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Author Topic: Light Company: The Guide  (Read 3765 times)
Aliryl
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« on: June 27, 2009, 01:15:42 am »

Light Company guide

Greetings, Scout Recruit!
This is a guide to help you learn the strategy's and duties of the Cove's finest scouts. As a recruit you will be expected to join battles under the command of the Scout Corporal or Officer Cadet and this guide can help you prepare for that.

Task's and Duties - Spying

As a scout you are expected to gather information from enemy lands even when unordered and to produce a detailed report (including paintings) of your findings.
There are two types so spying which are; Remaining within the shadows and watching until any information might slip out. Or going in disguise and directly asking questions.
However, not all of the light company tasks can be done alone.

Alone:Spying, Assassination, Infiltration.
Group:Capturing, Recovering.

When spying, regardless of whether staying in the shadows - Always go in Disguise!!

Towns

Any information gathered is important however some places have are priority. Those that are, are marked in RED. Town names with are marked in ORANGE we are suspicious of therefore information gathering is accepted. Those that are not priority though information isn't batted away are marked in BLUE.


Trinsic - Not much going on in Trinsic, but their security is laughable at best.[/b]

Vesper - Things are tense between Vesper and Cove, go to Vesper with caution. Always go in disguise!

Yew - While we are allied with Yew, they had some loose Waywatchers lately, so it doesn't hurt to have an eye on them. Also, one of their Waywatchers is under the suspicion to be a spy herself (Moranas fiancee)

New Haven  - New Haven's residents are neutral to all but we need to ensure sides are not ever taken there to make sure we are able to recruit from those that find themselves in the town.

Capturing

For gathering information of something specific , often an action after spying. Its dangerous however affective please be extremely cautious and pick your target well.

1.) Find a target which you think got more information to give. Preferably someone high rank with in the community/military a trainee isn't going to know much.

2.)Capture and use what is necessary to get you the information your after.

Note
This action requires at least a Junior Scout In the group, with two other Scouts attending if possible.

Infiltrating
To get a good view of secrets and important things of a town or militia

1.) Become one of them, join their militia or become a citizen of their town and gather as much information as you can. This takes time and patience.

2.)This task is should only done if ordered. Do not go yourself without the Scout Officer Cadet's permission as it is extremely dangerous and briefing is required beforehand.

Task's and Duties - Resource gathering and hunts

As an aspiring member of The Light Company you are expected to work along side the Scouts and help take care of the Scout stores. Unlike other squads's the scouts have quite a list of resources which need gathering regularly so the Squad's crafter can fill the stores.

Barbed Leather

As a Scout we want you to have the best armour and to have that we need barbed leather. It is stronger than most leather and although tough to work with produces a good set of armour.

Barbed Leather can be collected by killing Dragons. A difficult tasks to say the least, however with the right amount of guardsmen it can be done. Inside the Scout tower there are crates where the leather can be placed.

Metals

Without a doubt if we lack metal we can't have weapons. This is perhaps easier than collecting barbed metal and it CAN be collected without having to mine.
Depending on the metal you want to collect you can kill monsters for it. Earth elemental have pieces of iron stuck in between cracks in their 'body's' this can be extracted and smelted down into ingots by a miner. Any lions also leave metal tossed around in their nests (they carry it) so if you want to get a variety then their the better options.
Any metals collected should be smelted into ingots and handed to either The Scout Sergeant or Corporal.

Feathers and shafts

Some members of the scouts and even recruits use a bow or a crossbow and of course for this arrows and bolts are needed.
Not only can wood for shafts be collected by cutting logs but it can also be collected by killing swamp creatures (boglings/bogthings) and reapers. Using a specially designed knife (Fletcher's kit) you can whittle a log and make shafts. Shafts can be used for both bolts and arrows.
Feathers are acquired by either plucking a bird or a harpy's wings. There is a valley in Spirituality which is used often for feather collecting as it is a Harpy's nest. Covetous is another and closer option.

Bandages

Bandages are made from bolts of cloth as you all know which can be brought from the tailors. However! A fun and more exciting way of making bandages is making the cloth yourself.

Skara Brae cotton farm - Is an excellent and quiet place to pick cotton and on your way back you can use the skara tailors spinning wheel and loom to spin them into cloth.

