[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
It's a miracle! The combat rules are done! Beware of text blocks. If you have any questions, be free to ask. By the way, you're accepted, Miner. The island you're on has the same pros and cons as Cassalia, being travel and safety, but less stone and metal. I'm guessing you're going to be very magic focused, right?
I'm planning on a multi-focused civilization, starting with magic, then also doing tech, before going magitech (essentially a combination of the two).
Crossover Performance: Building structures takes half as long, but gathering resources takes a few turns for greater profits and it takes 1 turn to end an action (other than battle) once it’s been called off.
Respawn Mechanic: After a character is killed, they respawn after a few turns at the nearest active respawn point. If there are none available, killed characters are dead FOREVER once the respawn timer ticks down to 0.
Characters:
Connor_Miner (Minecraftian): Gives more from Mining Collection, but isn’t great for Research.
Ben (Terraian): Basic All-Round character.
Aznor Jr. (Minecraftian): Great for researching Magic, but not so good with technology.
Location: On an Origin Island next to a river. (Harder to attack, easier water travel, less access to stone and metal resources.)
[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
Heh, sorry I've been away guys. I lost interest for a bit.
Construction:
With the wood the lumberjacks gathered, a wooden palisade wall is built. -100 Wood.
Palisade Wall: 1 / 5
Gathering:
Lumberjacks, miners, and foragers move out to get more resources. +50 Wood, Stone, and Food.
Resources:
110 Stone
45 Gold
75 Wood
90 Food
Attack:
The chief of Legitopia decides to scour the land. As he moves forward, he sees a group of Theodomilicians capture some Legitopians. The chief orders the entire army sent out to attack Theodomilicia to save the Legitopians.
(For some reason, I'm denied access to the battle document. Maybe you could copy-paste it onto the first post?)
Rollback Post to RevisionRollBack
Read the text below.
This is dufhugth20's substitute account. On two out of three computers in my house, I've been locked out of my main account, which is the reason why I've made this account in the first place. See me as the same guy, or "dufhugth20". Anybody who makes accounts and claims to be me are lying, unless I say that I have to make another account.
The scouts have reported a small battalion of Legitopian forces have sent to attack his people for unsavory reasons, and thus commanding the Theodomilicia Army under the command of his elected leader, aka Count Hermin, the Second of Theodomilica, to rectify the situation.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
Ben has finished collecting the wood! +200 Wood! He also spots the Legitopian army headed out(though he doesn’t identify the army as coming from Legitopia). He sees that they’re not coming for the island, but it still gives him concern over the potential of future wars, as they don’t look like they’re drilling.
Connor_Miner crafts a furnace. -10 Stone.
Aznor Jr. keeps doing what he’s doing.
New Crossoveria:
Traits:
Crossover Performance: Building structures takes half as long, but gathering resources takes a few turns for greater profits and it takes 1 turn to end an action (other than battle) once it’s been called off.
Respawn Mechanic: After a character is killed, they respawn after a few turns at the nearest active respawn point. If there are none available, killed characters are dead FOREVER once the respawn timer ticks down to 0.
Characters:
Connor_Miner (Minecraftian): Gives more from Mining Collection, but isn’t great for Research.
Ben (Terraian): Basic All-Round character.
Aznor Jr. (Minecraftian): Great for researching Magic, but not so good with technology.
Location: On an Origin Island next to a river. (Harder to attack, easier water travel, less access to stone and metal resources.)
Sorry about not posting lately. Here's the combat rules, and I'll also add them to the front page. Don't worry about the rolling for attacks and such, just command your troops and I'll do the rest.
COMBAT RULES:
Units:
On the battlefield, troops are organised into groups called units. Units move as a group, shoot as a group, and attack as a group. Units can have as many as 10,000 units or as little as one, but all units must be made up of the same type of troop, except for special exceptions, like siege weaponry.
Leaders:
Each side of the battlefield must have at least leader unit. These units tend to be stronger than average, and have unique abilities that can turn the tide of battle. However, if all of your leader units are killed or flee, the battle is lost. Leader units are able to be placed in units with other troops. Each kingdom’s leader counts as a leader unit.
The Battle Round: Movement phase: Move any units that are capable of doing so. Power phase: Units capable of doing so can use powerful abilities. Shooting phase: Your units may shoot enemy units. Charge phase: Your units may move into close combat against enemy units. Fight phase: Both players’ units pile in and attack with melee weapons. Morale phase: Test the courage of depleted units. Once a player’s turn has ended, their opponent then starts their turn. Once both players have completed a turn, the battle round has been completed and the next one begins, and so on, until the battle is concluded.
Movement Phase:
Start your Movement phase by picking one of your units and moving that unit until you’ve moved as many of your units as you wish. Units can not be moved more than once in each Movement phase. A soldier can be moved in any direction, to a distance, in spaces, equal to or less than the Move characteristic on its warscroll. No part of the unit can move further than this. It cannot be moved through other soldiers or through terrain features such as walls, but can be moved vertically in order to climb or traverse any scenery. If the warscroll for a soldier says it can Fly, it can move across soldiers and terrain as if they were not there. Units starting the Movement phase within 1 space of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1 space away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly. When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll 1d6 and add the result to the Move characteristics of all troops in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Power Phase:
In this phase, special units can cast spells or use leadership abilities.
