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Sup /qst/, let's start a civ! Rules are as follows, first race/location to three votes (Or popular demand if three votes can't be made) is chosen. The Civ get's 2 actions per turn, and all actions are decided upon by the majority and then rolled on by me. We'll use a d100, and I'll write up the stat block with all the nitty-gritty shit once we decide on what we're playing. Sound good?
Side note: If y'all want to play something not on the posted image, just say so, I'm open to custom races/locations.
>>294225
skaven!
>>294232
Oh in ruins
>>294225
giants in ruins
>>294232
Okay, 1 vote for Skaven Ruins
(cool choice, I like the idea of rats living in the ruins of an ancient civ. Really embodying the whole scavenger archetype)
>>294236
I think there's already a Giant Civ that's been going on for a while, as much as I like the idea.
>>294237
Cool I am always late for civ threads. Glad I caught this'n.
skaven it is
>>294263
Cant draw for shit sadly. Think there are some pretty good skaven images around if that's what we end up with.
human plains
>>294225
Homunculi in ruins
Two for Skaven/Ruins
One for Human Plains
One for Homunculi in Ruins
>>294276
changed to Homunculi in ruins
>>294289
skaven lets go with warhammer theme
>>294295
Hell yeah clinch guy!
>>294295
Skaven it is, I'm not much of a Warhammer fan and don't want to disservice the franchise by not knowing much about it. We'll just make our own universe/civ if that's okay.
>>294289
>Homunculi in Ruins
>>294300
Kinda just paranoid sneaky ass ratmen we'll get some approximation im sure. We gotta murder dwarves still though bruh.
small band of Skaven in the ruins of the Dwarven Fortress Karak Eight Peaks, inhabited by feral greenskins and other skaven brought together by a Grey Seer (skaven leader dude) who has a warpstone?
>>294300
Dont worry just create whatever suits your taste
>>294317
Hype! Continue Civmaker!
>>294325
>Rules are as follows, first race/location to three votes (Or popular demand if three votes can't be made) is chosen
So, we're rat people?
>>294351
Yesiree
>>294347
FUCKING GOD DAMIT! I wanted for so long to play as the Homunculi and I fucking missed it!
>The halls were silent. The historically bustling city brought to a dead stand-still. The smell of death filled every inch of the caverns, emanating out of each and every home. The furnaces were finally smothered, their ancient fires now little more than soot, ash, and remains. For a single moment, all was quiet. Then, from the darkest corner of the twisted caverns came the hint of scuttering footsteps. A pair of beady eyes gazed upon the now disease ridden ruins, and they found it good. With a shriek, the one pair of eyes turned to dozens. The Skaven, subjected to torture and mass genocide by all other races emerged from their final hiding place. Their leader, the enigmatic shaman who, after years of effort, organized the few remaining members of their one powerful race stood tall as his fellow rat-men rushed past him. They pushed and scratched, scrambling to reach their new city and loot it for all it was worth. But he knew that the worst was yet to come, and that they must prepare. They would be the second coming of the Skaven, but they must not be overconfident. They must hide in the shadows, as they always have, spreading disease and pestilence to weaken their enemies before rushing in to crush whatever remains. If they are smart, they will bring about an empire unparalleled by any before them.
Stats:
Stat Block: Skaven
Melee: Struggle (-5 to all melee rolls)
Ranged: Average (+0)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+5 to all magic 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: 50 Skaven (+5 per turn)
Heroes: Plague Mage (Decide name +1 special attribute for the hero/leader)
Food 15 (-1 per turn, this is the sum of what little was left from the dwarves ruins. The Skaven have no current ways of scavenging food.)
Buildings: Ruins/Remains of the settlement (Buildings to house 300 Skaven comfortably, Ruined forges)
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.)
You get two actions for this turn, the Skaven's area of influence is only a small portion of the town, and little is known about anything outside of the sewers and surrounding city.
>>294389
Name: Dave Davidson VII
>>294389
So what attribute gets a +1 on the hero?
>>294389
>research crossbow
>research farming
>>294389
Also practice magic
Fortify our holdings
>>294409
what too farm in ruins ? moss and mushroom ?
>>294404
I'm saying write some fluff, something like a leadership bonus or a bonus to mages. something character driven that that hero gives to the civ.
Action 1
>send out a 4 scout parties consisting of 4 nimble and quick skaven to assess the surroundings
Action 2
>get the larger skavens to start tearing down any weak wooden structures, gather wood from around the closeby
Skaven leader name: Ripnitch
>>294413
Mushrooms could work probably
Rolled 87 (1d100)
So you all need to decide on two actions for this turn, as a popular vote. Farming mushrooms seems popular so I'll roll that as the first action.
