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File: Imai.png (5.94 MB, 2812x2037)
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4th month of the invasion
---
Fort Valor has been taken by the enemy. The smoke still visible on the horizon tells us that much. The few struggling refuges with fresh wounds passing earlier fill out the details. As we cannot march to reinforce a fort we no longer hold, we need a new plan.

The small hamlet of Crow's Bridge isn't on most maps, and the few souls who live here have staunchly refused to join the refuges streaming west. They'll be overrun before long if they stay, and then put to the sword.

If any survivors from Fort Valor fled the battle, they would heading to Crow's Bridge. If we hold it, we aid those who live here keep their lives and we have a chance to pick up lucky survivors from the battle. Denying the Pytherian advance whatever supplies they can scrounge from this small hamlet would be a boon.

With Fort Valor wiped off the map, we're the only friendly force with any cohesion for miles. That means keeping these people alive is on us. Try not to get killed too early.
>>
File: CompanyOrders-1.png (282 KB, 1971x2222)
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Given that we did force march to arrive here late, the company must be strung out down the road. Those of you who have arrived ? Start piling up the barricades. It won't be much, but it might buy is a moment.

--

>To generate a character simply pick a type between Knight, Squad and Practicioner, then pick a sub-speciality. You only get 1 out of the 3 available.
>And that's it.


[Name], [Type]
Vitality -
Alacrity -
Proficiency -
Skills -
>>
>>1028793
Vladimir here to hold the line and keep the men fighting!

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
>>1028793
"Hey, you hired us."

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels]
Vitality - 6/6 6/6 6/6
Alacrity - 5*
Proficiency - 2*
Skills -
30 [Swords], Shortswords, 4Dmg
60 [Bows], Crossbows, 6Dmg, 8Rng, [Ignore Shields]
40 [Poison]
40 [Traps]
>>
>>1028793
"I am Roger Armstrong and I will drive those scoundrels before me!"

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
>>1028841
I know, but the Captain was likely hoping you would all remember to try and bring camoflage.

Not... whatever that is.
>>
File: Imai_1.png (5.82 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn1 | Armstrong

---

They always arrive in lockstep. Old soldiers say the earth shakes as the legion marches but don't believe it. They might outnumber us, but they're only human.

For the most part.

We'll make our stand here! The barricades will slow them down, and and each live lost is time for some of the civlians to flee by the eastern road.

Stand firm, remember your training. If you had it.

>Company can act.
>Scouts report Pytherians on the north and south approach
>>
>>1028793
>>1028880

"KEJAN IS HERE, WHO DO I NEED TO WORK MY MAJICKS ON?!"

[Kejan],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 75, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
>>
>>1028880
"Forwards! Hold fast, watch out for flankers on our right and GANK THE MAGE!"

>Move 1166
>Ready attack at any hostile in range (x3)

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
Rolled 31, 31, 71, 48, 41, 76, 88, 91 = 477 (8d100)

>>1028880
Well then thats a lot of men. Maybe we could make it through this.........

I move my squad down south to take cover behind the barricade next to my friendlys using 4 Alacrity.
"Come on men, on my mark shoot at the enemy!"
(Since each man has 2 proficiency I assume that gives me a total of 8 attacks/direct actions a turn? If I'm wrong just ignore some of the dice.)
>>
>>1028887
(My bad for forgetting my stats)


[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
File: Imai_2.png (5.84 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan

Ah, reinforcements. That's something at least. Took you long enough to get here, Kejan.

>>1028887
>>1028891
Orders not completed - please
>greentext
appropriate actions or you are in severe danger of being misunderstood.

And yes, with a squad of 4 you do have 8. Which allows for some trickery.

---

Steady on now, they're apt to stop pretending to be after our legal surrender any moment.

[Company can still act]
>>
>>1028909
May i still join?
>>
>>1028911
COMPANY'S STILL OUTNUMBERED 2:1 AND I THINK MORE OF 'EM ARE COMING

YOU'RE MORE THAN WELCOME, SOLDIER
>>
Rolled 48 (1d100)

>>1028909

>Move 1 6
>[Study] the area to determine what elements I can draw on.

"NOW, WHAT WILL THE EARTH GIVE ME?"


[Kejan],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 75, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
>>
>>1028909
"I really wish I had anything to shoot at them. You gypsies are lucky having your crossbows."

>Examine the barricade for anything that might serve as a thrown weapon
>Ready attack at any hostile in range (x3)

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
>>1028880
>>1028913
Don't fear, reinforcements have come

[Barnard's Light Bowmen Section], [Command Staff]
Vitality - 6/6 6/6 6/6 6/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 30 DMG 4
[Bows] 60 DMG 5 RNG 8
[Command] 50
>>
>>1028793
"Ah, reminds me on my days on a ship!"

>[Captain Karl], [Knight-Leader]

Vitality 14
Alacrity 3
Proficiency 3
Skills
60 [Melee]
50 [Command]
Friendly NPCs can be ordered around using Command.
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
Other commands can be tried
[Weaponry] 6 DMG
[Shield] - 1 DR, front

(What does DoS stand for?)
>>
>>1028951
>(What does DoS stand for?)
Degree of Success. Basically how much better you rolled than you needed to.
>>
>>1028954
Ah, my thanks, Sir Armstrong!
>>
Rolled 92, 74, 89 = 255 (3d100)

>>1028909
"Geek the mage!"
>All units focus
>All units fire crossbow at the Practitioner to the 6

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels]
Vitality - 6/6 6/6 6/6
Alacrity - 5*
Proficiency - 2*
Skills -
30 [Swords], Shortswords, 4Dmg
60 [Bows], Crossbows, 6Dmg, 8Rng, [Ignore Shields]
40 [Poison]
40 [Traps]
>>
Rolled 67, 32, 98, 12, 59, 96, 2, 40 = 406 (8d100)

>>1028909
>Move 5,5,5,4
>Open fire into the crowd of enemys
Am I doing it right?

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
>>1029019
You probably should explicitly designate a target
>>
>>1028909
I'm going offline for the time. Please bot me.
>>
>>1028793
>>1028909

>Deploy

RELEASE THE BEEEEEEES!

[Beekeeper & the Swarm]
[Command Staff]
Vitality - 6*
Alacrity - 4*
Proficiency -2*
::Skills::
30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
50 (Command) NPCS, Rally, etc.
::Talents::
Sergeant
+1 Soldier
WALK IT OFF!
*per unit in squad
>>
File: Imai_3.png (5.86 MB, 2812x2037)
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>>1032071
Oh, more reinforcements! Thank the Saints!
>Deploying next phase.

Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>>
Rolled 73 (1d100)

>>1032076
"Kiiiiii-ai!"

>Use stick-throw-fu to attack the mage with a thrown stick

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
File: Imai_4.png (5.87 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
Sq7 | Beekeeper

They're at the barricades! Damn those legionaires and their shields!
HOLD
HOLD THE LINE UNTIL THE VLLAGERS ESCAPE

[Company can act]
[Phase when they have or in 12 hours]
>>
>>1032076
Move 22211 111

[Barnard's Light Bowmen Section], [Command Staff]
Vitality - 6/6 6/6 0/6 0/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 30 DMG 4
[Bows] 60 DMG 5 RNG 8
[Command] 50
>>
Rolled 47, 94, 5 = 146 (3d100)

>>1032101
>Move 66
>Unit 1: Focus
>Unit 1: Light the oil-doused barricade, [Traps] 40+5
>Unit 2: Shoot the mage twice, [Bows] 40x2
>Move 334
"Fell right into my cunning plan, and wasted arrows on that straw dummy. Ahaha, fools!"
"Uh, that wasn't a dummy. Also, I'm bleeding a bit."

