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In the Luxion Empire, convicted criminals are made to repay the damage they have done to society through labour. After all, the state cannot be expected to provide food and lodgings for free to the parasites of society at the expense of the honest contributors, to whom it gives no such luxury. The work done by criminals as atonement by law must be toward public services. Petty criminals are given the option to do manual labour for the duration of their sentence, building and repairing roads, walls, railways, and other public works. However the worst criminals, the murderers, the rapists, the traitors, if they are not executed, are made to join... The Prison Battalion. A lone wooden cart trundled along the old flagstone road, the bumps jolting the uncomfortable occupants in the back. You are one of these condemned men... >Vateus Aren, disgraced former military official and convicted traitor. You were found guilty of aiding the recent failed military coup against the Empress. Normally a man guilty of this crime would be executed, however the evidence against you at your trial was not strong enough to warrant a death sentence. Only one conspirator named you as a co-conspirator, and all other evidence against you was circumstantial. This was, of course, because you are innocent. >James Dixon, an innkeeper. You had always been an honest man and obeyed the law your whole life. But when you found your wife in bed with that louse, you lost control. The betrayal was too much for you. You admitted everything at the trial, apologised, and begged for the mercy of the court. At least they spared you the noose. >"Quiet" Tom Wiggins, a serial thief and burglar. You might have landed a safer sentence on a chain gang if that last job hadn't gone wrong. But regrettably, that new crew were rookies. Regrettably, those idiots alerted that guard. And regrettably, you acted quickly and did what you had to do to stop the alarm being raised and stay free. Or so you thought. While you were preoccupied with hiding the body, you were the only one to not escape the warehouse before the patrol came in. Now you've copped a murder conviction, and you're guilty as sin. >Ned Tanner, a simple tanner as your name would suggest. When girls started to go missing from your village, eyes were turned towards you straight away. You were always an outcast, always distrusted. Everyone always thought there was something wrong with you. Someone might have been forgiven for pitying you as a victim of baseless rumours, until the constables found the bodies in vats in your tannery.
Anonymous
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>>6152250 >>Decline, but tell no one. Stealing is wrong, even from thieves and you will not stoop that low. Anonymous
Prison Battalion QM
"That's too much of a risk, I won't do it. Someone might see you take it, or one of them might wake up. Think about what happens if those men find out it was us. We may be in battle with them again, then we'll have a target on our backs as well as in front. Or we'll be strangled in our sleep in camp. Beside that, there's no way I could bury it somewhere. I'm watched just as much as you are. Probably more." "Alright sarge, you have a point. I won't try anything. Though I'll keep an eye on them. I figure they know they've got to hide it somewhere too, all I need to do is see them do it. Then if I'm out before them, I can dig it up myself." Tom pauses. "You won't tell anyone about this though, will you?" "No, I won't." "That's good. Well, good night sir." The next day is spent dismantling the siege camp under the close watch of the guards. The prisoners' camp is left intact for the following night, and in the morning ten platoons including yours set out for Lundorf. During the march, Tom quietly tells you that he saw 'those two friends of ours' putting 'a new layer of lining' in their boots. Their platoon isn't marching with yours however, so what becomes of the treasure will stay a mystery. The railway from Lundorf connects to the heart of the Empire. But after a few interchanges, the train you're on heads north and arrives finally at the coastal city of Normouth. You and the others are transferred to some cells in a fortress. The survivors from another platoon are transferred to yours, giving you a total of 36 men under your command. Over the next month you're brought out almost daily to work alongside the civilian convicts in the city. For the first week they have you repaving a large section of old road. After that you spend some time laying bricks for an extension of the city wall. On one of the more relaxing days you repaint the walls of a government office building. The days you have free from work are not filled with relaxation. You're sent with your men to the fortress's training yard to practice. The junior officer in charge of the training is so incompetent that you suspect he's been assigned to this role so that others elsewhere can be rid of him. However he at least seems to recognise your greater knowledge and experience, and allows you a good degree of autonomy in training them yourself. You choose two of the following areas to spend the most time on:>Focus on basic weapon drills. >Focus on weapon and armour maintenance. >Focus on small unit tactics.
Anonymous
>>6153196 >Focus on small unit tactics. >Focus on weapon and armour maintenance. Good training and well maintained gear should do wonder for morale and unit cohesion.
