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Author Topic: Necro arms race- Black Rose faction thread  (Read 4363 times)

VoidSlayer

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Re: Necro arms race- Black Rose faction thread
« Reply #15 on: July 19, 2018, 01:48:27 am »

Once we have intelligence we could also use expensive commander zombies lead the hordes.

Or burst into flames and burn all the enemy zombies.

The fires.

Quote from: Votebox
Basic Intelligent Design: (3) Doomblade, Jilladilla, voidslayer
Bonestichers: (2) Doomblade, Jilladilla
Zombie Dogs: (1) Doomblade
Iron Zombies: (1) Jilladilla

Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #16 on: July 19, 2018, 01:52:41 am »


Quote from: Votebox
Basic Intelligent Design: (4) Doomblade, Jilladilla, voidslayer, Rockeater
Bonestichers: (3) Doomblade, Jilladilla, Rockeater
Zombie Dogs: (1) Doomblade
Iron Zombies: (1) Jilladilla
Nacromatic crossbow: (1) Rockeater
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Talion

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Re: Necro arms race- Black Rose faction thread
« Reply #17 on: July 19, 2018, 09:03:10 am »

Quote from: Votebox
Basic Intelligent Design: (4) Doomblade, Jilladilla, voidslayer, Rockeater
Bonestichers: (4) Doomblade, Jilladilla, Rockeater, Talion
Zombie Dogs: (2) Doomblade, Talion
Iron Zombies: (1) Jilladilla
Nacromatic crossbow: (2) Rockeater, Talion
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Doomblade187

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Re: Necro arms race- Black Rose faction thread
« Reply #18 on: July 19, 2018, 09:51:46 am »

Quote from: Votebox
Basic Intelligent Design: (4) Doomblade, Jilladilla, voidslayer, Rockeater
Bonestichers: (4) Doomblade, Jilladilla, Rockeater, Talion
Zombie Dogs: (1) Talion
Iron Zombies: (1) Jilladilla
Nacromatic crossbow: (2) Rockeater, Talion
Hall of the Dead: (1) Doomblade
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

frostgiant

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Re: Necro arms race- Black Rose faction thread
« Reply #19 on: July 20, 2018, 03:32:18 pm »

Turn -2 Design Phase

The city is filled with quiet tension, even with the lack of peasants contact. Peasants can feel the near electric tension that has filled the city recently. On the other hand, you would barely notice the difference in the cities masters, the elder necromancers.
Research continues apace as always, but the observant would take notice of the focus on mass production over Niche boundary-pushing research as it had been for years.

Design: Basic Intelligent Design
Quote
Basic Intelligent Design
Zombies are dumb. This is really quite unfortunate, given the time and effort we have put into understanding what grants an undead intelligence. By applying our research to our army, we should be able to develop smarter undead servants. We will focus our research at this time at trying to maintain the natural intelligence of the soul through the binding process, such that our binding process doesn't sap the will of the soul driving the servitor. This may result in changes to the basic binding procedure - not necessarily a bad thing.
Time=> 5 Progress=> 3 Cost=> 6

Every Spell weave is different, depending on the kind of undead that is being created. What the Master necromancers of the Academy are trying to do is find a spell that can be inserted into most if not all Spell weaves to increase the base intelligence of some of the more basic designs. While this won’t have much effect on most higher undead, the hope is this generic component can increase the abilities of most lesser undead.

Right now, the project seems to be continuing at a good pace, and with almost all the work being done in the creation of a spell formula, the actuall material cost is rather light.

Design “Basic intelligent design” 0/10 [2]/10 necrotic fluid/ Rushed 0 times / Nothing invested

Prototype
Efficacy: 2d4 => [4]

Using the new spell, woven into the typical matrix normal undead become a bit more intelligent, capable of conquering stairs and figuring out how to walk a little less drunken and how to hit stuff with a weapon. They are still stupid, but less stupid most certainly.
Unfortunately, we are having trouble making the Spell fit into the weave of any undead without the use of necrotic fluid to help bind the spell into the weave meaning that any construct we attempt to apply this to will cost more necrotic fluid.
For now the necromancers have waited on adding the basic intelligence spell across all spell matrixes due to the increased production costs. Instead it is optional to use when creating new units.


Basic intelligence design.
Unit modifier upon creation.
A spell inserted into the spell weave to improve a lower undead’s ability to think and reason, Under this modifier the undead are following basic orders without direct supervision and using simple weaponry such as swords, clubs and axes.
Unfortunately, due to instability in the inserted spell matrix, application requires necrotic fluid.

May be applied to a unit upon creation. Adds a cost of necrotic fluid = to 25% of the corpse cost.

