Rising in the East (OOC)

If you want you can do....but maybe lets go for thinks with hard numbers being simply added on-top of another, while boni that come in percent or are combat rolls have diminishing returns of only 50% of the when you stack them on-top of another (100% - 50%-25% etc.) that should balance things out again.

Very sorry things are still moving around people, I'm still trying to tweak the system to be well..."fair?" "playable?" something like that~

Edit: Currently marking attachments which can not be stacked.

Alright, editing sheet now. I'm still a bit disappointed that the priests can't be stacked, but the White Cloaks are already badass enough with the +3 bonus. Adding up the officer's skill and the priests bumps it up to a respectable +6. Does that mean it's nearly impossible for them to rout en-mass?

Yep...to which degree I will leave up to the players...after all some people don't like SI's and it might be quite funny to have some SI's and some "original" personalities sitting at the same table. Of course you could also become an amalgamation of both personalities~

I'm likely gonna play the character straight. SI has always made me a bit uncomfortable.
 
Adding up the officer's skill and the priests bumps it up to a respectable +6. Does that mean it's nearly impossible for them to rout en-mass?

Yes....it will be even hard for them to flee. They might waver but most likely that will be it...or they will stand their ground.

I'm likely gonna play the character straight. SI has always made me a bit uncomfortable.

Let's hope you find yourself in very strange staff meetings then....or you will be the only one having noticed that otherworldly body snatches have taken over the officers of your corps o_O
 
Alright, editing sheet now. I'm still a bit disappointed that the priests can't be stacked, but the White Cloaks are already badass enough with the +3 bonus. Adding up the officer's skill and the priests bumps it up to a respectable +6. Does that mean it's nearly impossible for them to rout en-mass?

What page is your regiment sheet posted? Can you give a critique on my regiment's stats please?
 
Let's hope you find yourself in very strange staff meetings then....or you will be the only one having noticed that otherworldly body snatches have taken over the officers of your corps o_O

And, of course, as the only other legible officer on staff, I'm hereby justified for executing the lot of you as despicable imposters. All hail the Russian Empire! :D

Yes....it will be even hard for them to flee. They might waver but most likely that will be it...or they will stand their ground.

Would they still be able to retreat, though?

What page is your regiment sheet posted? Can you give a critique on my regiment's stats please?

The fourth one. And sure, I'll check out your sheet.
 
Regiment: 23rd Rifle Regiment "Eagle Eyes"
1. Veterans of the Crimean War (10)
2. City (5)
3. Line Infantry with Rifled Muskets (10)
4. Scientists – Clanker Company + Engineers (15)
5. Mundane - Field Hospital (5)
6. Mundane - Improved Supply Train (5)
This is now my current arrangement.

The first three are to get me the best riflemen possible.

The last three, the attachments, are there to support the riflemen.

The Clankers act as a buffer against enemy attack, and provide extra firepower.

The field hospital reduces casualties taken after each battle, increasing the survivability of the regiment.

The improved supply train improves mobility and flexibility, allowing the regiment to keep up with its comrades, and outmaneuver its foes.
 
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  • Veterans of the Crimean War (10)
  • City (5)
  • Dragoons (5)
  • Alchemist - Field Apothecary (15)
  • Mundane - Improved Supply Train (5)
  • Mundane - Military Priests (5)
  • Mundane – Field Hospital (5)
It looks like a good selection all around.

@Simpli, does the City origin bonus apply to the carbines of Dragoons?

The hard part about the Field Apothecary, is that it would only save, at most, 5% of your regiment. That's only 100 troops, for 15 points.

How about getting Clankers instead or something?

Edit: @Simpli, do Clankers attack at medium range?
 
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Ohhhhh...the Combat Throw modifiers adjust the TN we're trying to hit? That wasn't quite clear at first.
 
It looks like a good selection all around.

@Simpli, does the City origin bonus apply to the carbines of Dragoons?

The hard part about the Field Apothecary, is that it would only save, at most, up to 5% of your regiment. That's only 100 troops, for 15 points.

How about getting Clankers instead or something?

Edit: @Simpli, do Clankers attack at medium range?

Its sleepy time for me so I gotta do it tomorrow. But thank you. :)

I was ironically inspired by the SS Fire Brigades of the Eastern Front to be exact. :drevil:

Edit: But will they stand up and fight, hit their targets and take it well to the chin? Logistics is my primary concern IC and OOC.
 