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels]
Vitality - 6/6 2/6 0/6
Alacrity - 5*
Proficiency - 2*
Skills -
30 [Swords], Shortswords, 4Dmg
60 [Bows], Crossbows, 6Dmg, 8Rng, [Ignore Shields]
40 [Poison]
40 [Traps]
>>
>>1032114
Correction
>[Bows] 60x2.
>>
Rolled 86, 68, 96 = 250 (3d100)

>>1032101

>Wrestle the legionnaire to my 1 to the ground
>Stab him
>Stab him again
>-Face 6


[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
File: Imai_5.png (5.83 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
>Converted excess Alacrity to martial arts wrestle - +3 dice, 2 success
>Converted excess proficiency to attack - +1 dice, 1 success
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
Sq7 | Beekeeper

The south barricade is falling!

>midway update
>Company remnants can still act
>Vladimir, Kejan, Karl & BeeKeeper
>>
Rolled 75, 34 = 109 (2d100)

>>1032134
>[Captain Karl], [Knight-Leader]
Vitality 14
Alacrity 3
Proficiency 3
Skills
60 [Melee]
50 [Command]
Friendly NPCs can be ordered around using Command.
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
Other commands can be tried
[Weaponry] 6 DMG
[Shield] - 1 DR, front

>Turn 4
>Move 4, 4, 4
>Order nearby NPCs "To me!" (To have them follow me) [Command: 50]
>Order nearby NPCs "Fire at will!" (To have them attack immediately when they see an enemy) [Command: 50]

(Am i doing it right?)
>>
Rolled 84, 93, 76, 41, 15, 66 = 375 (6d100)

>>1032134
>Fire a volley at the practitioner


HOLD THE LINE MEN!
[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
>>1032169
Indeed you are, Captain. Are you certain you wish to rally the civilians to fight however? They look keen on defending their livelihood, but they aren't exactly soldiers, Sir.
>>
>>1032169
Oh, also - you have no need to turn; I realize the full plate is heavy but it should be light enough that you can still move freely.

>As a foot unit, you have no need to spend [Alacrity] on rotating yourself.
>>
>>1032175
Oh, they are civilians? I didn't realize. If that's the case, then there is no need to send them to the meatgrinder.
I cancel my orders.
>>
File: Imai_6.png (5.87 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
Sq7 | Beekeeper

---
> more than 70% of the company has acted
>Moving to Enemy Phase
---

Even the Pytherian's aren't bold enough to march straigh through a burning barricade. That might buy us a moment.
>>
File: Imai_7.png (6.01 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
Sq7 | Beekeeper

Captain Albrecht from Fort Valor has arrived, with a small unit of beaten soldiers. He tells us the Pytherians are bringing sigilmachines towards Crow's Bridge - they passed them by the road no more than half an hour past.

--

They're trying to cut off the villagers! Don't let them!

[Company can act]
>>
Rolled 57, 86, 34, 35, 5, 60 = 277 (6d100)

>>1032196
>Sergeant: [Walk it off!]x2 get +2 guys
>Squadies 1 to 3: Shoot the enemy legionaries, twice [60]

[Barnard's Light Bowmen Section], [Command Staff]
Vitality - 6/6 6/6 6/6 6/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 30 DMG 4
[Bows] 60 DMG 5 RNG 8
[Command] 50
>>
Rolled 76, 87, 72, 31, 2, 70, 67 = 405 (7d100)

>>1032196

>Stab the legionnaire to 6
>2 attempts to throw the legionaire to 6 into the fire
>2 attempts to wrestle the legionaire to 2 to make an opening to stab him in the face, bypassing the armor
>Stab the legionnaire to 2 to the face twice
>Face 6
[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 11/12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
Rolled 73, 69, 7, 56 = 205 (4d100)

>>1032196
>Move 1,2,2,1
>(If I can even though I moved) WALK IT OFF! ×2
>My last man fires at the legions
THERES TO MANY OF THEM! RETREAT!

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
Rolled 14, 8, 72 = 94 (3d100)

>>1032196
>Draw Earth
>Draw Fire
>Move 5 5
>Manifest and fire the Earth and Fire elements at group of enemy knights to the south

"FIRE AND EARTH HEED MY CALL!"

[Kejan],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 75, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
>>
Rolled 34, 15, 4 = 53 (3d100)

>>1032196

"THEY ARE ATTACKING THE PEASANTS! COVER ME!"

>[Captain Karl], [Knight-Leader]
Vitality 14
Alacrity 3
Proficiency 3
Skills
60 [Melee]
50 [Command]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Weaponry] 6 DMG
[Shield] - 1 DR, front

>Order the peasants "Retreat!" [Command 60]
>Move 3,3,3
>Order Captian Albrecht and his men "To me!" [Command 60]
>Order Captain Albrecht and his men "Fire at will!"
[Command 60]
>>
>>1032196
[Name] Heli’s Heavy Infantry [Type] Squad [Veterans of War]
Vitality - 8/8 8/8 8/8 [Jaded]
Alacrity - 4
Proficiency - 2
Skills -50 (Swords) Blades, 5 damage
60 (Bows) Short bows,5 damage 8 RNG, 40 Dirty Tricks

Reinforcements reporting in!
>>
File: Imai_8.png (6.04 MB, 2812x2037)
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>>1032359
Good to see you, Heli! We'll put you on the field immediately.

--
Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
>Walk it off! Consumes all alacrity upon first use. Cannot order multiple walk it offs!
Kn6 | Captain Karl
Sq7 | Beekeeper

Ah, looks like Albrechts men can clear up the escape out of town. Quick thinking there, Captain. Now we just need the rest of these civilians out of here.

We've got some more reinforcements on the way! Just hold on tight, Company.

[Pytherians to act]
>>
File: Imai_9.png (5.98 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped.
Sq8 | Heli

Convocant Carlsteen has arrived with a few more walking wounded in tow. She tells us another three cohorts are marching our way.

The villagers have almost escaped but our south barricade has fallen. We can hold! Stand!

[Company can act]
>>
>>1032398
"We're being flanked! Retreat and cover the mage!"

>2 attempts to throw the legionaire to 6 into the fire
>Move 34, face 1
>Prepare 3 attacks at hostiles entering range

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 11/12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
Rolled 31, 42, 28 = 101 (3d100)

>>1032398

>Draw Earth
>Draw Earth
>Draw Earth
>Move 3 2 3

"THERE'S TOO MUCH DEATH HERE AND THOSE MAGES ARE FEEDING ON IT! PREPARE YOURSELF FOR MONSTERS IF THEY CONTINUE TO DRAW BREATH!"

