A new people on Gate’s world ! [GATE/ROB]

Result of turn 1, first season in the new worl
Result of turn 1, first season in the new world

Diplomacy (4d6):
[X]Convince the General Cheng to recognize your authority: You are the governor of the city, it doesn't make you the chief of the troops that the emperor send here in garrison, but the situation has change, if you could convince the General Cheng to recognize your authority you would have full access to his troops. [Unlock more martial options and a commander] [TN 2 and TD 3]

1 + 6 + 6 + 2 : 4 success (2 critical success)

In the beginning, the General Cheng was reluctant to give you t command over his forces. For a very long time governors have been forbidden from possessing their own armies and he feared for his head when he would have to justify himself in front of the emperor when you returned in the empire. Fortunately, you were able to reassure him by swearing that you would plead in his favor, reminding him of the good relationship you have with your brother and that he would be understanding. After all, in this situation, the traditional rules can't be followed. It took some time but finally Cheng pledge loyalty to you and give you authority over the army. Now you control the entire force of the city and gained the service of a very capable general.

Success. Gain control of the army of the general Cheng.
Gain a new character, the general Cheng.


Gain a new character, the general Cheng.

[X]Calm the people:
Your people are frightened and a frightened people are a people who can be dangerous. Maybe a speech will calm them down by making them think that the situation is not so bad. No matter what you believe. [Calm the factions of your city.] [TN 3 and TD 3] [ 1000 Yuan] should be +2d6

4 + 5 + 3 + 3 + 6 + 2 : 6 success (4 success + 1 critical success)
Great Success

You have succeed. Beyond all your hope, your speech has not only reassured peoples far more than you thought, but you also convinced them that the granaries of the city were full and the new farms and fishing pools being created will definitively suppress any risk of famine. Of course, the mages are actively researching a way to go back home, soon everything will be normal again. The beasts? Mindless animals, they aren't dangerous enough for you to need to flee the city and they will never risk their lives by entering our city, everything is under control!

The crowd dispersed in a great mood, reassured and motivated. You know that the situation is far from fine, but the most important is that peoples believe that it is. At least you gained some time.

The overall mood of the city has become happy. (+0,5 population growth per year)

Martial (5d6):
[X]Hunting the Beasts I: The beasts outside of our city are quite dangerous they must not be taken as a light threat as they can not only hamper our growth, but also reduce the little people we have already. [TN 3 and TD 4] [300 Yuan]
2 Musketeers, 1 Heavy Musketeers, 1 Qilin Cavalry, 1 Neko Skirmisher, 1 Mage Company, 2 Elite Guards

5 + 1 + 3 + 5 + 5 = 3 success
Bare success

After that the General Cheng swore loyalty to you, you personally lead a troop of 900 men to face the beast who hunted your people. After five days of travel, you established your camp and wait for the report of your nekos skirmishers. Advancing too far in this unknown lands could be dangerous, so as your force moves through, your cartographers begin to draw the beginnings of a map of the territory surrounding the city. It isn't perfect, but it's a beginning for future expeditions.
You just finished establishing your camp when the skirmishers returned to report, their sergeant looks worried.

"My Lord, we have found an army of 5000 of the beasts. They are heading straight for us, and they are fast! They will be here in one hour or two!

Their number is a lot more important than what you thought. But you don't have any other choice than to prepare for the battle. You don't have the time to call reinforcement or find a better position to establish your troops.

"All units! Into formations! Prepare for the fight!

Result: Pack 5000 beasts found. Battle turn in the next.

Steward (2d6):
[X]Farms Expansion: As said by the council, food is a primary concern. You have reserves, but they will not last. It is better if we immediately put ourselves into solving this problem sooner rather than later. The council members also advice for escorts to be assigned to the new farming villages outside the city. After all, we don't know what we will find outside.[5000 Yuan can be selected as an investment for this project][Pick as many units as you want to act as escorts for this project] [TN 3 and TD 2] [1 turn] 1 Horse 2 Musketeers, 1 Heavy Musketeers, 1 Cavalry, 1 Horse Artillery

6 + 2 + 2 + 4 = 3 success (success + 1 critical success)

Your decision to give an important division of soldiers to protect the village builders was a good decision because they were constantly harassed by the monsters during their work. one time they were very close to entering the site and killing the builders, but fortunately, your cavalry repelled them long enough to give at your musketeers the time to chase them off. Since then incident vigilance has been increased and the artillery fires as soon that a group of beast appear to scare them. But their constant presence frightened the builders and delayed the construction

Success. +1d6 food each season

[X]Fishing in the river: Farming isn't the only way to bring food to the table, establishing fishing activities next to the river will help to feed your people. It will not be a source of food as reliable as a farm, but it will quicker to put in place.[2500 Yuan can be selected as an investment for this project] [TN 2 and TD 2] [1 turn]
4 + 5 + 2 + 5 = 3 success

Fortunately, the fishing pools have been finished in time and fishermen have already begun to fulfill the storehouses with fish. It isn't a lot, but it's a start.

