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Author Topic: Angel Team - Chiaroscuro Arms Race: Strategy Phase 10  (Read 31827 times)

Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #255 on: March 21, 2020, 03:29:28 pm »

Quote
The Angel's Voices:

The Portly Madam's final song was not in vain; it told us much of the workings of spellsong, and before that fateful day she left us many writings on the subject. Through her work, our acolytes have learned to sing with their very soul.

The first of the Angel's Voices were those acolytes who had been present, who had heard her song and seen her rise. The acolytes threw themselves into study, and soon, they discovered the Soul Song. Every human being has a unique Soul Song, and after they sing it for the first time, it empowers them, a background hum of Good and magic.

The Angel's Voices are those who have discovered their soul songs. The Soul Song empowers the singer; as long as they have it in their minds, they can cast stronger and more reliable magic. This is especially noticeable in spellsongs, but can be applied to any magic. The Angel's Voices will serve as our most powerful mages for the time being, the leaders of the angelic choir.

Quote
Centaur Cavalry

Centaurs were originally created in a previous angel/demon war, and have roamed exotic plains ever since. Communal and kind by nature, they rarely interact with humans without need. But they are dedicated to the cause of Good, and the ancestral weapons can be picked up again in times of need. Summoned by Heliel's call, the half-hominid half-equine species of the centaurs lend the congregation an element of speed and power beyond that of your average man; they are, quite literally, a natural choice for cavalry.

Centaurs are half-horse, half-man; the individuals who come to aid us are particularly strong ones, with their horse halves taking after the breeds you'd see in a well equipped army. They are far faster than your average horse, and given that they are the horses have far more control than a normal rider. They armor their top halves similarly to our cultists while their horse halves are given strong iron bardings over vital points. Wielding lances in one arm and axes in the other (with slings on their sides to hold them when not in combat), they harry and harass enemy forces before delivering the hammer blow charge when their formation ties up with ours.

Quote
Golems of Good (provisional name)

Our human forces are essential to our success, by all measures; they are both the spear and the shield of our armies, the backbone of all our efforts. But sometimes the battleline needs sturdier stuff than a man can provide. Sturdy as stone, in fact. Heliel has given a gift to her devotees; the power of artifice and creation. The best of our craftsmen have been taught to shape stone and to give it life. In the Golem Forge, our craftsman are hard at work chiseling rock into the rough approximation of a human shape, before giving it life.

Golems are constructs loyal to two things: Their creator and their Angel. They are superhumanly strong and tough as the stone from which they are cut, and will follow whatever orders either being gives them (including the order to follow another's orders). As the army marches and in the bases, they are simply helpful workers, able to assist with whatever their designated supervisor orders them to do. But where they find their true purpose is the battlefield; a group of golems, even golems armed with only their fists and only armored by their skin, serve as the immovable rocks that anchor the army. Used as heavy infantry, they can tie up enemy units and take the brunt of the attack while the humans take advantage of the rather large distraction of large stone soldiers punching the enemy in the face.

Some designs from last turn that might still be worthwhile.

And one for this turn:

Quote
The Song of Spears
The works of the Portly Madam, and her sacrifice, will not go unremembered. Our acolytes, having learned from studying her how the spellsong magic missile functioned, have come up with a way to add significant magical firepower to our forces.

One unit of acolytes can only put out so many magical missiles. But what if there were more they could do? What if they could be assisted by the masses of our faithful? The Song of Spears, much like the Song of Soothing, is begun by acolytes. And like the Song of Soothing, it draws on the inherent magical potential of our average man. But instead of using this to fuel itself, it collects it, condenses it. As the men sing, they concentrate magic until it is of such strength as to be shot out in a form similar to a magic missile - and while one additional missile will not impact combat, many more might.

Quote
Sunbow Skirmishers

The Angel's army has, at it's core, the superior training and equipment of the congregation to thank for it's success up to this point. But mundane equipment and training will only take us so far, and it is well time to begin to augment things. In light of this, Her Holy Light has seen fit to teach our craftsmen the secrets of enchantment beyond that of mundane practicioners. A section of the workshops has been dedicated to learning this craft, and their first production is the Sunbow.