Anonymous
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>>6153196 >"That's good. Well, good night sir." Hell yeah, it worked out.
>>6153207 I suppose I'll support this, faulty equipment is gonna get us killed. Though otherwise I would have preferred weapon drills and small unit tactics.
>Focus on small unit tactics. >Focus on weapon and armour maintenance. Anonymous
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>>6153196 >Focus on weapon and armour maintenance. >Focus on small unit tactics. Drills were important right before jumping into the fire, but we're spending a lot of downtime, so we need to make sure the troops know how to maintain their kit.
Anonymous
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>>6153196 >Focus on weapon and armour maintenance. >Focus on small unit tactics. We will be the best of the penal legions!
Anonymous
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>>6153196 >>Focus on weapon and armour maintenance. >>Focus on small unit tactics. Anonymous
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>>6153196 >Focus on small unit tactics >Focus on weapon and armour maintenance Prison Battalion QM
You decide to use the time you have to train your men to maintain their equipment better and introduce them to some more advanced tactics in some practice drills. They take to the new ideas quickly, though how their understanding and discipline holds up in combat remains to be seen. A month after your arrival in the city, you learn that you and the others are to be deployed to one of the island provinces to help defend it from an anticipated attack. They don't tell you, but you assume by the Bitars. You board a paddle steamer converted into a prison ship and spend a week in a cell below deck. One morning, the sound of shouts and the ring of alarm bells fills the ship. A few marines rush down the ladder and start unlocking the cells, telling the prisoners that the ship's being attacked and to report on deck. You grab your gear from one of the weapons chests and ascend with your men. Abovedeck, you can see the enemy ship approaching. A small raider, maybe a scout that saw a weak target and took some initiative. Nevertheless your ship is slightly outgunned. The small ship outmaneuvers the slow steamer's few fixed cannons and fires some shots into the stern. It comes up aside your vessel, below the angle of your cannons, and a man shouts at those gathered on the deck. "Prisoners! We know you are forced to fight. Join us and we will give you freedom! Take over the boat and bring us the captain, we will make you free men!" A marine sergeant quickly orders the prisoners to fire at the enemy. The men in the other platoon pause hesitantly. The leader looks them over for a few seconds before shouting. "To freedom!" They charge and open fire at the marines and sailors.>Command your men to fight the traitors. >Command your men to join the mutiny.
Anonymous
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>>6154749 >Command your men to fight the traitors. We don't even know if we can trust the enemy ship.
Anonymous
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>>6154749 >Command your men to join the mutiny. Anonymous
>>6154749 >Command your men to fight the traitors. Like anon said, we don't know whether we can trust the enemy. I don't like the idea of them "making" us free men. What guarantees do we have? They could demand our arms when the battle is won, we could resist, but our side's numbers would be reduced, having fought for the very enemy we would now seek to resist. Even if we are freed and taken to the enemy's land, we'd be impoverished, left to the mercy of others. Not to mention that even if these are rebels and speak the same language as us, it may just be that one enemy officer, back in wherever we are taken, they may prefer whatever native tongue they have, a sort of nationalism or whatever, now that they are no longer under the yoke of the empire.
Plus, y'know, the quest is literally called Prison Battalion Quest. It may be meta, but I doubt we're going free if we support the mutineers.
Anonymous
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>>6154749 >>Command your men to fight the traitors. We didn't come all this way to betray her majesty NOW, did we?
