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Author Topic: Demon Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 42839 times)

Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 0
« Reply #331 on: April 08, 2020, 06:56:29 am »

Evil's Forge

A massive Forge workspace made by the Demon themselves, this forge has pure Evil seeping into every pore of weapons forged in it. the heat, the water, the air, it is all tinged with Evil. And weapons made in it will be far more effective at taking down Good-aligned forces. It will also help with producing new weapons, and getting a foothold on Evil Weapon production.

As it was made by hand to channel Pure Evil into weapons, it is Unique. All weapons made in it are tinged with Evil already, though proper work will need to be put into making true weapons of EVIL.
Alternative option for the screaming Foundery
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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.

Man of Paper

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #332 on: April 08, 2020, 08:09:41 am »

Double-Alternative to the Foundry >_>

Arsenal of the Damned (High-Effort Design)

The Arsenal of the Damned is a large building housing a number of workshops for producing arms and armor as well as smaller siege engines should we ever get around to acquiring any. A number of wartime materials are produced here, including:
- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Mail hauberks and corselets over padded gambesons, for flexible and reliable protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit
- Half-Plate for CHADs and Commanders, as fits their elevated status, with their red berets replaced with red crests upon their helms for ease of identification

While the armor coming out of the Arsenal of the Damned is relatively normal and mundane, the weaponry most certainly is not.

The Craftsmen meant to work within the Arsenal are put through Cultist Baptismal Indoctrination and imprinted with a new spell known as Accursed Flames. A small reddish-black fire can be summoned at the tips of their fingers and used to light their furnaces. The metals heated by Accursed Flames take on an almost toxic quality, as injuries caused by weaponry created with accursed metals cause a rapid infection in the wound and will turn blood black while causing immense pain the more it spreads.

We have not applied Accursed Flames to our armor because this is already making equipment and an enchantment spell of sorts even if that part is mostly to fluff the enchanting as we'd rather not risk our Uruks getting injured and having their protection kill them somehow.
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #333 on: April 08, 2020, 08:24:21 am »

Quote from: MagBox
(3) The Screaming Foundry : Kashyyk, MoP, TricMagic
(1) Even Evil has Standards : TricMagic

(1) Assassinate: Assassins of Shadow : TricMagic
(2) Spell: Choking Smog : TricMagic, MoP


Note I'm voting it only because the above High-effort isn't worth it. No spell experience ups the difficulty of what should be a +1 for equipment. (At least for the Even Evil has Standards design) Along with the Smog being capable of smoking them out of their forts, which they hid in last battle when we routed them.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #334 on: April 08, 2020, 08:59:06 am »

We need a magic spell to entice the scholars, but we also need to put some effort towards the Influence lanes, as the Angles are doing equal or better than is in all but one instance. We cannot allow this to continue if we don't want to lose control of the NPC Nations and then get clobbered with powerful game-winning mortal armies.

Thus I'm voting for the Ethereal Armament. It's a spell that gets us weapons inside cities, without violating the "don't start war in the influence lane" rule, tanks to it being restricted to magic users. Our Mediocre Guarding will be improved versus the Angle murderers thanks to actual combat gear, because even an unskilled soldier will have decent odds against a skilled knife fighter when he's got a sword and a shield to make up the difference.

Quote from: MagBox
(3) The Screaming Foundry : Kashyyk, MoP, TricMagic
(1) Even Evil has Standards : TricMagic

(1) Assassinate: Assassins of Shadow : TricMagic
(2) Spell: Choking Smog : TricMagic, MoP
(1) Spell: Ethereal Armament : Kashyyk

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Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 4
« Reply #335 on: April 08, 2020, 09:11:05 am »

Iron waters
This potion, when touching a live or once alive, harden it to be as strong and as though and strong as iron.
Using baths of this susbstance, we can make the low qualaty wool and cloth clothings of our troops to a decent armour, and while it would not make wooden hammers better and only marginaly improve wooden axes, wooden spikes are easy to make and would gain a lot from it and swords can still be made from sharpened wood or animal bones.

Quote from: MagBox
(3) The Screaming Foundry : Kashyyk, MoP, TricMagic
(1) Even Evil has Standards : TricMagic
(1) Iron waters : Rockeater

(1) Assassinate: Assassins of Shadow : TricMagic
(2) Spell: Choking Smog : TricMagic, MoP
(1) Spell: Ethereal Armament : Kashyyk

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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.

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #336 on: April 08, 2020, 09:18:22 am »

Kashayk, I'll point out one issue with harming spirits, and that is apparently being able to see them.

