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Skaven Civ Thread 2 (Sorry I'm late edition)

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Sup /qst/

This is the continuation of the Skaven thread quest from last week. We'll be continuing from where we left off, and I'll post the stats below. If you're interested in playing, simply state two actions that you want to civ to take this turn. Each turn is equal to one month in game, and the civ gets two actions per turn. Actions include researching tech, moving and attacking with military (Combat rolls not included in turns) and basically anything that could feasibly be done in a month. Longer buildings and tech research can take a few turns. Y'all vote on two actions for the turn, and me or the Dice Pope roll 2d100's and add any specific bonuses to them to determine their outcomes.

Month 2 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Struggle (-5)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature. If you have any questions, feel free to ask.
>>
Whoops, didn't post the full stat block

Month 2 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Struggle (-5)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature.


Population: 180 Skaven (+30 per turn), 6 Mushrats (+4 per turn)
Military: 20 Semi-Armored Spear-Rats, 25 spear rats (15 trained a turn), 15 slingers (5 trained per turn) 15 Semi-Armored Slingers 20 Plague Mages (+5 to all magic, +10 to all plague magic) 14 Reborn Mushrats (+1 per turn)
Heroes: Name: Ripnitch
Attribute: Plague-God's Fury (When Ripnitch takes part in battle, roll a separate dice to determine his efficiency. Depending on the roll, Riptnitch either gives serious bonuses to his troops damage representing his unparalleled bloodlust and fury, or he fights as a coward, possibly becoming injured, leading to morale hits to his troops.)
Food 116.5 (2 Mushrooms per turn from farm, every turn 1 mushroom goes bad, leaving with a net growth of 0)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges), Mushroom Farm (+2 food per turn) Leather-smith (+20 leather armor per turn for every 2 hides gathered) Dwarven Forges (Able to create up to 100 sets of armor/weapons per turn, requires appropriate ores/work force) Extra mushroom growth (+.5 mushrooms per turn) Barracks (Heavily defensible location, +5 to all defense rolls when this building is occupied and being used)
Resources: 10 surplus leather armor, 300 sets of dwarven iron armor, 30 sets of mithril armor, 100 halberds, 200 shields, 100 short swords Iron Ore, 30 bars of gold, 15 bars of iron
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1) Military Training (1, +3 to all combat)
Government figures: Ritnitch (Leader)
Lead Engineer Grizzle-Hide the Spore Sniffer (Griz)
Lead Alchemist Clankfang Iron-Whisker (Clank)

Magic Abilities/Spells: Spread Disease (Magic check, target one enemy settlement, if success on roll, enemy takes -10 to all defense rolls and loses 1/4th of all forces/population. This can be used once every 3 turns.)

Extra bonuses: Morale boost: +6 to all rolls, Surplus food (+50% growth rate)
>>
Glad to see it's back!
2 actions
> Send 1 of our assassin Skaven to sneakily scout for 15 days then head back. We want him to avoid all contact with other civilizations

> Make a forge! So we can start making better weapons

And as a free actions:
Equip swords and armor to our infantry
>>
>>316919
If there's no other votes I'll go with this soon.
>>
Rolled 62, 11 = 73 (2d100)

>>316919
Rolling

+11 for stealth

+1 for building
>>
>>316963
There goes any hope of a forge
>>
>>316963
>The lone Skaven begins to walk down the dark caverns. Using the snaking tunnels he finally clambers out into the light of day for the first time. His race has hidden underground for a millennia, and he is the first to see sunlight in years, he hisses at it's blinding brilliance before skulking into the shadows of the towering pines that cover his exit. Around him is an immense forest that quickly grows into a wooded mountain. He has emerged from a small side tunnel that leads into the settlement. Looking down the sloping hillside in front of him he can make out how the forest eventually thins and turns into a lightly-wooded grassland. These stretch on further than the eye can see, but eventually seem to flatten. Wild horses gallop in the distance, small as ants to the lone spy. In his 15 day journey he circles the mountain once, and despite it seeming desolate he finds an enormous cave with markings much too high for any natural being to reach. The cave also has the skulls of beasts previously unseen adorning it's entrance, and torches formed from trees are shoved into the rock-face itself, giving off dancing light that leads into the deepening cave. He doesn't go in himself, for obvious reasons. The mountain range stretches off to the north for many miles, and would require a larger and longer force to fully explore it.

Map created, yellow dot is location of our settlement, black dot is the cave. Dark grey is high-peaks and upper mountains, grey is foot-hills and less steep. Dark green is forest, light green is grasslands and hills.

>the forge is still destroyed, as it was before. All attempts to revive it are met with either failure or no response whatsoever. Dwarves were expert crafters, but their building's intricacies are too much for the Skaven.
>>
>>317028
Map
>>
>>317032
Damn really wanted a forge
Can we train in more plague magic and fighting so we are a force to be reckoned with

And if any one is down send a very small team put to find out what kind of Cyclops is in that cave
>>
>>317032


Month 3 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Struggle (-5)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature.