Shooting Phase:
In your Shooting phase you can shoot with soldiers armed with ranged weapons. First, you must pick one of your units to shoot with. You may not pick a unit that Advanced or Fell Back this turn, or a unit that is within 1" of an enemy unit. Unless otherwise stated, each soldier in the unit attacks with all of the ranged weapons it is armed with. After all of the unit’s soldiers have fired, you can choose another unit to shoot with, until all eligible units that you want to shoot with have done so. Having chosen a shooting unit, you must pick the target unit, or units, for the attacks. In order to target an enemy unit, a soldier from that unit must be within the Range of the weapon being used (as listed on its profile) and be visible to the shooting soldier. For the purposes of determining visibility, a soldier can see through other soldiers in its own unit. Soldiers cannot target enemy units that are within 1" of friendly soldiers – the risk of hitting your own troops is too great. Each time a soldier shoots a ranged weapon, it will make a number of attacks. You roll 1d6 for each attack being made. The number of attacks a soldier can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time: 1: Hit Roll: Each time a soldier makes an attack, roll a dice. If the roll is equal to or greater than the attacking soldier’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply. 2: Wound Roll: If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:
Strength TWICE(or more) than toughness: 2+ needed
Strength GREATER than toughness: 3+ needed
Strength EQUAL to toughness: 4+ needed
Strength LESS than toughness: 5+ needed
Strength HALF(or less) than toughness: 6+ needed
If an attack successfully wounds the target, the player commanding the target unit allocates the wound to any soldier in the unit (the chosen soldier does not have to be within range or visible to the attacking unit). The damage inflicted is equal to the Damage characteristic of the weapon used in the attack. A soldier loses one wound for each point of damage it suffers. If a soldier’s wounds are reduced to 0, it is either slain or destroyed and removed from play. If a soldier loses several wounds from a single attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect. Some attacks inflict mortal wounds – these are so powerful that no armor or magic can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll against a mortal wound – just allocate it as you would any other wound and inflict damage to a soldier in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another soldier in the target unit until either all the damage has been allocated or the target unit is destroyed.
Charge Phase:
Any of your units within 12 spaces of the enemy in your Charge phase can make a charge move. You may not choose a unit that Advanced or Fell Back this turn, nor one that started the Charge phase within 1 space of an enemy. Once you have chosen an eligible unit, select one or more enemy units within 12 spaces of them as the target(s) of the charge. Each target unit can then attempt to fire Overwatch. Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy soldier within 1 space of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing soldier’s Ballistic Skill or any modifiers. After any Overwatch has been resolved, roll 2D6. The charging unit can move up to this number of spaces – this is their charge distance this turn. The unit charging must finish within 1 space of an enemy soldier from one of the target units. No soldiers in the charging unit can move within 1 space of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no soldiers in the charging unit move this phase. Once you’ve moved all the soldiers in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Fight Phase:
Any unit that charged or has soldiers within 1 space of an enemy unit can be chosen to fight in the Fight phase. This includes all units, not just those controlled by the player whose turn it is. All units that charged this turn fight first. The player whose turn it is picks the order in which these units fight. After all charging units have fought, the players alternate choosing eligible units to fight with (starting with the player whose turn it is) until all eligible units on both sides have fought once each. No unit can be selected to fight more than once in each Fight phase. If one player runs out of eligible units, the other player completes all of their remaining fights, one unit after another. A fight is resolved in the following steps: 1: Pile in. You may move each soldier in the unit up to 3 spaces – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier. 2: Choose targets. First, you must pick the target unit, or units, for the attacks. To target an enemy unit, the attacking soldier must either be within 1 space of that unit, or within 1 space of another soldier from its own unit that is itself within 1 space of that enemy unit. This represents the unit fighting in two ranks. Soldiers that charged this turn can only target enemy units that they charged in the previous phase. 3: Choose Weapon: Each time a soldier makes a close combat attack, it uses a melee weapon – the weapons a soldier is equipped with are described on its warscroll. If a soldier has more than one melee weapon, choose which it will use before rolling the dice. If a soldier has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled. 4: Resolve attacks: Close combat attacks can be made one at a time, or in some cases you can roll the dice for a number of attacks together. The attack sequence for making close combat attacks is identical to that used for shooting attacks except you use the soldier’s Weapon Skill characteristic instead of its Ballistic Skill to make hit rolls. 5: Consolidate: You may move each soldier in the unit up to 3" – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier.
Morale Phase:
In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had soldiers slain during the turn. To take a Morale test, roll a dice and add the number of soldier from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each 3 points that the test is failed by, one soldier in that unit must flee and is removed from play. You choose which soldier flee from the units you command.
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 100
Cotton: 0
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Research Completed:
Walls 1
Water vehicles 1
Buildings:
Wooden Walls
Brigantine
Resource Gathering:
You know what they say, 'sticks and stones may...' Wait. Cut the stone, add some more sticks. +50 wood.
R&D:
Brigantine: 3/3! Complete!
Troop training: 2/4
Finally. The labor of love is done. It is dubbed the Reborn Glory, and is soon sent out into the world, loaded with 10 marksman, a Cassalian diplomat, and a trained crew. After a bit of time spent traveling into the mainland by means of rivers and lakes, (The small boat being rolled using logs across land) the weary travelers finally find the perfect place to start a new settlement! Fertile land, rivers for water and fish, and a abundance of trees. There's only one thing keeping them from dropping anchor and setting up some shacks: someone already had the same idea. Cassalia has discovered Theodomilicia! The diplomat and the squad of marksman is sent at once, and request to meet with whoever is in charge. There is much to discuss.
Also, here's the warscroll for the marksman. Please do the same for your troops.
The court of Theodomilicia are welcome 'the strangers of whoever it was' at the County of Theodomilicia, but the people within the town was currently on a neutral stance at the foreigners of a ship due to their warmongering stance, since the struggle of bordering tension in many years before the plague.
