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The SeaKings Redesign #12 - Naval Barbarian
#2
I had many long talks with Zan E. of Midgard USA on the Barb faction, including the Skelts (Relegious Foot based Barbs). The Barbs can make on hand what ever number of Long Ships they needed to be used for their clan's need.  They also could make from scratch either LI and LM weapons to arm their retainers too. Now I worked out with Zan to allow all SeaKing  clans men to be armed as LI/LM weapons, thus double armed. The SeaKings were roughly Marines being able to fight both on Land or Sea, but were the Masters of Sea Warfare.

The Skill start up was:

SeaKings <clan name>
LDR: NST-2, NAV-1, SEA-1
  F1: NTA-1
  F2: NTA-1
  F3: NTA-1

So you start will a defined (7) Skill level, with a extra (3) to be defined. My advise would be to do this.

SeaKings <clan name>
LDR: NST-2, NAV-1, SEA-1, CMD-put incharge of a Specific Clan Unit2, STR-1
  F1: NTA-1
  F2: NTA-1
  F3: NTA-1

Then have the Leader train (+CMD) to the FI,F2,F3...then during those 6+ Cycles/Turns recruite to build up your clan to go raiding.

SeaKings <clan name>
LDR: NST-2, NAV-1, SEA-1, CMD-2.30, STR-1
  F1: NTA-1, CMD-1
  F2: NTA-1, CMD-1
  F3: NTA-1, CMD-1

The SeaKings had NO Regiments, but you could find via Special Actions trainers in various skills for a FEE. I would look to train your F!,F2,F3 in (+1TAC) skill to begin with making them very effective Followers to be placed in charge of a specific clan unit.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

Father Morpheus's theme music
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RE: The SeaKings #12 - Naval Barbarian - by DreamWeaver - 12-25-2019, 07:30 PM
RE: The SeaKings #12 - Naval Barbarian - by Davin - 02-17-2020, 12:51 AM

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