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Playing Straight or SI?
Well, the GM told us SI.
.... Unless i can, with permission, Dark Tower this and be a presence in the mind which -can- take over or gently nudge, but normally only observes.
 
Edit: But will they stand up and fight, hit their targets and take it well to the chin? Logistics is my primary concern IC and OOC.
There's 300 of them.

Each has a combat rating of 1, giving you 300 extra combat dice at full strength, excluding bonuses.

Each has 2 armor, meaning that attacks targeting them have their combat throw values reduced by 2, meaning that attacks are less likely to hit them. Armor is like a force multiplier in terms of defense.

All 300 Clankers must be destroyed before your regiment can take casualties, making the clockwork soldiers your buffers.

Lastly, 20 can be repaired each day. This means that they can recover given time.
 
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Well, the GM told us SI.
.... Unless i can, with permission, Dark Tower this and be a presence in the mind which -can- take over or gently nudge, but normally only observes.

That would also be quite interesting to read....the SI thing was more because all Council RPs I played so far were SIs...so basically go with whatever you like~

Would they still be able to retreat, though?

Orderly Retreats are always possible....and make it easier to fight back pursuing cavalry.

@Simpli, does the City origin bonus apply to the carbines of Dragoons?

The Carbines of the Dragoons aren't rifled ^^

The fourth one. And sure, I'll check out your sheet.

Will Threadmark all applications soonish~

Edit: @Simpli, do Clankers attack at medium range?

Yep~

@Simpli Are Witches strictly female?

And yep~ All of them~
 
Sailor Midgard - Ekaterina Aljewna Tarakowina Aka "The White Death" - First Tsarinas Sarmatians
Name:Ekaterina Aljewna Tarakowina Aka "The White Death''

Age:30

Description:
A tall, very pale woman with long almost white hair, slender and muscular.Blue eyes, red lips.
A touch of tartar blood .


Bio:When a Cossack Ataman falls in love with a headstrong witch from a noble house, scandal follows.
So it was with Alexei Dimiriewich Tarakanow and Aliena Orlow.
Their elopement and marriage was the talk of St.Petersburg , and had it not been for the fact that Ataman Tarakanow was a war hero....
But so, Prince Sergei Orlow forgave.
And when their daughter was born, the couple was happy, as were their relations.
And then, when their little girl was just five, Something... happened.
Somthing magical.
And Alinja died.
Her father again bucked the wishes of her grandfather.Instead of giving her to the ccare of him and his witch wife Xenia, he chose to raise her among the cossacks.
She grew up in the saddle and in the camo.
A marvelous rider, a hardened survivor... and when she turned 15, she topped it all.
She enljsted in The Queens Sarmatian Guard.
The only all woman cavalry regiment in all of Russia.
She would make her father so proud.
And whether by protection, her own unremitting pluck and valor... or a combination of both [most likely both], she has risen to command this year...

Stats: (You can assign 2,2,1,1 to them)

Strength –
1

Agility – 2

Intelligence – 1

Charisma – 2

Talents: (to be earned)

Regiment First Tsarinas Sarmatians, The Amazons, thode crazy bitches

History : It all started with Ekaterina the Great.And a throwaway comment of Voltaire about the ancient Sarmatians, theit female fighters and the terrifying efficiency of the Dahomeyan royal guard of today- the amazons....
Ekateria was laughed at when she purposed the ides of an all female cavalry regiment .
Bad idea.
You do not laugh at the Tsarina.
At first, while being pampered and equiped with the best, the rregiment remained somewhat a showpiece and pet project .
This changed with the first female commander, the redoubtable Elenna Wassilissa Naryshina.
She singlehandedly transformed the showy amazon guard into a true lancer regiment, fast quick and deadly.
And when The french came, they were ready.
After that, nonedoubted their value.
And independent young women from all over russia flocke to the Gryphon banners of the sarmatians... as did witches.
in the Crimean war, the regiment managed to win further laurels- mostly by being mobile as the steppe wind , to cite regimental commander Tatiana Aimatova.