(Due to adding cost, It is optional when creating unians instead of a army wide default.)



Design: Bonestitcher
Quote
Bonestitcher
The ranks of the Bonestitchers consists of those who are either hopeful of gaining an apprenticeship in necromancy, or are themselves those whom failed out of one. The Bonestitchers are given a bare minimum of animation training, enough so that they can, with some manual labor included, 'heal' our undead armies by recycling usable bits and pieces of those who have fallen and stitching them either together to make a 'workable' soldier, or replacing damaged limbs of an already animated soldier.

Time=>3 Progress=>2 Cost=>4

Those with those with magical talent are rare, those without enough talent to actually learn necromancy are rather hard to find do to a lack of obvious signs. The peasants inside the wards are being screened to find those with enough magical talent to be a bonestitcher and are young enough to actually teach the art.  Most necromancers that fail their apprenticeship are dead, due to the most common form of failure is creating something that they cannot command, such as a spectral knight or a rabid Ghoul.
Such a process is taking time, on top of the amount of learning the bonestitcher need to do to accurately Stabilize a necromantic spell weave and repair the flesh that surrounds it.

Design: “Bonestitcher” 0/12 [2] / 30 corpses, 30 metal, 60 non metal/rushed 0 times / Nothing invested


Prototype:
Efficacy:2d4 =>  [6]

 Bonestitcher are those that are not talented enough to become even apprentice necromancers. They are unable to command undead, they cannot create any form of spell weave and they lack they lack the inherint advantages that those with magic even have, so small is their talent.
Even so there are many things that they can do to to make work easier for the apprentices that command undead units and typically act as the repair crews.
With the ability to work in concert to stabilize a necromantic weave and then to mend some of the damage that combat causes to the flesh. This ensures that less undead servants are lost during combat due to a lack of attention that can be given to them by the necromancers.
While unlikely to be useful on more powerful undead servants due to the fact that many of those can have whole teams working on them at a time, this ensure that the more numerous undead will not re-perish from something as simple as a lack of attention.

Design “Bonestitcher”
Attachment (Equipment)
A group of those with almost no magical power, trained to act as medical staff for undead during the heat of battle as well as afterwards, the bonestitcher decrease the casualties that units take during combat.
150 corpses, 150 metals, 300 non-metals.

Design “Necromantic Crossbow”
Quote
Necromantic crossbow
The first rule of warfare is "the best defense is not getting hit", which is a problem with zombies, which can't attack enemies from range or use any common ranged weapon, this will solve it, the desing is similer to a crossbow, but instad of any mechanical processes to pull and reload it we connect an arm to the stock and put the quiver near the prod, after a projectile is shot the arm take a new one from the quiver and pull the string while holding it, when the string get to place it put the projectile in place and realse, this allow us to need to only train the zombie at aiming and pulling the trriger, strengthening the arm for good force could be done by attaching extra muscle
(Spellcheck, please.)

Time=>4 Progress=>4 Cost=>1
The creation of a crossbow loaded via a necromantic construct isn’t that complicated, and the process of mass producing it isn’t much more. The problem comes in with the cost of replacing crossbows when the Necromantic construct continually broke them.

Necromantic crossbow 0/10 [3]/ 10 corpses, 50 non-metal, 20 metal/ Rushed 0 times/ Nothing invested

Prototype:
Efficiency: 2d4=>  7

Early on in the Design process, it was found that a human arm attached to the stock had multiple issue with articulation, loading and cocking the crossbow due to a lack of Strength, weight and leverage, all of which a regular human uses to cock the crossbow.
So the use of a human arm was discarded early on in the project,  and multiple different limbs were tested, possibly part of the reason they went over budget.

Now, instead of a human arm, the necromantic Crossbow uses a tentacle taken form a ripper squid. This tentacle is typically covered in Flesh rending spikes and is tipped with three claw “Fingers” that it will use to grab and rip out eyes. With the necromantic crossbow, all but one of the spikes are removed, and the one remaining spike’s cutting edges are blunted.

When used the Tentacle will wrap around the user arm, to keep out of the way and make it harder to remove the weapon from the user. It unfurls from the arm after firing before placing a new bolt into the crossbow and cocking it, using its muscly and un-jointed nature along with leverage gained from the users arm to fully cock the crossbow, in 30 seconds.
Ammunition is limited due to the Space limitations imposed with building the quiver onto the crossbow.
As it is now, we can give one of these crossbows to a zombie and the zombie will be able to point it in the direction the necromancer directs it to and firing when it is told to.
With the current zombies, this will work best as a volley of fire due to Zombie lacking initiative.

