Turn -1 Revision phase
Revision: Slip joints
Slip Joints
Obviously, the fault in the Golem is one of mechanical wear. Wear, of course, if most common around the joints of a creature, and the armor ends up taking the brunt of the damage. This can be reduced with some padding, in the form of leather bags mounted on the insides of joints, filled with corn starch-infused armor. This reduces stress on the joints, allows a wider range of movements in the Golems, and due to the fact that corn starched mixed with water is a non-newtonian fluid, does not compromise armor in the joints!
2d6-1=> [6]
The new slip joints are a partial success, with the oobleck sacks helping to slow the degeneration of the golems limbs.
While the oobleck joints do not address the problems of degeneration along the rest of the body, such as the front torso, the outer parts of the joints and any other par. It does allow the golem to turn and bend much more effectively as long as it doesn’t attempt to move too quickly (else the oobleck solution hardens and begins to lock up.
This means while the Degeneration problem is still existent, and the Golem is still unable to move very fast (in this case, because of its limbs locking up in the oobleck) and the weight of its body It is much more Fluid in its movements and the inside joints are far more reliable.
No longer is the golem a Stumbling and awkward creature, instead just a lumbering one.
GolemUnit
A rather slow moving creation, due to heavy mass of its unliving clay body. Due to the necromancers inability to manipulate the clay of its body, stuck only to the flesh mixed within, it is slowly reducing down to clay dust as it moves, although this has been lessened on the inside of the joints due to a recent change. It packs a rather mean punch and, when freshly made, can take quite the hit as well. While they are quite slow, they are much smoother in movement, much less jerking and stumbling, than a standard zombie, and are capable of breaking stone with a solid punch.150 Corpses, 50 necrotic fluids, 300 Non-Metals
Revision: Internal metallurgy Smith
Internal Metallurgy Smith: The extraction pit while very efficient at collecting stone and other useful material can also be the place where we craft the hardened iron and steel that forms our armies; by placing a metalsmith right near the entrance to the pit, we can also form metals for our army near the excavation, that is than transported back for the creation of equipment and machines for war
2d4=[4]
The plan was to create a smithy right outside the expanse of the excavation pit, in order to allow the smiting of ore into its more workable directly at the location of the pit.
This Idea was a good beginning, but it ran into the problems that plague all constructions. Materials and money.
When it comes down to it, even the most minimal of smithy’s require quite a bit of equipment in order to break down and process all of the ore that enters its walls, which can be quite pricey, This is without even considering the cost of the tools used to actually shape the weapons of war such a smithy would require.
This isn’t even considering the required coal to heat the forge or the regular replacement tools that they must create.
Many of the Designers of the pit have managed to cut some corners, but right now they believe it is more of a space-saving measure than anything economical.
Layered excavation pit (W/Smithy)
Infrastructure
A similar concept to the previous excavation pit, proving that the faults of the last project obviously lay on the project leads. As it is now the excavation pit is capable of bring up a prodigious amount of material, using its zombie-powered mine carts to quickly remove stone from the Pit. The Edition of a metallurgy Smith on the lip of the Pit. Unfortunately, it has run into cost issues, even with as much corner cutting as possible. The smithy still requires quite a few specialized tools. As such the Costs associated have jumped.
+250 Non-metal/turn +75 Metal/Turn
350 metals, 400 non-metals, 250 corpses
(This will not replace the excavation pit, It will be a separate building on the List. You can still build the previous version because I am not a sadist…)
Revision: Pike
The Pike: A Defining infantry weapon, in which a pointed steel or iron head is placed atop an elongated wooden shaft so that you can stab a creature while your ten feet from him, as well as being great for infantry formation; as who likes running into a wall of iron heads pointed against you?
2d4+2=. [6]
The pike, a common weapon used for the slaying of man and those like them. The long reach of the pike allows them to fight back many a form of god-fearing creature.
Unfortunately, many a creature are there that are more then willing to throw themselves upon the pike, tying them down or ignoring strikes that would be as pinpricks to such creatures.
But although many are the creatures that lack fear of such weaponry, A hundred bristling Spikes may reap their deadly toll upon them regardless.
