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Battle Brothers LP - Slayin' With the Boys
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- Turtle
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- maidenhaver
- Posts: 8290
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- Location: ROLE PLAYING GAME
Us at the Temple of Naked Healing Girls
- Oyster Sauce
- Site Moderator
- Posts: 7563
- Joined: Jun 2, '23
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Adventurer's Guild
I'm reading that this game has handgonnes. That's clearly what my son specializes in.
- Hauberk
- Posts: 667
- Joined: Nov 16, '23
If it seems like I miss a lot you should know that it is only to lull the enemy into a false sense of security... That second rank hit was totally meant to happen, by the way!
- boot
- Posts: 327
- Joined: Jul 10, '23
- Location: NYC
- Contact:
this is a good LP and I am reading, if you can make a commando named boot who stalks the field with bow/crossbow and a trusty dagger
- Nemesis
- Director of Synchronous Communication Channels
- Posts: 893
- Joined: Feb 2, '23
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- Kalarion
- Turtle
- Posts: 1175
- Joined: Feb 2, '23
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Adventurer's Guild
@OnTilt:

As you can see, I've got you pegged for now as a 2h mace bro. If you want me to build you some other way let me know. Your trait is Fearless (+5 resolve) and your background is Bastard Noble.
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@Cogemeister, you have three dings stacked up. Please let me know what stats and perk you'd like to take for the first of them. If you don't let me know by tomorrow afternoon I'll assume you've given control to me (for now, at least).
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@gerey:

Note that even though you only have the one stat roll to do, you have 2 perks stacked up. Let me know which ones you'd like to take.
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@Irenaeus:

Remember to let me know your perk choice.
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@Hauberk:

Perk as well. I keep forgetting to give you your surname. I'll put it in shortly. Do you still want Torn-Ear? Keep in mind that injury you got wasn't the permanent version, Missing Ear. It's since healed.
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@Boontaker:

Perk as well.
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@Nemesis:

Perk as well.
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@1998:

Perk as well. Keep in mind you're now level 5, which means you can choose your weapons spec and a surname. Let me know what you'd like.

As you can see, I've got you pegged for now as a 2h mace bro. If you want me to build you some other way let me know. Your trait is Fearless (+5 resolve) and your background is Bastard Noble.
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@Cogemeister, you have three dings stacked up. Please let me know what stats and perk you'd like to take for the first of them. If you don't let me know by tomorrow afternoon I'll assume you've given control to me (for now, at least).
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@gerey:

Note that even though you only have the one stat roll to do, you have 2 perks stacked up. Let me know which ones you'd like to take.
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@Irenaeus:

Remember to let me know your perk choice.
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@Hauberk:

Perk as well. I keep forgetting to give you your surname. I'll put it in shortly. Do you still want Torn-Ear? Keep in mind that injury you got wasn't the permanent version, Missing Ear. It's since healed.
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@Boontaker:

Perk as well.
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@Nemesis:

Perk as well.
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@1998:

Perk as well. Keep in mind you're now level 5, which means you can choose your weapons spec and a surname. Let me know what you'd like.
- 1998
- Posts: 2914
- Joined: Jun 23, '23
- Location: Beregost
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Adventurer's Guild
NICE!
Throwing Weapons.
Resolve, Initiative, HP.
Pathfinder
And surname ehm WAGNER
Throwing Weapons.
Resolve, Initiative, HP.
Pathfinder
And surname ehm WAGNER
- Kalarion
- Turtle
- Posts: 1175
- Joined: Feb 2, '23
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Adventurer's Guild
The bros have unlocked a new tier of perks. Tier 6 usually represents the completion of a core build. All four perks in this tier are excellent. Currently Whiteshark, Gerey and Boontaker are high enough level (7) to pick them. They are:
Tier 6
Berserk - gain a charge of 4 AP, up to once per round, upon killing a target. Notes - you've already seen its potential on Kalarion. A great perk for any high weapon-skill bro. Absolutely incredible on 2-handed swords and hammers, bow ranged, and swordmaster/duelists.
Headhunter - when you get a headshot, the next attack that hits is automatically also a headshot. Notes - fantastic for 2-hand axe bros, for gamblers, and for polearm (specifically pike) bros. Inconsistent headshots is a big problem, this fixes it.
Nimble - Gain 60% damage reduction to HP damage. The damage reduction scales down drastically for every point of fatigue penalty you have over -15 (in other words, heavier armor quickly drops the damage reduction to negligible or no benefit). Notes - disgusting for duelists, who typically want high initiative and light armor anyways. If you can get a duelist with 70 or more HP he'll be nigh unkillable with this perk. Good for any class that wears lighter armor, such as polearm bros and archers of all kinds.
Battle-Forged - Gain damage reduction for armor equal to 5% of your total current armor durability. The more armor you have and the more intact it is, the bigger the benefit. Notes - mandatory for any bro wearing heavy armor. Standard heavy armor wearers can expect to see approximately 20-25% (400-500 total durability) damage reduction. The highest tier armor can give up to 35% (at 700 total).
Tier 6
Berserk - gain a charge of 4 AP, up to once per round, upon killing a target. Notes - you've already seen its potential on Kalarion. A great perk for any high weapon-skill bro. Absolutely incredible on 2-handed swords and hammers, bow ranged, and swordmaster/duelists.
Headhunter - when you get a headshot, the next attack that hits is automatically also a headshot. Notes - fantastic for 2-hand axe bros, for gamblers, and for polearm (specifically pike) bros. Inconsistent headshots is a big problem, this fixes it.
Nimble - Gain 60% damage reduction to HP damage. The damage reduction scales down drastically for every point of fatigue penalty you have over -15 (in other words, heavier armor quickly drops the damage reduction to negligible or no benefit). Notes - disgusting for duelists, who typically want high initiative and light armor anyways. If you can get a duelist with 70 or more HP he'll be nigh unkillable with this perk. Good for any class that wears lighter armor, such as polearm bros and archers of all kinds.
Battle-Forged - Gain damage reduction for armor equal to 5% of your total current armor durability. The more armor you have and the more intact it is, the bigger the benefit. Notes - mandatory for any bro wearing heavy armor. Standard heavy armor wearers can expect to see approximately 20-25% (400-500 total durability) damage reduction. The highest tier armor can give up to 35% (at 700 total).
- Kalarion
- Turtle
- Posts: 1175
- Joined: Feb 2, '23
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Adventurer's Guild
I'll do this, but I highly recommend you take advantage of the excellent +4 ranged skill roll you got. You really want to be around 75 or so skill when you hit the soft cap. Do you still want to do those three stats?1998 wrote: ↑ June 7th, 2024, 05:39NICE!
Throwing Weapons.
Resolve, Initiative, HP.
Pathfinder
And surname ehm WAGNER
- 1998
- Posts: 2914
- Joined: Jun 23, '23
- Location: Beregost
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Adventurer's Guild
Ah no then please ranged. I obviously don't really know what I am doingKalarion wrote: ↑ June 7th, 2024, 05:51I'll do this, but I highly recommend you take advantage of the excellent +4 ranged skill roll you got. You really want to be around 75 or so skill when you hit the soft cap. Do you still want to do those three stats?1998 wrote: ↑ June 7th, 2024, 05:39NICE!
Throwing Weapons.
Resolve, Initiative, HP.
Pathfinder
And surname ehm WAGNER