Each Sunbow is a shortbow of fine craftsmanship and strong wood at it's base; our bowyers have had plenty of practice in that. But the new runesmiths have given their own touches to it. Namely, the two enchantments on it; sunbows have been enhanced such that they can be fired with the force of a significantly larger bow without adding any draw weight or slowing the draw, allowing for some surprising accuracy and force in a small package. The other enchantment, and the one from which the weapon gets it's name, is the fact that arrows fired from the Sunbow are heated to burning levels in flight, catching fire shortly before impact and doing even more damage than the weapon already would.

These Sunbows, while useful on their own, are moreso in the hands of the trained Sunbow Skirmishers. The skirmishers take our archers who are quickest on their feet and the draw, and put them into a force meant to pepper the enemy formation with fiery arrows before contact, and then move quickly around the battlefield to take on targets of opportunity from useful vantage points.
« Last Edit: March 23, 2020, 10:40:23 am by Twinwolf »
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 2
« Reply #256 on: March 21, 2020, 05:38:57 pm »

Spoiler: The Slayer Design (click to show/hide)

Due to Doom Eternal’s release, I’m reposting the Slayer design :p.


Quote from: Spellsingers

Spellsingers
If you listen carefully, you can hear the music of the world.

At the Crescendo of the Portly Madame’s song, she, perhaps unknowingly, touched upon an unknown truth of the world, that some songs can create Good energy. She unfortunately paid the ultimate price, but those who watched her had her song seared into their brains.

They became the first Spellsingers.
To become a Spellsinger you must first sing a rather less potent version of the song that the Portly Madame sang on her ascension. This suffuses their bodies and souls as they combine in song with Good energy. (Of course they don’t hop into this song right away, there are various steps and lesser songs they sing to show they are ready before becoming Spellsingers)

Once they have sung The Song of Power, they are officially Spellsingers. They are dressed in simple, though well made, robes. They can sing and cast common and uncommon spells, though their forte is spellsongs. They can more easily store more Good (spell)energy in their being due to imitating, in a somewhat safer way, the Portly Madame’s final song.
« Last Edit: March 22, 2020, 09:36:45 am by chubby2man »
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #257 on: March 22, 2020, 10:55:30 am »

Songseers
Spoiler: semi-important fluff (click to show/hide)
Songseers, soldiers trained to listen to the Worldsong and react to it instinctively, allowing them to deflect and dodge vicious blows and strike at unseen enemies. Their armament of choice in both matters is a kriegsmesser and a belt of throwing knives. this gives them the ability to duke it out in melee and deal with small, obnoxious enemies.

WIP
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10ebbor10

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #258 on: March 22, 2020, 01:22:16 pm »

Quote
Song of Self

Whereas most of our songcasting spells are meant to be sung in groups, the song of self is a uniquely personal affair. A guide or teacher may provide the original few notes, but it is upon the acolyte themself to find their inner song. The song of self is special in that it can not be stopped, once started it echoes forever within the mind of the singer untill their death. Luckily for others, it mostly stays there, unheard to the world.

By weaving elements of other spellsongs through the Song of Self, the chosen acolyte can more easily tap into the flows of magic, gaining either the benefit of the spell perpetually, or making it easier to access.
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #259 on: March 23, 2020, 12:52:14 am »

Quote
Shock Bombs

Shock Bombs are enchanted objects created to release a large amount of light, sound, and force to disrupt enemy formations.

Shaped from bronze into a large cylinder (around 3 feet long and a foot wide), it has several crystals placed inside. The crystals are what stores the power for the bomb, while the metals is enchanted to distribute that energy as light and pure force, causing a disruptive explosion with the aim of damaging morale and allowing friendly forces to seize the initiative.

