Remember that you've already burned through all your regular juice plus a full potion this turn in order to prevent Normal Decay and create 9 Skeleton Archers.The Colonel wrote:I have a few corpses left, where do I place them?
Remember that you've already burned through all your regular juice plus a full potion this turn in order to prevent Normal Decay and create 9 Skeleton Archers.The Colonel wrote:I have a few corpses left, where do I place them?

Exate wrote:Given how long things take, a "50 words or less of orders per combat phase per player" policy could really keep things moving after the initial setup phase.


MarbitChow wrote:Remember that you've already burned through all your regular juice plus a full potion this turn in order to prevent Normal Decay and create 9 Skeleton Archers.The Colonel wrote:I have a few corpses left, where do I place them?
The Altruistic Elves have the following special:BLANDCorporatio wrote:I still don't get why Healers are so low priority but whatever.

GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


I knocked out 6 squares to make the heck pup's hiding area, and I know what I want to do with the debris. I want a straight line of 24 squares of rough terrain stretching between H16 and AE16. If the Gumptons want to seige us in round 2, they'll have to do it from row 15 and have no one in front of them.MarbitChow wrote:Sure. Each square you knock down would allow you to fill up one square completely (providing cover and preventing move into it), or make 4 squares into "rough terrain", which cost double move to pass through.Swodaems wrote:MarbitChow, a few questions: 1. If we knock down interior walls, can we pile the debris somewhere?
As soon as I have time (probably Sunday morning), I intend to update the images for the original units to reflect their functions more appropriately, and make sure that the units have both name and designation in the unit list. I'll update the layout based on your instructions once that is done.Swodaems wrote:MarbitChow, can you please update the unit reference for the regular and garrison units to include designation numbers and names instead of just names? Are RM1, RM2, and RM3 the 3 dancing level 2 leaders or is it another group of 3 RM units? I need to be able to look at the map and have a way to be sure of who has what stats.
Your estimations are mostly correct. Gumptions are slightly stronger than Gumps, so they're worth 10xp instead of 8. However, the Altruistic Elves are only worth 2xp, since a stiff breeze can croak them.Swodaems wrote:(Marbit, can you reveal to us how much exp each of the enemy units is worth? Does leveling increase a units exp value by 2? (The only level 2 unit we have ever croaked was an archer that was executed by T. Coil. It seemed to be worth 2 exp more than other archers we croaked that battle.) I did an estimate with the gumptons valued at 8 exp, the level 2 archers and leaders at 6, and everything labelled as level 1 as 4 exp. (This accounted for everything but Armolad and Amandaria who I want taken alive.) That estimate said that, even split 67 ways, every living unit in hex should get just over 5 exp, enough to level most of them.)
Balrugs are Inhuman, and thus don't level. (I've updated the Beastiary to reflect this.) I had assumed it was hiding in the hex.Swodaems wrote:( Or is it 68, is the balrug in hex? If it leveled, could it carry mounts?)

Well drat, and here I was hoping Vinny would make level 3 in one jump from this fight haha. Then again, if we lose enough of our garrison units maybe he will.Swodaems wrote:Every living unit in hex should get just over 5 exp, enough to level most of them.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


0beron wrote:Well drat, and here I was hoping Vinny would make level 3 in one jump from this fight haha. Then again, if we lose enough of our garrison units maybe he will.Swodaems wrote:Every living unit in hex should get just over 5 exp, enough to level most of them.
Vinny won't object to having a mount obviously, but only if it's not needed elsewhere.
Mounting and dismounting during combat each take an action. You must be adjacent to mount, and you end up adjacent after a dismount.Werebiscuit wrote:( if Marbit has rules for dismounting & mounting)

'Inhuman' is a bit of a confusing word to use here. It's descriptive of quite a few of our units, but you've already said that our mounts can level. (When I said 67, I was including everything in our hex but the Balrug, the uncroaked and the brickbats. (actually it's 69, just did a recount.)) I was under the impression that the heck pups could as well.MarbitChow wrote:Balrugs are Inhuman, and thus don't level. (I've updated the Beastiary to reflect this.) I had assumed it was hiding in the hex.Swodaems wrote:( Or is it 68, is the balrug in hex? If it leveled, could it carry mounts?)
Inhuman is a special qualifier, indicating that the unit cannot level or be uncroaked. Heck Pups, Naughty Kitties, and Bad Asses all have the Beast special, meaning that they can level, can be uncroaked, but can't talk and must be directed.Swodaems wrote:Inhuman' is a bit of a confusing word to use here. It's descriptive of quite a few of our units, but you've already said that our mounts can level.
Yes, Zed units gain their missing 2 AP when they level, but do not gain the standard Hits or Combat Stats.Swodaems wrote:What happens when Zed units level? You have them listed as being level 0 and having -5xp. When they get 5 XP, do they level differently as compared to a unit going from level 1 to 2? (Do they get the 2 AP they missed out on at creation, but no other stats?)
Executing captured enemies still grants XP, and you can attempt to divide that XP evenly among as many units as you wish. (I'm aware that, as long as captured enemies grant XP, the players can orchestrate a situation where prisoners are alone in a hex with 1 or more PCs in order to split the XP among a small group.) Note that Wandereus' act of surrendering the city to preserve himself and Junetta was an unusual circumstance - most units will fight to the death, especially if there is no leadership to order them to surrender.Swodaems wrote:Is execution of captured enemies still a viable way of getting unshared exp? Could we still choose to share exp anyway on a per enemy basis?
Put all of the gathered XP into a pool. Count the total number of units capable of earning XP. For each multiple of that value in the pool, all units gain 1 XP. Take the remainder of the pool, and assign the remaining XP to the lowest-level PCs, then NPCs, then Garrison NPCs. (Zed NPCs count as Level 1 for determining their order, so a 0-level NPC will not take XP away from a 1st level PC.)Swodaems wrote:Since we're now working with only whole number exp, how will exp be rounded? (Will 4.5 count as 5? Will 4.499 count as 4?)
Mounts with Riders count as 2 assists. All units attempting to dismount an opponent must spend an action to do so.Swodaems wrote:While dismounting, would a mount with rider adjacent to the target count as 1 assist or 2? Does assisting with dismounting cost actions?

I saw you mention that in the other thread, but I wasn't sure what you meant by it. If you want to recreate and play the Tenebrisian side in other games, please be my guest.The Colonel wrote:also Marbit, do thou approve of my Idea for a Tenebrisian side?




GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.



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