Anonymous
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>>6154749 >Command your men to join the mutiny. We might get overthrown otherwise
Anonymous
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>>6154749 >>Command your men to fight the traitors. Anonymous
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>>6154749 >>Command your men to join the mutiny. Anonymous
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>>6154941 >the quest is literally called Prison Battalion Quest. It may be meta, but I doubt we're going free if we support the mutineers. >Gets captured as POW >Congratulations! You are now the regiment of "free volunteers" for the liberation of Luxuion! >Now, back to the front, "volunteers"! Anonymous
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>>6154749 >Command your men to fight the traitors. Anonymous
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>>6154749 >>Command your men to fight the traitors. Anonymous
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>>6154749 >>Command your men to fight the traitors. Anonymous
You order your men to fire a volley at the mutineers, and then you charge with them. They are caught off guard and quickly defeated. The enemy ship fires its cannons into the steamer's hull and moves away. After trading a few broadsides at range, a friendly flag is spotted on the horizon and the small ship flees. The approaching warship stops to help and the captains arrange to tow the crippled vessel to your destination. The ship's captain congratulates you on your loyalty and says he will put in a good word for you. The ship eventually arrives at the island and you, your men, and the other prisoners who refused to join the mutiny are taken to the town's fortress. Your stay here is comparatively pleasant and you're treated as part of the garrison instead of a prisoner. You and your men have relatively free reign, however you are of course not permitted to leave the fortress. The weeks pass and no attack comes, until one day an enemy fleet is reported in the area. They're seen anchored at the other end of the island, disembarking soldiers and ferrying supplies to the shore. An urgent assembly is called and the fortress commander, General Caskin, asks the garrison for volunteers for a dangerous stealth mission to sabotage the enemy fleet. The plan is to approach undetected at night in a rowboat, swim to the ships, and attach explosives to the hulls.>Volunteer >Don't volunteer
Anonymous
>>6155781 Can we wait and see if any regular unit will volunteer first?
I doubt anyone in our penal battalion knows how to handle explosive, let alone knows where or how to plant them on a ship's hull. This seems like a job for a specialized squad rather than a newly raised penal battatlion.
Prison Battalion QM
>>6155783 You're not volunteering your men, just yourself.
Anonymous
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>>6155840 Good to know.
>>6155781 >Volunteer We're a loyal soldier.
Anonymous
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>>6155781 >Volunteer earning the general's favor will do us good
Anonymous
Anonymous
Anonymous
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>>6155840 If that's the case then let's volunteer.
Anonymous
Anonymous
Prison Battalion QM
You step forward to volunteer for the mission. Tom and some of your other men hesitantly follow you, but you firmly tell them to step back. The general meets with the volunteers and picks out the most qualified, including you. With those chosen, you are briefed on the mission. The explosives you will be using are some of the latest technology; bundles of dynamite with a percussion cap detonator, special waterproof mechanical timer, and wire hooks for attaching, specifically designed for naval sabotage. No flame is needed to ignite them, and without a burning fuse they will be unseen and unheard in the dark. After a brief training session with the timers, you set out with the other four men on a small sailboat towards the other end of the island. After nightfall, the boat stops out of eyesight of the enemy fleet and you enter the rowboat with the others. The sea is calm, so swimming should be easier. You row towards the fleet and hide the boat behind some rocks at the shore a good distance off. You reckon there are at least two dozen ships. The leader of the team, Captain Saunders, points out the large transport ships which are the primary targets. If possible, some of the bigger warships are to be sabotaged next. You and the team take two bombs each from the boat and start swimming. Your two targets are both transport ships anchored away from the shore. Presumably they haven't been unloaded of cargo yet. You swim quietly to the stern of the first ship and hook the first bomb over the rudder. Keeping an eye out above, you turn the dial on the timer to the twenty minute mark and carefully pull back the hammer of the detonator until it locks into place. You take a percussion cap from the small bag on your belt and place it over the nipple. With the bomb armed, you swim to the next ship and do the same. You would like to take a rest, but you know better and return to the rowboat. You meet the team leader there who is picking up the last two bombs. He gives one to you and tells you to attach it to the nearest warship; he will take the other to the next one along. Together you swim out and attach the bombs. On returning to the rowboat, you find two of the others have returned, leaving one man missing. Though he should have returned by now, you wait a couple of minutes with no sign of him. There are only 5 minutes until the first bombs explode and the captain calls a hasty vote on what to do.>Vote to search for the missing man >Vote to leave now >Vote to wait longer
Anonymous
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>>6156957 >Vote to wait longer If the bombs go off, the enemy won't be able to come after us anyway.
Anonymous
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>>6156957 >Vote to wait longer Anonymous
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>>6156957 >>Vote to wait longer Anonymous
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>>6156957 >>Vote to wait longer Anonymous
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>>6156957 >Vote to wait longer Best choice, I think. If he can move under his own power (i.e. he hasn't been captured or caught under a freak wave) then moving will only make it harder for him to find us in the dark as he considers how he got lost. If he's currently helpless, then there's not much we can do to help him. And should he have turned traitor in order to escape, well, it is a short timer, the mission should not be in jeopardy.
