#core #story_event #Kings_Man You are visited by enigmatic figures, fully-enclosed in armor. They march silently through the settlement. The only noise is a metallic clang, as they pause before each survivor and tap their lantern halberds against the ground. The survivors have no choice but to helplessly await their mute deliberations. Add [[King's Man]] to the nemesis encounter list. The Strangers Count People and take action based on the population total. ### Supportive Action - 7 or less population: Finally, one of them drives a lantern halberd into the ground. They leave without a word. Add the Guidepost innovation to the settlement. The strangers plan to return. Add Story Event ![[Story_EventIcon_black.png]] [[Armored Strangers]] to the timeline 4 years from the current year. Roll on the table below. | 1d10 | Result | | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 - 3 | A survivor's ears fill with a painful static! A random returning survivor gains a random disorder. | | 4 - 7 | The armored strangers dump a mangled, unidentifiable corpse on the ground. Gain 3 random basic resources. | | 8+ | The armored strangers haul in a massive bountiful beast corpse. The survivors wonder at this boon. Gain 6 random basic resources. Departing survivors gain +1 survival. | ### Destructive Action - 8 or more population: The strangers finish their count and draw their blades. Roll on the table below. | 1d10 | Result | | ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 - 4 | The armored strangers wantonly execute survivors. Suffer -5 population. You may **resist** to avoid this loss. | | 5 - 7 | The bravest survivors are rounded up. Select the survivor with the highest courage (in case of a tie, select all) and execute them. You may **resist** to avoid this loss. | | 8 - 9 | The strangers destroy a random innovation. Return the lost innovation card to the settlement's innovation deck. The survivors may **resist** to avoid this loss. | | 10+ | A halberd is left in the settlement with a survivor impaled on it as a remind. Suffer -1 population. Add the **[[Guidepost]]** innovation to the settlement. | **Resist:** You rise up! Add Special Showdown - [[King's Man]] Level 1 to the timeline this year. (after the showdown, heal the returning survivors, then resume this year's settlement phase at the update death count step. Do not gain Endeavor, draw a settlement event card, or advance a lantern year.)]]