Population: 210 Skaven (+21 per turn), 10 Mushrats (+2 per turn)
Military: 20 Semi-Armored Spear-Rats, 40 spear rats (15 trained a turn), 20 slingers (5 trained per turn) 15 Semi-Armored Slingers 20 Plague Mages (+5 to all magic, +10 to all plague magic) 14 Reborn Muskrats 2 (+1 per turn)
Heroes: Name: Ripnitch
Attribute: Plague-God's Fury (When Ripnitch takes part in battle, roll a separate dice to determine his efficiency. Depending on the roll, Riptnitch either gives serious bonuses to his troops damage representing his unparalleled bloodlust and fury, or he fights as a coward, possibly becoming injured, leading to morale hits to his troops.)
Food 114.5 (2 Mushrooms per turn from farm, every turn 1 mushroom goes bad, leaving with a net growth of 0)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges), Mushroom Farm (+2 food per turn) Leather-smith (+20 leather armor per turn for every 2 hides gathered) Dwarven Forges (Able to create up to 100 sets of armor/weapons per turn, requires appropriate ores/work force) Extra mushroom growth (+.5 mushrooms per turn) Barracks (Heavily defensible location, +5 to all defense rolls when this building is occupied and being used)
Resources: 10 surplus leather armor, 300 sets of dwarven iron armor, 30 sets of mithril armor, 100 halberds, 200 shields, 100 short swords Iron Ore, 30 bars of gold, 15 bars of iron
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1) Military Training (1, +3 to all combat)
Government figures: Ritnitch (Leader)
Lead Engineer Grizzle-Hide the Spore Sniffer (Griz)
Lead Alchemist Clankfang Iron-Whisker (Clank)

Magic Abilities/Spells: Spread Disease (Magic check, target one enemy settlement, if success on roll, enemy takes -10 to all defense rolls and loses 1/4th of all forces/population. This can be used once every 3 turns.)

Extra bonuses: None

You begin to train some simple Swords units and infantry, because they are not used to these weapons it will take another turn for the first 50 to be completed.

Choose your two actions for this turn.
>>
>>317048
Build more buildings to house more Skaven.
Train more scouts in preparation to explore the outside world
>>
>>317048
Are we training Assassins/Spys per turn? And does restructuring the army cost an actions?
>>
>>317061
I second building building's OR repurpose barracks as a Skaven barracks
>>
>>317074
Seems like it's a free action
>>
>>317076
Instead of Skaven barracks, how about we create a building to train up Plague mages?
Not too knowledgeable about Skaven so I'm not sure how more are created, but our Plague magic is quite useful
>>
Rolled 45, 75 = 120 (2d100)

>>317061
>>317074
>>317076
>>317077

Rolling for Building more houses, and building a mage school, each with a -5 due to Skaven's building negatives.
>>
>>317082
> The work on the houses is slow, there's very little material available. Luckily there is still enough space for a few months of Skaven breeding, and there's also the entire government district which has not been properly utilized yet. With time, the stone mausoleum that is half of the town can be turned into a plague-ridden hellhole, just how the Skaven like it.

>On the other hand, the Plague mages are able to repurpose small huts and caverns into smoking training rooms. They gather together the smartest of the Skaven and begin to scheme and teach, over time, this school should turn out highly efficient mages. (+2 mages per turn)
>>
>>317082


Month 4 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Struggle (-5)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature.


Population: 210 Skaven (+21 per turn), 10 Mushrats (+2 per turn)
Military: 20 Semi-Armored Spear-Rats, 40 spear rats (15 trained a turn), 20 slingers (5 trained per turn) 15 Semi-Armored Slingers 22 Plague Mages (+5 to all magic, +10 to all plague magic) 14 Reborn Muskrats 2 (+1 per turn), 8 Skaven assassins (+3 per turn)
Heroes: Name: Ripnitch
Attribute: Plague-God's Fury (When Ripnitch takes part in battle, roll a separate dice to determine his efficiency. Depending on the roll, Riptnitch either gives serious bonuses to his troops damage representing his unparalleled bloodlust and fury, or he fights as a coward, possibly becoming injured, leading to morale hits to his troops.)
Food 114.5 (2 Mushrooms per turn from farm, every turn 1 mushroom goes bad, leaving with a net growth of 0)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges), Mushroom Farm (+2 food per turn) Leather-smith (+20 leather armor per turn for every 2 hides gathered) Dwarven Forges (Able to create up to 100 sets of armor/weapons per turn, requires appropriate ores/work force) Extra mushroom growth (+.5 mushrooms per turn) Barracks (Heavily defensible location, +5 to all defense rolls when this building is occupied and being used) Plague-Mage School (+2 mages per turn), Silent Blight School for Assassins (3 assassins/scouts per turn) Sword Infantry 50 (+10 per turn)
Resources: 10 surplus leather armor, 300 sets of dwarven iron armor, 30 sets of mithril armor, 100 halberds, 200 shields, 50 short swords, Iron Ore, 30 bars of gold, 15 bars of iron
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1) Military Training (1, +3 to all combat)
Government figures: Ritnitch (Leader)
Lead Engineer Grizzle-Hide the Spore Sniffer (Griz)
Lead Alchemist Clankfang Iron-Whisker (Clank) Hromund Draugr, Master assassin and spy.