People have been putting metal on sticks for as long as they have had metal, while they aren’t truly special in any way, your necromancers have managed to figure out the creation of some types of polearms that you can give to your undead.
PikeEquipment
A 5-meter long war spear, designed to be used in concert with many others to provide a wall of bristling metal to any form of attackers. While there are being that will either throw themselves upon this wall without fear, tying down the pike, or ignore such strikes as mere bug bites, The ability to engage from such a distance cannot be Ignored.100 non-Metals 50 Metals
SpearEquipment
2 meters long, shorter than the pike and more maneuverable in the hands of a skilled user. Typically used in the hands of those with shields over the hands of very skilled weapon masters.50 Non-metals 25 Metals
Bardiche
Equipment
A pole with a crescent axe on the head, about 1.8 to 2 meters long. Able to bring down heavy force and splitting power, similar to an axe form a greater distance.
50 non-metals, 50 Metals
(For weapons gained through revisions, As long as you don’t roll a 2 I will generally give you a few weapons that are related to the weapon that you are trying to obtain (in this case, a spear the pike and the bardiche) The other way to gain normal weapons is to detail that you want a particular construct to wield it (IE I want my Warcraft-esquse abomination to have a cleaver, or my spectral centaur to have a lance) While a may lead to a bad roll not giving it to you. Special weapons (IE magic weapons and such (Swords that is on fire, Crossbow with ice arrows. Halberd that can fire waves of acid) require their own design depending on complexity. )
Garden of Charon 4/6 [4] / 20 corpses + 20 metal + 45 non-metals/ Rushed 0 times / Nothing Invested
Excavation Bore 2/14 [2]/100 metal, 125 non-metal ,40 corpses Rushed 0 times/ Nothing invested Project Scrapped! 1d3 => 2. 2 dice returned.
Skeleton 3/10 [3]/ 25 corpses + 10 non metals Rushed 0 time/ Nothing invested
Fel Bat 0/8 [2]/ 20 corpses/ Rushed 0 times/ Nothing invested
Layered Excavation Pit: 0/10 [2]/ 75 metals, 75 non-metals, 50 corpses/ Rushed 0 times/ Nothing invested
Golem 0/9 [1]/ 25 Corpses, 10 necrotic fluid, 50 non metals.
Units
Zombies:
The most basic creatures to ever be created by a necromancer. Typically seen as baby’s first creature, the zombie is simple enough to be mass-produced with ease.
However, Zombies are slow, weak and incapable of doing more than simply bashing and biting their target. While dangerous to a peasant, zombies are relatively none threatening.
Cost: 100 Corpses
Design: Skeleton
Unit
A rather elegant piece of necromantic corpse manipulation that one usually doesn’t find in such basic mass produce undead constructs. The skeleton is as durable as a regular zombie, in addition to being harder to hurt with Stabbing weapons and projectile weapons. Smart enough to wield weapons such as clubs and pitchforks and to walk up stairs, the Skeletons are capable of moving at walking speed and can even run for a short time before tripping due to balance issues.
(Can be equipped with clubs or pitchforks upon production)
125 Corpses, 50 non-metals.
Fel Bats
Unit
Giant bats with bodies as large as a man, and wings that can propel it through the air with ease, the Fel bat is capable of acting as a scout, with some issues due to its size, and is capable of ramming itself into its targets with a dive bomb before biting them and buffeting them with their powerful wings. While this may not be effective due to the general durability of undead, it is something. Capable of aerial hunting via eating anything smaller than it or slamming its body into the target in the hopes of breaking wing bones and sending them falling to the cruel ground below.
Hunts via Echolocation, manifested as a screeching noise. The Fel bats are capable of gripping onto many surfaces, such as a building ceiling, using their feet.
175 corpses
Golem
Unit
A rather slow moving creation, due to heavy mass of its unliving clay body. Due to the necromancers inability to manipulate the clay of its body, stuck only to the flesh mixed within, it is slowly reducing down to clay dust as it moves, although this has been lessened on the inside of the joints due to a recent change. It packs a rather mean punch and, when freshly made, can take quite the hit as well. While they are quite slow, they are much smoother in movement, much less jerking and stumbling, than a standard zombie, and are capable of breaking stone with a solid punch.