[Kejan],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 75, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
>>
Rolled 98, 13, 51 = 162 (3d100)

>>1032398
[Name] Heli’s Heavy Infantry [Type] Squad [Veterans of War]
Vitality - 8/8 8/8 8/8 [Jaded]
Alacrity - 4
Proficiency - 2
Skills -50 (Swords) Blades, 5 damage
60 (Bows) Short bows,5 damage 8 RNG, 40 Dirty Tricks

>Move 4,4,3
>Attack legionnaires in surrounding hexes each with a separate attack
>>
Rolled 2, 13, 6 = 21 (3d100)

>>1032398
"KEEP FIRING! WE WILL DISTRACT THEM!"

>[Captain Karl], [Knight-Leader]
Vitality 14 / DR 2
Alacrity 3
Proficiency 3
Skills
60 [Melee]
50 [Command]
Friendly NPCs can be ordered around using Command.
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" Friendly NPCs will follow me
"Fire at will!" Friendly NPCs will attack enemies on sight
Other commands can be tried
[Weaponry] 6 DMG
[Shield] - 1 DR, front

>Move 5,6, facing 5
>Order Albrecht "Follow my lead!" [Command 50]
>Attack 5 [Melee 60]
>Attack 6 [Melee 60]
>>
Rolled 9, 86, 81, 17, 56, 35, 91 = 375 (7d100)

>>1032412
>>1032398
>Sergeant:
-Walk it off! +1 guy
-[Command][50] Heli's squad to attack again, and (remind him that he can attack twice and move 4 hexes)
>Guy 1: [Shoot][60] the practitioner x2
>Guy 2&3: [Shoot][60] Squad 555 of us x2 each

[Barnard's Light Bowmen Section], [Command Staff]
Vitality - 6/6 6/6 6/6 6/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 30 DMG 4
[Bows] 60 DMG 5 RNG 8
[Command] 50
>>
Rolled 63, 24, 14 = 101 (3d100)

>>1032412
Another round of attacks then didn't release movement doesn't cost anything
>>
Rolled 88, 91 = 179 (2d100)

>>1032398
>1,1,2
>WALK IT OFF! On my squad
>Other action to fire back at the legions
NOOOOO! THEY GOT MY WHOLE SQUAD OF FRIENDS!

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
File: Imai_10.png (6.02 MB, 2812x2037)
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Sq1 | Vladimir
>Can't walk it off after you've moved
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
---

Yes! That stopped their advance cold! We might just have the day yet, Company!

[Pytherians to act]
>>
Rolled 7, 23, 6, 1, 6, 39 = 82 (6d100)

>>1032469
[Name] Heli’s Heavy Infantry [Type] Squad [Veterans of War]
Vitality - 8/8 8/8 8/8 [Jaded]
Alacrity - 4
Proficiency - 2
Skills -50 (Swords) Blades, 5 damage
60 (Bows) Short bows,5 damage 8 RNG, 40 Dirty Tricks

mfw fucked up my movement last turn
>Move 6,5,6
>Attack surrounding hostile forces with blades
>>
>>1032481
Fuck ignore this It ain't our turn, I'm retarded
>>
File: Imai_11.png (6.21 MB, 2812x2037)
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Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
---

[Palatine]
Did Veldspar capture the town yet?

[Theurge]
No, Sir. We've had no word

[Palatine]
Veldspar always was a fool. I see they still fight ahead.
COHORT
AT EASE

Veldspar can choke on his own incompetence, and then we can sweep the town.
-

[Company to Act]
>>
Rolled 81, 22, 90, 69, 78, 4 = 344 (6d100)

>>1032521
[Name] Heli’s Heavy Infantry [Type] Squad [Veterans of War]
Vitality - 8/8 8/8 8/8 [Jaded]
Alacrity - 4
Proficiency - 2
Skills -50 (Swords) Blades, 5 damage
60 (Bows) Short bows,5 damage 8 RNG, 40 Dirty Tricks

mfw fucked up my movement last turn
>Move 6,6
>Attack surrounding hostile forces with blades
>>
Rolled 74, 45, 22, 97, 84 = 322 (5d100)

>>1032521
"Alas! I'm badass, but there's too few of me!"

>Trip up both legionnaires to my 1
>Move 23
>3 attacks at hostiles to 2
>-Face 6
>-Yell at the civilians
"Flee, you fools!"

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 9/12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
Rolled 53, 44, 98 = 195 (3d100)

>>1032521

"END THAT MAGE!"

>[Captain Karl], [Knight-Leader]
Vitality 13/14 - DR 2
Alacrity 3
Proficiency 3
Skills
60 [Melee]
50 [Command]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Weaponry] 6 DMG
[Shield] - 1 DR, front

>Move 4, facing 5
>Order Convocant Carlsteen "To me!" [Command 50]
Order Albrecht "Follow my lead!" [Command 50]
>Attack enemies on my 5 [Melee 60]
>>
Rolled 20, 93 = 113 (2d100)

>>1032521
>WALK IT OFF!
>Shoot at those archers northeast of me

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
Rolled 78, 48, 81, 95, 62, 10 = 374 (6d100)

>>1032521
>>1032525
>Sergeant
-[Command][50] Heli to attack again
-[Command][50] Guy 1&2 to aim
>Guy 1:
-[Shoot][60+?] the enemy squad 1112
-[Shoot][60+?] the mage 11166 666
>Guy 2:
-[Shoot][60+?] the mage 11166 666
-[Shoot][60+?] the mage 11166 666
>All the squad
-Move 1223

[Barnard's Light Bowmen Section], [Command Staff]
Vitality - 6/6 6/6 6/6 0/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 30 DMG 4
[Bows] 60 DMG 5 RNG 8
[Command] 50
>>
Rolled 26, 79, 89 = 194 (3d100)

>>1032521

>Move 1
>Manifest and fire Earth spell at NW mage (21 Earth)
>Draw Earth
>Draw Air
>Move 3 3

"NO MAJICKS AND LIFE FOR YOU MAGE!"

[Kejan],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 75, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
>>
Rolled 52, 51 = 103 (2d100)

>>1032521
>-Wait for Kejan to magic
>All unots: Focus
>All units: work together to make a smokescreen, [Traps] 40+5x2
>Move 22 1, use remaining Alacrity to hide in the tree? Bush? Plant.

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels]
Vitality - 6/6 2/6 0/6
Alacrity - 5*
Proficiency - 2*
Skills -
30 [Swords], Shortswords, 4Dmg
60 [Bows], Crossbows, 6Dmg, 8Rng, [Ignore Shields]
40 [Poison]
40 [Traps]
>>
>>1032521

>Deploy

"I say! Release the teas!"
"Hmm, quite."

[Teakeeper & the Warm]
[Command Staff]
Vitality - 6*
Alacrity - 4*
Proficiency -2*
::Skills::
30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
50 (Command) NPCS, Rally, etc.
::Talents::
Sergeant
+1 Soldier
WALK IT OFF!
*per unit in squad
>>
File: Imai_12.png (6.22 MB, 2812x2037)
6.22 MB
6.22 MB PNG
Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
Sq9 | TeaKeeper

Sergeant Teakeeper! Good to have you with us!

Elementalist Kejan! CAREFUL WITH THOSE SPELLS! You almost took armstrongs head clean off!

They're stumbling! We can do this! Keep fighting!

[Pytherians to act]
>>
File: Imai_13.png (6.2 MB, 2812x2037)
6.2 MB
6.2 MB PNG
Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
Sq9 | TeaKeeper
---

Captain Albretch! No, dammit!

---

[Palatine]
So Veldspar could not even capture this barbarian hamlet. Cohort, form up.

