Specialists: Light Foot (Leather armour, small weapon, plus some kind of missile weapon probably shortbow; clothes & pack)
Fighters & Sorcerers: Heavy Foot (as mushgnome has listed above)
Breath also wants to look about in town for a new Glaive or similar.
Glaive counts as great/awesome weapon (attack as AF) 50sp and is no problem to purchase in the city. If you want to stick with the blade-weapon theme, you could do hand-axes for the light foot and battle-axes for the heavy foot? Or glaives so they attack as armored/defend as heavy?
Any thoughts which of the dinosaur(s) you would like for Breath and her henchwomen to ride?
Joined: Nov 2007 Gender: Male Posts: 9 Location: Vancouver, BC, Canada Karma: 7
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #317 on May 28, 2012, 1:07pm »
I'll think about more specifics of weapons & dinos. I like the idea of Glaives for her two Fighters though.
Breath will want to be on Big Mama. Although I think we'll want a PC on Big Daddy to man the gun, so Breath will take that position if no one else wants it (she'd prefer to be on Big Mama though).
I like Princess for Dream Stalker. Crew of 2, so room for one more. I'll need to think more about Breath's 3 other henchwomen.
EDIT: Minion's new Stealth Specialist might be a good choice for Croc?
crusssdaddy Level 5 Thaumaturgist member is offline
Joined: Nov 2008 Gender: Male Posts: 329 Karma: 20
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #318 on May 28, 2012, 1:59pm »
No level ups for Fated's men -- I'm keeping all the XP for myself. Armed/armored all as light foot, with the exceptions that each is armed with a quiver of 6 darts (as well as whatever hand weapon they scrounge) and they all wear matching yellow fezzes & yellow sashes.
I'll think about more specifics of weapons & dinos. I like the idea of Glaives for her two Fighters though.
Breath will want to be on Big Mama. Although I think we'll want a PC on Big Daddy to man the gun, so Breath will take that position if no one else wants it (she'd prefer to be on Big Mama though).
I like Princess for Dream Stalker. Crew of 2, so room for one more. I'll need to think more about Breath's 3 other henchwomen.
EDIT: Minion's new Stealth Specialist might be a good choice for Croc?
I don't think you have to worry about "if no one else wants" the position of gunner.
Obviously I will give PC's first dibs, then distribute the NPC's somehow that's fair to everybody.
No level ups for Fated's men -- I'm keeping all the XP for myself. Armed/armored all as light foot, with the exceptions that each is armed with a quiver of 6 darts (as well as whatever hand weapon they scrounge) and they all wear matching yellow fezzes & yellow sashes.
Fated's ulfire men are faceless cannon-fodder. (Do you wish to name the collective unit?) Cost for 6 darts and normal clothing is 11sp per man. Upgrade to leather armor for 25sp/man if you like.
Which of the magnificent dinosaurs will Fated to Die ride into combat? Will his men ride with him, or trudge along on foot?
Joined: Nov 2007 Gender: Male Posts: 9 Location: Vancouver, BC, Canada Karma: 7
Re: Episode 15: Leaving Arkham aka Voyage of the B « Reply #320 on May 28, 2012, 3:35pm »
To keep things simple, I think I'll put Devil Maw (Fighter) on Princess alongside Dream Stalker. Then Serpent's Scion and Blasphemous Blade will join Breath on Big Mama. That way her whole crew is only on two separate beasts.
For weapons, I think I'll give the two Specialists a Sax, if that qualifies as a light weapon? (essentially it's a variety of short sword), as well as a Sax as a back-up weapon for Breath and the two fighters (who will be primarily armed with Glaives).
To keep things simple, I think I'll put Devil Maw (Fighter) on Princess alongside Dream Stalker. Then Serpent's Scion and Blasphemous Blade will join Breath on Big Mama. That way her whole crew is only on two separate beasts.
For weapons, I think I'll give the two Specialists a Sax, if that qualifies as a light weapon? (essentially it's a variety of short sword), as well as a Sax as a back-up weapon for Breath and the two fighters (who will be primarily armed with Glaives).
I don't think you have to worry about "if no one else wants" the position of gunner.
"That'd be me," remarks A Gunnery Veiled dryly.
He examines the howdah and its fixtures, checking especially the weaponry and the mount-points for such. If he deems any additional arc of fire, visibility, range, or cover could be gotten out of a redesign, he looks into the costs and time required for any such modifications.
He will have to see about having a special mount point affixed for the scoped derringer.
I don't think you have to worry about "if no one else wants" the position of gunner.
"That'd be me," remarks A Gunnery Veiled dryly.
He examines the howdah and its fixtures, checking especially the weaponry and the mount-points for such. If he deems any additional arc of fire, visibility, range, or cover could be gotten out of a redesign, he looks into the costs and time required for any such modifications.
He will have to see about having a special mount point affixed for the scoped derringer.
Gunnery is impressed by the turret mechanism that cunningly allows for 360-degree field of fire from the back of the animal. His natural engineering curiosity takes over and he attempts a Tinker check [d6=2] to improve the design. Gunnery's biggest concern is loss of accuracy due to the lumbering motion of the dinosaur. By affixing a simple and inexpensive plumb-bob to the sights, he creates a pendulum that allows him to visualize and correct for the motion of the beast. Gunnery can now use the "split move and fire" maneuver with the help of his invention.
He does realize however that the enormous radio cannon has no effective point-blank range. Therefore it cannot be used against foes in the immediate vicinity of the dinosaur (that's what the howdah pistols are for).