Result: Normal success. +1d3 of food each season.

-8800 Yuan.
 
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These "beasts" seem quite formidable compared to our tech level, and the fact they're maneuvering towards us with uncanny speed and precision implies they are not "beasts" like we thought.

I wonder if it will be at all possible to try communicating with the "beasts", bc they could just be the natives of this world, just not humanoid in nature.
 
These "beasts" seem quite formidable compared to our tech level, and the fact they're maneuvering towards us with uncanny speed and precision implies they are not "beasts" like we thought.

I wonder if it will be at all possible to try communicating with the "beasts", bc they could just be the natives of this world, just not humanoid in nature.

Without spoiler, yes, it seems that this beasts or more than simple dangerous animals.
 
The first battle in this new world
The first battle in this new world



Your troops are ready for the battle, and it isn't a moment too late. They had just finished being armed and get into formations when the enemy was finally in sight. For a moment you think that they will charge recklessly on your troops, but to your surprise, they stop. The creatures roar far in front of your troops but without enter in the range of.

Martial test, Td 4, Tn, 3
4, 1, 1, 5, 4


As you prepared your troops your notice the movements on the side of the beast horde, they were in disarray, small bands going everywhere without logic. But you couldn't help but feel that something wasn't right. You stop to observe them with your telescope. It took some time for you to understand but you finally realize that their movements were not disorganized. It's the contrary.

Two groups of 500 go in the flanks, in the front are the majority of the beasts but you notice that in the rear they have a form a band of 1,000 thousand monsters separated from the main group. A reserve.

You realize with horror that you aren't facing mindless beasts without tactics or organization. These creatures know at least the bases of strategy. They act like a real army. From their positions, you understand that their plan is to attack you on the flank while the main group will rush for you. The group in the reserve will wait until they have a good opportunity for them to exploit or cover the retreat if necessary.
They will not wait long before attacking, you must organize your battle line now. You just hope that it will be sufficient.

The terrain is mainly grasslands, the only place with height is where you established your camps but it isn't big enough to place all your troops on it. None the less the unit you place here will have a bonus to their range attacks.

[] Describe a battle plan.

[] Where do you place yourself? (You could rest behind the line, in this case, you will not participate directly to the fights, but you will able to command your troops after the engagement.

If you choose to participate to the fight you will augment the morale of the units near you and will be able to inflict casualties of the enemy yourself, but you won't be able to see how all the battle is going once you have engaged the enemy.

Note: I gave you guys some equipment that you can find in the character sheet. Also, consider that you mount a Qilin for this battle.


You have currently 900 soldiers vs 5000 beast

Army composition :

-200 Musketeers
-100 Heavy Musketeers
-100 Qilin Cavalry
-250 Neko Skirmisher
-50 Mage Company
-200 Elite Guards

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27 hours before closing the vote
 
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[X] Plan Standard Strats
-[X] Forward(just below the elevated area) - 200 Elite Guards
-[X] Center(elevated camp zone) - 100 Heavy Musketeers, 200 Musketeers, 46 Mage Company.
-[X] Left Flank(concealed behind the slope for the main enemy mass) - 125 Neko Skirmisher
-[X] Right Flank(concealed behind the slope for the main enemy mass) - 125 Neko Skirmisher
-[X] Reserve(Concealed behind slope except for yourself and some mages at the best vantage point) - 100 Qilin Cavalry, 4 Mages, Yourself
-[X] Set up defensive positions, Elite Guards screen the camp, regular Musketeers arrange themselves to support the Elite Guards, Heavy Musketeers set up at higher elevation to hammer breakthrough attempts, Mages take out leadership, mages or enemy clusters.
-[X] Neko Skirmishers will hold until enemies contact the front line, then engage enemy flankers.
-[X] Cavalry hold to counter enemy reserves or exploit opportunities, you'll deploy together when they do.

IIRC our mages are Chi/Rune based, so its better to think of them as elite flankers than artillery, right?
 
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IIRC our mages are Chi/Rune based, so its better to think of them as elite flankers than artillery, right?

Mage are more use as mobile artillery than flankers, even if they can do this role. Because they are few in numbers they can't face the ennemy directly efficiently. Si the majority or generals guard them behind the lines.
 