Yew sheep pens - Unless your a Scout or have permission from a member of Command then do not head to Yew on your own. It is extremely dangerous however far more exciting.

Sacrifice sheep farm - South-West from  Sacrifice moongate is a small sheep farm where you can skin the sheep and use the wool to spin into cloth.


Bottles

Although less important than the other resources bottles are needed to store different type of potions.

You can find bottles on many creatures as they collect odd objects. They are found on Ettins, Lizardmen, Ratmen, Ogres..etc. (Humanoids).

Reagents

Not only are reagents needed for our mages but their also need for our craftsmen to make eggbombs and even potion kegs!

There are many ways of getting Reagents. You can either kill the mages which dwell in dungeon fire and strip them of theirs or you can travel to the savages and pinch their bags.

Many wild reagents grow around on the ground on the outside of most towns. Picking them is slow but never boring! Or you could simply buy them using some of the gold collected on a hunt.

Gold

The most important 'resource' we need is gold. The scouts wouldn't have what they do today.   This is to be placed in the treasury box.

The Scout tower:

Keys:

See Leanne for a key.

Permissions:

You may not bring anyone who isn't a Scout or who has a special pernission to the Scout Tower. If you are caught doing so then your keys will be taken away.

Meetings:

All meetings will be held in the Scout tower's meeting room.

Kegs:

You may use the kegs but any empty kegs please put in the bag provided. If you wish to stock the kegs, then go ahead.

Your Storage:

The storage available to Scouts is on the same floor as the meeting room.  Only Scouts will be friended to the Cabin so your items should be safe. Just remember to label them correctly and don't leave anything -too- valuable in there.
(Currently not available. May be added again if there's a need for it)

Armour & Weapons:

Please do not take any armour from the box, this goes for weapons too

Petals, bandages..etc:

These have been put there for you, so please use them! However don't go overboard, these do cost the Scouts gold.

Leather, wood & feathers:

We are always looking for more resources otherwise we'll never be able to make your armour.

Scout Treasury

On the desk in the office is a box in which any gold to be place in the Scout Treasury is to be placed.  This gold will go towards buying items needed by the Scouts.

Hunts

Although the common type of hunt is a hunt against beasts within the scouts there are a few different kinds.

Assassination

Silence a target who we cannot allow to speak anymore.

1.)Assassination is performed by the Light Company alone.
2.)The Scout must be ordered to do this action from the Scout Cadet, the Commander and occasionally by the Baron himself!

Recovering

Acquire something of special value to the Light Company in a group hunt.

1.)Gather the Scouts to go out on a hunt for a relic, gold or other needs for the Light Company. The skill to sneak through the packs of monsters to get to what you really wish to slay is an excellent Advantage. This task can be done by any Scout Member.

Trophy Hunt

Become a top 10 hunter and make the scouts proud.
http://cove.fantasyworld.nl/forum/index.php/topic,2729.0.html

1.) Gather a group of guardsmen and go slay one of the fearsome beasts on the list.

2.) Bring back the required body part of the beast and write a full detailed report to show off your new prize!

There are many more hunts which can be done these are only a few of the wide range which are often carried out.

Light Company Battle Strategy

The Light Company works in many diffrent ways on the Battle field, and they're the first one that enter the field.

This is basically how it works in theory

1. Terrain & Numbers- Before the battle a Scout is sent to check out on enemy forces. The Scout is supposed to gather information about their numbers and how to break their defences easiest, where from we should attack.

2. The Fighting - Even in the open battle Scouts are sent to do tasks and take out special targets.  Mostly the Scouts work as support in the open battle and takes out the running targets from shadow or stops another enemy from knocking a friendly one, by using Paralyze. There are also a few special jobs for those who got the right talents.

Skirmishing - A scout skirmishing in a battle should try to pick out Casters. You can "pick" down low health targets from the Shadows. Then the best moves are Paralyze. You can also save your friend by paralyzing an enemy which hunts him/her.

Groupwork - A force of Scouts can often be ordered to take out a special target or the target "behind enemy line".

The group will strike deadly all at once on the Command of the Leader. Mostly , the order will sound "Target (name)". It's most useful that the Leader starts to disarm the target.

