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Hexciv Quest

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Thread replies: 18
Thread images: 2

File: hexciv Intro image.png (82KB, 675x626px) Image search: [Google]
hexciv Intro image.png
82KB, 675x626px
Hexworld lays divided, the ancient Hexpire that enveloped this world having shattered centuries ago, leaving nothing but petty empires and groups of scavengers, rogues and other such scum. You’re the leader of your town, fighting against the odds to maintain your survival, will you succeed, or will the annals of history count you as just another ancient ruin to be pillaged clean.

first off choose your towns tech level
-medieval: your town was created by the scattered remnants of other cities, unable to reclaim any of the ancient technology of the Hexpire, you people lack technological wonders, yet make for it with grit, determination, and a higher physical threshold from your daily labors.

-scavenged: your people have lived their lives as scavengers excavating and jury rigging the ancient technology to serve their needs, while unable to completely replicate the wonders of the Hexpire, your people are quite capable of maintaining and even recreating some of the lesser technologies of the Hexpire you've found in the ruins.

-Advanced: Your people are lucky, having occupied an ancient Hexpire settlement or building that relatively intact for two hundred years. Your people possess pieces of ancient technology that allow give them an edge, you people are adept at understanding and operating Hexpire wonders, however you're low in numbers and your settlement is often seen as a jewel by many a raider to be pillaged and stolen.

-Esoteric: descended from practitioners of ancient rites and magic. your people occupy the ruins of a Hexpire library on the subject, your people are capable of evoking arcane forces to do your bidding. This has the problem of requiring years of study, and channeling the forces takes a toll on the magus' body, however with this power you can bend the laws of nature to your whim.
>>
>>1432520
>scavenged: your people have lived their lives as scavengers excavating and jury rigging the ancient technology to serve their needs, while unable to completely replicate the wonders of the Hexpire, your people are quite capable of maintaining and even recreating some of the lesser technologies of the Hexpire you've found in the ruins.

We caves of qud now
>>
>Esoteric: descended from practitioners of ancient rites and magic. your people occupy the ruins of a Hexpire library on the subject, your people are capable of evoking arcane forces to do your bidding. This has the problem of requiring years of study, and channeling the forces takes a toll on the magus' body, however with this power you can bend the laws of nature to your whim
>>
>>1432520
>-Advanced: Your people are lucky, having occupied an ancient Hexpire settlement or building that relatively intact for two hundred years. Your people possess pieces of ancient technology that allow give them an edge, you people are adept at understanding and operating Hexpire wonders, however you're low in numbers and your settlement is often seen as a jewel by many a raider to be pillaged and stolen.
>>
>>1432534
>>1432542
you two can either choose to become a hybrid, or roll 2d10 and the highest is chosen
>>
>medieval: your town was created by the scattered remnants of other cities, unable to reclaim any of the ancient technology of the Hexpire, you people lack technological wonders, yet make for it with grit, determination, and a higher physical threshold from your daily labors.
>>
>>1432520
>>medieval: your town was created by the scattered remnants of other cities, unable to reclaim any of the ancient technology of the Hexpire, you people lack technological wonders, yet make for it with grit, determination, and a higher physical threshold from your daily labors.
>>
>>1432559
>>1432561
Medieval
Your people lac the technology of others, but have survived bandit attacks, monsters and rival settlements that wish to subjugate you. This has bred your people into warriors and laborers all of whom are at the ready to defend their home. Your people are tougher than most, know the area of their region, And all are trained in some form of weapon.
-basic units have (+2 in melee)
-basic units get bonuses when fighting within 1 hex of one of your towns,
-all basic units receive +4 health , and +4 morale.
Now are your people have seen fit to create an army of sorts to defend the settlement, are they woodsmen and rangers that track the forest around the town, or armored sentinels that keep watch of the town gate.
>>
>>1432573
Armored sentinels.
>>
>>1432573
Woodsmen and rangers
>>
>>1432584
Your people have created an order of watchmen known as the “iron colossi”, named for their imposing stature which is common for your people, and for their intricate suit of plate armor.
Special unit:
Iron colossus
+4 defense +2 supply cost, Special rule( vigilance: whenever an enemy unit enters the same tile as an iron colossus, the iron colossus may immediately make a melee attack against that enemy)
Health: 20/20
Movement: 2
Defense: 4+
Attack: +3 (additional +2 in melee)
Experience: 15 to promotion
Morale: 19/19
Supply cost:4
>>
>>1432593
Your people have created an order of watchmen known as the “iron colossi”, named for their imposing stature which is common for your people, and for their intricate suit of plate armor.
Special unit:
Iron colossus
Special rule( vigilance: whenever an enemy unit enters the same tile as an iron colossus, the iron colossus may immediately make a melee attack against that enemy)
Health: 20/20
Movement: 2
Defense: 4+
Attack: +3 (additional +2 in melee)
Experience: 10 to promotion
Morale: 19/19
Supply cost:4
>>my bad made a typo
>>
File: hexcivturn1.png (183KB, 760x840px) Image search: [Google]
hexcivturn1.png
183KB, 760x840px
Thus you begin you journey as the leader of your people, having spoken to your advisers your informed that ancient ruins lay to the north, and far to the west is the growing rumor off a warlord. Know as Hosh “the city melter”, who’s said to possess an ancient weapon capable of burning entire villages to the ground if they do not submit to his will, though their too far off to possibly be true atleast not without any more information. You head advisor Adicus a veteran of the iron collosi, also states that the lumberjacks from the valley to the east have been fruitful and there is plenty material to start a construction project such as expanding the town perimeter, or to build new watch towers outside the town, and etc.
Your current units are
1 iron collosus( four supplies used in total)
2 basic units( 2 supplies used in total
Your resources
Supplies: 10 total 4 remaining
Wood: plentiful
Iron: moderate.

Iron colossus
Special rule( vigilance: whenever an enemy unit enters the same tile as an iron colossus, the iron colossus may immediately make a melee attack against that enemy)
Health: 20/20
Movement: 2
Defense: 4+
Attack: +3 (additional +2 in melee)
Experience: 10 to promotion
Morale: 19/19
Supply cost:4
Basic unit
Health: 19/19
Movement: 3
Defense: 2+
Attack: 1+ (additional +2 in melee)
Experience: 10 to promotion
Morale: 19/19
Supply cost:1
Special rules: This is my homeland!!!( +1 to all defense and attack roll, -1 to all morale rolls) when within two hexes of one of your towns
>>
>>1432625
>options what to do, and how many actions, would be nice (sorry if you were not finished)

>sent militia to search the ruins of the north.
We have to use the units for this kind of actions, right?

>Build 1 iron colossus unit
Second action if we can do more than 1 per turn.
Costs of building and hiring things?
>>
>>1432625
>hexcivturn1.png
Is there a legend for what these symbols mean? What's the difference between a black circle with a border circle on it and a regular black circle? Basic units and special units?

>>1432686
Indeed.

>>1432625
>Special rules: This is my homeland!!!( +1 to all defense and attack roll, -1 to all morale rolls) when within two hexes of one of your towns
> -1 to all morale rolls) when within two hexes of one of your towns
Wait, why does the Iron Colossus get a morale penalty when he's within range of our towns?

Can we try recruiting those woodsmen and rangers special units?
>>
>>1432520
Hey OP, how do you make the hexes so big? I have a civ but cant figure out how to make a good size map

https://discord.gg/XFa3T
>>
>>1432686
Supporting
>>
>>1432625
Search the ruins, and expand the walls to include the fertile grassland to the east.
Thread posts: 18
Thread images: 2


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