If Veldspars scout unit cannot take this town, the 7th will.

Prepare!

---

[Company to act]
>>
Rolled 43, 38, 42, 69, 65, 100 = 357 (6d100)

>>1034725
"Arghblarblrblarbl! My face is full of earth! Ah, to brave the blades and arrows of the enemy, only to be slain by a comrade! How...

Wait, I'm still alive.

Medic!"

>Attack to 6 3 times
>Kick whoever's left to 6 3 times
>Move 3, face 6

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 1/12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
>>1034781
>-remember I have free engagement and interception attacks
>>
Rolled 27, 89, 77, 47 = 240 (4d100)

>>1034725
>Sneak 33
>All 4 Prof to topple the tree to the 5, across the path and the Practitioner&Squads, [Traps] 40x4
"A good plan always has a contingency tree."
"You mean a contingentree?"
"No, a tree to drop- oh. No, that was terrible."

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels]
Vitality - 6/6 2/6 0/6
Alacrity - 5*
Proficiency - 2*
Skills -
30 [Swords], Shortswords, 4Dmg
60 [Bows], Crossbows, 6Dmg, 8Rng, [Ignore Shields]
40 [Poison]
40 [Traps]
>>
Rolled 19, 52, 31, 69, 75, 78, 47, 28 = 399 (8d100)

>>1034725

::Sergeant Boston::
>Command [50]: Teatime
>Bow [60]: the enemy practitioner 1 1 1

::Private Adams::
>Drink Tea [??]
>Bow [60]: the enemy practitioner 1 1 1

::Private Revere::
>Drink Tea [??]
>Bow [60]: the enemy practitioner 1 1 1

::Private Molineux::
>Drink Tea [??]
>Bow [60]: the enemy practitioner 1 1 1

"I say! Perhaps 'tis time for a spot o' tea!
Just a little sip before we engage these horrid barbarians.
Ugh. The smell is absolutely repugnant.
I can't even enjoy these crumpets!"

[Teakeeper & the Warm]
[Command Staff]
Vitality - 6*
Alacrity - 4*
Proficiency -2*
::Skills::
30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
50 (Command) NPCS, Rally, etc.
?? (Drink Tea) ??
::Talents::
Sergeant
+1 Soldier
WALK IT OFF!
*per unit in squad
>>
Rolled 33, 12, 45, 36, 45, 45, 46 = 262 (7d100)

>>1034725
>Sergeant Barnard
-[Walk it off!] +1guy
-[Command][50] my squad to AIM!
>Guy 1 to 3
-[Shoot][60] the summoned creatures x2x3=x6

[Barnard's Light Bowmen Section], [Command Staff]
Vitality - 6/6 6/6 6/6 6/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 30 DMG 4
[Bows] 60 DMG 5 RNG 8
[Command] 50
>>
Rolled 88, 97, 22, 34 = 241 (4d100)

>>1034725
>WALK IT OFF!
>Shoot at whatever those things are to my left

AHH! ZOMBIES!
[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
File: Imai_14.png (6.28 MB, 2812x2037)
6.28 MB
6.28 MB PNG
Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
Sq9 | TeaKeeper
---

[Palatine]
Theurges, prepare the sigilcraft. This little hamlet wants to be /resilient/.
>>
File: Imai_15.png (6.38 MB, 2811x2037)
6.38 MB
6.38 MB PNG
Sq1 | Vladimir
Sq2 | Tzigana
Kn3 | Armstrong
El4 | Kejan
Sq5 | Barnard
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
Sq9 | TeaKeeper
---

I hope the hellhounds eat those sigilcraft pilots. Those villagers didn't deserve that. It may be time to consider fleeing the village. We've done all we can here, and while those cannons are reloaded we have enough breathing space to retreat.

>[Retreat]
>Order your unit to Retreat, moving 3x Alacrity towards a viable escape. It's impossible to take other actions while retreating.

[Company to act]
>>
>>1035044
>[Retreat] 4x3=12
- Move 33333 22222 22

[Barnard's Light Bowmen Section], [Command Staff]
Vitality - 6/6 6/6 6/6 6/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 30 DMG 4
[Bows] 60 DMG 5 RNG 8
[Command] 50
>>
>>1035044
>RETREAT!
>>Move 3,2,3,3,3,3,3,3,3,3,2,2

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
*per unit in squad
>>
Rolled 3 (1d100)

>>1035044
"Retreat past me! I'll hold them off!"
"And could someone please command me to rally? As many times as possible? Please?"

>Slash the zombie
>Move 34, face 6
>Prepare 2 kicks and two slashes

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 1/12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
Rolled 95, 6, 83 = 184 (3d100)

>>1035044
"ARGH! They killed Albrecht! Those bastards!"
"EVERYONE, FALL BACK!"

>[Captain Karl], [Knight-Leader]
Vitality 6/14 - DR 2
Alacrity 3
Proficiency 3
Skills
60 [Melee]
50 [Command]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Weaponry] 6 DMG
[Shield] - 1 DR, front

>move121, facing 5
>Attack the zombie [Melee 60]
>Order Sir Armstrong "Rally!" [Command 50]
>Order Sir Armstrong "Rally!" [Command 50]
>>
Rolled 87, 49 = 136 (2d100)

>>1035044
"Whoop, sorry about that branching Tea, V. Trees are rather hard to aim."
"Time to go. Begin Operation Scorched Wood!"
>Move 611
>All Units: Focus (on the liberal aplication of oil to your respective tree)
>Unit 1: Ignite the tree to the 5
>Unit 2: Ignite the tree to the 3
>Finish moving off the map 1

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels]
Vitality - 6/6 2/6 0/6
Alacrity - 5*
Proficiency - 2*
Skills -
30 [Swords], Shortswords, 4Dmg
60 [Bows], Crossbows, 6Dmg, 8Rng, [Ignore Shields]
40 [Poison]
40 [Traps]
>>
>>1035044
>Retreat
>Move 3 3 3 3 2 2 3 3 3

"EVEN KEJAN KNOWS WHEN HE IS OUTNUMBERED! FLEE AND LIVE ANOTHER DAY!"

[Kejan],[Practicioner(Elementalist)]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 75, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
>>
>>1035044
[Name] Heli’s Heavy Infantry [Type] Squad [Veterans of War]
Vitality - 8/8 0/8 0/8 [Jaded]
Alacrity - 4
Proficiency - 2
Skills -50 (Swords) Blades, 5 damage
60 (Bows) Short bows,5 damage 8 RNG, 40 Dirty Tricks

OH FUCK BETTER HOOF IT
>Retreat 2,2,2,2,3,2,3,2,3,2,3,2
>>
Rolled 27, 74, 67, 90, 33, 13, 79, 84 = 467 (8d100)

>>1035044

::Sergeant Boston::
>Command [50]: Teatime
>Command [50]: Invite everyone (enemies included) to teatime

::Private Adams::
>Drink Tea [??]
>Eat Crumpets [??]

::Private Revere::
>Drink Tea [??]
>Eat Crumpets [??]

::Private Molineux::
>Drink Tea [??]
>Eat Crumpets [??]

SB: "Retreat? With no tea? Preposterous!"
PA: "A damn shame we shan't be doing that!"
PR: "Retreating that is!"
PM: "There's always bloody time for tea!"