- Irenaeus
- Posts: 7869
- Joined: Sep 29, '23
Wait, did you recruit me some time and I missed? I'm already level 2? Those stars are really unfortunate, but I'll go with the lucky rolls on ranged attack, initiative and then any one of the three at the left. Perks should Student, or if you already picked that, either Crippling Strikes or Bags and Belts (if this allow me to carry more javs and throwing axes).
- Nemesis
- Director of Synchronous Communication Channels
- Posts: 893
- Joined: Feb 2, '23
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Adventurer's Guild
Health -> Sword -> Stamina/Fatigue
New perk: Reach Advantage
- Hauberk
- Posts: 667
- Joined: Nov 16, '23
Ranged, HP & Fatigue. Perk: Footwork. We could try "Schnurrbart" as the last name.
- Kalarion
- Turtle
- Posts: 1175
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Adventurer's Guild
EPILOGUE TO: Full Metal Jackets
Whiteshark levels up:

For his perk he takes the obvious: Battle-Forged. I'll now be going back and picking up useful tank perks I didn't get in my rush to Battle-Forged.
We also take care of Irenaeus:

His perk is Student.
Nemesis:

With a new weapon and Reach Advantage.
1998:

Takes throwing weapons as his perk, and the surname Wagner.
Hauberk:

With Footwork as his perk.
@OnTilt, @gerey and @Boontaker, don't forget that you all have dings to take care of as well (see the posts above this last update for your roll choices, and don't forget perks).
I'll be levelling up Cogemeister shortly. Then, as the Turtles are still contemplating the town defense contract:


: Well shit. That certainly complicates things.
: Not what I had hoped for...
: No one wants a war between houses. It is what it is.
: 'Twere not the war I referred to, sir. 'Tis a mere pity it were this and not another crisis.
: ...whatever.
: There's opportunity here, sir. The chance to kill knights and loot the battlefields where their corpses are strewn...?
: Danger too. Soldiery aren't just better-armored bandits, sergeant. They're deadly to those like us.
: I suppose you'd know, ja.
: All I know is there are women for the taking in a war!
: Rape!
: Rape!
: ...
: I could always use a better crossbow I guess...
: I've had it with these fucking shields. Sergeant! I want a greatsword!
: You haven't been working on your 5 Ds as much as you should. Better start focusing on them if you want to survive with no shield.
: At any rate, I have a lot of decisions to make. Gather 'round, men. Let's hash this out.
Whiteshark levels up:

For his perk he takes the obvious: Battle-Forged. I'll now be going back and picking up useful tank perks I didn't get in my rush to Battle-Forged.
We also take care of Irenaeus:

His perk is Student.
Nemesis:

With a new weapon and Reach Advantage.
1998:

Takes throwing weapons as his perk, and the surname Wagner.
Hauberk:

With Footwork as his perk.
@OnTilt, @gerey and @Boontaker, don't forget that you all have dings to take care of as well (see the posts above this last update for your roll choices, and don't forget perks).
I'll be levelling up Cogemeister shortly. Then, as the Turtles are still contemplating the town defense contract:


