Magic Abilities/Spells: Spread Disease (Magic check, target one enemy settlement, if success on roll, enemy takes -10 to all defense rolls and loses 1/4th of all forces/population. This can be used once every 3 turns.)

Extra bonuses: None

Your swordsmen are completed, how do you want to give out your armor and mithril?
>>
>>317109
>Make a forge!
>Military Training
>>
>>317109
Make a forge!
As well as establishing defenses by the cave entrance
>>
>317123
+1 to this. Nice to see ya back QM, you were sorely missed.
>>
>>317109
> Research how to build
> Train assassins
> Give extra swords and armor to unemployed Skaven
>>
>>317123
Don't try to make a forge again. We've tried twice now we need to some research into building
>>
>>317148
Third time's the charm

PRAY TO THE DICE GODS
>>
Rolled 65, 21 = 86 (2d100)

>>317123
>>317116
>>317138

Rolling for the forge and creating defenses around the cave entrance

-5 for forge building, +3 for military action
>>
>>317192

>Finally, after months of work the forge is semi-usable. It's not nearly as efficient as it used to be, and a few Skavens died to it's flames before it was restored, but it can function at least.

New Building: Reconstructed Dwarven Forge (Able to create +20 sets of armor/arms per turn, able to smelt nearly any material)

>Defenses come slow, quite a few Skaven refuse to get anywhere near the exit, and the few brave souls who decide they can deal with the sunlight aren't enough to truly call it a defense.
>>
Month 5 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Struggle (-5)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature.


Population: 231 Skaven (+23 per turn), 12 Mushrats (+2 per turn)
Military: 20 Semi-Armored Spear-Rats, 55 spear rats (15 trained a turn), 25 slingers (5 trained per turn) 15 Semi-Armored Slingers, 24 Plague Mages (+5 to all magic, +10 to all plague magic +2 per turn) 3 Reborn Muskrats (+1 per turn), 11 Skaven assassins (+3 per turn) Sword Infantry 60 (+10 per turn)
Heroes: Name: Ripnitch
Attribute: Plague-God's Fury (When Ripnitch takes part in battle, roll a separate dice to determine his efficiency. Depending on the roll, Riptnitch either gives serious bonuses to his troops damage representing his unparalleled bloodlust and fury, or he fights as a coward, possibly becoming injured, leading to morale hits to his troops.)
Food 112 (2 Mushrooms per turn from farm, every turn 1 mushroom goes bad, leaving with a net growth of 0)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges), Mushroom Farm (+2 food per turn) Leather-smith (+20 leather armor per turn for every 2 hides gathered) Dwarven Forges (Able to create up to 20 sets of armor/weapons per turn, requires appropriate ores/work force) Extra mushroom growth (+.5 mushrooms per turn) Barracks (Heavily defensible location, +5 to all defense rolls when this building is occupied and being used) Plague-Mage School (+2 mages per turn), Silent Blight School for Assassins (3 assassins/scouts per turn)
Resources: 10 surplus leather armor, 300 sets of dwarven iron armor, 30 sets of mithril armor, 100 halberds, 200 shields, 50 short swords, Iron Ore, 30 bars of gold, 15 bars of iron
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1) Military Training (1, +3 to all combat)
Government figures: Ritnitch (Leader)
Lead Engineer Grizzle-Hide the Spore Sniffer (Griz)
Lead Alchemist Clankfang Iron-Whisker (Clank) Hromund Draugr, Master assassin and spy.

Magic Abilities/Spells: Spread Disease (Magic check, target one enemy settlement, if success on roll, enemy takes -10 to all defense rolls and loses 1/4th of all forces/population. This can be used once every 3 turns.)

Extra bonuses: None
>>
>>317212
>building training
>Military Training
>>
>>317212
> Equip surplus weapons to unemployed Skaven (Guys this is a free action fucking vote for it kek)
> Send scout to look in mysterious cave.
> Set up more farms (get that food surplus yo)
>>
Dice Pope you here?
>>
>317220
+1 this.
>>
>>317212
>Try to develop a way of preserving mushrooms
>Try to build more housing
>>
>>317220
This
As well as equip surplus weapons
>>
>>317212
> Equip surplus weapons to unemployed Skaven
This is a free action right?
>>
>>317231
If you click on the numbers you can directly reply like I just did (easier to count votes)
>>
>>317231
Also it's two arrows to reply to someone.
>>
Rolled 79, 93 = 172 (2d100)

>>317220
>>317231
>>317237
>>317239


Equipping is a free action, you've just never specified how you want to equip them and to whom.