[Teakeeper & the Warm]
[Command Staff]
Vitality - 6*
Alacrity - 4*
Proficiency -2*
::Skills::
30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
50 (Command) NPCS, Rally, etc.
?? (Drink Tea) ??
?? (Eat Crumpets) ??
::Talents::
Sergeant
+1 Soldier
WALK IT OFF!
*per unit in squad
>>
>>1035044
>Deploy


Ser Deacon of Eld
Knight of The rose
Vitality 12/12
DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
>>1035044
Is this still accepting people?
Type: SQUAD
Specialty: SCOUNDRELS TO A MAN
Vit: 6
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
60 [Bows], Crossbow - 6 DMG (ignore Shield].
40 [Poison]
40 [Traps]
>>
>>1036635
>>1036559
You two seem to have finally come to reinforce us which is good. But uhh, the village is already lost and were running away to not all die.
>>
>>1036670
Well. I was going to fluff as a group of looters who thought the battle was over. I could probably cover your retreat?
>>
>>1036670
Would you deny the succour of a knight of the rose?
>>
File: Imai_16.png (6.71 MB, 2811x2037)
6.71 MB
6.71 MB PNG
Sq1 | Vladimir
>Sq2 | Tzigana Escaped
Kn3 | Armstrong
El4 | Kejan
>Sq5 | Barnard Escaped
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
Sq9 | TeaKeeper
Kn10 | Decon
Sq 11 | Bjorn's Bastards
---

[Carlsteen]
We should leave while we still draw breath. Soon, the sigilcraft can fire again. If you wish to sell your lives for blood and dirt I cannot find a fault in it, but our window is closing.

---

Good work Company! Most of the villagers have escaped, and more and fleeing as we speak. You just need to delay the Pytherians a little longer.

[Pytherians to act]
>>
File: Imai_17.png (6.66 MB, 2812x2037)
6.66 MB
6.66 MB PNG
Sq1 | Vladimir
>Sq2 | Tzigana Escaped
Kn3 | Armstrong
El4 | Kejan
>Sq5 | Barnard Escaped
Kn6 | Captain Karl
>Sq7 | Beekeeper squad wiped
Sq8 | Heli
Sq9 | TeaKeeper
Kn10 | Decon
Sq 11 | Bjorn's Bastards
---

[Palatine]
This lowly hamlet has blocked us long enough. If Veldspar and his praeventors cannot claim it, I shall.

7th! ADVANCE

IRON SHIELDS
IRON HEARTS
IRON SOULS

[Company to act]
>>
>>1038118

"My gratitude, Captain! I feel a bit better.
Now we only have to hold these abominations off for a bit longer. Lady Carlsteen, please hide behind me."

>Prepare all the attacks
>All of them

[Sir Roger Armstrong], [Knight (Art of War)]
Vitality 3/12 | DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
File: Advancement.png (126 KB, 1970x2660)
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For those of you who have already ecaped the meat grinder, take a moment to recover.

This isn't over, but you're still alive. That counts for something.

While the enemy refuels, we'll be attempting to cross Howarth's Crossing and bring the villagers with us. Fort Valor was the lynchpin of this front, and as it has fallen we have no other option than attempt to reach the city of Isfelt.

After taking Crow's Bridge, the Pytherian Sigilcraft will need to refuel. That buys us time.

With the loss of Captain Albretch, we don't know the predispositions of other forces or any plans for the eventuality of Valor falling. With the concentration of forces at Fort Valor, we may then be the only functioning military unit in this area, and that leaves protecting the civilian bagge train to us. They'll cross the river first, and then we will follow once they're safely over.


>17 / 2 - +8 XP
>Mission Success! +5 XP
>Initial Scouting Unit defeated - +5 XP
>Albretcht Lost
>Carlsteen rescued - +3 XP
>-- +21 XP
>>
File: Howarths Crossing.png (6.3 MB, 2812x2037)
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Our last survey tells us that the river can be crossed two places reliably. Albrecht knew the land better than anyone, but even without his knowledge we can be assured the river cannot have changed in course.

We will have to hold the river crossing. The water should slow down the Legionaires and Carlsteen tells me no Effigyslave will willingly cross running water without great cajoling so the river will act as a natural barrier to any Risen the Pytherians conjure. They can be still be forced to march through it however, so I would be on watch for any Theurgs forcing them to do so near the river itself.

Any preperations our scouts wish to engage in?
>>
File: CommandStaff.png (170 KB, 1613x2415)
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With Albretcht's death, command of his forces fall to us. We're undersupplied and undermanned, however, and even with everything we could scavenge from Crow's Bridge we only have

>3d6 + 8 = 23 supplies.

Still, it's something.
>>
>>1038139
I have some questions:
-who can, in a squad with [command staff], issue commands?
-what about the other special skills like [officer] or [artillerist], can all the squad members use it?
-can I pick the same special skill twice? what about doctrines?
-what is [rank]?(10*rank buys a class level)
>>
>>1038139
>21XP Get
>Gain rank 2, -10XP. +5 to Traps and Bows, [Rangers] doctrine
>Train Traps -5XP/+5 Skill
>6XP Remaining
Do squads and Vitality reset?
>>1038147
>Plant a Flag on the hill on tne eastern side of the northern ford.
>Plant a Flag inside the southernmost House? Tent? Yurt.
"That's clearly a tent."
>Set up bags of caltrops on the east side of the southern ford, rig for quick-deployment into the crossing.
>Douse the two trees bracing the middle of the northern road with oil, rig them to topple.
"Operation Scorched Wood, phase two!"

[Tzigana & The Gypsies in Motley Leggings], [Squad of Scoundrels], [Rangers], Rnk2|6XP
Vitality - 6/6 2/6 0/6
Alacrity - 5*
Proficiency - 2*
Skills -
30 [Swords], Shortswords, 4Dmg
65 [Bows], Crossbows, 6Dmg, 8Rng, [Ignore Shields]
40 [Poison]
50 [Traps]
75 [Stealth] -Woodland Only
>>
Rolled 86, 97, 32 = 215 (3d100)

>>1038118
"HILE, MEN, HILE! IN THE NAME OF THE ROSE!"
>move 1
>Attack enemy to the north 3 times
>>Move 2,3,3 face 6
"We hold while we can! Make for the river!"


Ser Deacon of Eld
Knight of The rose
Vitality 12/12
DR2
Alacrity 4
Proficiency 3
60 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 1 DR, front
>>
>>1038139
For the sake of sanity, it should probably be made clear here that [SPECIALIST SQUADS] only offer skill training.

So you can pick up Field Engineering, Abjuration, Alchemineering, Artillerists, Officers OR the skills one could originally learn - Dodge, Dirty Tricks, Poison and Traps.
>>
>>1038206
The leader - which is commonly the main unit - can use Command. Hence the tiny star. But that's really the entire unit, and they can just delegate it out. More prof used just increases chance of benefits. So entire unit. You're all command staff (clerks).

For officers and artillerists, the entire squad is cross-trained and so they may all aid together.

Yes, you can pick things multiple times. It gets expensive.

Levelling up a full class rank is a bevy of benefits. You just pay 10 XP, then 20xp, then 30xp etc and it gets you a full package. For a squad you'd get +5 to 2 skills and a doctrine or specialist training the first time, the same the 2nd time, the same the 3rd time etc - but of course the 2nd and 3rd times cost a magnitude more.