>>294416
>Ripnitch sounds like a good name and a bonus
to mages sounds good.
>>294417
Attribute: when in battle, when Ripnitch kills things and his follower rats see, they get morale boost
If he kills a lot of things they will enter a berserk state of fury, increasing their damage output while possibly taking more casualties
>>294425
This is also pretty awesome.
>>294421
Start to repair the forges
Research farming
>>294425
+1 good skill for leader
>>294425
Worded a bit awkwardly, but I understand. Pretty good ability.
>>294421
>The fields had long since died, the hideously complicated dwarven light-producing machines torn apart for scrap metal years ago. But the land was still able to be tilled, and the location was perfect. After a few weeks of testing, the fungus normally used as an herbal remedy and morale booster has been grown to also feed the troops. Large quantities of the mushroom are grown in the underground caverns, and the Skaven rejoice.
This levels out your food production, and you actually have a surplus +1 food per turn. Without proper care though, this surplus will consistently go bad every other turn. So unless you can find a way to stockpile your food you have a semi-permanent +2 food per turn. The Mushroom farm produces 2 food per turn, but you only have one field in your area of town.
>>294430
>>294425
>>294424
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.)
Second action?
>>294443
Cool now the scouting out of the surrounding territory with quick sneaky ratmen sounds good.
Rolled 26 (1d100)
>>294443
PRAISE THE PLAGUE GOD!
Anyways, build a storage building to store food. (-5)
>>294443
by stockpile your food do you mean keep it in some sort of shed or warehouse
or do we need some sort of refridgerator to keep the shrooms from going bad
also could you give a description of the ruin area we are in
Rolled 54 (1d100)
>>294454
Rolling to scout the city and the surrounding territory
>>294461
>The ruins are of an ancient Dwarven stronghold, once-high walls are built into a monstrous cavern. The scouts scuttle around the catacombs, keeping a watchful eye out for any survivors. But, as previously stated, the city is seemingly dead. It's made up of two distinct zones, a residential district, closer to the back of the large cavern. Filled with towering hovels built into the sides of the caves and open marketplaces. This is where you call home, your Skaven have taken over most of this part of town, and have begun to repurpose the houses for their own needs. This is also where your mushroom farm and base of operations is. The other, smaller, side of the town is the federal or government area. The architecture changes here, from wood and cobblestone hovels to impressive marble fortresses. A coliseum takes the center stage, and a large town hall adorned with multiple portraits and busts of dwarves kings gone by sits next to it. The Skaven have been afraid of entering these areas yet, the roads are mostly clear and there is little place to hide. The gate, leading supposedly to the terrifying outdoors, is built into the city. Ripnitch guesses that the entire city is built into the side of a mountain, in some sort of gigantic cavern that branches off into unknown regions that the Skaven used to call home. The biggest target of all is the barracks, stories have been told by previously captured skaven of armories that could bring almost any army to their knees inside that building. But the enormous steel doors are sealed shut, and there seems to be no other entrance.
Turn 2,
Month 2 of Year one
Stat Block: Skaven
Melee: Struggle (-5 to all melee rolls)
Ranged: Average (+0)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+5 to all magic 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: 55 Skaven (+5 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 16 (+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)
Technology: Mushroom Farming (1) Plague Magic (1)
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.)
Turn 2, Suggest your two actions
>>294489
Built into a mountain? Maybe we could do something with mining?
We should appoint 2 of the more intelligent Skaven to the roles of Alchemist and Engineer
>The Alchemist could start messing with those mushrooms, and use smaller, weak ratlings as test subjects
>The Engineer could start experimenting with fire and water and steam and whatnot
We should also gather supplies in order to commence production of spears. After all what are rat people without long pointy sticks?
>>294500
Yeah! We nee to make some of these babies.
Rolled 28 (1d100)
So, the two actions for this turn are food storage (First roll) And appointing an Alchemist and Engineer (Doesn't really require a roll, now their actions could require rolls.)
So since appointing those two doesn't require a roll, what do you want to do with mining?
>>294500
Mushrats! Let's do it.
>>294510
Guess we'll try and see if we can find any ore veins.
Rolled 4 (1d100)
>>294510
Look for some good mineral vein and start building mine or quary
>>294510
>Deciding that they weren't the biggest fans of watching their stocks go to waste, a few rats banded together and tried to stockpile the food. They tried this a few different ways, sadly none of it produced any effect. The only notable experiment was when they attempted to smoke the mushrooms, leading to a serious hallucinogenic and morale boosting phenomenon. So while no way of preserving the mushroom has been found yet, many of the rats no longer care due to the effects of the burnt mushrooms.