Last edited by Kalarion on June 12th, 2024, 03:56, edited 1 time in total.
- Kalarion
- Turtle
- Posts: 1175
- Joined: Feb 2, '23
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Adventurer's Guild
@Acrux @WhiteShark @maidenhaver @OnTilt @asf @Eyestabber @Nemesis @gerey @Cogemeister @Hauberk @Boontaker @1998 @Irenaeus @Oyster Sauce
ALRIGHT. We have some decisions to make.
FIRST: the town defense contract. The payout is ungodly. That usually means either multiple groups of fights with Warriors and possibly other types of Orcs you haven't yet seen, or a fight with a Warlord. Either way, it's likely to be deadly, and entirely possible to result in a TPK. VOTE ON THIS CONTRACT, YEA or NAY.
SECOND: how we interact with the current Crisis. We're in a NOBLE WAR. We have a couple general options.
We could just ignore the war to the maximum extent possible, continuing to take contracts as usual without picking a side. Noble contracts for the opposing sides are essentially shut off for the duration of the war if we don't pick a side (they'll almost always involve the war), but nermal contracts still pop, and the uninvolved third House is still available.
We could participate in the war as well. This basically entails picking one of the sides (I'm going to exercise prerogative if we do this and choose the house that has Salzfels and Riedland), and taking their noble contracts. Doing so has a couple effects. First, the other Noble House will immediately drop to hostile with us. We won't get a chance to recover its faction until the Crisis is concluded. Second, new contracts specifically related to this Crisis will start to pop. They involve high risk and extremely high pay. More importantly they involve constantly fighting the armies of opposing houses. These guys have good equipment and come in large groups. It's dangerous but there's a lot of opportunity to absolutely skyrocket the quality of gear you have. Noble armies can spawn knights with famed equipment, all ours for the taking if we're lucky and daring enough.
VOTE ON OUR CHOICE FOR PARTICIPATION IN THE WAR, either to IGNORE IT or CHOOSE A SIDE and try to WIN IT.
My votes are: NAY on the town defense contract, and PICK A SIDE AND WIN for the Crisis.
Note: I haven't yet bought our first camp follower, but I will be shortly. It will be the SURGEON.
ALRIGHT. We have some decisions to make.
FIRST: the town defense contract. The payout is ungodly. That usually means either multiple groups of fights with Warriors and possibly other types of Orcs you haven't yet seen, or a fight with a Warlord. Either way, it's likely to be deadly, and entirely possible to result in a TPK. VOTE ON THIS CONTRACT, YEA or NAY.
SECOND: how we interact with the current Crisis. We're in a NOBLE WAR. We have a couple general options.
We could just ignore the war to the maximum extent possible, continuing to take contracts as usual without picking a side. Noble contracts for the opposing sides are essentially shut off for the duration of the war if we don't pick a side (they'll almost always involve the war), but nermal contracts still pop, and the uninvolved third House is still available.
We could participate in the war as well. This basically entails picking one of the sides (I'm going to exercise prerogative if we do this and choose the house that has Salzfels and Riedland), and taking their noble contracts. Doing so has a couple effects. First, the other Noble House will immediately drop to hostile with us. We won't get a chance to recover its faction until the Crisis is concluded. Second, new contracts specifically related to this Crisis will start to pop. They involve high risk and extremely high pay. More importantly they involve constantly fighting the armies of opposing houses. These guys have good equipment and come in large groups. It's dangerous but there's a lot of opportunity to absolutely skyrocket the quality of gear you have. Noble armies can spawn knights with famed equipment, all ours for the taking if we're lucky and daring enough.
VOTE ON OUR CHOICE FOR PARTICIPATION IN THE WAR, either to IGNORE IT or CHOOSE A SIDE and try to WIN IT.
My votes are: NAY on the town defense contract, and PICK A SIDE AND WIN for the Crisis.
Note: I haven't yet bought our first camp follower, but I will be shortly. It will be the SURGEON.
Last edited by Kalarion on June 12th, 2024, 04:14, edited 1 time in total.
- Oyster Sauce
- Site Moderator
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- Joined: Jun 2, '23
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Adventurer's Guild
As a corpse with nothing to lose, I vote YEA for the suicide mission and YEA for participating in the incredibly dangerous war.
- OnTilt
- Posts: 738
- Joined: Feb 25, '24
Do what you like with my level-up.Kalarion wrote: ↑ June 12th, 2024, 04:07@Acrux @WhiteShark @maidenhaver @OnTilt @asf @Eyestabber @Nemesis @gerey @Cogemeister @Hauberk @Boontaker @1998 @Irenaeus @Oyster Sauce
ALRIGHT. We have some decisions to make.