As unfortunately for the Cassalian Diplomat, the recent elected leader of Theodomilicia, and the pretender of Yerlimnio Kingdom was currently in a short military situation at the battle somewhere near Theodomilicia territory against the Legitopian forces, hence unable to attend the foreign relationship of the Cassalians diplomatically at that time. But, the Cassalian Diplomat may allow them to give a word of reasoning at the meeting hall of Theodomilicia along with the Theodomilician advisories for the negotiations and other talks on behalf of their people.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
[+25 Stone for using a free research slot to gain more resources]
[Research]
Construction of both Marketplace and Barracks have been completed. The training of a newly fresh roundshield swordsmen have begun.
The court of Theodomilicia insisted their new progress on a gunpowder technology by constructing a Gunpowder Alchemistia House, in which processing some ingredients to create more black powders for their already known hand cannons, and thus enable them to train more handcannoneers in the future. They're also demanding to upgrade their woodcutting capabilities for other construction purposes by building a Forestry Camp, which is unfortunately didn't have enough resources to build one right now, and so decided to use a free research slot for an additional 25+ more resources each post until it has enough for building a Forestry Camp.
> Gunpowder Alchemistia House (Cost: 200 Wood, 200 Stone) (10%)
[Enable the production of gunpowder-based units & defenses]
Aznor Jr. has finished remembering his father’s teachings. He writes it down, and ends up spotting the Cassalian ship (not knowing it’s owner) immediately after.
Ben builds a ladder for the shaft. -75 Wood. Connor_Miner passes the Furnace and other resources to Ben once he comes down. They go into Group Storage.
Connor_Miner starts mining.
New Crossoveria:
Traits:
Crossover Performance: Building structures takes half as long, but gathering resources takes a few turns for greater profits and it takes 1 turn to end an action (other than battle) once it’s been called off.
Respawn Mechanic: After a character is killed, they respawn after a few turns at the nearest active respawn point. If there are none available, killed characters are dead FOREVER once the respawn timer ticks down to 0.
Characters:
Connor_Miner (Minecraftian): Gives more from Mining Collection, but isn’t great for Research.
Ben (Terraian): Basic All-Round character.
Aznor Jr. (Minecraftian): Great for researching Magic, but not so good with technology.
Location: On an Origin Island next to a river. (Harder to attack, easier water travel, less access to stone and metal resources.)
Count Hermin, the Second of Thedomilicia has refused to obligate the demands for freeing the Legitopians by the annoyance to and from the townspeople of Thedomilicia, and so demanding 50 Stone and 25 Gold for their captivity's freedom as their compensation for being rude to his people.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Ben goes to start building houses for everyone, but realizes he needs more Vespine GasWood.
Aznor Jr. goes about making a Thaumonomicon to store the Thaumic research.
Connor_Miner... well... just keeps mining, as his name would imply.
New Crossoveria:
Traits:
Crossover Performance: Building structures takes half as long, but gathering resources takes a few turns for greater profits and it takes 1 turn to end an action (other than battle) once it’s been called off.
Respawn Mechanic: After a character is killed, they respawn after a few turns at the nearest active respawn point. If there are none available, killed characters are dead FOREVER once the respawn timer ticks down to 0.
Characters:
Connor_Miner (Minecraftian): Gives more from Mining Collection, but isn’t great for Research.
Ben (Terraian): Basic All-Round character.
Aznor Jr. (Minecraftian): Great for researching Magic, but not so good with technology.
Location: On an Origin Island next to a river. (Harder to attack, easier water travel, less access to stone and metal resources.)
To explain the stats, for the soldiers themselves, Move is the number of spaces you can travel in a turn, Weapon skill determines the number needed to roll on a d6 to hit with a melee attack, Ballistic skill is the same as Weapon skill, but for ranged weapons, Strength is the number used to determine wound rolls for melee attacks, Toughness is the number used to oppose wound rolls, Wounds determine how much damage a unit can take before dying, and Leadership is used to hold units together during the Morale Phase.
If you wish to start a fight, give me time to prepare first.
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen. (10 in Theodomilicia)
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 150
Cotton: 0
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Research Completed:
Walls 1
Water vehicles 1
Buildings:
Wooden Walls
Brigantine
Resource Gathering:
Insert generic wood gathering pun. +50 wood.
R&D:
Troop training: 3/64
Rubber: 1/42
Cassalian Diplomat: What we are suggesting is a temporary alliance. You know that Cassalia is not quite as military-focused as a powerful county such as Theodomilicia. What we lack in might, we make up for in production. In this time of ruin, it is our duty to expand, retake, and conquer, for the good of our people and our way of life. Although things may seem grim, with the collaboration of our nations, certainly we can slice a beam of sunlight through the haze of despair, and pave the path for an age of peace. Though the Legitopians stick their minds to the old ways, the ways that caused us ruin, we are sure that the combination of Cassilian weapons and Theodomilician soldiers, the best of equipment and men to use them, can beat them down and show them a glimpse of what is to come. To show you that we are truthful, we have a gift: A box of Cassilian chewing sap, one of the few left from before the war. Does your nation accept? (Cassilian chewing sap is tree sap coated with cinnamon and sugar. It can be used to boost a charge by one, once.)
Count Hermin, the Second of Thedomilicia has refused to obligate the demands for freeing the Legitopians by the annoyance to and from the townspeople of Thedomilicia, and so demanding 50 Stone and 25 Gold for their captivity's freedom as their compensation for being rude to his people.
The army is reluctant to give the resources. The army says they will return to the chief about the situation, and, depending on his answer, they either attack or give the resources.
