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Turn 8-1068

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1 Turn 8-1068 on August 6th 2017, 11:50 am

Bradley3000:
The current war with Korn is at a stalemate but, with word of Ata Raxia’s entry, they are looking to end the fighting.

Crensler:
The last of the necromancers is caught and sent to Geirmund Hall for trial. House Bryn’s ruins reveal an old Uklan outpost built atop an old Agra Kingdom town built atop an Ancient Nestav city filled with undead built atop an ancient Laven Empire aquifer.

Rune Trigger/Magical Matrices research results in a fatal accident when a test occurred with a matrix that powered out of control. Mass Production research makes a breakthrough with the use of water to maintain high smelting temperatures and machines to maintain consistent quality. A handgun was developed with a tray to allow for faster reloading. Refrigeration Magic research receives a helping hand by a gnoll from the Labyrinthine Peaks bearing a water crystal. Attempts to bypass the user’s life force in a spell results in the tauber dying horribly.

2 turns for Large Steel Mill construction to be complete. 2 turns for the Brewery to be complete. 2 turns for Trained Warships(x5) training to be complete. 2 turns for Green Infantry(x5)/Archers(x3)/Smart Golems(x2) training to be complete.
[1 turn for the Serpent Road Lift to be complete.]

FreelanceZero:
Green Peasant Levies training is now complete.

JaxVaeus:
Scouting forces report a quasi-ambush by forward elements of the koth. They were nearly surrounded and suffered badly, but managed to escape.

2 turns for Trained Engineers(?) training to be complete.

SpartanMario:

Onyx Aurelius:
3 turns for the Dock Yard to be complete.

Wanderer_in_Rags:
3 turns for Trained Commander(x3) training to be complete. 2 turns for Trained Cavalry training to be complete. 1 turn for Trained Infantry training to be complete. Levies-to-Archers(?) conversion is now complete. Trained (?) training is now complete.

wolfking2k:
Scouting forces report a quasi-ambush by forward elements of the koth. They were nearly surrounded and suffered badly, but managed to escape.

Research into wards has begun.

2 turns for Trained Tauber training to be complete. Green Criminals(5)/Firepelts(2) training is now complete.

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2 Re: Turn 8-1068 on August 6th 2017, 4:38 pm

Turn Actions:
As before, the necromancer is tried and publicly executed for his crimes.  The ruins are cordoned off for the time being, the undead within monitored to make sure none wander outside of their ruined city.  Efforts are made to claim the lands surrounding and between the various Geirland territories, with survey teams also brought in to discover what might be of value as well.  Meanwhile, a hunting expedition is formed, with the purpose of capturing worgs and taming them for use as mounts and beasts of war.  Finally, training and construction continues, while 25 Influence and 11 Power are spent to train 3 Trained Commanders and 2 Green Commanders.

Research Projects:
Rune Trigger/Magical Matrices research continues, with efforts made to figure out went wrong, with Mass Production research continuing apace thanks to the recent breakthrough.  Research turns from the handguns themselves to making powder cartridges that can be loading into the firing chamber, along with the round, through the recent breakthrough made in the reloading mechanism, so a soldier can carry these charge packets instead of just loose powder.  Refrigeration research, with the help of the water crystal, also continues, along with research into mythril and black powder refining.  Efforts to bypass the life force issue are halted, instead focusing on what is stopping them from proceeding without killing the mage who attempts it.  Finally, the last research project slot is dedicated to how to make steam engines larger, more powerful.  Enough to, say, move a large ship.  Say, like a warship.