As for Iron Waters, are we to just abandon the bonus from the failure before? That and we are going to be getting a upgrade of all our gear. Bows don't really need hardening.
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #337 on: April 08, 2020, 09:28:08 am »

True they are invisible, but tacking a True Sight ability onto magical weapons sounds a bit of a stretch. We could handle that as a separate design later, and as it'll be its own spell it'll be usable in more situations.
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Rockeater

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #338 on: April 08, 2020, 09:31:36 am »

As for Iron Waters, are we to just abandon the bonus from the failure before? That and we are going to be getting a upgrade of all our gear. Bows don't really need hardening.
I can't see failed revision giving us too much exiprince, and if we succseed now the expirince from that isn't very relevant compared to the one from the succses, plus we have much more exiprince with alchemy.

And I'm definitly willing to change my vote, just someone suggest something which isn't just metalworking for edgy people or mean we sucrifce a design we need to invest in influance lane, I would have voted for the evil forge but it doesn't include armour and queting is easier then editing.
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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.

TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Revision Phase 4
« Reply #339 on: April 08, 2020, 09:44:24 am »

Demon Team: Revision Phase T4
Quote from: Even Evil has Standards
Our armed cultists have been left to cope with subpar equipment since this particular war began. Whilst it presented a measure of encouragement to aspire to greater things, it does harm our combat ability. Thus, we will do a quick census of our cultists for those who have ability in relevant trades to produce the following:

- Iron tipped spear of hardwood
- Hardwood kite shields, with leather rims and an iron boss
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Iron tipped arrows for penetrating padded armour
- Iron skull caps, like those the CHADmanders wear under their berets

With a set of durable and well maintained equipment, a cultist warrior should be much more effective on the field
Even Evil has Standards: Hard: (1+2)-1=2: Utter Failure
How hard could it be to provide all your cultists with home-made quality equipment? Sure, there's some craftwork involved, but that's a human thing. You had better things to attend to- you gave a group of cultists orders to set up production for a list of equipment, and left them to it.
At first, the cultists scratched their heads. None of them were really expert craftsmen, and they hadn't been given much time to work with. But there were a few from the Wartorn Wastes who had worked as apprentices repairing military equipment, who put together a plan for a series of workshops and forges, with a 'if you build it they will come' mentality- proper workshops would attract proper craftsmen, obviously.
As they were about to begin construction, one of them had a great idea: in order to avoid a volcanic eruption destroying the workshops like it had the Obsidian Spire, they should build them in the swamplands outside the city. This seemed perfectly sensible.
The first workshop sank into the swamp. The second workshop...
At this point in the story, you stopped listening. The Forgotten City is possessed of huge... tracts of land, and yet the cultists assigned to organise production couldn't think of anywhere better to put a workshop.

There will be no new equipment this month. At least the plans the (now incinerated) cultists came up with should make establishing production facilities easier next time.


I did remove the invisible TURN text.

As bolded and underlined, yes, it will be easier this time. Not to mention this was during a revision.


I guess I will make my own version with the stated gear though. Give me a bit.



The Standards of Evil- The Ancient Workshops Restored

The Standards of Evil are quite high actually. Given that failures are often met with punishment, they would have to be. While Good would forgive mistake after mistake, Evil doesn't. At least when the mistake is the result of your own foolishness, killing someone just because they were foiled by another is short-sighted.

What can't be forgiven is idiots who think they should build buildings in swampland when we have plenty of space in The Forgotten City. This is not including the fact We could just bring a few buildings down with some well placed hammer blows.

Granted, some humans are simply idiots with more dreams than sense. However, we do have plenty of preliminary plans ready, so creating the Workshops and populating them through our connections should be simple.


The Ancient Workshops the city once boasted have been repaired and/or replaced, land cleared as needed for construction. An old mine has been located and set to reactivation. And any materials needed have been sourced and are on their way, along with skilled Craftsmen and Smiths enticed through a combination of Bootleggers' Club, Consorts, and simple Money.

- Hardwood kite shields, with leather rims and an iron boss
- Iron spears with hardwood hafts, the staple of every army
- A collection of well built sidearms, such as long knives, short axes or iron maces
- Sturdy shortbows, higher poundage that mere hunting bows whilst maintaining the maneuverability
- Leather chest armor and padded gambesons, flexible and light protection
- Half-Plate for CHADs and Commanders, as fits their elevated status, with their red berets replaced with red crests upon their helms for ease of identification
- Leather boots, suitable for long marches without worry

A number of upgrades so that our army can be well equipped for war. And room for advancement with proper craftsmen now working for our cult as well.



Quote from: MagBox
(2) The Screaming Foundry : Kashyyk, MoP
(1) Iron waters : Rockeater
(1) The Standards of Evil- The Ancient Workshops Restored : TricMagic

(1) Assassinate: Assassins of Shadow : TricMagic
(2) Spell: Choking Smog : TricMagic, MoP
(1) Spell: Ethereal Armament : Kashyyk

« Last Edit: April 08, 2020, 12:21:13 pm by TricMagic »
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Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #340 on: April 08, 2020, 10:11:53 am »

Here is an alternate design, using Alchemy as a prerequisite, so that our Gear Design can both leverage and improve our experience there.