The Shock Bombs have a strap which allows them to be carried by Wyverns. An inhibitor is placed on top of the Bombs while they are on the ground which hopefully prevents accidentally explosions. In any case, the Shock Bomb have the inhibitors removed and the Bombs are picked up by a Wyvern. They are trained to drop the bombs in the midst of enemy formations, and riders would be trained on how to communicate when and where to drop the bombs. The Shock Bombs would be triggered by the fall through the air, and explode once it hit the ground. 
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Twinwolf

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #260 on: March 23, 2020, 10:46:31 am »

I think we've got enough together for some votes. Although, another design.

Quote
Influence Technique: Positions of Power

As our congregation gains influence, we find ourselves limited by the actions of the governments we seek to turn to Good. Whether it's the political officers of Dolgoth or the corruption in Lesimor, the Demon's cult is not the only force that would stymie our efforts. Therefore, influencing from the outside will no longer be enough.

This infiltration tactic seeks to put the faithful into positions of power where they may aid our cult; either by way of converting those already in power or seeing our own members rise through the ranks, it doesn't much matter. While this will likely begin with low level officials, with the turnover rate in both Lesimor and Dolgoth there will be plenty of opportunity for our operators to work their way higher - especially when they have access to our intelligence networks and growing resources.

To get our people into power, we have two main routes; one, we have our conversion-focused operatives (missionaries, Chosen Apostles, and any future designs in this topic) focus on converting lower level officials to our cause. Secondly, we have our own operatives (either cultists with some background in politics already or Chosen Apostles designated for the task) seek higher positions. Once we have control over some official positions, we have our information gathering and exploiting units (bright shadows, shadow walkers, and others in the future) support their rise to power; a guard sergeant who makes many arrests will be likely to get promoted, or an aide who brings his superior's crimes to the attention of a higher power might be given a higher position.

Quote from: Songbox
Angel's Voices (1): Twinwolf
Centaur Cavalry
Golems of Good
Song of Spears
Sunbow Skirmishers (1): Twinwolf
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs:
Infiltration Technique: Positions of Power
« Last Edit: March 23, 2020, 11:09:01 am by Twinwolf »
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10ebbor10

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #261 on: March 24, 2020, 03:28:39 am »

Quote from: Songbox
Angel's Voices (2): Twinwolf,10ebbor10
Centaur Cavalry
Golems of Good
Song of Spears
Sunbow Skirmishers (2): Twinwolf,10ebbor10
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs:
Infiltration Technique: Positions of Power
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #262 on: March 24, 2020, 07:29:13 am »


Quote from: Songbox
Angel's Voices (3): Twinwolf,10ebbor10, C2M
Centaur Cavalry
Golems of Good
Song of Spears
Sunbow Skirmishers (2): Twinwolf,10ebbor10
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs (1): C2M
Infiltration Technique: Positions of Power
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Atomic Chicken

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #263 on: March 24, 2020, 01:29:16 pm »

Quote from: Songbox
Angel's Voices (4): Twinwolf,10ebbor10, C2M, AC
Centaur Cavalry
Golems of Good
Song of Spears
Sunbow Skirmishers (3): Twinwolf,10ebbor10, AC
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs (1): C2M
Infiltration Technique: Positions of Power
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #264 on: March 24, 2020, 01:52:57 pm »

Quote from: Bright Forge

Bright Forge

Under the harsh desert sun, the Bright Forge is built. The military workshops have long grown and expanded with the growing needs of war. The Bright Forge represents the next escalation.

Heliel calls upon the faith and power of the Good of the hundreds of blacksmiths, flechers, tanners and others all contributing to the workshops to fashion an lesser Angel of the Forge. This Angel is bound to the central forge building, and does not have a corporeal form. Rather it moves and handles the thousands of tools and hundreds of forges connected to the center building.
The center building represents an exciting advancement in providing a space for mass enchanting services. While underutilized as of now, the Bright Forge Angel is particularly suited for perfectly replicating the engravings and simple enchantments en mass.

With the Bright Forge, stronger arms and armor are easier to make and more attainable, and allows the quicker production of enchanted items.