Current Military Strength:
House Geirmund/Clan Grimmore:

Veteran Infantry unit 01: Discipline Modifier +3, Athletics 4/Endurance 4/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Veteran Infantry unit 02: Discipline Modifier +3, Athletics 3/Endurance 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 03-04: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry unit 05: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 06-08: Discipline Modifier +6, Athletics 3/Endurance 2/Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Infantry units 09-10: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Veteran Crusader units 11-12: Discipline Modifier +6, Athletics 4/Endurance 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Personal Guard unit 13: Discipline Modifier +0, Athletics 3, Endurance 2, Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 14: Discipline Modifier +0, Agility 4/Animal Handling 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Veteran Cavalry unit 15: Discipline Modifier +0, Agility 3/Animal Handling 3/Fighting 4  Armor Upgrade x1, Weapon Upgrade x1

Trained Cavalry unit 16: Discipline Modifier +3, Agility 2/Animal Handling 2/Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer unit 17-19: Discipline Modifier +9, Agility 3/Awareness 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Archer units 20-21: Discipline Modifier +9, Agility 2/Awareness 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x1

Trained Dwarven Quarreler units 22-23: Discipline Modifier +6, Agility 3/ Endurance 3/Marksmanship 3  Armor Upgrade x1, Weapon Upgrade x2

Trained Dwarven Quarreler unit 24: Discipline Modifier +6, Agility 2/ Endurance 2/Marksmanship 2  Armor Upgrade x1, Weapon Upgrade x2

Veteran Engineer unit 25 (Large Steam Cannon): Discipline +6, Endurance 3/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Veteran Engineer unit 26 (Large Steam Cannon): Discipline +6, Endurance 4/Fighting 3/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1

Green Kampfwagon unit 27 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor upgrade x2, Weapon Upgrade x1

Green Kampfwagon unit 28 (Small Steam Cannon): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2  Armor Upgrade x2, Weapon Upgrade x1

Trained Kampfwagon unit 29 (Spitfire [Jelly Fire]): Discipline +9, Marksmanship 2/Fighting 2/Warfare 3  Armor Upgrade x2

Trained Support units 30-31: Discipline Modifier +6, Animal Handling 2, Endurance 2, Healing 4  Armor Upgrade x1

Veteran Garrison units 32-33: Discipline Modifier +0/+6, Awareness 3, Endurance 4, Fighting 3  Armor Upgrade x1, Weapon Upgrade x1

Trained Garrison unit 34: Discipline Modifier +3/+9, Awareness 2, Endurance 2, Fighting 2  Armor Upgrade x1, Weapon Upgrade x1

Elite Commander (Lord Thrand): Command 4/Fighting 5/Warfare 5  Armor Upgrade x1, Weapon Upgrade x1, Amelia's Amulet

House Adalwulf:

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 2

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 2

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 2

Archers, Veteran (DM+6) Agility 5, Awareness 2, Marksmanship 5

Archers, Veteran (DM+6) Agility 5, Awareness 2, Marksmanship 5

Cavalry, Elite (DM-3) Agility 3, Animal Handling 3, Fighting 10

Cavalry, Trained (DM+3) Agility 2, Animal Handling 2, Fighting 2

Commander, Green Command 2, Fighting 0, Warfare 2

House Brynjarr:

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

House Osgar:

Arn Osgar, Elite Command 8, Fighting 1, Warfare 5

Engineers, Trained (DM+9) Endurance 1, Fighting 0, Warfare 6

Engineers, Trained (DM+9) Endurance 1, Fighting 0, Warfare 6

Garrison, Trained (DM+3/9) Awareness 0, Endurance 0, Fighting 6

Garrison, Trained (DM+3/9) Awareness 0, Endurance 0, Fighting 6

Lady Zau, Veteran Command 7, Fighting 6, Warfare 1  Armor Upgrade x1

Undead Infantry units AA-AI:  Athletics 2, Awareness 0, Fighting 2

House Fortune Rolls:
House Geirmund: 7d6 + 8 = 30 (Blessing) 1d6 = 6 Power

Clan Grimmore: 9d6 - 7 = 24 (Growth) 1d3 = 2 Power

House Adulwulf: 9d6 - 7 = 20 (Blessing) 1d6 = 4 Power

House Brynjarr: 7d6 + 1 = 28 (Boon) 1d6 = 5 Population 1d6 = 4 Power

House Osgar: 7d6 + 15 = 32 (Growth) 1d3 = 1 Wealth

House Byrn: 7d6 + 4 = 28 (Boon) 1d6 = 4 Power 1d6 = 5 Wealth

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 33, Power 6, Wealth 3

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 31, Power 2, Wealth 2

House Adalwulf: Defense 0, Influence 11, Lands 0, Law 35, Population 21, Power 4, Wealth 5

