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Chancellor Karolina

You are Chancellor Karolina, voice of the gardens, and you are as much a member of Queen Celia’s colony as any ant. You have worked all your life in the factories, as had your mother, as had her mother before that. Your kinswomen convert the raw material of the plants and earth into wealth in a way no ant can, and yet only meager scraps of the colony’s glory trickle back down to you. You are entitled to an equal share in this colony the same as any bug in the beautiful world.

It is no wonder the gardens struggle to mobilize—past attempts at organization among the aphids have been quashed brutally as soon as the millipedes arrive swarming with soldiers. But now is your chance. Queen Celia laid three royal daughters instead of one, and the colony has turned to infighting. You and your most devoted sisters have given up your abilities to reproduce, hardening your exoskeletons into spikes and entrenching yourselves in the fortified gardens. Every faction in this civil war needs your nectar, and only once they are forced to come begging to your door will they understand how important you are to this colony.

Rise, brave aphid! The royal armies have never fought an enemy quite like you.

Aims of the Chancellor

Spiked Aphids

Spiked aphids are equivalent in strength to worker ants, but an army with at least one detachment of spiked aphids increases its scouting range to 18 meters and does not have its scouting limited by stony terrain. Armies of exclusively spiked aphids and aphid porters fight headless without penalty, can travel off-road at full speed, and their scouts are invisible. You may designate one additional non-aphid detachment at a time as spiked aphids.

Aphid Herds

Your kinswomen are soft and unsuited for war, but they work diligently to produce the nectar needed for the colony’s operation. At an aphid herd extraction, you may mobilize a number of aphid porter detachments equal to the extraction’s tier. Each aphid porter consumes 0.5 food per hour, and can carry 20 food. You may do this a maximum of one time per quarterday per extraction.

Nectar Gardens

At a nectar garden factory, you may induce the plants you parasitize to produce large defensible galls which your soldiers can inhabit. This is a process that takes two hours. These galls increase the defensive bonus of the stronghold by 1, to a default of +4.

Small Unit Tactics

Armies with Spiked Aphid detachments can engage in Small Unit Tactics, special actions that can be done while on the move. An army can only engage in one type of Small Unit Tactics at a time, and can only use one detachment at a time. Small Unit Actions cannot be done against an army currently engaging in a battle. Garrisoned units and headless armies can engage in Small Unit Tactics if given precise commands, but will not exercise judgment.

If you are attacked by a force that is not the target of a Raid or Delay action in the same hour you perform that action, you are out of formation.

The Spiders

In the first chaotic days of the war, you were approached by three worker ants. You received them eagerly—sisters in arms!—but as they approached you counted their limbs. They had not six, but eight; they were not ants, but spiders, bred for the purpose of serving the old queen. Mistreated by the old order and looking to sell their services in the new. They see you as the best option for a changed colony—a colony where they could reap the rewards of their endeavors, instead of blindly serving a queen unto death—and would aid you in seeing it come to reality, for now Queen Celia is dead and the knowledge of the spiders died with her. They were always a small group, hard to breed en masse, and in the initial spasms of the civil war many spiders were slain. But not all of them. This is what they said to you that day.

You have the services of three spiders loyal to your cause, irreplaceable in their infiltration and surveillance abilities and willing to do whatever you ask them to. You can always send workers or soldiers to perform operations like normal, but as for professionals, you have three.

A spider-led operation costs nectar like normal and involves a spider being sent to a location or attaching itself to an army camp to begin working towards its goal. Spiders travel as skirmishers. A spider operation is resolved with a 2d6 roll like normal, but with the following modifiers:

The Others

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