Anonymous
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>>6156957 >Vote to wait longer anonymous
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>>6156957 >Vote to wait longer. If we go in, we risk ourselves and may confuse our lost man.
If we leave now, we abandon him.
Stay put for now. Until the bombs go off. Then row like mad, and/or prepare to ditch the rowboat in case of return fire.
Prison Battalion QM
Your vote breaks the three-way tie and you all agree to get the boat ready and wait a bit longer. After about a minute, you hear shouts and gunshots from the ships, followed by an explosion. One of the bombs has gone off early. Alarm bells ring and the light of lanterns starts to appear on the decks of the other ships and on the shore. The captain orders the boat to depart before you're spotted and another man takes the oars. More explosions ring out as you escape, and you're eventually picked up by the sailboat again. The boat sails out from the shore so the damage can be surveyed with a spyglass. It seems nine ships out of two to three dozen are scuttled, on fire, or otherwise incapacitated. Without transport, the enemy army will now be partially trapped on the island and with reduced supplies. The sailboat is spotted and makes a hasty getaway from the patrolling scout ships. On your return, you and the others are congratulated by General Caskin for your success. You are invited to a strategic meeting to discuss the defence of the town. Given that the Bitars can't fully evacuate their army, it is expected they will beseige the town. And since their supplies are limited, it is expected they will try a direct assault instead of starving you out. The long advance the enemy must make across the island gives rise to some more opportunities.>Suggest we send out land and sea forces to harass the enemy as they approach. >Suggest we only send out ships to harass the enemy fleet. >Suggest we stay within the walls and save our strength for the battle. Any force we could send out would be badly outnumbered.
Anonymous
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>>6158283 >Suggest we send out land and sea forces to harass the enemy as they approach. We know the surroundings and they don't.
Anonymous
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>>6158283 >Suggest we send out land and sea forces to harass the enemy as they approach. Enemy supply lines are fucked, they are mostly stranded and they are on foreign lands fighting for a cause they probably don't personally care much about, lets drive in that demoralization just a bit more.
Anonymous
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>>6158283 >Suggest we send out land and sea forces to harass the enemy as they approach. Anonymous
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>>6158283 >>Suggest we send out land and sea forces to harass the enemy as they approach. Anonymous
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>>6158283 >Suggest we send out land and sea forces to harass the enemy as they approach. Anonymous
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>>6158283 >Suggest we send out land and sea forces to harass the enemy as they approach. No easy trips
Prison Battalion QM
The officers are quick to agree to harassing the enemy from sea, but are reluctant to risk sending their men out on foot. General Caskin relents and gives permission for a small force, including you and your men, to depart. You lie in wait in the forest with your men. Everyone stays silent as the sound of hundreds of footsteps approaches along the road. As expected, the bombardment from the warships kept them away from the north coast and forced them to come this way. The first men begin to march past and you give the order to fire. Normally a good ambush waits until the main enemy force comes into range, but this isn't a normal ambush. After firing, your men immediately turn and run, and you follow them. Shots ring out from behind, but you don't look back. Since they left all their armour and gear but their weapons, your men are quick on their feet, and the trees are too thick here for cavalry to follow. It seems like you've been running for ages, but they enemy troops are still in pursuit. You eventually reach a familiar rock formation and run through a gap to the other side. Your pursuers go to follow, but are shot down by the soldiers lying in wait behind the rocks. The survivors retreat to a safer distance and return what fire they can as their reinforcements arrive. Underestimating your numbers, the reinforcements fire and advance towards the rocks until a volley corrects their mistake. With more enemies arriving, they begin to coordinate and they divide their forces to flank you on either side. This is your signal to leave. Your men and the regulars fall back towards the southern shore. Taking the bait again, the enemy gives chase. You reach the beach and start to board the rowboats as the Bitar troops clear the treeline. Your men hold them back with musket fire as the boats push off from shore, and as more of them set foot on the beach they're hit by a volley of grape shot from the ships' cannons. They flee and the ships take you back to the town. All things considered the enemy didn't take significant casualties, but the distraction surely caused some disarray in their army. That's the end of this thread, thanks for playing! Prison Battalion Quest will return.
Anonymous
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>>6161574 thanks for running!
Anonymous
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>>6161574 Thanks, QM. That was fun.
Anonymous
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>>6161574 looking forward to it!