Gathering:
The miners decide to move into the mine to gather enough resources so that it'll be like they never lost anything at all. +75 Stone, +30 Gold.
Resources:
135 Stone
75 Gold
90 Food
Research:
Researchers are still working on how to use elemental magic.
Elemental Research: 2 / 4
Construction:
A farm is still being built.
Farm: 2 / 4
Rollback Post to RevisionRollBack
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
This fake achievement represents my RPG, Craftasm. Check it out on the forum games.
Advisory of Foreign Relations:
The Theodomilicians, our people of the former Yerlimnio Kingdom will accepted your temporal alliance between two kingdoms that have faced the hardships of the devious plague, loosely civil wars that bring-forth to our lands, and the ignorance of the lesser voices predicted the disaster caused by the royals of the former kingdoms. With a gift of confectionery to our people, you have been proven yourself as worthy cause for the proposal of alliance.
In the top of that, we've faced heavy economic situations where our progress of recovering from the plague was highly grim for the people of Theodomilicia. Hence from our reason, would you gladly accepted our economy treaty to open markets between our two glorious kingdoms that will ensure our trusts in the forthcoming from the positive history of our generations. To prove our worthy of the treaty of economics, we'll given a sum of 50 gold pieces as we don't needed that much luxury (mostly because this town was a main conflict of interest from two old kingdoms before the plague, causing the aristocrats to flee) as most of the Yerlimnio-based economy from the outer regions were rotated on an usable metal like Iron or Steel for instance.
The chief of Legitopia hesitates that Theodomilicia's army is far stronger than his. He orders the army to deliver the resources. 50 Gold and 25 Stone to Theodomilicia. The Legitopians are released from their prison, and the army and citizens return to their plateau.
Resources:
110 Stone
25 Gold
90 Food
Construction:
Palisade Wall: 2 / 5
Farm: 3 / 4
Research:
Elemental Research: 3 / 4
Rollback Post to RevisionRollBack
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
This fake achievement represents my RPG, Craftasm. Check it out on the forum games.
Count Hermin was pleased with the tribute of resources for the freedom of Legitopian captives. The Army of Theodomilicia took the resources and so marches back home without any bloodshed nor any fight. The rudeness Casus Belli upon Legitopia by the Theodomilicians are rectified, as however the relation between those two kingdoms were still sour and thus unchanged from their current views.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 150 Wood
+ 5 Stone
+ 25 Food [+10]
+ 10 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
Action(s):
[Gathering]
Insert more wood needed. [+75 Wood]
[Research]
> Marketplace [150 Wood, 100 Stone, 50 Food] (45%)
[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
> Barrack [100 Wood, 100 Stone] (60%)
[Enable the production of infantry units]
I'm planning on a multi-focused civilization, starting with magic, then also doing tech, before going magitech (essentially a combination of the two).
OT:
Connor_Miner completes the shaft! +40 Coal, +10 Iron, +10 Gold, +25 Primal Aspect Shards, +10 Arcane Crystal, +
3010 Stone!The other characters continue their work.
New Crossoveria:
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 150 Wood
+ 80 Stone
+ 35 Food [+10]
+ 10 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
Action(s):
[Gathering]
Putting stone cutters to work. [+75 Stone]
[Research]
> Marketplace [150 Wood, 100 Stone, 50 Food] (60%)
[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
> Barrack [100 Wood, 100 Stone] (70%)
[Enable the production of infantry units]
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 150 Wood
+ 155 Stone
+ 45 Food [+10]
+ 10 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
Action(s):
[Gathering]
Putting stone cutters to work. [+75 Stone]
[Research]
> Marketplace [150 Wood, 100 Stone, 50 Food] (75%)
[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
> Barrack [100 Wood, 100 Stone] (80%)
[Enable the production of infantry units]
Heh, sorry I've been away guys. I lost interest for a bit.
Construction:
With the wood the lumberjacks gathered, a wooden palisade wall is built. -100 Wood.
Palisade Wall: 1 / 5
Gathering:
Lumberjacks, miners, and foragers move out to get more resources. +50 Wood, Stone, and Food.
Resources:
110 Stone
45 Gold
75 Wood
90 Food
Attack:
The chief of Legitopia decides to scour the land. As he moves forward, he sees a group of Theodomilicians capture some Legitopians. The chief orders the entire army sent out to attack Theodomilicia to save the Legitopians.
(For some reason, I'm denied access to the battle document. Maybe you could copy-paste it onto the first post?)
Read the text below.
This is dufhugth20's substitute account. On two out of three computers in my house, I've been locked out of my main account, which is the reason why I've made this account in the first place. See me as the same guy, or "dufhugth20". Anybody who makes accounts and claims to be me are lying, unless I say that I have to make another account.
The scouts have reported a small battalion of Legitopian forces have sent to attack his people for unsavory reasons, and thus commanding the Theodomilicia Army under the command of his elected leader, aka Count Hermin, the Second of Theodomilica, to rectify the situation.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia] [Active]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 150 Wood
+ 180 Stone
+ 55 Food [+10]
+ 60 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
Action(s):
[Gathering]
Gold is probably needed. [+50 Gold, + 25 Stone]
[Research]
> Marketplace [150 Wood, 100 Stone, 50 Food] (90%)
[For every nation/kingdom have a trade treaty with this kingdom, the owner of the marketplace will gained 25 [Gathering] resources per post while their trade partner(s) gained 10 [Gathering] resources.]
(Warmongering State Effect: They're demanding of more resources in exchange for something little. -15 [Gathering] resources for trade partners.)