150 Corpses, 50 necrotic fluids, 300 Non-Metals
Equipment:
Clubs:
Equipment
Clubs made from Wood, and possibly table legs and is typically used to bash things apart.
50 Non-materiels
Pitchfork:
Equipment
Pitchforks taken from peasants made from sharpened, fire-hardened wood. can be used to stab things.
50 non-materiels
Pike
Equipment
A 5-meter long war spear, designed to be used in concert with many others to provide a wall of bristling metal to any form of attackers. While there are being that will either throw themselves upon this wall without fear, tying down the pike, or ignore such strikes as mere bug bites, The ability to engage from such a distance cannot be Ignored.
100 non-Metals 50 Metals
Spear
Equipment
2 meters long, shorter than the pike and more maneuverable in the hands of a skilled user. Typically used in the hands of those with shields over the hands of very skilled weapon masters.
50 Non-metals 25 Metals
Bardiche
Equipment
A pole with a crescent axe on the head, about 1.8 to 2 meters long. Able to bring down heavy force and splitting power, similar to an axe form a greater distance.
50 non-metals, 50 Metals
Infrastructure:
Necromantic brewer.
infastructure
A relatively simple set up designed to brew necromantic fluid.
Necrotic Fluid is created from a few choice herbs and the flesh of the recently passed.
+100 Necrotic fluid
100 metal, 200 non-metal, 100 Corpses
Moratorium:
infrastructure
A basic building where corpses are prepared to be used for the art of necromancy after being brought out of long-term storage.
+200 Corpses
100 Metal, 300 Non-Metals, 100 Necrotic Fluid
Mine Shaft:
infrastructure
A relatively small mine shaft dug out by the undead and manned by basic zombies that is used to access veins of metals from under the city. Kind of small and has a relatively high rate of zombies dying off.
+100 metal
200 metal 200 non-metals, 100 Corpses
Quarry
infrastructure
A large open pit created for the purpose of hauling up good stone for construction. Due to the relatively open nature and large size, its tends to double as a meeting point.
+200 Non-Metals
200 Metals, 200 Non-metals, 100 corpses
“Garden of Charon”
Infrastructure
A building that attempts to use plants and herbs grown on a diet of human flesh in order to better create Necrotic fluid and preparing skeletons for use. The newly added moonflash flower ensures that spectral matter is not lost from corpses. However, loss of body mass from the decomposition still ensure minimum corpse income.
+175 Necrotic fluid, +50 corpses/Per turn
100 corpses, 100 metal, 250 non-metals
Layered Excavation pit.
Infrastructure
A similar concept to the previous excavation pit, proving that the faults of the last project obviously lay on the project leads. As it is now the excavation pit is capable of bringing up a prodigious amount of material, using its zombie-powered mine carts to quickly remove stone from the Pit.
+250/turn
250 metals, 250 non-metals, 200 corpses
Layered excavation pit (W/Smithy)
Infrastructure
A similar concept to the previous excavation pit, proving that the faults of the last project obviously lay on the project leads. As it is now the excavation pit is capable of bring up a prodigious amount of material, using its zombie-powered mine carts to quickly remove stone from the Pit. The Edition of a metallurgy Smith on the lip of the Pit. Unfortunately, it has run into cost issues, even with as much corner cutting as possible. The smithy still requires quite a few specialized tools. As such the Costs associated have jumped.
+250 Non-metal/turn +75 Metal/Turn
350 metals, 400 non-metals, 250 corpses
Stockpile:
550 Necrotic fluid
1200 Corpses
300 Metal
800 Non-metal
260 Special corpses.
Current income/turn:
+50 necrotic fluid/turn
+200 Corpses/turn
+300 metal/turn
+800 non-metal/turn
+10 special corpses/turn
From:
Ediolon Vigils capitol - Ward 14
Ward 13 quarry,
Ward 12 quarry, Shaft mine
Ward 11 quarry, Shaft Mine
It is now the
Production Phase of
Turn -1.
The tactics phase will once again be skipped due to a lack of combat.