>>1038207
The company can call for a rest period, which will help us alleviate our wounds and patch up the casualties. Assume you've gotten enough R&R between maps to recover
>>
>>1038139
>>1038155
>Contact the munitions and logistics staff in Howarths Crossing and request Sigilrifles, if they don't have any, crossbows will do for now
>Get [21xp]
>[-10xp] Rank+1
- [bows]+5
- [Command] +5
- [Leadership] +10 command, +1 Soldier

>[11xp] left
>>
>>1038226
We do have a shipment of captured Sigilshots, intended for the defense of Isfelt. One of Albrecht's men says they captured it in the retreat.

>Sigilshooters
>[Rifle] skill (or ½ Bow)
>Req [Reload]
>6 RNG, 6 DMG ½DR, Straight Line, Terror 25
>Tinker trades prof +rng or +dmg
>Misfire >98

They're rather volatile and prone to jamming though, and don't care much for the wet environs here abouts.
>>
File: Advancement_2.png (133 KB, 1970x2362)
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>Knight advancement made a little clearer
>Skillllls
>>
>>1038232
what would be my base [rifle] skill?
>>
Rolled 74, 5, 55, 64, 92, 15, 80, 36 = 421 (8d100)

I'm assuming, with the mission ended and a new map posted, that there's no expectation for me to respond to the old one.
If there is, though, then;
>Attack the two soldiers currently engaged.

Type: SQUAD
Specialty: SCOUNDRELS TO A MAN
Vit: 6
Alac: 5
Prof: 2
30 [Swords], Shortswords, 4 DMG
60 [Bows], Crossbow - 6 DMG (ignore Shield].
40 [Poison]
40 [Traps]
>>
File: CommandStaff_2.png (177 KB, 1613x2415)
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>Actual veteran descriptions
>>
File: Imai_18.png (3.59 MB, 2812x2037)
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>Sq1 | Vladimir
>Last out, +5 - 26XP total
>Sq2 | Tzigana Escaped
>Kn3 | Armstrong
>Last out, +5 - 26 XP total
>El4 | Kejan Escaped
>Sq5 | Barnard Escaped
>Kn6 | Captain Karl
>Last out, +5 - 26XP total
>Sq7 | Beekeeper squad wiped
>Sq8 | Heli Escaped - 28
>Sq9 | TeaKeeper
>Last out, +5 - 26XP total
>Kn10 | Deacon
>Last out, +5 - 26XP total
>Sq 11 | Bjorn's Bastards
>Last out, +5 - 26XP total
---

With that last Weidergangen fallen to blade and bowshot, the way out of Crow's Bridge is clear for an ordered retreat. Well done Company.

>>1038236
We do prefer to cover our back as we pull back, so your diligence is appreciated.
>>
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>And finally done with all this erratin'g.

---------

Having made our escape from Crow's Bridge, we can all take a moment to recover our bearings.

>>1038147
Our next battle will be in Howarth's Crossing, but a few hours from now. Get what rest you can, fix your equipment and pull yourself together.
>>
>>1038239
>>1038233
26xp
Buy a level-10
Buy +10 to skill [melee]-10
Buy 3 vit-6
Recruit a squire
Get +1 DR
Swear an Oath of zealotry upon the rose.
0xp remaining

Ser Deacon of Eld
Knight of The rose
Vitality 15/15
DR 3
Alacrity 4
Proficiency 3
70 [Melee]
60 [Martial Arts]
[Weaponry] - 6 dmg
[Shield] - 2DR, front
-Oaths of war-
[Zeal]
>>
>>1038239
"My fight is not over!"

>Get a level - 10xp
>Get +1 Prof, +5 [Melee], +1 DR
>Get +[Cleave]
>Get [Conviction]
>Get +3 [Melee] - 3xp
>Get +1 Alac - 8xp
>0 xp left

[Sir Roger Armstrong], [Knight (Art of War), Rank 1]
Vitality 12/12 | DR3
Alacrity 5
Proficiency 4
68 [Melee]
50 [Martial Arts]
[Weaponry] - 6 dmg, [Cleave]
[Shield] - 1 DR, front
[Conviction] - tap at turn start to convert all Alac to +Vit
>>
>>1038118
>Retreat
>2,2,2,2,2,2,2,2,2,2
Since thats my escape I assume I can do my Exp thing
>>1038139
This seems a bit odd but correct me if I'm wrong, so I'll use 10 exp for a specialist perk
>Field Engineer(45)
Then use 5 experience to the 45=50

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 50( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
60 (Bows) Short bows,5 damage 8 RNG
Field Engineer(50)
*per unit in squad
Exp(11)
>>1038249
About that thing in the bottom, if we choose to take it is it only one benefit or all 3 for the drawback?
>>
>>1038258
Wait no, I had 26 xp.
>Get +2 [Melee]
>Get +3 [Martial Arts]

[Sir Roger Armstrong], [Knight (Art of War), Rank 1]
Vitality 12/12 | DR3
Alacrity 5
Proficiency 4
70 [Melee]
53 [Martial Arts]
[Weaponry] - 6 dmg, [Cleave]
[Shield] - 1 DR, front
[Conviction] - tap at turn start to convert all Alac to +Vit
>>
>>1038259
As a Squad, you would also gain +5 to 2 skills along with the Doctrine / Specialization pick.

Just one drawback. We're all cursed out here, but not to /that/ extreme.

>>1038255
3 vit - 19. ( 6, 6, 7 )
For 6 XP - +1 Vit.
>>
Level 1
Leadership! (-10 XP)
Bows +5
Traps +5
+1 Vit (7XP)
Leftover XP: 26-17=9
>>
>>1038266
Thats good to know, I'll change some stats now then and take the customization. I also kinda want to blow 10 of my exp also to make my bow skill 75. Err, if I fucked up anything here let me know and I'll fix it.

>+10 to Command
+Dodge(20
>Leadership +10 command, +1 Soldier
>Drawback= Theatening

[Name] Squad
[Type] Command Staff
>Main unit becomes sergeant with a command 75( See Knight)
>+1 Soldier
>WALK IT OFF! Restores one lost soldier to a target squad, consumes all Alacrity
>Leadership +10 command, +1 Soldier
Vitality - 6*
Alacrity - 4*
Proficiency -2*
Skills -30 (Swords) Short swords, 4 damage
75 (Bows) Short bows,4 damage 5 RNG
Field Engineer(50)
Dodge(20
*per unit in squad

Drawback: Threatening
Exp(1)
>>
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Well, we planted the flags as requested. Unfortunately, we spilled the bag of caltrops and it was all we could do to scrape them back where they were supposed to be.

One of the wagons the villagers were riding in broke an axle, and we converted a few bits of detritus to some improvised barricading. Given the few hours of effort, it's all right for what it gets us.