>>294518
Fug
Rolled 48 (1d100)
>>294516
Rolling for mining
>>294519
HA! We can use that later bottle it or some shit.
Okay, well if storing them isn't working, maybe we could figure out a way to change them chemically so they can last longer.
>>294523
>Using the ornate dwarven pickaxes, some stronger Skaven head off into the tunnels under the command of Ripnitch. Some small veins of iron and copper are found, but it only occurs after a few days of exploring that the collapsed Dwarven mines might produce better results if they were to be cleared. There are rumors of untold treasures down there, but that comes with mysterious dangers.
>>294532
Sounds like a job for our handy dandy alchemist this task and the captain ogre skaven project.
Turn 3
Month 3 of Year one
Stat Block: Skaven
Melee: Struggle (-5 to all melee rolls)
Ranged: Average (+0)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+5 to all magic 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: 60 Skaven (+6 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 16 (+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)
Technology: Mushroom Farming (1) Plague Magic (1) Lit-erature (1)
Government figures: Ritnitch (Leader) Lead Engineer (Name TBD) Lead Alchemist (Name TBD)
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.)
Turn 3, Suggest your two actions and write some fluff/name for your Alchemist/Engineer!
Also, would y'all rather roll or should I?
>>294541
Our Alchemist is named Phil Osoffuhr. Also, have him use some tweezers on the mushroom to make them last long.
>>294541
alchemist - Skreeboom
Engineer - Iron whisker
>>294551
"Skreeboom?" What the fuck is this shit?
>>294556
I like it.
Name Suggestions
Alchemist
>Grizzle-Hide the Spore Sniffer (Griz)
Engineer
>Clankfang Iron-Whisker (Clank)
>>294561
I know, it's hilarious. I love it. It sounds like a bird's last words before crashing into the twin towers.
>>294567
Like these names better! also can we start researching how to make rat ogres? make a good warrior caste and clearing out the tunnels better.
>>294567
In retrospect, these names are perfect. Going with these instead.
>>294575
Aye, we need Giant Mushroom Rat Abominations
Also Skaven need firelocks, ninja gutter runners, pikes, and if we find a Dwarven Gyrocopter we can get flying rodents
what a beautiful future
>>294541
>research crossbow
>research Mushroom
>>294582
how are we going to make crossbows inside abandoned ruins man
first we need spears, then we need to find something to use those spears on
>Learning from both the oral histories of the ancient Skaven and the remaining weapons of the dwarves, the Skaven waste almost no time ripping the supports from unused housing to make simple stone-tipped spears. Some even adorn them with rotten and plague-ridden meat and juices for extra kick.
(Spears 1 researched, 40 spear-rats added to military, basic military developed)
Spear-Rats get bonuses to defense and fighting calvary, but are weak against missile units. They are not the strongest melee fighters, but will hold their own as long as a leader is present.
>>294596
Aw shit stabby stick crew. Standing military is good.
>>294589
>Grizzle-Hide takes aside some of the smaller rodents, telling them that if they help him with his experiments they will be fed all the mushrooms they can stomach. What follows are horrendous experiments, seeing each and every way that the rats can respond to mushrooms and how the mushrooms effect everything from growth to psychological health. The results are inconclusive to the uneducated viewer, but Griz promises that with time results will come.
-5 Skaven ("They were weaklings anyways"- Griz)
Research (Mushrooms 2) beginning production, will be completed in 6 turns with no input, additional turns could either complete project or significantly help it.
>>294606
We reproduce super quickly. Would cannibalism work as a steady source of food?
Turn 4
Month 4 of Year one
Stat Block: Skaven
Melee: Struggle (-5 to all melee rolls)
Ranged: Average (+0)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+5 to all magic 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: 61 Skaven (+6 per turn)
Military: 40 Spear-Rats
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 16 (+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)
Technology: Mushroom Farming (1) Plague Magic (1) Lit-erature (1) Spears (1)
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.)
Turn 4, Suggest your two actions
We need to assign a hut to be our leather tanner. Any sort of hide we can find, whether it be from buildings or from corpses, will be given to the hutmaster. Then we designate the street outside the hut as the Skaven Shitting Street. We use all the feces in combination with the the hides and with fire to start making basic leather armor. We can also use wood, fur and bones for the armor.
>>294613
Research mushrooms harder
Make slings for soldiers
>>294614
GENIUS.