As a side effects: Heavy Cultists take the field, bearing overall better quality equipment, in particular armored in chain mail and large reinforced shields.


Looking to create the ground for better future troops and enchantments with this design, though if you have tweaks to the idea to make it better feel free to add!

Also reposting the Giantslayer for the CHADS

Quote from: Giantslayer
Giantslayer
A living siege weapon, the Giantslayer is a lesser angel, formed and crafted from the very power of Good itself. It has a diameter of 4 meters, bearing a large sphere, with 6 Helialian wings emerging from its side. It floats above the ground, able to move at the speed of a march (If not it can be assisted with ropes and pulled).

It’s main focus and energy is on firing a massive beam of holy power at large targets. It prioritizes the largest and strongest enemies first, but can also be used to target gates and walls. For demons and other strong creatures it will use full blasts, but if only cultists are on the field it will attempt to modulate its power to get a beam that lasts for many seconds and carve through enemy ranks.

The Giantslayer is a summoned siege weapon aimed at bringing down strong demonic creatures.
« Last Edit: March 24, 2020, 02:10:13 pm by chubby2man »
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Powder Miner

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #265 on: March 24, 2020, 02:19:23 pm »

Quote from: Songbox
Angel's Voices (5): Twinwolf,10ebbor10, C2M, AC, Powder Miner
Centaur Cavalry
Golems of Good
Song of Spears
Sunbow Skirmishers (4): Twinwolf,10ebbor10, AC, Powder Miner
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs (1): C2M
Infiltration Technique: Positions of Power
if the Angel's Voices roll poorly I bet they'll also accidentally ascend from this plane of existence, but it'll be really funny so I don't mind that risk
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chubby2man

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #266 on: March 24, 2020, 02:39:25 pm »

Quote from: Songbox
Angel's Voices (5): Twinwolf,10ebbor10, C2M, AC, Powder Miner
Centaur Cavalry
Golems of Good
Song of Spears
Sunbow Skirmishers (4): Twinwolf,10ebbor10, AC, Powder Miner
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs:
Infiltration Technique: Positions of Power
Bright Forge (1): C2M
Giantslayer :
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Strider03

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #267 on: March 24, 2020, 02:46:44 pm »

Quote from: Songbox
Angel's Voices (6): Twinwolf,10ebbor10, C2M, AC, Powder Miner, Strider
Centaur Cavalry (1): Strider
Golems of Good
Song of Spears
Sunbow Skirmishers (4): Twinwolf,10ebbor10, AC, Powder Miner
The Slayer:
Spellsingers:
Songseers:
Song of Self:
Shock Bombs:
Infiltration Technique: Positions of Power
Bright Forge (1): C2M
Giantslayer :
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Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

NUKE9.13

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Re: Angel Team - Chiaroscuro Arms Race: Design Phase 5
« Reply #268 on: March 26, 2020, 04:47:51 am »

Angel Team: Design Phase T5
TURNTURNTURN
The Angel's Voices:

The Portly Madam's final song was not in vain; it told us much of the workings of spellsong, and before that fateful day she left us many writings on the subject. Through her work, our acolytes have learned to sing with their very soul.

The first of the Angel's Voices were those acolytes who had been present, who had heard her song and seen her rise. The acolytes threw themselves into study, and soon, they discovered the Soul Song. Every human being has a unique Soul Song, and after they sing it for the first time, it empowers them, a background hum of Good and magic.

The Angel's Voices are those who have discovered their soul songs. The Soul Song empowers the singer; as long as they have it in their minds, they can cast stronger and more reliable magic. This is especially noticeable in spellsongs, but can be applied to any magic. The Angel's Voices will serve as our most powerful mages for the time being, the leaders of the angelic choir.
The Angel's Voices: Easy: (2+2)+1=5: Average
It takes an intrepid sort to witness someone singing themselves out of existence and subsequently think "I gotta get me some of that". Fortunately, many of your cultists have such intrepid souls.