I think we want the mages in the center then to try and break up the center charge along with the muskets so that they can then swing to hit flanking forces. Keep the Qilin in reserve to back up our flanks as our skirmishers should be well skirmishing

@Kalrotix for the farms we had 3 successes and needed 2 how was that a bare success? Fishing was 4 success, not sure if that changes anything
 
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@veekie can you have the mages provide fire support since they are artillery
[X] Plan Standard Strats
-[X] Forward(just below the elevated area) - 200 Elite Guards
-[X] Center(elevated camp zone) - 100 Heavy Musketeers, 200 Musketeers, 50 Mage Company.
-[X] Left Flank(concealed behind the slope for the main enemy mass) - 125 Neko Skirmisher
-[X] Right Flank(concealed behind the slope for the main enemy mass) - 125 Neko Skirmisher
-[X] Reserve(Concealed behind slope except for yourself and some mages at the best vantage point) - 100 Qilin Cavalry, Yourself
-[X] Set up defensive positions, Elite Guards screen the camp, regular Musketeers arrange themselves to support the Elite Guards, Heavy Musketeers set up at higher elevation to hammer breakthrough attempts, Mages take out leadership, mages or enemy clusters.
-[X] Neko Skirmishers will hold until enemies contact the front line, then engage enemy flankers.
-[X] Cavalry hold to counter enemy reserves or exploit opportunities, you'll deploy together when they do.

IIRC our mages are Chi/Rune based, so its better to think of them as elite flankers than artillery, right?
Adjusted to fit. They're now used as artillery
 
Hello everybody, sorry for the long time for the update but with my thesis to write I didn't have time to write the battle even if I already calculate it, I will try to release something this week-end.

Also I realized that I made an error in writing the preparation for the battle I gave you 900 troops when you should have 3000. I Wrote like if a unit of 1 musketeer was 100 soldiers when it's 800 :confused:

So excuse me for the delay and the confusion, I will make sure to not make the same stupid mistake the next time.

Good news, you win, the beast are defeated. ;)
 
The battle of the hill
With a powerful roar the beasts charged just as you finished to place your soldiers. Their feet make the ground tremble as they close the distance with your troops. But you remain calm enough to analyze the situation.

Elite guard BS


D: 3


3+1+1+7+7


3 success


Monsters' save:


4d6 -2d carbines

2+3+4+4


15% of the monsters die


2550


200 of your elites guards, the best warriors of your army calmly take their carbines and wait until the best moment to fire. When they do it, the result is impressive, but not as much as you had initially thought. Even if hundreds of monsters fall under the shots of your guards, more would immediately trample on their dead to continue the charge without hesitation.

Ming Musketeers


5+5+7+2 (+1d6 with upon hill)= 3+5+7


Monsters' save:


4d6 (-2d carbines)

4+6+3+1



10% loses : 2295


Heavy Ming Musketeers


5+1+6+1+6 (+1d6 with upon hill)= 5+6+7


Monsters' save:


4d6 -2d muskets

5+2+1+3


15% loses : 1950


The next volley, by your musketeers take down another large portion of the creatures numbers, but it doesn't stop them either. They continue paying little attention to the death of the members of their pack.


Mage Company

6+6+2+2+6 (+1d6) 6+6+6


Monsters' save:

0 against magic

15% loses : 1657


Finally, It's time for your mages to enter into action. The spells burn the papers where they are written as the mages unleash their powers. Hundreds other of beasts fall as they are hit by fire and lightning.
Beast discipline test

Test discipline: 5d8

D: 4 TN 4


5 + 3 + 6 +7 +4


Successful, beast continue the fight.


Half of the monsters are dead and this time you think that they will finally break and flee. But to your surprise they continue their advance, even though they have already lost half of their number. They just crush the fallen beneath their feet and continue their advance.

Elite charge

Melee skills 6d8


6 + 6 + 3 + 7 + 4 + 1 (+5d6 Qilin charge) 5+3+2+5+3


Beast charge

Melee skills 5d8


5 + 1 + 2 + 1+ 5 +(5d6 charge) 4 + 5 + 1 +4 +1 (crushing number +5d6) 6 + 3 + 6 + 3 + 1


Elite guard : 6 + 6 +3 +7 +1 +5 +2+ 5+3 (45%)


Beast 5 +5 + 6 +3 +6 +3 +1 (35%)


Beast save 2 +6 + 4 + 4


6 +7 +1 +5 +2+ 5+3 (35%)


Elite guard save 3 +1 + 6 + 3+3


3 + 6


5 +5 + 6 +3 +1 (25%)


Beast remaining: 1077

Elite guard remaining: 150



Beast discipline fail

Test discipline: 5d8

D: 5 TN 4

4+6+1+7+8

Fail, main group of beasts flee.


The beast closed the distance quickly, too quick for a second volley. Rather than waiting to being charged by the monsters, they choose to counter charge them.