Rolling for building training with a -5 and military training with a +3
>>
Gotta go back work for a couple more hours. Don't fuck us up guys kek
>>
>>317267
Y-You really have no faith in us
>>
>Looking over ancient Dwarven textbooks, a few intelligent Skaven are able to learn the very basics of architecture. But putting it into motion is going to be much more difficult than they expect. The populace is untrained and unintelligent, and properly explaining the vagaries of building would take time. So they instead opt to just give the Skaven basic jobs without having to explain, "put this beam here" or "Just cut down that tree". Over time, the Skaven grow accustomed to this style of work, and are better off for it.

(Skaven are now +0 for building)

>Using the same old training grounds, Ritnick runs a few intensive drills, focusing on terrifyingly precise flanking maneuvers and a few spearhead techniques that should wreak havoc on even the most defensible enemy.

Military training 2 researched (+6 to all military actions)
>>
>>317303
Let's create a school to educate the Skaven.
And finish up those defenses
>>
>>317303
Month 6 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Average (+0)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature.


Population: 254 Skaven (+25 per turn), 14 Mushrats (+2 per turn)
Military: 20 Semi-Armored Spear-Rats, 60 spear rats (20 trained a turn), 35 slingers (10 trained per turn) 15 Semi-Armored Slingers, 26 Plague Mages (+5 to all magic, +10 to all plague magic +2 per turn) 4 Reborn Muskrats (+1 per turn), 14 Skaven assassins (+3 per turn) Sword Infantry 70 (+10 per turn)
Heroes: Name: Ripnitch
Attribute: Plague-God's Fury (When Ripnitch takes part in battle, roll a separate dice to determine his efficiency. Depending on the roll, Riptnitch either gives serious bonuses to his troops damage representing his unparalleled bloodlust and fury, or he fights as a coward, possibly becoming injured, leading to morale hits to his troops.)
Food 110 (2 Mushrooms per turn from farm, every turn 1 mushroom goes bad, leaving with a net growth of 0)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges), Mushroom Farm (+2 food per turn) Leather-smith (+20 leather armor per turn for every 2 hides gathered) Dwarven Forges (Able to create up to 20 sets of armor/weapons per turn, requires appropriate ores/work force) Extra mushroom growth (+.5 mushrooms per turn) Barracks (Heavily defensible location, +5 to all defense rolls when this building is occupied and being used) Plague-Mage School (+2 mages per turn), Silent Blight School for Assassins (3 assassins/scouts per turn)
Resources: 10 surplus leather armor, 300 sets of dwarven iron armor, 30 sets of mithril armor, 100 halberds, 130 unused shields, 30 unused short swords, Iron Ore, 30 bars of gold, 15 bars of iron
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1) Military Training (2, +6 to all combat) Building and Construction (1)
Government figures: Ritnitch (Leader)
Lead Engineer Grizzle-Hide the Spore Sniffer (Griz)
Lead Alchemist Clankfang Iron-Whisker (Clank) Hromund Draugr, Master assassin and spy.

Magic Abilities/Spells: Spread Disease (Magic check, target one enemy settlement, if success on roll, enemy takes -10 to all defense rolls and loses 1/4th of all forces/population. This can be used once every 3 turns.)

Extra bonuses: None
>>
>>317303
>Build more farms outside the mountain to get that food surplus so we can get more Skaven! (Also were about to start hitting a negative food growth)
> Send one of our assassins to scout that mysterious cave
Also QM are we gaining assassins/spys from our assassins guild? If so how many?
>>
>>317314
Disregard that question I just saw it my bad XD
>>
>>317314
>Skaven assassins (+3 per turn)
>>
>>317313
>Try to develop a way of preserving mushrooms
> melee Training
>>
>>317314
>>317330
>>317318


Someone decide
>>
>>317330
This
>>
>>317330
This
>>
Rolled 87, 79 = 166 (2d100)

>>317349
>>317341

Rolling with a +6 for melee training (Military training is doable once per year, but melee training can give specific bonuses to units)
>>
>>317358

Sorry guys I got busy with something, I'll be back in like 20.
>>
>>317393
>>317358

>Ritnick once again gathers together his forces, the army of the Skaven stretches out of the training yards and into the streets. He leads the melee forces in more drills, teaching them advanced dwarven techniques and strategies. It is tiresome, but effective. The Skaven are truly becoming a force to be reckoned with.

+5 to all rolls with melee troops for the remainder of the year

>After years of effort, the lead alchemist himself Griz concocts a way to preserve mushrooms. By storing them in corpses, the mushrooms feed themselves and maintain viability as food for much longer. Corpse chambers are put into the basements of houses, and mushroom spores are thrown on top. This allows mushrooms to flourish as long as there is a steady stream of rotten flesh, and due to the squalid nature of the Skaven's living, there's no short supply of that.

Food no longer rots, surplus can be stored. Sadly your food is now in the negatives, going down by about 1.5 per turn. Every 50 population eats 1 food, so you're consuming 4 food per turn, and only producing 2.5.
>>
Month 7 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Average (+0)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature.