Lancers/Light Cavalry (0)
On fast and little burdened horses, the Light Cavalry is designed for only one thing: speed, speed and even more Speed to bridge the distance between themselves and the enemy…or to further it as quickly as possible. After the attack of the Light Brigade -thanks to a garbled telepathic message after a Russian Witch set the telepath on fire- on a fortified position was shattered by organized Infantry and Artillery, their role has changed a lot. They are now mostly used as skirmishers or screening for the advancing Infantry, but also to make deep strikes into enemy territory – they are highly mobile, but shouldn't be send out on their own against the enemy.

Combat Throw Bonus of +2 in melee combat
Equipped with Lances & Sabers
Combat rating: + 2 per soldier
1 Additional Hex Movement on the Campaign Map.


Regimental Strength: 2.000 Soldiers in eight squadrons of 250 Riders

Veterans of the Crimean War (10)

The war between the Russian Empire and the Ottoman Empire with France and Great Britain on its side, first saw the use of many "scientist" weapons and the first scout dirigibles were used right next to the poisonous gases of Hanoverian Alchemists that the British brought with them. Russia…was at a disadvantage, as Tsar Nicholas always had "his" victory against Napoleon in the middle of Europe in mind and never modernized the army and always tried to manage military matters even when his decisions were…less than stellar. Regiments who went through this war are some of the best the Empire can offer, having learned to fight with modern and not so modern weapons – or at least to survive them. They are the army's Elite and know it.

When shooting with rifled Muskets + 5% Combat Rating

Values
Moral: 2d6 +2
Combat rating: 1.2 per soldier


Land (0)
Your soldiers are regular peasants, fearing God and the Tsar and seeing the duty in a military as just one more thing to be afraid off. They are not the best educated for sure, but they form the firm backbone of the army and more than a few of them are still motivated into service to thank the Tsar that led them out of serfdom.
When in melee + 5% Combat Rating


Mundane – Field Hospital (5)

A soft bed, clean instruments and the serious faces of a few nurses and doctors, together with one bored Alchemists. Survival chances after a battle have never been better for our soldiers and its nearly perfectly mundane.

Up to 40 % of battle causalities are able to make a full recovery.

Mundane – Improved Supply Train (5)

Shoes and Food, ammunition and steel. An army needs many things and not a lot of them will be coming along with you to the new or the old world. As such they will have to be transported with you and a good baggage train of wagons and craftsman to keep them going will bring you quite a step further.

1 Additional Hex Movement on the Campaign Map.

Look to the Horizon (10) (Cavalry only):
"Fight Harder, Boys!" "Sir, look there! Look!" "What, another enemy Regiment?" "No, Sir, the other direction!" Stunned Silence before next line. "Oh thank god."

A Cavalry unit can choose to appear in an adjacent hex where an allied Unit is in battle. This can only be done once/turn and commits the Cavalry unit to that battle and thereby makes them unable to move in the turn after - because of the quick ride they can also only use 90% of the CR.
The GM is not required to give full/accurate information to the Regiment Leader before he/she has to choose.

Coven – Fire & Lightning Artillery (20)

Fire has something…primal around it – it does make you feel safe…and endangered at the same time: the heat luring you in as long as it's comfortable and the fire burning the unwary. Some Witches specialize in disciplines that are clearly set out to be used to burn and kill the enemies of the Tsar and their hands let out streams of fire and lightning against the enemies of Russia – no matter if they are burning down a field of lightly clad peasants or kill a knight through the metal on his body. It's better to not annoy this warlike coven when they are in your care…

Every two turns either a flame attack of combat Rating 300 + Throw Bonus 6 up to Medium Range or a lightning strike combat Rating 100 + Throw Bonus 3 + Anti-Armour -2 up to long range.


Mundane – Military Priests (5)

Guns are blessed, rifles fired by a holy man with a smile – mass given for the living and sermons told to remember the death. No army truly can be functioning without at least a few people of the cloth and these priests live in the barracks and battlefields with their sheep.

Morale Modifiers +1 at every occasion

 
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So, will we we be able to earn new qualities for our regiments in time? It'd be nice for me to be able to grab a Hospital Tent somewhere down the line, since as is, I'll probably be suffering a fair few casualties from friendly fire within my own ranks...
 
By the way, I just want to say that I am quite excited to play this. I have a feeling that it is going to be a very interesting game and I'm eager to see what elements of it we discover along the way.

That is of course if I get accepted, the players have yet to be selected.
 
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