Any other plans?
>>
>>1038276
We should hide some of the knights of errantry in the Forrest on the left, on a signal they could charge an enemy from a flank or rear!
It would be glorious.
>>
>>1038259
>>1038272
Vlad I think you are buying a bit too much
[rank1*10]=[10]xp - field engineer (but you forgot your 2 +5skills
[5]xp +5 engineering
[10]xp +10 command
[rank2*10]=[20]xp - leadership +10 command
and with that your final command should be 70 not 75
>>
>>1038249
>>1038239
>>1038233
>>1038232
>>1038226
New level up this time using the up to date sheets
>[21xp]
>[Sigilshooters]
>[Rank+1] -10xp
- [Rifle]+5
- [Command]+5
- [Leadership] [command]+10 , +1 Soldier
>[Rifle]+11 -11xp

>add 2 [reinforcements!] to my unit -2 suply
>ask them if they can grab some spears instead of those shortbows and pocket knives

[Barnard's Light Rifle Section], [Command Staff]
Vitality - 6/6 6/6 6/6 6/6 6/6
Alacrity - 4*
Proficiency - 2*
Skills -
[Sword] 40 DMG 4
[Bows] 60 DMG 4 RNG 5
[Rifles] 46 DMG 6 RNG 6 - [Reload], ½DR, Straight Line, Terror 25
[Command] 65
>>
"You know, i've never actually been the captain of a ship. I was just captain of the city guard in my homeland, and everyone started calling me that. I guess it stuck."

>buy 2 Knight levels [-20 XP]
>+1Proficiency, +5 Command, +1 Reach
>+1Proficiency, +5 Command, +1 DMG
>Buy +2 Alacrity [-4 XP]

>[Captain Karl], [Knight-Leader]
Vitality 14/14 - DR 2
Alacrity 5
Proficiency 5
Skills
60 [Melee]
60 [Command]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Halberd] 7 DMG, 2 RNG
[Shield] - 1 DR, front

>>1038276
Right now, i'm thinking we need more men. I suggest Veterans. We can have them set up behind the barricade or hidden in the forest, pelting the enemy with arrows. And if they manage to reach them, they have those nice, sharp blades.
>>
>>1038287
>+1 knight level [rank1*10]=10xp
>+1 Knight level again [rank2*10]=20xp
>+1 alacrity [2*actual alacrity 3]=6xp
>+1 alacrity again [2*actual alacrity 4]=8xp
>total 44xp
>>
>>1038277
Counter suggestion; knights plugging the gaps in the barricades, with squads and practitioners providing ranged support. We have the terrain advantage; exploiting it seems wise.
>>
>>1038293
they have sigiltanks silly, they can nuke the camp from the other side of the river, also now our shortbows are even worse which mean that we won't hit them
>>
>>1038293
A surprise charge on a flank can be invaluable if the lines ever start to falter, let's shore up the line gaps with conscripts instead.
>>
>>1038139
>>1038249
>>1038276
>>1038147

>Gain 21 xp
>[Rank+1] -10xp
>[Attunement]: [Arc]: 1 Prof makes next attack Arc, going over friendlies
>+10 to Elementalist (-10 xp)

"BAH, TOO MANY NOT ENEMIES IN THE WAY IN THE VILLAGE, NEED TO LEARN HOW NOT TO HIT THEM WITH MY MAJICKS!"

updated sheet

[Kejan],[Practicioner(Elementalist) Rank 1]
Vitality - 8
Alacrity - 3
Proficiency - 3
Skills:
-[Melee] 30, 3 DMG
-[Study] 50
-[Elementalist] 85, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies

Xp: 1
>>
>>1038287
>>1038290
I know, i fucked that up. My bad.

>buy 1 Knight level [-10 XP]
>+1Proficiency, +5 Command, +1 Reach
>+1 DMG
>+Valor
>+5 Command [-5 XP]
>+5 Melee [-5 XP]
>Buy +1 Alacrity [-6 XP]

That leaves me with 0 XP.
Now it should be all good.

>[Captain Karl], [Knight-Leader]
Vitality 14/14 - DR 2
Alacrity 4
Proficiency 4
>Skills
65 [Melee]
60 [Command]
Friendly NPCs can be ordered around using Command.
>Orders:
"Rally!" rolls command to shake off fear and recovers 1 Vit to ally
"Follow my lead!" Applies +dmg = DoS on command roll vs enemy
"To me!" The NPCs will follow you
"Fire at will! The NPCs will attack enemies on sight
Other commands can be tried
>Equipment:
[Halberd] 7 DMG, 2 RNG
[Shield] - 1 DR, front
>Oaths:
Valor: Tap Valor on downing units for +2 skills (stacks, lasts 1 map) and +1 Vit
>>
>>1038294
Thankfully after capturing Crow's Bridge the hostile Sigilcraft will need time to refuel and restock.

Convocant Carlsteen assures me that the effects of pressuring Sigilcraft to go beyond the capabilities of the bondengine would be dramatic, so we can count our blessings there.
>>
>>1038299
"Why don't we attack the village then? We might capture or disable some sigilcrafts while they are inoperable"
>>
>>1038299
so are you saying that there are a bunch of Sigilcrafts with little to no infantry support refueling back in the village?
>>
>>1038302
"We are trying to save the people, Armstrong, not take villages. There isn't enough of us to take the, all, we might as well kill those peasants ourselves."
>>
>>1038305
we don't need a full frontal assault, just a small force, if we attack them the enemy they will either send reinforcements to the village, which mean less enemies in the river, or risk losing the Sigilcrafts
>>
>>1038306
"Do you remember how many of them were still there when we left? And what will we do with the villagers, leave them undefended? It's not safe, i tell you."
>>
>>1038308
"Yes I remember, and those same legionaries are the ones chasing us, which means that they will be no longer there, the enemy don't have enough troops to both defend the Sigilcrafts and attack the river crossing"
>>
>>1038279
Apparently the customization thing at the bottom of the updated unit page gives you these bonuses for a drawback if you choose to take them. Sorry if I caused any confusion.
>>1038276
Perhaps we should dig in until the situation allows us to get to our destination
>>
>>1038309
"Dosen't that make you think? Maybe they had more soldiers coming. They wouldn't just leave Sigilcrafts undefended. Plus, there's a chance we will meet the legionnaires that are chasing us if we go back."
>>
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>>1038304
Not. . . quite.

>>1038302
i admire the Spirit. If you wish to lead a vanguard assault, ready your men and pledge your forces.
>>
>>1038313
you only get 1 of those 3 bonuses per drawback
so you have to pick one
>>1038314
>>1038316
"Ok you are right, according with our scouts they have a whole legion sitting in that village, forget what I said"
>>
>>1038319
I'm afraid I dont know about that since the Company commander hasn't said otherwise. If he does I'll change it.
>>1038316
Thats clearly a deathtrap to assault
>>
>>1038321
No he's right.
One drawback per boon.
>>
>>1038316
"Unfortunately, I can't pledge more than myself. If there's not enough volunteers, attacking the village would have no sense".
>>
>>1038321
"Actually, if we can assault along the south side of the river, we could deal a lot of damage before the enemy could organize a defence."
>>
>>1038297
>forgot some additional things
>+5 Study, +5 Elementalist
>[Regalia] +1 Effect

Final Sheet

[Kejan],[Practicioner(Elementalist) Rank 1]
Vitality - 8
Alacrity - 3
Proficiency - 3
[Regalia] +1 Effect
Skills:
-[Melee] 30, 3 DMG
-[Study] 55
-[Elementalist] 90, (Draw and Manifest)
=Draw from elements and reshape it
=Local Nodes can empower
=Elements mix.
=[Arc]: 1 Prof makes next attack Arc, going over friendlies

Xp: 1
>>
>>1038322
>>1038321
>>1038319

It's unclear, and the Clerks at Central Command apologies. The Customization is meant to aid those returning to the front after their previous unit suffered a mishap, and does in fact get you the entire +10 skill, Dodge 20 and a single level up benefit (Oath, Doctrine, Specialist, also Regalia if interested).