> Barrack [100 Wood, 100 Stone] (90%)
[Enable the production of infantry units]
Ben has finished collecting the wood! +200 Wood! He also spots the Legitopian army headed out(though he doesn’t identify the army as coming from Legitopia). He sees that they’re not coming for the island, but it still gives him concern over the potential of future wars, as they don’t look like they’re drilling.
Connor_Miner crafts a furnace. -10 Stone.
Aznor Jr. keeps doing what he’s doing.
New Crossoveria:
Sorry about not posting lately. Here's the combat rules, and I'll also add them to the front page. Don't worry about the rolling for attacks and such, just command your troops and I'll do the rest.
On the battlefield, troops are organised into groups called units. Units move as a group, shoot as a group, and attack as a group. Units can have as many as 10,000 units or as little as one, but all units must be made up of the same type of troop, except for special exceptions, like siege weaponry.
Each side of the battlefield must have at least leader unit. These units tend to be stronger than average, and have unique abilities that can turn the tide of battle. However, if all of your leader units are killed or flee, the battle is lost. Leader units are able to be placed in units with other troops. Each kingdom’s leader counts as a leader unit.
Movement phase: Move any units that are capable of doing so.
Power phase: Units capable of doing so can use powerful abilities.
Shooting phase: Your units may shoot enemy units.
Charge phase: Your units may move into close combat against enemy units.
Fight phase: Both players’ units pile in and attack with melee weapons. Morale phase: Test the courage of depleted units. Once a player’s turn has ended, their opponent then starts their turn. Once both players have completed a turn, the battle round has been completed and the next one begins, and so on, until the battle is concluded.
Movement Phase:
Start your Movement phase by picking one of your units and moving that unit until you’ve moved as many of your units as you wish. Units can not be moved more than once in each Movement phase. A soldier can be moved in any direction, to a distance, in spaces, equal to or less than the Move characteristic on its warscroll. No part of the unit can move further than this. It cannot be moved through other soldiers or through terrain features such as walls, but can be moved vertically in order to climb or traverse any scenery. If the warscroll for a soldier says it can Fly, it can move across soldiers and terrain as if they were not there. Units starting the Movement phase within 1 space of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1 space away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly. When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll 1d6 and add the result to the Move characteristics of all troops in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
In this phase, special units can cast spells or use leadership abilities.
In your Shooting phase you can shoot with soldiers armed with ranged weapons. First, you must pick one of your units to shoot with. You may not pick a unit that Advanced or Fell Back this turn, or a unit that is within 1" of an enemy unit. Unless otherwise stated, each soldier in the unit attacks with all of the ranged weapons it is armed with. After all of the unit’s soldiers have fired, you can choose another unit to shoot with, until all eligible units that you want to shoot with have done so. Having chosen a shooting unit, you must pick the target unit, or units, for the attacks. In order to target an enemy unit, a soldier from that unit must be within the Range of the weapon being used (as listed on its profile) and be visible to the shooting soldier. For the purposes of determining visibility, a soldier can see through other soldiers in its own unit. Soldiers cannot target enemy units that are within 1" of friendly soldiers – the risk of hitting your own troops is too great. Each time a soldier shoots a ranged weapon, it will make a number of attacks. You roll 1d6 for each attack being made. The number of attacks a soldier can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time: 1: Hit Roll: Each time a soldier makes an attack, roll a dice. If the roll is equal to or greater than the attacking soldier’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply. 2: Wound Roll: If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:
Strength TWICE(or more) than toughness: 2+ needed
Strength GREATER than toughness: 3+ needed
Strength EQUAL to toughness: 4+ needed
Strength LESS than toughness: 5+ needed
Strength HALF(or less) than toughness: 6+ needed
If an attack successfully wounds the target, the player commanding the target unit allocates the wound to any soldier in the unit (the chosen soldier does not have to be within range or visible to the attacking unit). The damage inflicted is equal to the Damage characteristic of the weapon used in the attack. A soldier loses one wound for each point of damage it suffers. If a soldier’s wounds are reduced to 0, it is either slain or destroyed and removed from play. If a soldier loses several wounds from a single attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect. Some attacks inflict mortal wounds – these are so powerful that no armor or magic can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll against a mortal wound – just allocate it as you would any other wound and inflict damage to a soldier in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another soldier in the target unit until either all the damage has been allocated or the target unit is destroyed.
Any of your units within 12 spaces of the enemy in your Charge phase can make a charge move. You may not choose a unit that Advanced or Fell Back this turn, nor one that started the Charge phase within 1 space of an enemy. Once you have chosen an eligible unit, select one or more enemy units within 12 spaces of them as the target(s) of the charge. Each target unit can then attempt to fire Overwatch. Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy soldier within 1 space of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing soldier’s Ballistic Skill or any modifiers. After any Overwatch has been resolved, roll 2D6. The charging unit can move up to this number of spaces – this is their charge distance this turn. The unit charging must finish within 1 space of an enemy soldier from one of the target units. No soldiers in the charging unit can move within 1 space of an enemy unit that was not a target of its charge. If this is impossible, the charge fails and no soldiers in the charging unit move this phase. Once you’ve moved all the soldiers in the charging unit, choose another eligible unit and repeat the above procedure until all eligible units that you want to make charge moves have done so. No unit can be selected to charge more than once in each Charge phase.