The clash is terrible, and you can hear the two groups crashing into each other from where you are, the beast fight ferociously and their numbers are overwhelming. But your elite guards are your finest warriors and their Qilin are as dangerous than the beast than they fight. For each one who falls, they take a great number of monsters with their Daos, their swords, and they Qilin. Finally, the resistance is too much, even for the beasts. The main group flees.


But it's far from over, while the main groups fought your guards, the two other packs of 500 creatures was sent in the flanks attack your musketeers.
100 heavy ming infantry BS

7+1+3+7+2 (4d8 + 1d6 hills)

3 success

Armor save (2d musket)

3+2

20% losses 425

Beast remaining: 425

Your heavy musketeers fire as soon that they can, beasts fall, but it isn't enough to stop them from reaching the lines.



Fortunately, the hills slow them down to reduce the impact of their charge and the bayonets help your men to maintain a distance. But the skin of the beast is tough, and soon, your soldiers begin to fall to their teeth, their claws and they strength.

500 beast charge vs 100 heavy ming infantry

Beast charge 5d8 melee + 4d6 charge + 3d6 number advantage - 2d bayonets vs cavalry - 3d hills.

7+3+6+8+2+1+1

Heavy Ming mele 4d6 + 1d6 (hill)

4+5+2+1+6

Beast 7 + 6 + 8

heavy Ming 5+6

Heavy Ming save

1 + 5 + 6 + 1

10% losses: 90 remaining

Beast save :
1 + 5 + 1 + 1

5% losses: 403 remaining
Ming musketeer BS

3d8 +1d6

8 + 8 + 2 + 5

Beast save

4 + 6 + 5 + 3

10% losses: 450

Your regular musketeer's fires too to kill some monsters, but not enough to dissuade them to reach your lines.

Beast charge:

Beast charge 5d8 melee + 4d6 charge + 3d6 number advantage - 2d bayonets vs cavalry - 3d hills.

2 + 1 + 7 + 1 + 7 + 7 + 1

1+7+7+7+1

Ming musketeer melee

4 + 1 + 1 + 3

4+3

Ming musketeer armor save

4+6

20% losses : 160

Beast armor save

3 + 5 + 6 + 6

Beast loses 5% : 427

On this side, more of them fall, their light armor offering them little protection against the strength of these creatures.


Mage magic test (Ming musketeer side)


7 + 2 + 5 + 10 + 3 (+1d6 hills) : 7 + 5 + 10 + 3


Beast loses 20% : 341[/SPOILER]


Seeing the situation you order to your mages to support your soldiers, the beast's blade resistant skin offer them little protection against magic. A lot of them fall. It's at this moment that you give your skirmishers the signal to enter in the fight.

Mage magic test (Ming musketeer side)

7 + 2 + 5 + 10 + 3 (+1d6 hills) : 7 + 5 + 10 + 3

Beast loses 20% : 341[/SPOILER]


On the left flank, the intervention of your neko musketeer routed the beast, the beasts were surprised by the flank attack and the strength of their prey.


Neko skirmisher (Heavy ming musketeer)

8 + 5 + 5 + 7 + 8 + 6 (+1d6 flank attack)

Beast save

6 + 4 + 3 + 2

Beast loses 30% : 282

Beast discipline test

D: 5 TN 4
3 + 1 + 6 + 8 + 5
Fail, beast flee

Neko skirmisher (Ming musketeer)

5 + 3 + 4 + 3 + 5 + 7 (+1d6 flank attack)

Beast save

2 + 2 + 6 + 3

Beast loses 25%: 320

Beast discipline test
D: 6 TN 4
6 + 4 + 7 + 8 + 8
Beast succeed

On the right however, it isn't sufficient, feeling that they had more success, the monsters refuse to fall back. It's at this moment that your Qilin cavalry charge.

Qilin cavalry charge
6d8 + 5d6 - 3d6(hills)
6 + 5 + 3 + 2 + 3 + 8 + 4
Beast save :
4 + 5 + 6 + 4

Beast loses 20%: 256

Beast discipline test
D: 6 TN 5
5 + 2 + 5 + 1 + 5

fail, beast flees


This time it is too much for them, the monster flee.



You observe the enemy reserve, they don't seem to want to attack, just waiting for the most part of their horde flees before retreating as well. Your soldiers scream with joy at this sight and you smile as well. The battle is won.

VICTORY!

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Sorry for the long time to answer, making the battle the battle took me more time than I thought. Also, I realize during this holidays that I waited too long to begin writing my thesis that I must write for October so I will be occupied until these next days...

I will try to answer to the quest at least once per week but I can't promise anything.
 
Hey, everybody, sorry for the long time without updates but I'm very busy with my thesis to write. I will continue to be very busy until the 22 october but I will try to post an update this week end.
 
hello everybody, really sorcery for the quest I have been really occupied with my formation recently. I decided to reboot the quest on Questionnable questing if some of you are always interested ^^
 
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