>>294613
>research crossbow
>research Mushroom
Rolled 38, 45 = 83 (2d100)
Rolling for Mushroom research and Hut building
Okay someone else roll lmao
>>294641
Rolled 64, 72 = 136 (2d100)
>>294641
Rolled 72, 54 = 126 (2d100)
>>294650
Whenever you decide an action from now on, roll for it and I'll just pick one of them to go with.
Rolled 70, 47 = 117 (2d100)
>>294641
>>294653
Hell yeah that's how you roll a d100 nigga!
>>294618
yeah it would be projectiles 1
we could also have throwing spears
rolling for throwing weapons and an expedition into the Federal part of the ruins led by Ripnitch himself
pic related my masterpiece (oc dont steal)
I'll be the designated dice roller.
>>294668
It's tempting but I will not steal bro. This sounds like a good course of action though. Will support.
>>294670
Praise KEK oh mighty roller.
>>294670
>>294668
roll for me bb
>>294653
On the executive order of Ripnitch, Griz is to be given as many Skaven as he needs. This significantly speeds up the research process at the cost of 10 Skaven. What Griz discovers is that the mushroom can be mutated over breeding cycles to have significant impact on young Skaven, and they can be grown to be stronger, faster, and greener than the average Skaven. A few generations of these Super-Skaven and you'd have a significantly stronger, if not a lot stupider, version of Skaven. Just one generation of these Skaven stand at least two feet taller than the average, but they are not nearly as intelligent.
(Eugenics 1 researched, Mushrooms 2 researched)
:Using the dead Skaven and the remains of the dwarves, a particularly enthusiastic individual sets up shop making tanned hide and armor. Ripnitch seizes the opportunity and designates his front porch as the community shit-area, and then uses the feces to fuel their furnaces.
(Leather Armor 1 researched, 20 spear-rats are now Light Armor Spear-rats)
Rolled 85 (1d100)
>>294687
>>294688
Really digging the writeups by the way. Also aww yiss captain skaven-hulks.
Turn 5
Month 5 of Year one
Stat Block: Skaven
Melee: Struggle (-5 to all melee rolls)
Ranged: Average (+0)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+5 to all magic 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: 56 Skaven (+6 per turn)
Military: 20 Spear-Rats 20 Semi-Armored Spear-Rats
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 16 (+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)
Resources: 40 corpses worth of hide, 15 Iron Ore
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1)
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.)
>The scouts report sounds coming from the city-center, what sounds like gruff voices organizing something. At the slightest sounds though, all scouts would run off, leaving no pertinent information. But if they had to guess, the sounds were coming from the Barracks.
Turn 5, Suggest your two actions
>>294690
The dice pope approves.
>>294699
Thanks! I love writing them! Hopefully we can make this civ a continuing thing if it goes well
>>294707
Oh roll another one for the expedition breh
>>294688
>Action 1
We don't want to sacrifice brawn for brain
We could breed super soldiers, but they might turn against us if they see the regular Skaven are weak
We either need to set up an education system or figure out how to make strong AND Smart Skaven
Action 2
>create a gladiator pit in which skaven fight with blunt objects, used for training and entertainment. Winner gets mushrooms
Rolled 73 (1d100)
>>294687
I may approve, but the dice gods decide your fate, not me. Let us pray.
>>294690
>Fashioned from leather strips made from dwarven skin, a few industrious Skaven spend a few days learning to chuck rocks with surprising accuracy across the caverns. When tested against flesh, the stones go almost right through! This should be a useful addition to the military.
Researched: Ranged (1), Slings (1)
10 Slingers added to Military
>>294704
Are we not gaining more armor per turn? If so how much?
>>294712
Oh shit we doing this next turn after the throwy weapons and expedition?
>>294722
Armor per turn will be calculated next turn, as the +20 armor was already given to the Skaven Semi-Armored Spear-Rats (check military) Next turn you'll have all Semi-Armored.
Rolled 50, 81 = 131 (2d100)
>>294704
>train military
>Find out what is happening in the Barracks
>>294723
Where is the expedition to?
>>294729
Please, son, let the dice pope do your rolls for you.
>>294729
>>294713
>Ripnitch stood over his subordinates, surveying the area. The slowly crumbling buildings still had a certain mystique to them, as if they were the skeletons of a king. And Ripnitch wanted nothing more then to rip them apart and find all the goodies hidden within. With a few silent commands, they snuck closer to the previously feared doorway, it's large stone form covered in ancient dwarvish. A large-eared Skaven pressed his body up agains the door as quietly as he could, and after a few seconds he turned to Ripnitch. "They're in there boss, gotta be a lot of em', their organizing plans about somethin". The Skaven shook in their dwarf-skin armor, in the past any fight with the dwarves was always lost in a hail of black-powder and fire. We've been pushed back long enough, Ripnitch thought to himself, and as they clambered back to their new home he began to devise ways to rid their settlement of the dwarf menace once and for all.