The drawbacks /are/ drawbacks and Command feels it prudent to point out that being cursed in this kind of war is a very raw deal.

Still, to catch up and reach the apex quicker, it might help.
>>
>>1038325
Elementalist Kejan, you would need to specify what [Effect] you are hoping to imbue into your personal accroutements.

It's limited to something you have seen yourself, or we have experienced in field, but otherwise those restrictions we can facilitate.

>Stunning is an effect
>Cleaving is
>Bleeding
>Fire
>Ice
>Darkness
>Penetrating
>Crit Multiplier
>Splash
> ? ? ?
> ? ? ?
> ? ? ?
>Poison
>Animate
>Shock
>Terror
> ? ? ?
> ? ? ?

Perhaps you can think of something yourself?
>>
>>1038323
It has no sense now, WE hold the -admiteddly very poorly- defended position, let's shore up what we have and let them struggle coming to us, surely the band of wildlings and those scoundrel looters can set up more surprises.
>>
>>1038276
"The area between the passages in the barricade is a liability - the cliff will keep the forces at one passage from reinforcing the other, while the enemy is free to move his forces at will. I propose to cut the trees around the middle tent and make them into a ramp up the cliff"
>>
>>1038284
add another 2 recruits to my unit -2 supplies
>19 supplies left
>>
>>1038276
"Let's also set up a surgeon at the southern flag"
>>
>>1038276
I suggest we set up a line of recruits behind our defences to wear down the enemy until they meet our forces.
>>
>>1038328
May I know the exact details on [Penetrating] and whether the effect applies to all of my spells?
>>
>>1038377
[Penetrating] trades 1 prof to make next attack or effect for the ability strike ½ DR.

Pytherian Velites practice it with vigor.
>>
>>1038405
Could I place punji pits across the road on the opposite bank before the battle starts?
>>
Rolled 1 (1d6)

>>1038405
...gaaaah! all of them look too good, rolling a dice to choose for me!
1: Stun
2: Bleed
3: Penetrating
4: Poison
5: Shock
6: Terror
>>
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Fine, you get your RAMP

but I don't see why you had to move my TENT to do it, you scoundrels! I had live specimens in there and the sunlight makes them go violently poof.

There. You happy now?
>>
>>1038435
I'd like to have the 4 recruits with spears deployed next to my squad
>>
>>1038433
Stun it is! Unless it doesn't apply to magical attacks then I want Terror!"
>>
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>>1038432
You bastard.
>>
>>1038456
Thanks, Command.
>>
>>1038456
Sir! Would it be possible for me to chop down that tree thats a ways off to the right and use its wood to reinforce our barricades? Mainly asking since I have the engineer skill now I dont want them overrun as easily as last time.
>>
>>1038479
Certainly.
>>
Also it occurs to the eggheads here at Command that we never quite explaine the precise metric for building stuff.

==SO YOU WANT TO BUILD A WALL==

Barricades and buildings have INTEGRITY. This is their effective coverage and estimate of HP. INTEGRITY applies its current value as damage reduction to incoming damage. That's the benefit of not having fleshy bits. To fully destroy an INTEGRITY 3 Barricade, you would need to chop it for 4 damage at minimum to dent it and 6 damage in 1 attack to destroy it.

>Sidenote - Knights are strong, keep this in mind

If you are STANDING BEHIND a barricade, it naturally provides its INT as DR to you versus shots that go through it and you also benefit from COVER at a value = 5 x the INT. Behind your common INT 2 Wooden Barricade, everyone has 10 COVER versus ranged attacks. On more effective stone crenelations, a holdout archer enjoys a 20 COVER bonus and a 4 DR effective vs attacks - safe in the knowledge all non-crits, non-arc attacks will strike the barrier first and either get bounced off or start ablating the barrier.

EXplosive or Powerful attacks deal damage to INT straight, discarding any DR it has. If you want to blow up a wall, use bombs. Hiding behind stone crenelations will not protect you from sigilcraft Weeper munitions.

To CONSTRUCT SOMETHING, one dice roll vs [Skill] gets you 1 success - and 1 success is equal to 1 point of INTEGRITY.

To construct a 1point barricade in 3 hexes, you would need 3 SUCCESES.

To construct a GOOD barricade in 3 hexes, you would need 9.

1 Supply buys 1 Success in addition to however much time you wish to dedicate to the project. Materials that are on-site can also be repurposed to aid you.

WOOD - INT 1
STONE - INT 3
CONCRETE - INT 5
HARDENED CONCRETE - INT 7, Armor 7
METAL - INT 10, Armor 10
VANADIN - INT 14, Armor 14

You can work materials to increase their resistance / integrity with your succeses. You can't improve something to more than 3x their normal value unless you're REALLY THAT GOOD (you're not, it's a special skill). This just naturally hardening barricades, adding extra failsaves or slathering on more materials. So using 3 pieces of WOOD, I cunningly move them to 3 hexes - and then I improve them with my [SiegeCraft] to become INT 2 Barriers. Total effort - 3 Prof assuming total success. Total effort to build this on my own, with no materials, using only shovels and dirt? 6 Prof, assuming total success.

Naturally barricades also work as BRIDGES or GATES or RAMPS - and they can adaquately support = their INT in TOTAL UNITS at one time.

Pytheria Legionaires are renowed for building, utilizing and then dismantling their own bridges to cross any barrier that prevents them from assaulting their foes.

The same metric applies for building TRAPS or STAKES or PITFALLS or BOMBS - 1 success = 1 point, so a 4 succes punji-pit inflicts 4 damage on the first unfortunate soul to wander into it wheras a 4 success alchemical bomb would be quite nasty
>>
>>1038680
Keep in mind for ALCHEMINEERING and TRAPS that Materials & Supplies auto-add succceses.

Fireflowers, water gems or crystalized wind can quickly turn even the most inept alchemineer into a battlefield force.

Unfortunately BUILDINGS are the only thing you can successively improve. If you're making gadgets, bombs, poisons or other tools of your nefarious trade, you dedicate your PROF ahead of time and you roll with what you get; so throw in a few supplies to ease the potential burden. Or study under an Actual Field Alchemineer to figure out the secrets of [Slow Cooking].

>Or to put in another way - Spending 3 turns in the corner making a D18 bomb is impossible unless you pick up special skills
>>
>>1038690
I'd like to deploy 556 of the NE flag and fortify that position with some sandbags/trenches
>>
>>1038456
Another idea I just had: a 3-hex-long deployable bridge. It may allow us to charge into their vulnerable flank and take out some mages who thought they're safe behind the river.
>>
>>1038799
I question the use of such a fortification when there is already a crossing two hexes wide in the bottom left corner of the map.
>>
>>1039069
The will be occupied by enemy forces. A light bridge could be deployed unexpectedly and lead right to most vulnerable parts of the enemy formation.
>>
>>1038799
I think we're out of supplies and time to build such a thing.

but you can cross the river if you really must, it would simply slow you down.
>½ prof & alacrity.
>>
>>1039357

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