Quote from: Alche-smelting
The jungle in which we reside is unfortunately metal poor, which has inhibited our ability to produce decent military equipment. However our draughtsmiths have once more risen to the occasion. Centuries ago, when a Demon first gifted alchemy to the world, one of the first things he demonstrated was transmuting lead into gold. That seed of greed has stayed within human alchemists ever since. Using that as a touchstone, our draughtsmiths have been able to eke every grain of metal from the ore our mines extract, and then convert the resultant waste into yet more iron in a similar display of alchemical transmutation. This gives us enough resources for our cultist smiths to produce the following for our entire army:

- Iron rimmed kite shields, tall enough to cover an Uruk from neck to shin
- One handed axes, maces and cleavers, all simple weapons that benefit from brutish chopping attacks
- Iron spears with hardwood hafts, the staple of every army
- Padded gambesons for cheat and flexible protection
- Iron helms with war masks for protection and fear
- Bodkin arrows and recurve shortbows, powered for killing armored men at a distance rather than a frightened rabbit
- Half-Plate for CHADs and Commanders, as fits their elevated status, with their red berets replaced with red crests upon their helms for ease of identification

Additionally, they will be able to produce a respectable number of mail hauberks and corselets to wear over the gambesons, enough to outfit companies of Heavy Uruks, who will have much more staying power both in melee and at range.

Quote from: MagBox
(1) The Screaming Foundry : MoP
(1) Iron waters : Rockeater
(1) The Standards of Evil- The Ancient Workshops Restored : TricMagic
(1) Alche-smelting : Kashyyk

(1) Assassinate: Assassins of Shadow : TricMagic
(2) Spell: Choking Smog : TricMagic, MoP
(1) Spell: Ethereal Armament : Kashyyk

« Last Edit: April 08, 2020, 12:31:32 pm by Kashyyk »
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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.

dgr11897

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Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Kashyyk

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #343 on: April 08, 2020, 12:33:47 pm »

MoP asked on discord for his vote to get moved. Also, I edited Alche-Smelting to make maille armour optional, producing a separate armoured unit in addition to the universal equipment for our forces.

Quote from: MagBox
(1) The Standards of Evil- The Ancient Workshops Restored : TricMagic
(3) Alche-smelting : Kashyyk, Rockeater, MoP

(1) Assassinate: Assassins of Shadow : TricMagic
(3) Spell: Choking Smog : TricMagic, MoP, DGR
(3) Spell: Ethereal Armament : Kashyyk, Rockeater, DGR

[spoiler=Other Proposals]
Ritual/Spell: Dark Clouds
Spell: Skin-Walking
Counter Assassin Tracker Servants- CATS
Ritual of the Blue Shell
Spell: Demons Laugh
Spell: Pinch
Spell: Arena
Spell: Hypnotic Eye
Spell: Cloak of Obscurity
Even Evil has Standards
The Screaming Foundry
Iron waters/spoiler]
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TricMagic

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Re: Demon Team - Chiaroscuro Arms Race: Design Phase 6
« Reply #344 on: April 08, 2020, 12:37:51 pm »

Revision: Silkspinner Spider

By mutating spiders over multiple generations, we've created one around the size of a palm. What makes them special is the fact that their web production is many time greater than their normal cousins. Granted, this comes with the price of them being very colorful, with their marking seeming to point themselves out to be poisonous. However, the mutations have rendered them completely incapable of producing venom.

Instead, the Webspinner Spiders, thanks to being brought under our magical sway like the ravens, have developed a method of group hunting, where they work together to build massive nets to catch birds and insects aplenty. Along with the occasional large animal who underestimates the threads they weave. They then eat the flesh of the animals over the course of days, as well as use it to lay their young. The rotting flesh attracts more insects for an easy feast.

They are really only able to do so in the jungles near our home right now though. But thanks to the mutation, we get a steady supply on the non-sticky silk to use in our gambosons, granting them the toughness of steel thanks to the volume and natural properties of silk. It also serves as a source of wealth, though the majority collected from the excess is used for the gambosons. Bolts of it make a nice gift though that any noble would enjoy.


A revision. Though the Iron Waters previously proposed would also work for something to replace mail with. I just went on a roll.



To the above, I edited mine for leather armor over the mail. Since getting something to replace it with alchemy is somewhat easy, as Iron Waters could do so to gambosons.


Iron waters
This potion, when touching a live or once alive, harden it to be as strong and as though and strong as iron.
Using baths of this susbstance, we can make the low qualaty wool and cloth clothings of our troops to a decent armour, and while it would not make wooden hammers better and only marginaly improve wooden axes, wooden spikes are easy to make and would gain a lot from it and swords can still be made from sharpened wood or animal bones.