Sounds like getting rid of the gruffians in our city should be our top priority, we have furnaces right? Getting sharpened metal to throw, ninja star style would be good, and maybe shortswords and shields for fighting in small areas like caves and alleys.
Month 6 of Year one
Stat Block: Skaven
Melee: Struggle (-5 to all melee rolls)
Ranged: Average (+0)
Breeding: Exceptional (+5 to all breeding, significant bonus to population growth)
Magic: Exceptional (+5 to all magic 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: 62 Skaven (+6 per turn)
Military: 40 Semi-Armored Spear-Rats, 10 Slingers
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 16 (+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)
Resources: 20 corpses worth of hide, 15 Iron Ore
Technology: Mushrooms (2) Plague Magic (1) Lit-erature (1) Spears (1) Eugenics (1) Leather Armor (1) Slings (1) Ranged (1)
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.)
Turn 6, Suggest your two actions
>>294778
Open Arena/Training camp
Create sheilds
>>294778
Can we cast Spread Disease on the dwarves without affecting our own population?
Rolled 64, 12 = 76 (2d100)
>>294789
Allow me. Let's see if the dice gods bless you...
1st for Camp, 2nd for shields.
>>294799
Sadly, it appears shields aren't a viable option right now. I apologize, child.
>>294799
Whoo boy we suck at shields! Training arena was more important though.
>>294789
>>294799
>>294809
>The Skaven band together, and after seeing the Dwarves fight so very effectively with shields they attempt to mimic their technique using wood. Sadly, the process goes horribly wrong, and due to a freak accident involving some stone tools, a wooden "Shield" and a fire, a Skaven dies. Shields are written off till later notice, most Skaven prefer to fight fast and loose anyways.
-1 Skaven
>Ripping apart some stalls in a market area, the Skaven transform the open space into a crude sparring arena. The military rats spend most of their days now training and fighting, it's honestly impressive just how dedicated they seem to beating the shit out of each other. One can only hope that the same vigor will be shown when they go up against a real foe.
Military Training (1) researched (With every rank in Military training, the army gets extra bonuses to resisting morale shocks and generally being more efficient in combat. This effects their ability to process orders as well, and makes them better soldiers. Permanent +3 to all combat rolls using the Skaven military. Each rank makes this bonus go up by +3)
Building made- Training camp
Month 7 of Year one
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 (+5 to all magic 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: 67 Skaven (+6 per turn)
Military: 40 Semi-Armored Spear-Rats, 10 semi-armored Slingers
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 16 (+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)
Resources: 10 surplus armor, 15 Iron Ore
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.)
Turn 7, Suggest your two actions
>>294831
Nice! good work on the squeeking legions part.
How's everyone feel about researching chemical warfare and magic next round?
I say we use the Dwarven Status, melt them down for their precious materials such as gold.
Then we somehow lure the Dwarves out of their building with said gold. These dwarves are probably not here to retake their city, so they might be treasure hunters. If they are greedy and it works, we can surround and slaughter them. IF we are to fight we must protect Ripnitch while also letting him slay as may Dwarves as he can.
>>294858
Statues*
Also we need to focus on Breeding more. Skaven are most effective in vast numbers, and against heavily armed Dwarves in small spaces we are going to take heavy casulties.
>>294858
Sounds like a good battle plan to me do we implement that now or wait a turn?
Rolled 93, 52 = 145 (2d100)
>>294858
I'll pray. Let's hope they give us a good roll this time, children.
Rolled 5, 55 = 60 (2d100)
>>294844
>research crossbow
>train military
>>294871
Actually we might need to repair the nearby forges in order to efficiently melt down the Statues, so this could be a multiple turn plan
>>294886
blessed be thy roll father
>>294893
Son, this is why I roll.
>>294894
Ok so train Magic
Repair forges
New rolls Roll pope!
Rolled 3, 63 = 66 (2d100)
>>294908
Alright, but they might be upset since they gave us such good rolls last time. They might not be as willing...
>>294908
Oh wait or are we breeding and fixing forges?
>>294912
As I feared. The magic fails but the forges shall be built.
>>294886
>The forges are the easy part, with some simple tinkering on Clank's part they fire back into life as if not a day has gone by. With mushroom-fuled vigor the Skaven jump into action, ripping metal off of every available surface and throwing it into the smelter with gusto. What is produced are smelted bars of iron and gold easily able to coax most dwarves out of their hidey-holes. Or at least, thats what the Ripnitch keeps saying.
Forges Repaired, the power of the dwarven forges is now at your command. Use it well.