Any unit that charged or has soldiers within 1 space of an enemy unit can be chosen to fight in the Fight phase. This includes all units, not just those controlled by the player whose turn it is. All units that charged this turn fight first. The player whose turn it is picks the order in which these units fight. After all charging units have fought, the players alternate choosing eligible units to fight with (starting with the player whose turn it is) until all eligible units on both sides have fought once each. No unit can be selected to fight more than once in each Fight phase. If one player runs out of eligible units, the other player completes all of their remaining fights, one unit after another. A fight is resolved in the following steps: 1: Pile in. You may move each soldier in the unit up to 3 spaces – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier. 2: Choose targets. First, you must pick the target unit, or units, for the attacks. To target an enemy unit, the attacking soldier must either be within 1 space of that unit, or within 1 space of another soldier from its own unit that is itself within 1 space of that enemy unit. This represents the unit fighting in two ranks. Soldiers that charged this turn can only target enemy units that they charged in the previous phase. 3: Choose Weapon: Each time a soldier makes a close combat attack, it uses a melee weapon – the weapons a soldier is equipped with are described on its warscroll. If a soldier has more than one melee weapon, choose which it will use before rolling the dice. If a soldier has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled. 4: Resolve attacks: Close combat attacks can be made one at a time, or in some cases you can roll the dice for a number of attacks together. The attack sequence for making close combat attacks is identical to that used for shooting attacks except you use the soldier’s Weapon Skill characteristic instead of its Ballistic Skill to make hit rolls. 5: Consolidate: You may move each soldier in the unit up to 3" – this move can be in any direction so long as the soldier ends the move closer to the nearest enemy soldier.
In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had soldiers slain during the turn. To take a Morale test, roll a dice and add the number of soldier from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each 3 points that the test is failed by, one soldier in that unit must flee and is removed from play. You choose which soldier flee from the units you command.
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen.
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 100
Cotton: 0
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Research Completed:
Walls 1
Water vehicles 1
Buildings:
Wooden Walls
Brigantine
Resource Gathering:
You know what they say, 'sticks and stones may...' Wait. Cut the stone, add some more sticks. +50 wood.
R&D:
Brigantine: 3/3! Complete!
Troop training: 2/4
Finally. The labor of love is done. It is dubbed the Reborn Glory, and is soon sent out into the world, loaded with 10 marksman, a Cassalian diplomat, and a trained crew. After a bit of time spent traveling into the mainland by means of rivers and lakes, (The small boat being rolled using logs across land) the weary travelers finally find the perfect place to start a new settlement! Fertile land, rivers for water and fish, and a abundance of trees. There's only one thing keeping them from dropping anchor and setting up some shacks: someone already had the same idea. Cassalia has discovered Theodomilicia! The diplomat and the squad of marksman is sent at once, and request to meet with whoever is in charge. There is much to discuss.
Also, here's the warscroll for the marksman. Please do the same for your troops.
((Can you tell the purpose of unit stats and knowing how those numbers work in a short form? Currently only know about phases.))
The court of Theodomilicia are welcome 'the strangers of whoever it was' at the County of Theodomilicia, but the people within the town was currently on a neutral stance at the foreigners of a ship due to their warmongering stance, since the struggle of bordering tension in many years before the plague.
As unfortunately for the Cassalian Diplomat, the recent elected leader of Theodomilicia, and the pretender of Yerlimnio Kingdom was currently in a short military situation at the battle somewhere near Theodomilicia territory against the Legitopian forces, hence unable to attend the foreign relationship of the Cassalians diplomatically at that time. But, the Cassalian Diplomat may allow them to give a word of reasoning at the meeting hall of Theodomilicia along with the Theodomilician advisories for the negotiations and other talks on behalf of their people.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia] [Active]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 0 Wood
+ 30 Stone
+ 55 Food [+10]
+ 60 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
> Barrack (Train: Roundshield Swordmen x5, Progress: 10%)
> Marketplace (Effect: 0, Trade Treaty: none)
Action(s):
[Gathering]
Wood and stone is needed. [+50 Wood, + 25 Stone]
[+25 Stone for using a free research slot to gain more resources]
[Research]
Construction of both Marketplace and Barracks have been completed. The training of a newly fresh roundshield swordsmen have begun.
The court of Theodomilicia insisted their new progress on a gunpowder technology by constructing a Gunpowder Alchemistia House, in which processing some ingredients to create more black powders for their already known hand cannons, and thus enable them to train more handcannoneers in the future. They're also demanding to upgrade their woodcutting capabilities for other construction purposes by building a Forestry Camp, which is unfortunately didn't have enough resources to build one right now, and so decided to use a free research slot for an additional 25+ more resources each post until it has enough for building a Forestry Camp.
> Gunpowder Alchemistia House (Cost: 200 Wood, 200 Stone) (10%)
[Enable the production of gunpowder-based units & defenses]
> Forestry Camp (Cost: 50 Wood, 200 Stone) (0%)
[Producing a steady stream of 15 Wood per post]
Aznor Jr. has finished remembering his father’s teachings. He writes it down, and ends up spotting the Cassalian ship (not knowing it’s owner) immediately after.
Ben builds a ladder for the shaft. -75 Wood. Connor_Miner passes the Furnace and other resources to Ben once he comes down. They go into Group Storage.
Connor_Miner starts mining.
New Crossoveria:
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia] [Active]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 50 Wood
+ 80 Stone
+ 65 Food [+10]
+ 60 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
> Barrack (Train: Roundshield Swordmen x5, Progress: 25%)
> Marketplace (Effect: 0, Trade Treaty: none)
Action(s):
[Gathering]
Wood and stone is needed x2. [+50 Wood, + 25 Stone]
[+25 Stone for using a free research slot to gain more resources]
[Research]
> Gunpowder Alchemistia House (Cost: 200 Wood, 200 Stone) (20%)
[Enable the production of gunpowder-based units & defenses]
> Forestry Camp (Cost: 50 Wood, 200 Stone) (0%)
[Producing a steady stream of 15 Wood per post]
Attack:
The soldiers order that Theodomilicia frees the Legitopians this instant, or they will destroy Theodomilicia.