Iron Bathes

The Iron Bathes are an alchemist creation, which can turn that which lived into something as strong as iron. Cloth and leather that is washed in these waters mystically hardens it's structure against cuts and blows to be like iron, while remaining somewhat flexible, if a bit stiff. Wood meanwhile simply ends up as hard as iron after the dip, sinking to the bottom as buoyancy is lost. In all cases, the color is leached out of it, becoming grey and black, with most cases the material shrinking in size.

Through this and the plans for the craftsmen, we've come up with a number of items to be deployed in battle.

Ironwood Spear: A simple Ironwood staff with strips of cloth and leather to attach a wooden spearhead to. The spearhead itself is then whittled after the dip with obsidian from the recent eruption, taking on a jagged rough edge that is nonetheless extremely sharp.
Ironwood Dagger: Carved from a tree branch into basic shape, with the handle focused on over the blade, then dipped in the Iron Bathes. Leather is then wrapped around the hilt for grip, and the blade carved with obsidian from the recent eruption, taking on a jagged rough edge that is nonetheless extremely sharp.
Ironwood Axe: Roughly carved from a single tree branch into the shape of an axe, the handle is polished and then the product is dipped into the Iron Bathes. Using obsidian from the recent eruption, the axehead is given a sharp if rough jagged edge. A singular piece like iron, this axe will cause a lot of damage with the uneven edge giving it a bit of piercing power. The weight behind the blows will likely prove the better point though, leaving deadly wounds behind. The handle is wrapped in regular leather for grip.
Ironwood Mace: A branch that wasn't big enough to be made into an axe. The handle was carved out, smoothed, and then it was dipped in the Iron Baths, creating a rough bludgeon weapon that excels in bashing. The handle is wrapped in regular leather for grip.
Ironwood Kite Shield: Wood cut to specs and dipped in the Ironwood Bathes, before being used in the construction of a kite shield with leather.
Padded Irondipped Gambesons: Made large, then dipped in the Iron Bathes to finish, these Gambosons combine flexibility with armor for the common solider and acolyte.
Ironclothing & Ironleather Cloaks: Meant for the Warcasters among us. Comes with a stupid Ironfelt Fedora which protects against blows from above. An iron defense against arrows, slashes, and spears, if not bashing damage.
Ironwood Bows and Ironbodkin Arrows: Bows crafted to spec and given a dip, boosting the draw weight of the bow. Then given a string dipped in the Iron Bathes as well. The arrows only had the head dipped, and then carved with obsidian, but have a smooth squared edge.
Ironleather Skull Cap: Made of leather dipped in the Iron Bathes to cushion the blows. Made to fit from Ironleather for Commanders and CHADS.

The Iron Bathes do require proper items be used for the dipping of items, mostly poles with hooks at the end, which themselves already underwent treatment and were removed be others like them. The first one was removed by another such pole, but due to the incomplete dip, the area that was not treated cracked afterward.

Magoc is pleased with the Iron Bathes themselves, since other than being able to use them himself to boost his defense without the pesky shrinking effect(Cause he is Magoc and can already change form), he can use them to create iron statues out of those that have displeased him. Since most living beings do not take kindly to being crushed by the alchemical change.

Note to let the dipped items completely dry before touching, and use gloves that already went through the process, since once changed the waters don't effect the items. One thing is for sure, the cult is going to be doing a lot of woodcarving for the near future.

Quote from: Simplifed
The Iron Bathes effectively gives turns that which lived into an iron-like state. For cloth and leather, this means the threads and leather ends up becoming more iron like. Old leather would just crack though. Granted, this does not actually effect flexibility of the material too much. Hence a bow that underwent the process would gain a greater draw weight due to being able to hold more force in it's limbs.

Obsidian is used to sharpen the edge through chipping, though for maintenance a grindwheel or whetstone would be best.

The mane weakness of Irondipped items is blunt force in cases where you don't have a lot of iron padding. The gamboson kinda solves that, so getting through someone equipped this way isn't easy. Piercing can work, but only to a degree. Half-hearted thrusts don't pierce iron, so you need to put strength behind those blows. Arrows meanwhile tend to get their piercing power blunted due to it being flexible.

Breaking an Ironwood weapon is pretty much a joke. They don't break outside of massive physical force or leveraging. The strength and endurance of iron combined with still having some give means they have a lot of leeway. Granted, anything that can damage iron will damage them, just not the usual force involved in combat. Ironwood weapons do have the benefit of being fireproof and insulated though. Simply because it is more like iron does not mean it isn't insulated any longer. Leaving them in the sun isn't going to make them too hot to handle. Though this quality also makes Ironwood susceptible to chip-carving in the first place.
« Last Edit: April 08, 2020, 02:18:31 pm by TricMagic »
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