> The Skaven set up the trap as well as they can, placing the bars of metal outside their door, and posting slingers to watch as scouts 24/7. The dwarves give no response, as there's no way for them to know that there's treasure out there yet.
Month 8 of Year one
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 (+5 to all magic 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: 73 Skaven (+7 per turn), 5 Mushroom-Mutants (Better name?) (+1 per turn)
Military: 40 Semi-Armored Spear-Rats, 10 semi-armored Slingers
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 16 (+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)
Resources: 10 surplus armor, 0 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.)
>The slingers watch and wait, but there's no sign for he dwarves. They hear them, but they make no moves.
Turn 8 , Suggest your two actions
>>294947
Breed More
Study magic
Rolled 48, 47 = 95 (2d100)
>>294951
Allow me, my child.
Rolled 94, 40 = 134 (2d100)
>>294947
>train military
>research Mushroom
>>294957
*Nervous skaven noises* Hope the rat men can get it up!
>>294957
I apologize, this is all my fault. I didn't pray hard enough. Forgive me, children.
Can you describe the perimeter of the Dwarves hideout? do we have access around the entire thing? If so what is it made out of (Roof and Walls, are there windows, etc.) and how large is it?
I have a master plan
>>294957
Dice god isn't nice today
Op should roll after votes are made. It seems to me like the person first to roll is making the decisions
>>294971
We need to make a skaven chapel to the great plague god!
>>294976
I was going by highest and most popular roll, but if the majority wants this I can go back to doing it like that.
Cast the plague magic on the Dwarves!
>>294982
I just do the rolls for people who don't do it on their own.
>>294974
The dwarves hideout is a large domed building, built into the base of the cavern. It has no visible windows and is built to withstand most attacks. It was the town's barracks, and is regarded as one of the safest buildings in the entire area. it's made of stone, and has one large barricaded door in the front.
>>294982
Oh were you? My bad op...
Also just wanted to say discovered /qst/ today. This shit is so dope! This is my first thread!
We'll do a voting system, I don't like the idea of anyone's voices not being heard. So after I announce the beginning of the new round state what you want to vote for action wise, you can debate stuff but at least have one clear vote post so I can try to tally it and roll off of that.
>>294996
Welcome to /qst/! it's my first post in this part of 4chins too, I used to do shit like this all the time in /tg/ tho.
Anyways, everyone post their votes for this round and I'll do the roll. Sorry dice pope, as much fun as it was to have everyone involved in rolling this makes it a lot more clear what's happening.
>>295004
Sounds good Dice pope should still have a title though Plague pope? Screech Pope?
>>295004
So I'm no longer dice pope?
>>295017
I guess you could roll after we vote on what everyone wants, actually sure that'll work. Once we tally up votes, you roll.
>>295004
How are the Dwarves getting food and water
We can starve them out maybe
>>295024
I say we smoke them out with bad shrooms
>>295023
Yay! Thank you.
2 votes for finding ways to starve them out
Ok for some actual Actions now though
>Action 1
We use the Forge to make small blades which we fix on the end of our spears, turning them into Billhooks, Glaives and Halberds so we can pierce armor
>Action 2
We give Alpha Skaven males and mothers mushrooms so they experience a trip and fuck like rabbits to increase breeding
>>295039
+1 on this'n
>>295038
We could make a plague that makes them permanently hungry.
Third vote decides
>>295054
I voted for Starving them out.
>>295047
Thiiiird vote where art thou?
That's 3 for starve out we still need another Action though
>>295056
Okay, so starving them out it is. Pope go ahead and roll for starving them out. I'll make the executive decision and go with increased breeding.
>>295076
Ok soooo metal weapons project?
Rolled 73 (1d100)
>>295077
Let's hope the Dice gods are happy with our decision...
>>295077
Oh well good then :)
>>295081
Whoops, add +5 to that.
>>295081
giggity
>>295081
>After surveying the area the Skaven realize that there is no way in or out of the Barracks within the cavern. So there are two possible options, either they have a massive surplus of food in there, possibly the place where they would have kept food during a siege as that hasn't been found yet, or they have some way in and out of the city without using the gate.
>Using the already hormonal affecting mushrooms, Griz takes aside the majority of the population and gives them a special species of mushrooms that he's been cultivating for this purpose. Basically, they fuck like rabbits, or rats. This leads to a gigantic boom in population. Around turn 10 the population should double. Sadly, this used up all but a few of that specific type of mushroom.