Though undaunted, your acolytes were no fools, and so proceeded cautiously with their study. Using the Portly Madam's notes (on paper), they were able to reproduce some of her notes (musically), and carefully observed the effects. Curiously, said effects seemed to depend on the singer in an uncategorisable way- affecting some more strongly than others, but not in relation to their skill or power. After many trials, they came to the conclusion that the Portly Madam's final song was uniquely tailored to resonate with something within her- her 'Soul Song', so to speak. With this theory in hand, they tried modifying the song to what 'felt right' to each individual. The results were compelling, as the throughput of Good increased considerably with these tailored variants.
Trying to perfectly recreate one's Soul Song proved extraordinarily difficult. They hypothesize that the Portly Madam somehow achieved this feat, and with a perfect resonance, was able to channel an unlimited quantity of Good through her body- with the result that her material form (and quite possibly her soul as well) dissolved into pure Good. So, maybe the fact that they have so far been incapable of such perfection is a good safety measure- and even coming short of perfection, their results are still very impressive. The newly christened "Angel's Voices" are those who have managed to come close to replicating their Soul Song- a 90-95% match-, with the result that they can safely store and channel several times more Good than a regular Acolyte, with a greater degree of precision.

The Angel's Voices are especially effective in regards to Spellsongs, but are also more talented at conventional magical spells. As an example, their Magic Missile spells have 2-3 times the force of those fired by acolytes, and can be fired more rapidly. When leading the Song of Soothing the effects are improved, though not by a large amount as the SoS largely relies on everyone singing along. Their robes are better made than their lesser brethren, and they wear little white masks over their eyes for some reason.


Angel's Voices are capable of casting all hypothetical Uncommon Spellsongs (barring unusual circumstances), and most Uncommon non-song spells. The increased talent & training required mean they are fewer in number than Acolytes, operating in small groups of 3-4, and are Uncommon.



Quote from: Ibid
Sunbow Skirmishers

The Angel's army has, at it's core, the superior training and equipment of the congregation to thank for it's success up to this point. But mundane equipment and training will only take us so far, and it is well time to begin to augment things. In light of this, Her Holy Light has seen fit to teach our craftsmen the secrets of enchantment beyond that of mundane practicioners. A section of the workshops has been dedicated to learning this craft, and their first production is the Sunbow.

Each Sunbow is a shortbow of fine craftsmanship and strong wood at it's base; our bowyers have had plenty of practice in that. But the new runesmiths have given their own touches to it. Namely, the two enchantments on it; sunbows have been enhanced such that they can be fired with the force of a significantly larger bow without adding any draw weight or slowing the draw, allowing for some surprising accuracy and force in a small package. The other enchantment, and the one from which the weapon gets it's name, is the fact that arrows fired from the Sunbow are heated to burning levels in flight, catching fire shortly before impact and doing even more damage than the weapon already would.

These Sunbows, while useful on their own, are moreso in the hands of the trained Sunbow Skirmishers. The skirmishers take our archers who are quickest on their feet and the draw, and put them into a force meant to pepper the enemy formation with fiery arrows before contact, and then move quickly around the battlefield to take on targets of opportunity from useful vantage points.
Sunbow Skirmishers: Normal: (4+4)=8: Unexpected Boon
Enchantment is known to be a difficult and expensive process, requiring the efforts of several highly-trained wizards. Fortunately, this is only the case when using mortal magic. Angelic magic is far better suited for the task.
You picked a number of magically talented cultists whose skills lent themselves more to craftwork than to combat, and instructed them on the basics required. They picked things up fast, and had soon perfected the production of Sunbows. The results are very pleasing. Appearing as a recurve shortbow made of laquered hardwood, inlaid with elegant angelic script that appears to be gold- but is actually a common enamel, the golden sheen being imparted by the Good it channels. The draw weight is only marginally greater than the regular shortbows our archers wield, but upon release, the bow imparts double the force used into the arrow, drawing on ambient Good in doing so. They fire regular arrows, but once fired the heads quickly begin to heat up, and will glow as bright as the sun mere moments after release, which in addition to being rather distracting to the enemy will also deal considerably more damage- the tip becomes stronger, and will more easily pierce armour, while the burning effect continues for a second or so after lodging into a target, lighting up anything flammable and causing agonising burns to living flesh (the unnatural heat is also expected to be more effective at injuring things resistant to mundane damage). This enchantment can be disabled if desired, so as to prevent glowing arrows from betraying the user's position.
Aside from the enchantments, the bows are also very well made, and provide a major incentive for archers to join the Sunbow Skirmisher programme- they will go through the rigorous training just for a chance to lay their hands on one. Learning to run without tiring through rough terrain proves too much for some to handle, but those who make it through are hardened by the experience, and more than ready to bring pain to the dastardly demons from any angle. Aside from enhanced mobility, the Sunbow Skirmishers are also well practised in the use of their new bows, and will be able to fire their bows faster, more accurately, and at greater ranges. The cost of their bows and the rigorous training mean that they are fewer in number than regular archers, but they more than make up for this in quality.