House Brynjarr: Defense 0, Influence 0, Lands 0, Law 27, Population 25, Power 4, Wealth 0

House Osgar: Defense 0, Influence 25, Lands 0, Law 72, Population 26, Power 0, Wealth 3

House Byrn: Defense 2, Influence 15, Lands 0, Law 53, Population 34, Power 4, Wealth 8

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3 Re: Turn 8-1068 on August 13th 2017, 10:29 am

House Fortune Rolls:
House Fletcher Fortune Roll:
I roll 20 adding on my House fortune of 8 giving me 28. This gives me Boon. I improve Defence by 2d6 - I roll 9. Because of my port I also gain +d6 (3) wealth and +1 Wealth from Trade.

Current stats - House Fletcher:

Glory: 15

Defense: 34
Influence: 18
Lands: 11
Law: 36
Population: 49
Power: 0
Wealth: 28



Holdings:
1 x Port
Castle

Commander Adam (Veteran) (Inf Command 5, Fighting 3, Warfare 2)

(12) 12000 Archers (Trained Discipline +9 ) 3 Marksmanship, 2 Awareness, 1 Agility
(7) 7000 Infantry (Trained Discipline +0) 2 Fighting, 2 Endurance, 2 Athletics
(10) 2000 Cavalry. (Trained Discipline +3) 2 Agility, 2 Animal Handling, 2 Fighting
(1) 1000 Personal Guard (Trained, Discipline +0) 2 Endurance, 3 Fighting, Agility 1


(3) 3000 Garrison (Green Discipline +12) Endurance 2
(2) 2000 Engineers (Trained Discipline +9) Fighting 2, Warfare 3, Endurance 1


2 large Steam Cannons
5 Black Powder Cannons

House Stewart Roll:
I roll 19 adding the House Fortune of 7 giving 26. This gives Blessing. I improve Pop by d6 - I roll 4. Because of the Port I also gain +1 Wealth


Defence: 10
Influence: 4
Land: 2
Law: 23
Population: 26
Power: 2
Wealth: 21

Holdings:
1 x Port
Small Castle
Artisan
Granary

Commander Rodger (Veteran) (Inf Command 6, Fighting 2, Warfare 2)

(3) 150 Warships (Trained DM+6) Awareness 3, Fighting 0, Marksmanship 3
(10) 2000 Cavalry (Trained DM+3) Agility 2, Animal Handling 2, Fighting 2

(6) 6000 Crusaders (Trained DM+9) Athletics 1, Endurance 2, Fighting 3

House Aslaug:
I roll 26 adding the House Fortune of -5 this giving me 21. This gives Blessing. I improve Law by d6 - I roll 4. Because of the Port I also gain +1 Wealth


Defence 32
Influence 9
Lands 24
Law 26
Population 33
Power 2
Wealth 25

Holdings:
Hall
1 x Port
Steeple
Marketplace

Commander, Trained (Lady Asluag) Command 3, Fighting 1, Warfare 2
Commander, Trained (Dougal Dixon) Warfare 3, Fighting 2, Command 1

(3) 3000 Archers, Trained (DM+0) Agility 1, Awareness 2, Marskmanship 3
(5) 1000 Cavalry, Veteran (DM+0) Agility 4, Animal Handling 3, Fighting 3
(5) 5000 Crusaders, Trained (DM+9) Athletics 1, Endurance 4, Fighting 1
(3) 3000 Engineers, Trained (DM+9) Endurance 4, Fighting 0, Warfare 2
(3) 3000 Nobles, Elite (DM-3) Athletics 4, Endurance 6, Fighting 4
(1) 50 Warships, Trained (DM+6) Awareness 6, Fighting 0, Marksmanship 1

3 Medium Cannons
Actions:


House Fletcher Actions:


A peace settlement is sought with the Korns




House Stewart Actions:






House Aslaug Actions:





Research:


The research on the black powder continues.