Design Necromantic crossbow
Equipment
A self-loading and firing crossbow that is of quality make. Can fire at a rate of 30 seconds. Has a limited ammunition due to the quiver being attached to the crossbow and the measure taken to ensure the Ripper arm can reach the bolts, but that they don’t fall out when aiming.
50 Corpses, 200 non-metal, 100 Metal

Spoiler:  projects (click to show/hide)
The revision phase of Turn -2 has begun. You have 1 Dice.
« Last Edit: July 20, 2018, 03:46:45 pm by frostgiant »
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Jilladilla

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Re: Necro arms race- Black Rose faction thread
« Reply #20 on: July 20, 2018, 05:26:51 pm »

So, Revision!.....

None of our stuff really has any real errors...

Frostgiant said that pulling out a basic melee weapon as a revision could be done so...

Morningstar
The Classic Spiky Ball on a Stick (not to be confused with the spiky ball on a chain; that is a Flail); the Morningstar is expected to break bones and make a mess of the flesh in the process.
(Note: I'd actually really like a flail, but that is probably too complex for our current level of zombie intelligence to handle.)

Battleaxe
A basic, weighted single-bladed ax; capable of chopping through flesh when sharp; and still being an effective bludgeon when dull.

War Pick
This pickax has been heavily reinforced, weighted, and has had its counterweight removed. The simple fact that all of the force of this weapon is concentrated in the tip should mean that punching through armor and inflicting deep, narrow wounds should be the norm.

Streamlined Basic Intelligence
Small changes are made to this add-on matrix; allowing it to interface more smoothly with the matrices of our animation spells and as such causing less instabilities that need to be patched over with necrotic fluid.
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

helmacon

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Re: Necro arms race- Black Rose faction thread
« Reply #21 on: July 20, 2018, 05:36:12 pm »

+1 for morning star

It seems ideal for zombies.
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Talion

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Re: Necro arms race- Black Rose faction thread
« Reply #22 on: July 20, 2018, 06:14:02 pm »

Morningstar seems good.

Quote from: Votebox
Morningstar (3): Jilladilla, helmacon, Talion
Battleaxe (1): Jilladilla
War Pick (1): Jilladilla
Streamlined Basic Intelligence (1): Jilladilla
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Jilladilla

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Re: Necro arms race- Black Rose faction thread
« Reply #23 on: July 20, 2018, 06:32:15 pm »

I was mostly just throwing out revision suggestions. I really don't care too much between the Morningstar and Streamlining the Basic Intelligence design; mostly casting my vote where it is to... Well. Reasons. Counterweight to the bandwagon mostly. Expect me to flip-flop a bit on this.
Quote from: Votebox
Morningstar (2): helmacon, Talion
Battleaxe (0):
War Pick (0):
Streamlined Basic Intelligence (1): Jilladilla
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Glory to United Forenia!

If you see a 'Nemonole' on the internet elsewhere, it's probably me

Rockeater

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Re: Necro arms race- Black Rose faction thread
« Reply #24 on: July 20, 2018, 07:51:41 pm »


Quote from: Votebox
Morningstar (3): helmacon, Talion, Rockeater
Battleaxe (0):
War Pick (0):
Streamlined Basic Intelligence (1): Jilladilla
better do it now then when we have design with bad results and we find out intelegnce isn't as useful without it
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #25 on: July 22, 2018, 08:07:31 pm »

Quote from: Votebox
Morningstar (4): helmacon, Talion, Rockeater, Happerry
Battleaxe (0):
War Pick (0):
Streamlined Basic Intelligence (1): Jilladilla
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

frostgiant

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Re: Necro arms race- Black Rose faction thread
« Reply #26 on: July 22, 2018, 08:12:48 pm »

Turn -2
Revision phase

Revision: Morningstar
Morningstar
The Classic Spiky Ball on a Stick (not to be confused with the spiky ball on a chain; that is a Flail); the Morningstar is expected to break bones and make a mess of the flesh in the process.
(Note: I'd actually really like a flail, but that is probably too complex for our current level of zombie intelligence to handle.)


Efficacy 2d4=> [8]

While your necromancers were sure they could make a metal spiked ballstick all by themselves, they decided that hubris is the first step of failure. Instead, they started searching the Wards that the black rose currently posses before they managed to find what they were looking for, a blacksmiths family descended from a kings armorer who got kidnapped a long time ago. His decedents kept the tradition alive and well.
After a quick bit of negotiation, the family of blacksmiths left their shop in ward 8 and travel to a building right next to the necromantic academy in ward 1.