Construction:
A farm has started being built. -75 Wood, -50 Stone.
Farm: 1 / 4
Resources:
60 Stone
45 Gold
90 Food
Research:
Some citizens decide to support the army by helping them get back elemental skills.
Elemental Research: 1 / 4
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Count Hermin, the Second of Thedomilicia has refused to obligate the demands for freeing the Legitopians by the annoyance to and from the townspeople of Thedomilicia, and so demanding 50 Stone and 25 Gold for their captivity's freedom as their compensation for being rude to his people.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia] [Active]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 50 Wood
+ 180 Stone
+ 75 Food [+10]
+ 60 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
> Barrack (Train: Roundshield Swordmen x5, Progress: 40%)
> Marketplace (Effect: 0, Trade Treaty: none)
Action(s):
[Gathering]
More stone is needed. [+ 75 Stone]
[+25 Stone for using a free research slot to gain more resources]
[Research]
> Gunpowder Alchemistia House (Cost: 200 Wood, 200 Stone) (30%)
[Enable the production of gunpowder-based units & defenses]
> Forestry Camp (Cost: 50 Wood, 200 Stone) (0%)
[Producing a steady stream of 15 Wood per post]
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia] [Active]
[+DMG]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 0 Wood
+ 55 Stone
+ 85 Food [+10]
+ 60 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
> Barrack (Train: Roundshield Swordmen x5, Progress: 55%)
> Marketplace (Effect: 0, Trade Treaty: none)
Action(s):
[Gathering]
More stone is needed. [+ 75 Stone]
[Research]
The town has enough resources to build a Forestry Camp now.
> Gunpowder Alchemistia House (Cost: 200 Wood, 200 Stone) (40%)
[Enable the production of gunpowder-based units & defenses]
> Forestry Camp (Cost: 50 Wood, 200 Stone) (10%)
[Producing a steady stream of 15 Wood per post]
Ben goes to start building houses for everyone, but realizes he needs more
Vespine GasWood.Aznor Jr. goes about making a Thaumonomicon to store the Thaumic research.
Connor_Miner... well... just keeps mining, as his name would imply.
New Crossoveria:
To explain the stats, for the soldiers themselves, Move is the number of spaces you can travel in a turn, Weapon skill determines the number needed to roll on a d6 to hit with a melee attack, Ballistic skill is the same as Weapon skill, but for ranged weapons, Strength is the number used to determine wound rolls for melee attacks, Toughness is the number used to oppose wound rolls, Wounds determine how much damage a unit can take before dying, and Leadership is used to hold units together during the Morale Phase.
If you wish to start a fight, give me time to prepare first.
Player: Jam_Jelly
Location: A small island off the coast of the mainland. (Easily defensible, access to water travel, low stone and metal)
Army: 50 Cassalian marksmen. (10 in Theodomilicia)
Towns: 1
Backstory: Cassalia was once a great empire. The sprawling cities and towns of the empire were filled with technological wonders and stunning architecture. Yet when the plague arrived, it was the first to fall. The towns and cities collapsed, one by one, until the only remnants of Cassalia was a small island, their homeland. The island was out of reach of the plague, and so were its citizens. After the fall, An engineer from the Cassalian Army was elected Praetor, and given responsibility over the remaining Cassalian people.
Traits: Clever: Cassalia can complete research 2 turns faster than average.
Pampered: Cassalians are used to lives of luxury, and are unprepared for times of war. Cassalians get a -1 penalty to Morale checks.
Resources:
Wood: 150
Cotton: 0
Leader: Praetor Camillus Faustus [Level 1]
Appearance: A short man, with dark brown hair and tan Cassalian skin. His eyes are brown, and he is usually dressed in flowing robes and sandals.
Abilities: Engineering: Buildings that are designed by Camillus take half as long to construct.
Research Completed:
Walls 1
Water vehicles 1
Buildings:
Wooden Walls
Brigantine
Resource Gathering:
Insert generic wood gathering pun. +50 wood.
R&D:
Troop training: 3/
64Rubber: 1/
42Cassalian Diplomat: What we are suggesting is a temporary alliance. You know that Cassalia is not quite as military-focused as a powerful county such as Theodomilicia. What we lack in might, we make up for in production. In this time of ruin, it is our duty to expand, retake, and conquer, for the good of our people and our way of life. Although things may seem grim, with the collaboration of our nations, certainly we can slice a beam of sunlight through the haze of despair, and pave the path for an age of peace. Though the Legitopians stick their minds to the old ways, the ways that caused us ruin, we are sure that the combination of Cassilian weapons and Theodomilician soldiers, the best of equipment and men to use them, can beat them down and show them a glimpse of what is to come. To show you that we are truthful, we have a gift: A box of Cassilian chewing sap, one of the few left from before the war. Does your nation accept? (Cassilian chewing sap is tree sap coated with cinnamon and sugar. It can be used to boost a charge by one, once.)
The army is reluctant to give the resources. The army says they will return to the chief about the situation, and, depending on his answer, they either attack or give the resources.
Gathering:
The miners decide to move into the mine to gather enough resources so that it'll be like they never lost anything at all. +75 Stone, +30 Gold.
Resources:
135 Stone
75 Gold
90 Food
Research:
Researchers are still working on how to use elemental magic.
Elemental Research: 2 / 4
Construction:
A farm is still being built.