+30 growth per turn for 2 turns
Month 9 of Year one
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 (+5 to all magic 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: 110 Skaven (+37 per turn), 7 Mushroom-Mutants (Better name?) (+2 per turn)
Military: 40 Semi-Armored Spear-Rats, 10 semi-armored Slingers
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 16 (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)
Resources: 10 surplus armor, 0 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.)
>The mushroom farm is no longer producing surplus, the population has grown to the point where it's eating everything that it's producing. The smarter of the Skaven estimate that around 200 rats they will begin to starve unless they increase production.
Turn 9 , Suggest your two actions
>>295112
Mushrats could be the name of the mutants.
>>295112
Increase production of shrooms
Make metal weapons
>>295117
Sounds good to me.
>>295117
Down with mushrats
2 votes for Shroom production
2 votes for metal weapons
In the Warhammer Universe, where there are Skaven there are also regular sized rats. Hundred of them. Is that the same in this universe?
>>295130
Yessir, these Skaven have a backstory we'll get into if y'all every discover it later.
>>295129
I'll vote for weapons.
Vote for Forging of Metal Polearms
Vote for cooking and eating of Rats. We are not getting protein from the Shrooms, so their diets are not good for being tough big Rat warriors
gotta have a balanced healthy diet, even if you are a manrat
>>295129
>votes for Shroom production
This is for more food right
Okay, Mushroom production and Weapon Forging it is
Dice Pope, do your thing
Rolled 57, 1 = 58 (2d100)
>>295153
It is not me, it is the will of the dice gods. Let us pray they give us give rolls. Praise be to the dice gods!
>>295156
It appears they don't want us to have those weapons yet. But they agree that mushrooms are the best course of action.
>>295156
oh.. oh god they drank the molten metal!
>>295156
fuck the dice gods
no mercy
>>295167
He knows not what he says KEK dont smite out meek rat men!
Oh boy
>>295156
No offense but I think we do this without the dice gods.
>>295184
The Hubris emanating from this thread will get us all smote
.
>>295184
One bad roll and you question your faith? It's only a few polearms. Besides, we suck at melee anyways.
>Enthralled with their new advances using the dwarven technology, the rat men bound to the forges. They chuck all they have into them, and with relentless vigor attempt to make the weapons. Sadly, the forges are completely overburdened due to not being rebuilt correctly, and they simply implode on themselves. The resulting explosion kills ten Skaven, and destroys the entire forge. Unless the Skaven have some other way of rebuilding the forge, it's completely useless for now.
(-10 dead Skaven, their bodies are charred and can't even be used for hide armor)
>On the Mushroom producing front, the Skaven attempt to squeeze little areas to grow Mushrooms. But without proper expansion all they can do is add a little to their growth rate, resulting in a net +0.5 per turn in food that rots after one turn.
>As the Skaven continue to grow in strength, they finally feel confident in their abilities. This is a good, stable ground to rebuild their empire Ripnitch thinks, maybe they will finally embody all that they can. As he sits in his humble abode, a small out of breath slinger comes rushing in "They've done got out sir!" He screams between panting. "What? How?" Ripnitch replies, before throwing the sniveling vermin aside and walking out onto his rickety terrace. The sound of cannons can be heard, and loud gruff voices reverberate around the caves.
Welcome to combat motherfuckers, the way we're going to do this is more like a D&D encounter, y'all say your actions, we roll for them, and they don't count towards the actions for the civ turn. We'll play it by ear as this is my first time doing it with this game. So what is your first action? What do you do to respond to this situation?
>>295215
Form up a spear wall have the slingers sling behind them.Ripnitch casting plague magic from the middle.
>>295220
G-guys?
>>295230
No one's voting, and Dice Pope aint' saying shit. I have to go soon anyways. But I'd love to continue this later. I'll save all of the stats to a google doc so we can have a thread if this one dies. Possibly later tonight. And if not later tonight, Tuesday.
Rolled 1 (1d2)
>>295234
Okay. If I'm not here, you roll, OP. I'll roll to bless you.
2 and you get blessed.
>>295234
Sweet deal thanks for running been great. /qst/ is slow so it should be up still bro.
>>295239
Damn not blessed, rip
>>295239
KEK killed the QM!!! See what the others Heresy has wrought!?!?
>>295215
Wear did they get cannons well we can't change that so flank it I don't think they can aim Thayer shots to fast so don't stay still or your dead.
Op come back tonight!
>>295220
No offense be the Spear-Rats are weak against missile units and you are telling them to form a spear wall in front of cannons.
>>295435
Yeah we should switch to a skirmish formation get most of our slingers overhead. Then have the spear units flanking the opening for when they emerge?
>>295493
I like that idea
>>295541
We've got to have ripnitch with the slingers casting his plague magic. Hes our plague mage right?
