objective: Gather at least 12 reagents
Secondary objective: Gather at least 4 food (on top of what will be needed for upkeep)
Upkeep estimate: 20 units of food

Morale is mid (+2 to Clash)
Resolve is mid (+2 to Rally)

Derelict Pool 2 (+3, -1)
casualty! Harper Finch
Walt Wicki
1 unknown soldier

Civilian casualties 162 (+14)
Casualties 9 (+1)

Leovalur, Ketla, Sylcan, Segiu Vagan, Elkas, Ayre Quiric, Harper Finch, 2 unknown soldiers

>>4041080
It's +3 bonus but either way it is enough to protect the caravan!

>>4039156
Thanks, this will make it way easier for me when final tally will be made.
>>
>>4041119
Tally's not right, I rolled a 10 gather on turn 6 >>4028664 which I then passed to the caravan on turn 7 >>4035511 . The first roll of it was 6 so I took 4 food and 2 treasure.

My things are already tallied in my sheet.

>>4041127
>Move SE, S
>Prepare (Fortify and Reinforce)
>Secure an advantage (Fortify) the mountains

Commander: Lt. Arlo Raines (Ranger) (Food)
Starting Perk: Guerrilla; When you Clash in forest, hills or mountains you moved into in previous turn, gain
+1 bonus. Gain additional +1 bonus if you Secured an Advantage

Numbers: 8 Followers. (6+1) Active, 0 in reserve

Followers:
Pvt. Harper Finch (Food) (KIA)
Pvt. Eli "Bear" Dov (Food)
Pvt. Walt Wicki (MIA)
Pvt. Andy Kagan
3 Followers (3 Active)
1 Sacrifice (Active)
8 Treasure/Reagents (6 Magic Mushrooms, 2 Misc.) and 4 Food (Wild Birds) passed to Eastern Caravan
>>
Rolled 3, 1, 1, 2, 4, 4, 2 + 5 = 22 (7d4 + 5)

>>4041127
>SA: +1 to clash "Alright, here we go!"
>Move 1NW
>Clash to protect the caravan (fortify+Adapt+clash= +5 bonus)

*Commander
Garynnon Qileth-{Ranger}
*Perk
Hunting: Gain one additional food if you would get any resource from Gather. Gain two
instead if you rolled equal and/or you had 6 or more mp previous turn
*Followers
-Aquilan Helephine (Hunter)
-Reluvethel Inaynore (Hunter)
-Hagduin Lunala (Exile)
-Aywin Liaphine (Outlander)
-Iliphar Wysakrana (Trapper)
-Vanya Iliren (Exile)
*Company History {Exile Hunter Squad}
The "Starseal Hunters" are a unit of exiles & prisonners who strive to prove their crimes were not commited by them. They are purposed has a long range hunting unit to provide food to the other units but also stop advances from the Eldrazi in case of enemy breakthrough.
>>
>>4041127
>>4043100
(forgot to add +2 from Moral. Total roll is 24 not 22)
>Use the anticipate from lasts turns, save Aquilan.
>[Reluvethel Inayore] heads to the derelict pool
>>
Rolled 1, 8 + 1 = 10 (2d8 + 1)

>>4041127
>Secure Advantage: +1 Gather "Lets get as much as we can!"
>Move 3SE
>Gather


*Commander
Zeno Raloris - {Skirmisher}
*Perk
Discipline
*Followers
-Siveril Keygolor (Archer)
-Myriil Holadan (Archer)
-Saleh Kelmaris (Trapper)
-Elanil Dorven (Trapper)
-Lhoris Roro (War Veteran)
-Volodar Adna (Gatherer/Ex Swordsman)
-Isarrel Quihorn (Builder)
-Delimira Vakas (Gatherer) Reserve
*Company History {Imperial Task Force: +1 Clash}
The "Galarn Patrol" are a mixed-unit for long distance operations. Wherever they might go, their help is always appreciated.
>>
>>4043153
>Gain 1 Reagent
>>
>>4043938 new thread



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