Current Stats:
House Fletcher:


Glory: 15

Defense: 25
Influence: 18
Lands: 11
Law: 36
Population: 49 (29 due to construction)
Power: 0
Wealth: 24


Holdings:
1 x Port
Castle
Marketplace


House Stewart:


Defence: 10
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 2
Wealth: 20

Holdings:
1 x Port
Small Castle
Artisan
Granary

House Aslaug:


Defence 32
Influence 9
Lands 24
Law 22
Population 33
Power 2
Wealth 24

Holdings:
Hall
1 x Port
Steeple

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4 Re: Turn 8-1068 on August 13th 2017, 11:01 am

fortune roll:
Roll(7d6)+5:
2,5,2,6,1,5,2,+5
Total:28 Boon rolled 2 d 6 got eight. Eight to power

actions:
Banners are to wave high in Ponthos, and the gnolls are to prepare defense in case Blackfang fails.

The gnolls will also begin hosting large sermons in the hopes of Blackfang's return and that the Two headed wolf god will forsee his victory.

Five wealth, and ten population is to be put into the mages college to increase it's size to an average sized building.

The gnolls will also begin looking into making a Mage's guild.

house stats:
Def 14
Inf 27
lan 15
law 51
pop 48 (37 with current projects) (1 in college 10 in making college bigger)
Pow 19
Wea 30

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5 Re: Turn 8-1068 on August 14th 2017, 12:03 am

Actions:
A training schedule is drawn up as one of King Valganis's actions as king. At the end of the month, the man announces his abdication from the throne, passing the title and crown over to his son, Keros.

All power from the states of Nestav are to be consolidated at Varvol.

As part of the first batch of training, these troops will be trained from Green to Trained:
- x1 Green Nobles (-2 Power)
- x1 Green Engineer (-2 Power)
- x2 Green Infantry (-4 Power)
- x5 Green Archers (-10 Power)

40 wealth will be spent on the following:
- 4pts of Law in Ekkebert
- 4pts of Pop in Ekkebert
- 4pts Law in Cyneburg
- 4pts Law in Hidegard
- 4pts Law in Hadran

All research is to continue as planned. Experts will be asked on their opinion if the Galleon and the Schooner are feasible as a long-term project.

Research: Improved Metallurgy, Improved Martial Arts, Naval Projects

Fortune Rolls:
Varvol: 34+8=42 Boon; +8 Power
Agra: 23+5=28 Boon; +9 Power
Cyneburg: 26+10=36 Boon; +8 Power
Hidegard: 19+4=23 Curse; -3 Wealth
Hadran: 23-1=22 Growth; +2 Law
Ekkebert: 28+4=32 Growth; +3 Population

House Stats:
HOUSE YTHRI
Def 3
Inf 1
Lan 2
Law 35
Pop 35
Pow 29
Wea 12
Glory 4
House Fortune +8

First-born son (Age:26)(Married to Lady Hidegard), Second-born daughter (Age:24)(Married to House Aurelion)
Defense: Superior Castle (Skyreach Citadel)
Lands: Mountains, Ruins, Lake, WoodsH, Roads, Small Town
Wealth: Artisans, Mines, Military Academy

HOUSE AGRA
Def 0
Inf 11
Lands 7
Law 35
Pop 47
Power 9
Wealth 0
House Fortune Total +5

Second-born daughter (Age:19)
Defense: Superior Castle (Porny Keep)
Lands: Hills
Wealth: Mines

HOUSE CYNEBURG
Def 4
Inf 2
Land 0
Law 29
Pop 27
Pow 8
Wea 1
House Fortune Total +2d6-1

Defense: Superior Castle (Cyneburg Citadel)
Lands: Mountains, Roads, Ruins
Wealth: Lightwood

