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Introductory Skirmish

Session Declared:  |  Session Ended: 78  |  Victor: Aggressor

Raid War
War Goal Slots: Trivial ×1 Gain 5 infamy after every war session in which the war does not end. Both sides are limited to a quarter (rounded up) of their unit capacity. Allies and vassals cannot be brought in by either side.

War Goals

Trivial: 1/1
Tier Goal Attacker Target Notes
Trivial Raid Treasury
Details

Seize up to 50% of the target's money, based on how much they had at war start. If the nation cannot pay the required money, they instantly go into debt equal to the remaining amount with the nation with the war goal, with a five session hard deadline.

⚔ Attackers

Atomosi Syndicate Primary

Units (5 types)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Light Archers 3 0 0 0 0 0 1 Nation
Light Infantry 1 0 0 0 0 0 1 Nation
Heavy Infantry 2 0 0 10 2 1 1 Nation
  • Attack +2 (Military Funding: Substantial)
  • Attack +3 (Prosperity: Ravager (Wretched))
  • Defense +2 (Military Funding: Substantial)
  • Hp +1 (Consumption Stance: Comfort)
Heavy Archers 2 0 0 5 4 1 1-2 Nation
  • Attack +2 (Military Funding: Substantial)
  • Attack +3 (Prosperity: Ravager (Wretched))
  • Defense +2 (Military Funding: Substantial)
  • Hp +1 (Consumption Stance: Comfort)
Boarding Ship 2 0 0 7 2 1 1 Nation
  • Attack +2 (Military Funding: Substantial)
  • Attack +3 (Prosperity: Ravager (Wretched))
  • Defense +2 (Military Funding: Substantial)
  • Hp +1 (Consumption Stance: Comfort)
— VS —

🛡 Defenders

Sundralund Primary

Leaders (1)
NameTypeInitiative
Markus Valtarion the 22nd Archmage 3
Units (4 types)
UnitCntATKDEF HPDMGARMRNG SourceModifiers
Classical Light Archers 3 0 0 6 4 0 1-2 Nation
  • Attack +3 (Military Funding: Extreme)
  • Defense +3 (Military Funding: Extreme)
  • Defense -3 (Prosperity: Savior (Wretched))
  • Hp +1 (Consumption Stance: Comfort)
Elite Archer 1 0 0 7 5 1 1-3 Nation
  • Attack +3 (Military Funding: Extreme)
  • Defense +3 (Military Funding: Extreme)
  • Defense -3 (Prosperity: Savior (Wretched))
  • Hp +1 (Consumption Stance: Comfort)
Explosive Ship 7 0 0 4 1 1 1 Nation
  • Attack +3 (Military Funding: Extreme)
  • Defense +3 (Military Funding: Extreme)
  • Defense -3 (Prosperity: Savior (Wretched))
  • Hp +1 (Consumption Stance: Comfort)
Airship 1 0 0 10 1 1 1 Nation
  • Attack +3 (Military Funding: Extreme)
  • Defense +3 (Military Funding: Extreme)
  • Defense -3 (Prosperity: Savior (Wretched))
  • Hp +1 (Consumption Stance: Comfort)