Population: 279 Skaven (+27 per turn), 16 Mushrats (+3 per turn)
Military: 20 Semi-Armored Spear-Rats, 80 spear rats (20 trained a turn), 45 slingers (10 trained per turn) 15 Semi-Armored Slingers, 28 Plague Mages (+5 to all magic, +10 to all plague magic +2 per turn) 6 Reborn Muskrats (+2 per turn), 17 Skaven assassins (+3 per turn) Sword Infantry 80 (+10 per turn)
Heroes: Name: Ripnitch
Attribute: Plague-God's Fury (When Ripnitch takes part in battle, roll a separate dice to determine his efficiency. Depending on the roll, Riptnitch either gives serious bonuses to his troops damage representing his unparalleled bloodlust and fury, or he fights as a coward, possibly becoming injured, leading to morale hits to his troops.)
Food 107.5 (2.5 food per turn, 5 consumed)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges), Mushroom Farm (+2 food per turn) Leather-smith (+20 leather armor per turn for every 2 hides gathered) Dwarven Forges (Able to create up to 20 sets of armor/weapons per turn, requires appropriate ores/work force) Extra mushroom growth (+.5 mushrooms per turn) Barracks (Heavily defensible location, +5 to all defense rolls when this building is occupied and being used) Plague-Mage School (+2 mages per turn), Silent Blight School for Assassins (3 assassins/scouts per turn)
Resources: 10 surplus leather armor, 300 sets of dwarven iron armor, 30 sets of mithril armor, 100 halberds, 130 unused shields, 30 unused short swords, Iron Ore, 30 bars of gold, 15 bars of iron
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1) Military Training (2, +6 to all combat) Building and Construction (1)
Government figures: Ritnitch (Leader)
Lead Engineer Grizzle-Hide the Spore Sniffer (Griz)
Lead Alchemist Clankfang Iron-Whisker (Clank) Hromund Draugr, Master assassin and spy.

Magic Abilities/Spells: Spread Disease (Magic check, target one enemy settlement, if success on roll, enemy takes -10 to all defense rolls and loses 1/4th of all forces/population. This can be used once every 3 turns.)

Extra bonuses: Melee training (+5 to all melee rolls)
>>
>>317453
>The few scouts on the walls are reporting a strange sight, a long line of wagons pulled by beefy oxen is winding up the road to the entrance. On all sides of the group are humans riding horses, they have what looks to be crossbows and large spears. Flitting about near the caravans are human spawn, along with their parents. This strange sight excites the Skaven, and they can already smell the fresh flesh.
>>
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Oh shit, sorry I'm late to the show!
>>
>>317468
Err, I should put it to what I had previously.
>>
>>317464
Hi, buddy!
>>
>>317470

Welcome! Go ahead and vote for actions, things are a bit slow right now because I had to take a break for about 20 min.
>>
Maybe we could start work on poisoned weapons? We could spread a plague to the enemy army with a single swing of sword.
>>
>>317453
>Send someone to try and do Diplomacy we the humans and send a lot of Skaven Military wear the humans can't see them in case the Diplomacy false
>>
>>317512
This
>>
>>317453
> Expand our mushroom farms!
>>
>>317464
Let them pass. They have nothing of benefit to us if we kill them and we'll only lose Skaven. Just in case, have Skaven man the incomplete defenses and prepare an ambush
>>
>>317529
>>317525
Oh and this
>>
>>317453
Set up an ambush take some prisoners and figure out where they were headed and why.
>>
>>317537
Changing my vote to this actually.
Been itching for some blood and it's a good chance to test our fighting capabilities
>>
>>317545
Good.. good trust not the man things skaven bro.
>>
>>317537
>>317545
>>317512

Roll to set up the ambush (+11) and expanding mushroom farms Dice Pope
Rolling for this, and
>>
>>317529
>>317525
>>317532

>Man the defenses, prepare an ambush just in case

>Expand mushroom farms
>>
Rolled 48, 99 + 11 = 158 (2d100 + 11)

>>317572
1st is Farms
2nd Ambush
2 prayers everyone!
>>
>>317584
Yes yes, stab all the man-things
>>
>>317584
Holy shit that's a devastating ambush
>>
>>317584
>1.Slay man-things
>2.Question man-things
>3.???
>4,Profit!
>>
>>317592
Give useless man-things to plague mages and alchemist to test out poisons
>>
>>317599
Maybe we could crossbreed with them for some sort of magic mutation? Although, I'm not sure that any rat would want to touch those furless freaks.
>>
>>317599
Just have them do everything useless skaven would do
>>
>>317584
A+

>the farms come slowly, but they do come. By turning some of the previously unused village squares into farmlands for mushrooms the Skavens vastly improve their output of food. It should be enough to sustain the constantly growing population for now, but there are concerns that sooner or later the rats will have to leave the settlement, as their already growing at an insane rate.

>A few assassins scout out the small human force, they count no more than seventy of the pink things, and less than half of those are armed. There is the perfect place for an ambush (+20 to all rolls for this combat). The rats look to their leadership for battle guidance, how do they proceed?