Hey guys, it's me. I switched computers and I fixed that hole in my wall, so I'm back. If anyone's still here I'm more than happy to keep going with this for the rest of the night
>>295649
Ready and willing QM!
>>295649
I'm here
>>295627
Add plague magic to the plan as well good eye soldier.
>>295649
#Skavenlivesmatter
Okay, so who wants to be the new Dice God?
>>295663
You do it bruh.
>>295658
Thanks fellow Skavebro. But just for the record Ripnitch is our plague mage correct?
>>295670
Yep plague mage and (fearless) leader.
>>295669
Okay, easy enough. So, what's the action for combat then? How are ya'll setting up
>>295663
I vote op do it
Im back guys
we are skaven here boys, we dont waste time forming ranks while the enemy is firing upon us
We rush onward, we our numbers and we swarm them
throw spears, then charge in like romans
>>295695
Fuck fuck and fuck
>>295697
Magic might make it and we get soldier bonus we shall see
>>295700
May the Horned Rat have mercy on us all
>>295695
>They had organized themselves on the walls and in the homes, they had been waiting for a moment to bloody their spears for months and were bristling with excitement. Ripnitch tried to keep them calm, but even he was absolutely overwhelmed with bloodlust. These were the dwarven scum that had pushed back their entire race into the darkest caverns, and it was time they payed. The Dwarves had set up a circular defense, with the cannons on small pillars that look like they had been constructed within the barracks. The door to the barracks was shut, forty dwarves guarded it now. They had a defensive shield wall up, their axes and hammers waiting to smash on anyone that got close. The Ratmen shivered with anticipation, and with one swift movement by Ripnitch, they began to unloose all the hell they could. The slingers let loose, but almost immediately they could tell they would do nothing against the incredibly thick dwarven armor. The rocks simply bounced off of the tall shields, and Ripnitch could swear he heard laughter. Enraged, he began to relentlessly cast plague magic, bolts of green death-smelling plague rocketed down towards the dwarves, but once again, their armor prevailed. Only a few dwarves fell, and before the wall could be broken they were replaced, all in anticipation for a charge from the Spear-Rats. Following the plan, it was then that the Spear-Rats charged, covered ever so slightly by the magic and the slingers. Their morale was already weak, almost no dwarves had fallen! But it was the first ring of cannon fire that made them terrified, the huge dwarven cannons fired not gunpowder and lead, but fire! The dragon-headed cannons fired streams of molten death onto the already fleeing Skaven. And Ripnitch watched as his men were eaten alive by the orange flames. Without further ado, he ordered a full retreat, throwing more plague magic just to spite them as they ran off the walls.
25 dead spearmen, their bodies charred and unusable, their weapons burnt along with their armor. Morale is weakened (-5 to all combat checks for the next 2 turns against dwarves)
>>295695
Do the dwarves roll counter rolls?
If so
>>295737
The dwarves had a set difficulty due to them having prepared for a long time, but next time I'll give them counter rolls.
>>295747
Same Tactics better rolls this time?
>>295749
do you guys want to keep fighting? Or do you want to retreat?
>>295735
Man fuck this shit! We're Skaven let's use stealth and trickery to win!
2 actions
> Send the quitest Skavvies to posion the enemies water supplies
> Send More quite Skavvies to murder them in there sleep or when on patrol
(Action 2 is negotiable)
Well with iron polearms and even simple metal armors, we still won't be able to beat the dwarves head on if they are dug in. It would take dozens, if not hundreds of casulties. We either have to start breeding hardcore, and increase food production, or come up with an elaborate plan.
Someone roll me to check of there are any sort of aqueducts or pipes at all above the dwarves location
>>295754
Retreat! Skavvies don't win with brute force!
>>295759
they are inside their base
we need to poison their supplies during battle, and we can maybe use large amounts of water to make their gunpowder inneffective
>>295759
>>295759
Okay, Round 10 then
Month 9 of Year one
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 (+5 to all magic 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: 122 Skaven (+12 per turn), 9 Mushrats (+2 per turn)
Military: 15 Semi-Armored Spear-Rats, 10 semi-armored Slingers
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 16.5 (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)
Resources: 10 surplus armor, 0 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.)
Reminding you all that you have Mushrats, and a large population that you could just hand spears quickly. Fight from the shadows y'all
>>295776
>crossbow guy was right all along
damn we should have seen that coming
>>295782
they have their supplies locked up inside the barracks
during battle there would be less dwarves guarding the barracks, and more of a chance to get in
maybe they left the fat and useless dwarf to guard the food, so we can coax him out with mushrooms and rat prostitutes