Demon Team: Revision Phase T4TURNTURNTURNSpider Saddles, Spine Support, Stirrups, Stiletto Shoes, Saddlebags
S7 (pronounced Ssseven) is an equipment upgrade to our Hound Spiders in order to facilitate better combat potential in the unit. A leather saddle with a high back (coming up to about the middle of the spine) and a slightly shaped seat help to make the ride more comfortable as well as give the rider a somewhat more stable, secure ride. Metal stirrups hanging off of the saddle let the rider further stabilize and secure themselves on the spider so superior shooting can be achieved. Stiletto Shoes improve the rider's ability to seat themselves safely with the stirrups.
Additional shots, sustenance, supplies, and potentially useful future equipment can be carried in slender saddlebags strung just behind the seat of the saddle.
Spider Saddles, Spine Support, Stirrups, Stiletto Shoes, Saddlebags: Easy: (1+2)+1=4: Below Average
After firing the cultist who named this proposal, and then firing the cultist who hired them, you set to work (obviously when I say fired, I mean burned alive).
A saddle- and accompanying accoutrement- is a sensible solution to stability snags. Wait, shit. Godsdamnit. I meant to say, it's a practical answer to balance concerns. While saddling a spider seemed slightly strenuous,
scrupulous...
careful work by your craftsmen turned out passable gear that allows riders to si- perch more comfortably on the sp- arachnid. This allows for more accurate archery, with increased range.
Increased provisions also makes them slightly more effective at ranging ahead of the main force.
Accurate range is now slightly above magic missile range, max range is slightly less than cultist archer range.
It's nothing spectacular, but it'll suffice.
It is now the Strategy Phase. Decide whether to side with the
Centrists or the
Extremists, and the
Archaeologists or the
Reliquars. Also deploy your Unique units.
Also also, contest entries should be posted in the core thread. I'll provide fair warning when the BR is imminent. Remember: it's not about writing quality! It's about an entertaining scenario from an interesting perspective.
Nar-Carok: The diabolical leader of your faction, a being of immense power. There is very little he cannot do. Needless to say, he is Unique
Champions:
The Vampire Lord: An ancient Vampire, unearthed from the Buried City by Nar-Carok and his cultists. Relatively weak during the day, but comes to unlife at night as he rampages through enemy camps, though his stamina is limited. He is also familiar with the general behaviour of nobility, making him a decent director (but not actor) in Influence provinces. Unique
Gem of the Daywalker: A Soul Gem, attuned to the Vampire Lord, that he can fill with souls of his victims. This reservoir of power can then be used to alleviate his weaknesses, most notably sunlight. He can also manually draw extra strength from the gemstone, though this is inefficient.
Vampiric Thralls: Retainers of the Vampire Lord, who have been fed a small amount of his blood. Though alive, they inherit most of his strengths and weaknesses (at a lower intensity). They serve as extensions of his will, acting in his stead in Influence provinces and providing backup in combat. They cannot travel separately from their Lord. Unit Size: ~20
The Impossible Thief: [I stole my own description. I'm great. Best thief. I can steal literally anything.] Unique
Mundane Units:
Cultist Spears: Being equipped with only a rusty dagger, a makeshift spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~50 Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~25 Common
Hateful Bowmen: Archers wielding Hateful Bows- imbued with fragments of hate-filled souls, improving range, power, and accuracy (as the arrows will make slight adjustments in flight towards hated targets). The archers fire faster as well, although this comes at the expense of overexertion, meaning they take longer to recuperate after a battle. Unit Size: ~20 Common
Acolytes: Cultists who have begun their exploration of the magical arts, studying under their demonic patron. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists. Unit Size: ~25 Uncommon
Cultist Missionaries: Cultists with a modicum of charisma and subtlety, sent forth as emissaries of their eldritch master. Unarmed and untrained, they serve no role in combat. Unit Size: ~10 Common