COMBAT START

State your actions and plans for each unit (Choose which units get involved and how) and then have Dice Pope roll for them! Y'all can apply the bonuses, it's tiring trying to add it all up.
>>
>>317603
Make skaven infiltrator hybrids! Or just make Human incubators for disease and set them loose back in their settlements.
>>
>>317603
We might end up with some horrible abomination such as the mole rat.

How about we keep them to test the effects of our mushroom food upon consumption by humanoids.
It might be food for us, but hopefully lethal to them. In that case we literally have a farm of death to conquer the surface with
>>
>>317610
Spear rats on the front as a first line, behind them the veteran armoured ones, reborn mushrats mixed in to "promote bravery" Plauge mages and slingers behind as ranged support
>>
>>317610
Dig out holes in the carvans path as soon as they wreck the slingers are attacking from above with plague mages. Then the assassins come in stealth like to clean up survivors.
>>
>>317610
Start with a charge with our armored and large Skaven from the back.
Once the guards turn around to see the ruckus, have our ranged units and assassins aim for their backs.
>>
>>317618
Oh and have the assassins hide and come in from behind after the battle starts to fuck with there ranged units
>>
You have to decide on one course of action to roll on, it's not in my power to decide for you.
>>
>>317618
This is not how ambushes work...
>>
>>317628
Oh, I have to decide which action is the best?
>>
>>317629
I meant after we jump out and the battle begins to have some plan if it drags on, for an ambush just have the reborn mushrats and spearmen jump out while the mages and slingers throw some shit
>>
>>317634
Yes, Holy One
>>
>>317636
+1 on this one then!
>>
>>317634
Since you have yet to vote, sure, you can be the deciding vote. Roll when you decide.
>>
I've got to go, but I'll be back on in a bit. Going to get a pizza. May the blessings of Kek be upon you.
>>
Rolled 90 + 20 (1d100 + 20)

>>317620
This one.
>>
>>317652
Praise the Dice Gods
>>
Woo finally slaves
>>
>>317652
Well there we go, not really rolling for each unit but I get the gist of it.

>Using the side tunnels and alleyways, the lumbering giants smash through the crawling hordes as, for the first time, the armies of the Skaven see the light of day. Many shield their eyes momentarily, forgetting their months of training for as a few seconds of primal fear surge through them. The Mushrats are fully unphased, and move forward with reckless abandon. Finally they reach the slowly crumbling dwarven road. The sound of hooves and wheels mixes in with the general human ruckus. They laugh and scream and even music is heard coming from some covered wagon, the song floats across the air and into the ears of the silent slingers. With a hiss from Ritnick himself, The melee units and Mushrats charge forward, throwing aside the measly defenses. The few that are able to react turn around and begin to fire their crossbows, but the bolts are easily deflected by the swordsman's shields. The first wave is devastating, and the follow-up of plague magic and hurled stones finishes whatever left. Quivering humans run to hide, and are met on all sides by the oncoming rat horde. The worst part, asides from a select few, all of them are left alive.

You just got your first slaves! +60 human slaves

You only lost 10 skaven too, so A+ all around.

>In their caravans you find basic supplies, it looks as if these were settlers and traders looking to make connections to new lands. You have yet to find where they came from, but they couldn't have traveled far due to most of their stores being nearly full.
>>
Who wants to be the temporary Dice Pope, a Dice Alter Boy if you will?
>>
>>317683
I'll do it
>>
>>317684
Cool, change ya name and you're all set
>>
>>317689
Done boss
>>
>>317692
Roll me a 1d100 to show us your faith in the dice gods
>>
>>317697
Rolled 91 + 0 (1d100 + 0)
>>
Month 8 of Year two

Stat Block: Skaven

Melee: Struggle (-5 to all melee rolls)+3 (Military training)
Ranged: Average (+0)+3 (Military Training)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+10 to all magic rolls, +10 to all plague rolls)
Diplomacy: Struggle (-5 to all Diplomacy rolls, -10 to all rolls for dwarfs)
Stealth: Exceptional (+5 to all stealth rolls)
Building: Average (+0)
Hunting: Average (+0)
Special Modifiers: Pestilence: Start with Plague Mage, bonuses to all Plague Magic
Low Morale: Easily effected by corruption, fear, hunger, or civil unrest. Skaven are anarchistic by nature.