Detectors- The Detectors are the group who're able to sense the enemy stealthers. Those can often be put to defend friendly casters or archers. (Tracking & Detect hidden)

Poisoners - Some uses the dark art of poisoning which is also used on the Battle field. The poisoners job is to poison as many targets as possible. Do -not- run after one target but targets which other are hunting, and switch fast. Go for Shielders and Two-handers.  This of course goes hand in hand with skirmishing

3. Secure the Area- After a victory, Scouts make sure there are no survivors.
Detectors & Trackers check the area for hidden survivors and stealthers.

Light Company Uniforms

The uniform for all ranks within the light company is the same (though the Sergeant may wear a green cloak as a symbol of rank).

Normal Uniform

Head: Green Scout cap or Ninja Mask, or the Covian Cap.

Neck: Green Scout gorget or Mempo

Arms: Normal leather armours (it has been discussed that aside from the mempo and ninja mask samurai/ML armour is NOT allowed).

Tunic: Male/female scout green tunic/armour with the covian coloured sash.(again no samurai armour is allowed.)

Legs: Normal leather leggings in scout green with the Covian kilt and boots.

Parade weapon: Normal hue spear


Contacting other Scouts

We contact other scouts by using pigeons most of the time (ICQ) however when in battles we use secret hand singals which you will learn once you become a scout (Party chat).
Also we have something developing at the moment, a small communication device using com crystals and receivers.

Scouts contacts

The scout cage numbers are up on a separate sheet however below are the company leaders contact numbers in case you don't have them.

Officers:

Cadet Corporal Aliryl Trefynwyd - 291-981-640


We hope this page was helpful, anything else you think should be added then you can contact Aliryl via pigeon or leave a note at the scout tower (pm).
« Last Edit: August 08, 2018, 07:23:59 pm by Leanne Melior » Logged

Jenifer Feather
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The Light Company


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« Reply #1 on: February 17, 2010, 02:22:32 pm »

How to become a Scout.

The Light Company is the hardest Squad to enter as having the skills alone does not make you a Scout.  It takes dedication, determination and above all discipline.  Just completing tasks to gain rank and then expecting to be handed the Scout Trial on reaching Junior will not happen.

The first thing you must do is decide whether you wish to play your character as a highly disciplined member of the Army, one who will not talk back to higher ranks or become caught up in petty arguments.  If you feel you would prefer your character to act a clown or be someone that fights constantly against the system and be the bad guy, then the Light Company is not for you.

Once you feel you able to commit to your character to being at this high standard then you should post your notice of interest on theWish to become a Scout thread.

Once you have done this a task will be given to you, on completion of this task you will be assigned a mentor.  If the task is not completed then it will be seen as a lack of interest in the Squad, your name will be removed as a potential and you will NOT be able to apply again.


Roleplaying a Scout.


Scouts come from all kinds of backgrounds but the nature of the job requires them to act in certain ways.  They tend to be quieter than their comrades, prefering to watch and listen than talk loudly and boast about their abilities.  They form close bonds to those who are in the Squad and have few friends outside that gain their full trust.  Though they are often very good at seeming to be a friend as this skill aides them in their work.  They are naturally suspicious of those outside Cove.

Scouts are always ready to perform a number of tasks, often in very dangerous territory and situations so they ensure they are fully equipped with what they need at all times.  No Scout should have to leave a line up to go and restock.

It is very important for Scouts to be able to trust each other and this they learn from the beginning, potentials should not fight amongst themselves or try to compete for attention.  Because of the duties we perform we each need to know the other will do their role properly.

Scouts are the epitany of discipline, they look down on those that act foolish and do not talk out of place during a line up.  They follow orders closely and do not question them, unless they forsee a possible danger in which they will offer their concerns quietly.   

Learning to curb emotions is one of the abilities that Scouts work hard at, anger, fear, doubt; each one of these could prove fatal to a Scout in their work.   Scouts will not react on impulse to a slight but think it through carefully and decide a proper course of action if it is needed.  They do not rise up to every little insult but learn to let it ride over them as to overreact shows a weakness in themselves.

Infomation from Aliryl. Added to theis thread to streamline the boards.
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