HOUSE HIDEGARD
Def 2
Inf 6
Land 4
Law 26
Pop 64
Pow 0
Wea 1
House Fortune +4

Defense: Tower (Inga Tower), Small Castle (Silvercreek Port)
Lands: Coast, Large Town, Plains, Roads, River, WoodsH
Wealth: Granary, Clergy, Marketplace, Port, Steeple, Smeltery

HOUSE HADRAN
Def-0
Inf-2
Lan-5
Law-32
Pop-41
Pow-0
Wea-0
House Fortune -1

Third-born son (Age:22), Fourth-born son (Age:16)
Defense: Small Castle
Lands: Small Town, Hills, Rivers
Wealth: Granery

HOUSE EKKEBERT
Def-0
Inf-10
Lan-0
Law-23
Pop-20
Pow-0
Wea-10
House Fortune +4

First-born daughter (Age:16), Second-born daughter (Age:16)
Defense: Small Castle
Lands: Coast, Small Town, Road, River
Wealth: Artisan, Marketplace, Port

Military:
--Commander, Elite (140exp) Warfare 5, Fighting 4, Command 5
-Commander, Veteran (100exp) Command 7, Fighting 3, Warfare 0
-Commander, Trained (60 exp) Warfare 4, Fighting, Command 2

--Protector Guard, Elite (DM-6)(140exp) Athletics 4, Endurance 5, Fighting 5
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2

--Nobles, Veteran (DM+0)(100exp) Athletics 6, Endurance 3, Fighting 1
-Nobles, Veteran (DM+0)(100exp) Athletics 6, Endurance 3, Fighting 1
-Nobles, Veteran (DM+0)(100exp) Athletics 4, Endurance 4, Fighting 2
-Nobles, Green (DM+6)(20exp) Athletics, Endurance 1, Fighting 1

--Crusaders, Veteran (DM+6)(100exp) Athletics 2, Endurance 3, Fighting 5
-Crusaders, Veteran (DM+6)(100exp) Athletics 2, Endurance 3, Fighting 5

--Engineers, Elite (DM+3)(160exp) Endurance 5, Fighting 3, Warfare 8
-Engineers, Trained (DM+9)(70exp) Endurance 2, Fighting, Warfare 5
-Engineers, Trained (DM+9)(60exp) Endurance 2, Fighting 1, Warfare 3
-Engineers, Trained (DM+9)(60exp) Endurance 2, Fighting 1, Warfare 3
-Engineers, Green (DM+12)(50exp) Endurance 1, Fighting 1, Warfare 3

--Scouts, Trained (DM+6)(90exp) Awareness 2, Endurance 3, Stealth 4
-Scouts, Green (DM+12)(50exp) Awareness 2, Endurance, Stealth 3

--Infantry, Elite (DM+0)(140exp) Athletics 6, Endurance 3, Fighting 5
-Infantry, Green (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Green (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Trained (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 4, Endurance 1, Fighting 1

--Archers, Elite (DM+3)(140exp) Agility 5, Awareness 5, Marksmanship 4
-Archers, Elite (DM+3)(140exp) Agility 4, Awareness 4, Marksmanship 6
-Archers, Veteran (DM+9)(110exp) Agility 3, Awareness 2, Marksmanship 5
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2

--Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Trained (DM+3)(80exp) Agility 3, Animal Handling 3, Fighting 2
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1

--Wyvern Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 1, Fighting 2

--Garrison, Trained (DM+3/+9)(70exp) Awareness 3, Endurance 4, Fighting 0
-Garrison, Green (DM+3/+9)(40exp) Awareness 1, Endurance 3, Fighting 0

--Mercenaries, Trained (DM+9)(80exp) Athletics 2, Endurance 4, Fighting 2
-Mercenaries, Trained (DM+9)(70exp) Athletics 2, Endurance 3, Fighting 2

-Scorpion x2
-Manongel x2
-Centipede x1
-Steam Cannons, Small x1

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