Population: 306 Skaven (+30 per turn), 19 Mushrats (+3 per turn)
Military: 20 Semi-Armored Spear-Rats, 100 spear rats (20 trained a turn), 55 slingers (10 trained per turn) 15 Semi-Armored Slingers, 30 Plague Mages (+5 to all magic, +10 to all plague magic +2 per turn) 8 Reborn Muskrats (+2 per turn), 20 Skaven assassins (+3 per turn) Sword Infantry 90 (+10 per turn)
Heroes: Name: Ripnitch
Attribute: Plague-God's Fury (When Ripnitch takes part in battle, roll a separate dice to determine his efficiency. Depending on the roll, Riptnitch either gives serious bonuses to his troops damage representing his unparalleled bloodlust and fury, or he fights as a coward, possibly becoming injured, leading to morale hits to his troops.)
Food 108 (6 food per turn, 6 consumed)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges), Mushroom Farms (+5.5 food per turn) Leather-smith (+20 leather armor per turn for every 2 hides gathered) Dwarven Forges (Able to create up to 20 sets of armor/weapons per turn, requires appropriate ores/work force) Extra mushroom growth (+.5 mushrooms per turn) Barracks (Heavily defensible location, +5 to all defense rolls when this building is occupied and being used) Plague-Mage School (+2 mages per turn), Silent Blight School for Assassins (3 assassins/scouts per turn)
Resources: 10 surplus leather armor, 300 sets of dwarven iron armor, 30 sets of mithril armor, 100 halberds, 130 unused shields, 20 unused short swords, Iron Ore, 30 bars of gold, 15 bars of iron
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1) Military Training (2, +6 to all combat) Building and Construction (1)
Government figures: Ritnitch (Leader)
Lead Engineer Grizzle-Hide the Spore Sniffer (Griz)
Lead Alchemist Clankfang Iron-Whisker (Clank) Hromund Draugr, Master assassin and spy.

Magic Abilities/Spells: Spread Disease (Magic check, target one enemy settlement, if success on roll, enemy takes -10 to all defense rolls and loses 1/4th of all forces/population. This can be used once every 3 turns.)

Extra bonuses: Melee training (+5 to all melee rolls)

Round 20! State your actions!
>>
>>317701
... Uhh...
... Go-Good roll...?
>>
>>317701
Liar lmao
>>
>>317703
Use some human slaves to further our own knowledge in plague magic
>>
>>317708
How so?
>>
>>317711
Not sure if he's joking or...
>>
Well, whatever, i vote to interrogate the human slaves on where they came from, might need more of them
>>
Rolled 100 (1d100)

>>317711
Pretty sure that's not how rolling dice looks buddy. This is how dice rolling works, you put "dice+1d100" into the option menu
>>
>>317709
>>317715
Both of these for the actions sounds good.
>>
>>317719
We can do both since we have 2 actions.
Who's rolling a 2d100?
>>
>>317716
See, that's how you roll a fucking dice.

>>317722
And because he obviously doesn't know how to, I will.
>>
Rolled 68 (1d100)

>>317716
Well shit, im a retard, i actually rolled a dice irl -newfag
>>
>>317729
Kek.
I'm rather new as well. Haven't grasped how to add + and - in my rolls
>>
Rolled 82, 86 = 168 (2d100)

>>317729
It's all good man

>>317709
>>317715

Rolling for these, with a +15 on the magic roll due to plague mages
>>
>>317733
Our only magic in plague magic allows us to target settlements.
We need some anti-person or aoe spells to make our mages more useful
>>
>>317733
Nice rolls, and yeah I've not be on any boards that make use of the dice rolling mechanic before
>>
>>317733
Damn hommie might need an extinguisher to douse that hot fire your rolling.
>>
>>317736
Only /tg/ uses it I believe.
Good thing I checked out the sticky when I first went around here
>>
>>317738
Like i have time do that rather than read /qst/-tan's shota quest
>>
>>317733

>The Skaven dragged the poor unfortunate souls into the depths of the ruins. Their screams echoed as torturous experiment after experiment took place. Ritnick tried every plague known to Skaven-kind on their fragile bodies, most died, but a few survived in terrible forms. Their bodies wrought with plague, they would walk, crying yellow tears, until they finally perished. when they did, their bodies would rupture, spouting pus and disease everywhere. Ritnick was pleased. The humans seemed even less resilient to the plague than even the dwarves.

>The pink ones caved quickly, and let loose all they had to tell before they even saw the knives. They were settlers from a small kingdom somewhere to the west, along their travels they had come across this road, and hoping it had allies or others to communicate with, they traveled along it for a few days before finally seeing our mountain settlement in the distance. They were hoping for dwarves or humans, but they got a nightmare. Asides from the general direction, they were unable to obtain any other pertinent information.
>>
Hey guys, I hate to cut stuff short, but I have to go for about two hours. I'll be back and willing to play then if anyone's still on.
>>
>>317761
See ya op
>>
>>317757
Station some assassin Skaven on that road outside the cave. Have them operate in shifts.