But that's not all.

When mortals say that someone has been 'enlightened', they mean that person has achieved some great insight into the workings of the world. In the case of the Silver Markswoman, the phrase has a slightly different meaning.
It stood to reason that her skills at archery made her the perfect trainer for the Sunbow Skirmishers. She helped the runesmiths develop the bow, testing early models and providing feedback. As it happens, one of those early models was curiously (and non-replicatably) broken. The enchantments designed to imbue the arrows with the power of light instead imbued the archer. The runesmiths did not realise this at first- only after the Markswoman had fired two dozen shots did someone notice that she was beginning to glow. By this point, the 'damage' was irreversible. They stopped testing, of course, as to continue might have had catastrophic effects (everyone having heard about the Portly Madam's fate). Fortunately, the Silver Markswoman appears to be unharmed. Her skin and hair glows now- faintly, but she will never play hide-and-seek in the dark again-, but there were other effects as well. Her remarkably precise eyesight has exceeded mortal limits- making her an even more accurate shot-, and when using a Sunbow, she harmonises with the enchantments in such a way as to bolster their power. Her fervour for your cause has also increased significantly, and while exposed to sunlight, her stamina seems endless (conversely, she sleeps like a log during the night). It seemed a waste to keep her on training duty, so she has been provided with a hooded cloak to make her a bit less obvious when travelling, and approved for deployment in combat as your champion.
Her strength and resilience have not been significantly increased, and while she is a master of archery, she is less well versed in close combat- not incompetent, but not noticeably better than a regular soldier. In combat, she removes her cloak, letting the sunlight empower her (although she refused a suggestion by a cultist named Kojima that she wear nothing but underwear while fighting). There is a lot of room for improvement, but she can be expected to have a small but noticeable impact wherever she fights.


Sunbow Skirmishers are considerably more effective than conventional archers, and are also Uncommon, although their significantly smaller unit size means they will not fully supplant them.
The Silver Markswoman is a novice champion, though not ineffectual. She is currently only suitable for combat deployments. As a champion, she is obviously Unique.



It is now the Revision Phase. You have two revisions.



Spoiler: Equipment (click to show/hide)

Spoiler: Secret Equipment (click to show/hide)



Spoiler: Map (click to show/hide)
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m1895

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Re: Angel Team - Chiaroscuro Arms Race: Revision Phase 3
« Reply #269 on: March 26, 2020, 12:24:44 pm »

Improved Officer Training
Our officers have helped us win several battles so far, but the training course can be improved with both the hard won experience of our old veterans and the knowledge of our newly acquired professional officers .
The most notable change is the addition of a new officer rank: The Major. Majors command several units, usually different types for tactical flexibility, and are drawn from the most experienced captains. As well as that, we've solidified the rank of General, previously selected by raffle or election, while this won't improve their strategic efforts much, it will ensure we have a stable, longterm strategy.
Finally, we'll have the professional officers we've just acquired take a look at our basic training program and correct any egregious errors.

just posting this again, who knows, maybe someone will want it.
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