Farm: 2 / 4
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Advisory of Foreign Relations:
The Theodomilicians, our people of the former Yerlimnio Kingdom will accepted your temporal alliance between two kingdoms that have faced the hardships of the devious plague, loosely civil wars that bring-forth to our lands, and the ignorance of the lesser voices predicted the disaster caused by the royals of the former kingdoms. With a gift of confectionery to our people, you have been proven yourself as worthy cause for the proposal of alliance.
In the top of that, we've faced heavy economic situations where our progress of recovering from the plague was highly grim for the people of Theodomilicia. Hence from our reason, would you gladly accepted our economy treaty to open markets between our two glorious kingdoms that will ensure our trusts in the forthcoming from the positive history of our generations. To prove our worthy of the treaty of economics, we'll given a sum of 50 gold pieces as we don't needed that much luxury (mostly because this town was a main conflict of interest from two old kingdoms before the plague, causing the aristocrats to flee) as most of the Yerlimnio-based economy from the outer regions were rotated on an usable metal like Iron or Steel for instance.
The Army of Theodomilicia was currently stationed in battle formations and waiting for the Legitopians to bring an answer.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Casus Belli:
[Legitopia]
> Rudeness
Army:
[Personal Army of Theodomilicia] [Active]
[+ 1 Damage]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 25 Wood
+ 105 Stone
+ 95 Food [+10]
+ 60 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
> Barrack (Train: Roundshield Swordmen x5, Progress: 55%)
> Marketplace (Effect: 0, Trade Treaty: none)
Action(s):
[Gathering]
More wood and stone is needed. [+ 50 Stone, +25 Wood]
[Research]
> Gunpowder Alchemistia House (Cost: 200 Wood, 200 Stone) (50%)
[Enable the production of gunpowder-based units & defenses]
> Forestry Camp (Cost: 50 Wood, 200 Stone) (25%)
[Producing a steady stream of 15 Wood per post]
[Theodomilicia Units]
Pikeman
Move: 4 spaces Weapon Skill: 2 Ballistic Skill: 0 Strength: 4 Toughness: 3 Wounds: 2 Attacks: 1 Leadership: 3
Weapons:
Pike) Range: Melee | Type: Pole Arm (Melee, + 1 Weapon Range) | Strength: 2 | Damage: 2 (+1 Bonus vs Cavalry) |
Roundshield Swordsman
Move: 2 spaces Weapon Skill: 3 Ballistic Skill: 0 Strength: 5 Toughness: 5 Wounds: 2 Attacks: 1 Leadership: 5
Weapons:
Cold-Steel Sword) Range: Melee | Type: Sword (Melee) | Strength: 3 | Damage: 3 |
Roundshield) Range: Melee | Type: Shield (Melee) | Strength: 2 | Damage: 1 |
Bowman
Move: 3 spaces Weapon Skill: 2 Ballistic Skill: 3 Strength: 3 Toughness: 2 Wounds: 1 Attacks: 1 Leadership: 3
Weapons:
War Bow) Range: 55 spaces | Type: Bow (Ranged) | Strength: 3 | Damage: 1 |
Dagger) Range: Melee | Type: Knife (Melee) | Strength: 2 | Damage: 1 |
Handcannoneers
Move: 1 spaces Weapon Skill: 3 Ballistic Skill: 4 Strength: 3 Toughness: 5 Wounds: 2 Attacks: 1 Leadership: 5
Weapons:
Arquebus) Range: 50 spaces | Type: Gun (Ranged) | Strength: 5 | Damage: 3 |
Rifle Stock) Range: Melee | Type: Stock (Melee) | Strength: 3 | Damage: 0.5 |
Note: Please tell me if my units are either Underpowered or Overpowered, and other missing things.
Trade:
The chief of Legitopia hesitates that Theodomilicia's army is far stronger than his. He orders the army to deliver the resources. 50 Gold and 25 Stone to Theodomilicia. The Legitopians are released from their prison, and the army and citizens return to their plateau.
Resources:
110 Stone
25 Gold
90 Food
Construction:
Palisade Wall: 2 / 5
Farm: 3 / 4
Research:
Elemental Research: 3 / 4
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Count Hermin was pleased with the tribute of resources for the freedom of Legitopian captives. The Army of Theodomilicia took the resources and so marches back home without any bloodshed nor any fight. The rudeness Casus Belli upon Legitopia by the Theodomilicians are rectified, as however the relation between those two kingdoms were still sour and thus unchanged from their current views.
County of Theodomilicia
Leader: Count Hermin
Title(s)/Claim(s): Second of Theodomilicia, Pretender of Yerlimnio Kingdom
Ability:
Perimeter Defense
[An army that commanded and instructed a forward defense by him will resisted more against ranged units.]
Army:
[Personal Army of Theodomilicia] [Active]
[+ 1 Damage]
- 25 Pikemen
- 50 'Roundshield' Swordsmen
- 15 Bowmen
- 10 Handcannoneers [Special]
Resources:
+ 50 Wood
+ 205 Stone
+ 95 Food [+10]
+ 85 Gold
+ 5 Leather
Researched Technology:
= Gunpowder Tech
= Cast Alloy
= Refinements (+25 resources)
Buildings:
> Farm (+10 Food per post)
> Barrack (Train: Roundshield Swordmen x5, Progress: 70%)
> Marketplace (Effect: 0, Trade Treaty: none)
Action(s):
[Gathering]
More wood and stone is needed. [+ 50 Stone, +25 Wood]
[Research]
> Gunpowder Alchemistia House (Cost: 200 Wood, 200 Stone) (60%)
[Enable the production of gunpowder-based units & defenses]
> Forestry Camp (Cost: 50 Wood, 200 Stone) (40%)
[Producing a steady stream of 15 Wood per post]