Also, finish the defenses at the entrance
>>317761
See ya OP
>>
>>317761
Yesir! we'll hold it down.
>>
>>317775
GET
>>
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>>317778
>>
>>317778
OFF BY ONE
>>
>>317778
Which nigger got lucky >>317777
>>
Hey.
>>
>>317831
DICE POPE! Once again KEK blessed us in you absence OP is on a break hopefully we start again later.
>>
>>317839
Yeah, I think OP killed himself when we failed to get quads.
>>
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>>317929
I-I tried
gimme that 5
>>
>>317955
A small measure of redemption
>>
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>>317955
Mission accomplished.
>>
Rolled 59 (1d100)

>>317960
While I'm bored, I'm gonna try and aim for some gets on a dice
>>
Rolled 13 (1d100)

>>317987
Rolling
>>
Rolled 16 (1d100)

>>317987
Turns out I'm not so blessed with the dice gods
>>
Rolled 9 (1d100)

BLESS ME
>>
>>318005
Beautiful. I've never seen such shit rolls.
>>
Rolled 57 (1d100)

>>318009
Let me borrow your power pope
>>
>>318015
I have no power, it is the power of the dice gods, which they lend me at times.
>>
Rolled 88 (1d100)

>>318026
Oh, well then hopefully the dice gods bless this roll
>>
>>318040
You have been blessed.
>>
Okay, we should probably continue this tomorrow if we're going to be doing jack squat right now.
>>
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>>318093
OP should be coming back in 30 mins. An hour at most
>>
Hey I'm back from work! Glad I to see you guys fucked shit up! But I do want to point some things out to the group.
I saw a dude wanting to do diplomacy . Normally that would be dope as fuck BUT we're Skaven a hated plight that everyone fears/wants to destroy (if we're going off of the warhammer lore) if someone important finds out that somewhere a new Skaven blight is being destroyed they will send everything at us to smash us early. That's why we need to work from the shadows until we're ready.

So based on what's going on I suggest
> Have a spy scout the mysterious cave (obviously QM wants us to search it unless he wouldn't of wrote it so mysteriously)
> Find the nearest Human civ and inflict them with a powerful plague. Here's why. The plague will take quite sometime to really tear apart the Human civ by the time they lose a fuck ton of people we'll be ready to strike because Skaven suck (comparatively) at straight up fights so we need to fight from the shadows as much as possible.
>>
>>318330
Additionally, we have 30 plague mages and counting. If we have them all cast plague magic to attack a settlement, it will be quite devastating.
We should scout the cave after we finish those cave defenses that have been left hanging for 4 turns.
>>
>>318330
> Have a spy scout the mysterious cave (obviously QM wants us to search it unless he wouldn't of wrote it so mysteriously)
>>
>>318381
>>318330
Chances are, the cave might be an old ritual grounds for the forces of Chaos.
Might be interesting to pledge allegiance to Nurgle to further bolster our plague powers.
Either that, or I'm getting greenskin vibes from the place.
>>
>>318396
I have no idea what youre talking about. But it sounds awesome (never played anything Warhammer related ever)
>>
>>318414
From the torches and skulls, it's either a cave of goblins/orcs or maybe a gathering point of one of the Chaos Gods.
I guessed Nurgle because he's the Chaos God that's associated with disease and QM probably wanted us to visit to get that Chaos power up from Papa Nurgle so he can move the story faster and get to some city razing
>>
>>318460
Time to google Nurgle...
>>
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>>318460
>Buboes, phlegm, blood and guts! Boils, bogeys, rot and pus! Blisters, fevers, weeping sores! From your wounds the fester pours.

That's dope!
>>
Op you coming back yo!
>>
>>318681

He will my friend. He will,

Also I'd like to recommend (when we can do it) make DOOMWHEELS
>>
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Bumping with skavenbros!
>>
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>>318841
>>318721
>>
>>318681
At some point my child

He left us for days and jumped right back in like a champ
>>
>send 10 of our best plague mages to the settlement and unleash the most devastating plagues we have on them
The mages should avoid being detected, but if they are it doesn't matter too much so long as the humans don't find out where our settlement is.

Second action:
>send a party of 20 scouts/assassins/soldiers/whatever works to scout the mystery cave
>>
>>319952
Let's first check out the mystery cave.
As for the settlement, I suggest we find a way using our assassins to infiltrate the sewers/slums and use the plague mages from there.
That's 1/4 of the population gone and defenders greatly weakened. We can use it a few more times before we're ready to take it.

I suggest we start doing this after we investigate the cave because the cave is pretty obvious as either a power up or misfortune
>>
>>319998
>another 1 off
A-Are we cursed?
>>
>>319952
>>319998
Just order our plague mage too create several poison vial or gas and distribute it too our spy/scout team. Spread the liquid poison in water and use the gas when the human is asleep.
>>
>>319952
Another thing we can do is check out the effects of our mushroom food to the humans.
Just because it doesn't affect us doesn't mean it could be a deadly poison to them. Might need a good roll to see how successful we are.
In that case we literally have an entire farm of deadly poisons
>>
>>320020
>>320018
Let's first create a poison by testing the mushroom on humans
>>
Let's check the assholes who stole our quads...
>>319999
>>320000
>>
>>320510
We must make more offerings to the Horned Rat to lift this curse
>>
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>>320510
I offer these digits

BLESS ME KEK
>>
>>320612
>another one
AAAAHHHHHHHH WERE CURSED
Thread posts: 169
Thread images: 11


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