Because of our new employee’s, the creation of Morningstar’s and other similar weapons that we can arm our creations with is simple.


Morningstar
Equipment
A metal shaft with a Orange sized metal ball on the end that has been covered in spikes, Bringing down bonecrushing force and armour puncturing spikes unto the target. Works best on targets with vital organs to rupture, but crushing force works well on most undead. A simple, brutal weapon simple enough even stupid undead can use it.
100 Metal, 25 non-metal

Flail
Equipment
A short haft with a chained spike ball on the end. The numbers of undead that can use this weapon consist of those that are smart enough to use it and not hit themselves with, and those for which the impact of this weapon would be as rain.

125 metal, 25 non-metal

Metal Cudgel
Equipment
A small metal cudgel, with a weighted head. Lacking in spikes the cudgel is a short cheap weapon that is usually used by city guards to beat down criminals. Sometimes non-lethally depending on the amount of broken bones.
75 Metal

Great mace/hammer
Equipment
A massive, hefty weapon with either a watermelon sized orb of spike metal or a Piece of metal and stone with more alike to a building stone then a hammer on the end. The haft tends to be anywhere from 4 feet to 6 feet long. This is not a weapon for killing men, and is used by elites, hero’s and paladins for killing monstrous beasts that would be immune to a normal spear or blade. It will reduce a normal human to a pulp in the hands of those that can wield the massive weapon.
150 Metal, 75 Non-Metal

Warhammer
Equipment
A hammer with a spike on the other side of its head. This is a simple a brutal weapon meant for killing armored races. 
100 Metal, 25 Non-Metal

Dwarven hammer
Equipment
A single-handed hammer with a large block of metal or stone on its end. Typically used by hearty dwarfs to reduce all their enemies to nothing but crushed paste. While it can’t puncture armor as well as its smaller headed cousin, the crusher hammer is great for bringing a massive amount of weight down onto the target, and causing widespread mayhem to their bodies.

100 Metal, 50 Non-Metal

Spoiler:  Projects (click to show/hide)
Spoiler:  Resources (click to show/hide)
The production phase of Turn -2 has begun
To clarify, you do gain resource income during the superturns.
Buildings will be track(which Ward their built and what building) under the resource tab during updates and on the front page map(faction, not core)
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Happerry

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Re: Necro arms race- Black Rose faction thread
« Reply #27 on: July 22, 2018, 10:15:32 pm »

I think we should throw out a set of resource buildings to increase our income at this point in the game, because the earlier we get them the sooner we benefit. I'd like to leave the building slots in Ward 1, our home ward, free for later designed better buildings, so I'd like to suggest building the set in Ward 3 which is safely behind the front lines right now.

Quote from: Can we build it? Yes we can.
Build 1 Necromantic brewer, 1 Moratorium, 1 Mine Shaft and one Quarry in Ward 3. (1): Happerry
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

helmacon

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Re: Necro arms race- Black Rose faction thread
« Reply #28 on: July 22, 2018, 11:02:05 pm »

I suppose I can get behind something like that. +1
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frostgiant

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Re: Necro arms race- Black Rose faction thread
« Reply #29 on: July 24, 2018, 10:25:35 pm »

Turn -2
Production phase

Building:

1 Necromantic brewer built in Ward 3
1 Moratorium built in Ward 3
1 Mine shaft built in Ward 3
1 Quarry built in Ward 3

Ward 3 is full, no more buildings can be placed in Ward 3.

Resources
:
500 Necrotic fluid – 100 = 400
1500 Corpses – 300 = 1200
1000 Metal – 600 = 400
1000 non-metal – 900 =100
250 Special corpses

Income:

150 Necrotic fluid/turn
400 corpses/turn
200 Metal/turn
400 Non-metal/turn
10 Special corpses/turn

It is Now the Tactics phase in Turn -2.

No Input required for Tactics phase due to lack of combat and units.

Beginning Turn -1.
Income added during turn over.

Resources are now
Quote
550 Necrotic fluid
1600 Corpses
600 Metal
500 non-metal
260 Special corpses





It is now Turn -1

Elder necromancers have become a whirl of papers, chemicals, spectral matter, and body parts as they work as fast as they can, attempting to find any form of edge that could dissuade the other faction from a civil war.

The work continues even as talks carry on between the Black rose and the newly renamed Eidolon Vigils (Due to a fifty-fifty vote). War may yet not be inevitable.

Spoiler:  Projects (click to show/hide)
Spoiler:  Resources (click to show/hide)

It is now the Design phase.

You have 10 Dice.
« Last Edit: July 29, 2018, 04:19:14 pm by frostgiant »
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