Masters of Rites: Cultists wearing elegant black robes trained in funerary customs of the region. They offer free funeral services, but weave inflammatory messages into the accompanying sermon, driving attendees to seek revenge for the fallen in ways the Masters encourage. They have also been given local cemeteries to manage by the priesthood. Unit Size: ~10 Uncommon
Summoned/Mutated Units:
Those Who Remember: Skeletal warriors, driven to return to the battlefield by relentless hatred of all things Good. They wield two-handed weapons and sometimes wear decaying ancient armour. Suffused with burning hatred and animated by the amalgamation of warrior souls, they are remarkably skilled and agile, as well as being quite strong. They are more vulnerable to magical damage, and are lacking in self-preservation instinct. Unit Size: ~50 Uncommon
Those Who Recall: An even more hateful variant, charging into combat unarmed, intending to leap into the middle of enemy formations where their overflowing hatred will cause them to self-destruct (explosively). May be set off prematurely by ranged damage. Unit Size: ~10 Uncommon
Ratmen: Rats living in the Wastelands, who mutated over time through a process of "Survival of the Skittish" into short, humanoid... Ratmen. They wear home-made bone 'armour' and wield a mixture of scavenged small blades. Unit Size: ~100 Common
Skitterpriests: Zealous followers of Nar-Carok whose screeching sermons drive their brethren into a frenzy that mitigates their inbred cowardice. Command units.
Soul Magi: Ancient spellcasters, revived- undying souls inhabiting a mummified body. Their magic is many times more potent than that of Acolytes, and they can cast Uncommon spells. Their physical forms are quite resilient, but this relies on a steady stream of Evil souls. Other souls can also be drawn into their Soul Gems to boost the power of their magic further. Unit Size: ~15 Rare
Cryptarii: Humanoid roaches, possessed of natural chitin armour (the equivalent of thick leather), and are trained to fight in tight formations with their spear, gladius, and rectangular shield. Unit Size: ~30 Common
Hound Spiders: Giant wolf spiders, captured from deep beneath the Buried City, imbued with dog souls to make them obedient. Fast, agile, and possessed of night vision. Saddled, then ridden into battle by Hateful Bowmen wielding compact recurved bows (albeit not very good ones). Unit Size: ~8 Uncommon
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Mana/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Novice Ward: A very simple magic barrier that will reduce the impact of attacks both mundane and mystical. Won't last long, but can be useful in a pinch. Common
Agony of the Soul: A powerful damage-dealing spell. An orb of lightning is fired at Magic Missile range, which upon impact causes major damage, then chains to nearby entities (preferably Good ones) dealing less damage with each jump. When empowered with a Soul Gem, there is an additional effect of 'soul-thunder', wherein the tortured wailing of the consumed souls emanates from the point of impact, fraying the souls of those in the vicinity. Uncommon
Dark Seduction: A simple spell that causes the target to have an improved opinion of the caster, ranging from undying devotion to a twinge of approval, depending on the strength of the caster and resistance of the target. Will also slowly taint the target's personality if used repeatedly, and cause brain damage. Common
Dark Empathy: Sort of an inverted version that enhances the caster's emotional receptiveness, and giving them a weaker but aura-based Dark Seduction effect. Also causes brain damage, so use is limited to a few minutes a day. Common
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, but it keeps the cult growing. Common
Funeral Services: The default activity of Masters of Rites (not usable by others). Free funerals, with provocative sermons that steer the audience towards Evil. Uncommon
New Age Recovery Centers And Rehabilitation Of Kin: Counselling centres that allege to provide support to the bereaved, which allow the Masters of Rites to focus their manipulation on specific targets, enabling them to direct their thoughts and actions more effectively. Uncommon
1 Wealth Token
Minor Harmonising Bonus (Federalists)
THPENOS (Influence)Bountiful Quarries:
3/5 |
2/5Gridlocked Polis:
2/5 |
3/5Restless Satrapy:
2/5 |
3/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
0/8 |
8/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
3/5 |
2/5Schism'd Capital:
2/5 |
2/5Raiders' Roost:
2/5 | [color=red3/5[/color]
WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
6/8 |
2/8Pestilent Marshes:
0/8 |
8/8