FIRST: the town defense contract. The payout is ungodly. That usually means either multiple groups of fights with Warriors and possibly other types of Orcs you haven't yet seen, or a fight with a Warlord. Either way, it's likely to be deadly, and entirely possible to result in a TPK. VOTE ON THIS CONTRACT, YEA or NAY.
SECOND: how we interact with the current Crisis. We're in a NOBLE WAR. We have a couple general options.
We could just ignore the war to the maximum extent possible, continuing to take contracts as usual without picking a side. Noble contracts are essentially shut off for the duration of the war if we don't pick a side (they'll almost always involve the war), but nermal contracts still pop.
We could participate in the war as well. This basically entails picking one of the Noble Houses (I'm going to exercise prerogative if we do this and choose the house that has Salzfels and Riedland), and taking their noble contracts. Doing so has a couple effects. First, the other Noble Houses will immediately drop to hostile with us. We won't get a chance to recover their faction until the Crisis is concluded. Second, new contracts specifically related to this Crisis will start to pop. They involve high risk and extremely high pay. More importantly they involve constantly fighting the armies of opposing houses. These guys have have good equipment and come in large groups. It's dangerous but there's a lot of opportunity to absolutely skyrocket the quality of gear you have. Noble armies can spawn knights with famed equipment, all ours for the taking if we're lucky and daring enough.
VOTE ON OUR CHOICE FOR PARTICIPATION IN THE WAR, either to IGNORE IT or CHOOSE A SIDE and try to WIN IT.
My votes are: NAY on the town defense contract, and PICK A SIDE AND WIN for the Crisis.
Note: I haven't yet bought our first camp follower, but I will be shortly. It will be the SURGEON.
I agree with your voting. No Town, Yes crisis.
- 1998
- Posts: 2914
- Joined: Jun 23, '23
- Location: Beregost
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I second that, go full Volkssturm and Total War on them.Oyster Sauce wrote: ↑ June 12th, 2024, 04:14As a corpse with nothing to lose, I vote YEA for the suicide mission and YEA for participating in the incredibly dangerous war.
- Red7
- Posts: 5657
- Joined: Aug 11, '23
i would plant explosives on them before sending into superior enemy force. or be more jewish and put poison on them so enemy would get incapacitated after eating them. this way they could be raped aliveAcrux wrote: ↑ June 12th, 2024, 05:48You hear a voice from beyond the grave whisper "This contract contains a (not so) hidden danger. Beware! Also, get involved in the Noble House war? Sure, why not."
I enjoyed @Red7's cameo. Those tactics seemed pretty believable for him.
- Nemesis
- Director of Synchronous Communication Channels
- Posts: 893
- Joined: Feb 2, '23
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Adventurer's Guild
NAY on the town defense contract.
YEA to picking a side in the Crisis.
YEA to picking a side in the Crisis.
- rusty_shackleford
- Site Admin
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- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
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- Kalarion
- Turtle
- Posts: 1175
- Joined: Feb 2, '23
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Adventurer's Guild
I have fortified your vote.
Remain calm, patriots are in control
- Hauberk
- Posts: 667
- Joined: Nov 16, '23
It is said that fortune favors the bold but a glorious death isn't what a mercenary is after. So I say NAY to an early grave and YEA to pick a side in the war of nobles.
- maidenhaver
- Posts: 8290
- Joined: Apr 17, '23
- Location: ROLE PLAYING GAME
Nay and Nay. We are lordless pioneers; let's build up with an eye on the second crisis, which will be against orcs or undead, and require veterans live. There's money enough to be had with our normal contracts, and doing our caravan runs. We have to play the long game, with our 12-man limit.
- Eyestabber
- Turtle
- Posts: 484
- Joined: Feb 4, '23
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Adventurer's Guild
Bruh, come on, not interacting with the crisis isn't even a real option. I say we join the war and do ALL the raiding. Bring daggers for that sweet noble gear. Also, perfect opportunity to include tasteful rape into the story.
Last edited by Eyestabber on June 12th, 2024, 23:22, edited 1 time in total.
- Oyster Sauce
- Site Moderator
- Posts: 7563
- Joined: Jun 2, '23
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Adventurer's Guild
You can't be a pussy your whole lifemaidenhaver wrote: ↑ June 12th, 2024, 17:57Nay and Nay. We are lordless pioneers; let's build up with an eye on the second crisis, which will be against orcs or undead, and require veterans live. There's money enough to be had with our normal contracts, and doing our caravan runs. We have to play the long game, with our 12-man limit.