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Plains of Blood III

Re: Plains of Blood III

Postby Eltharrion » Sun Apr 03, 2011 7:48 am

So... We're really going for this, eh? Let's see how people take it in...

Anyway, for the question about "dark age vs. modern", there lies few IMPORTANT points about things:
-Ranged weapons "cost" more in points. Simple fact. If you have a 10-point melee fighter and a 10-point ranger, ranger SUCKS in skills compared to the fighter due to fact they have more possibilities to attack.
-Rapid fire weapons? Again, you could ad bit more to the cost to reflect this and mention it in the description. Otherwise the shots will be less effective.
-Modern-age armory for infantry (kevlar, bullet wests, everything like that) is not meant to protect against larger physical impacts. So, in other words, they turn rather useless against swords and arrows. At the same time, however, medieval armor is useless against firearms for many reasons I don't think I have to point out.
-Modern-age soldiers are not trained in close-combat weaponry on the same degree as dark-age soldiers (though later are not usually trained at all...), and they are at disadvantage at close range due to their equipment (...combat knife, and that's all?). Even if you think "they can shoot on close-range", using an assault rifle on sword-reach effectively is next to impossible. Plus, modern weaponry needs only one single good hit to it and it can turn useless piece of metal, unlike sword.

So, in a nutshell: in open plain fight, modern-age weaponry rocks the medieval over 1-500. If, however, the fight gets into close-quarters, medieval have more possibilities to fight effectively, and tables will turn until modern age people retreat back to ranged combat. And the medieval have masses compared to modern-age soldiers (one medieval rank-and-file soldier could cost maybe 5 or 10 points, while fully-trained marine might go as high as 40 or 50).

This is only pointing things about medieval vs. modern. IN any situation, you can find things like this. Your army has full-body energy shields preventing ANYTHING trough? Man, that's gonna cost you A LOT of points for single soldier, maybe even a 100, 300 or 500... Only for the "unbreakable" defense that is. For INFANTRY. Tanks with similar thing might cost 3000. Just pointing out the fact that "more you have power or unbeatable- table, more you cost". And yes, it is possible that army doesn't lose a single soldier if they have something like this. But hey, they don't get reinforcements as fast, and even losing a single soldier WILL cost.

And again, remember: Magic...
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Re: Plains of Blood III

Postby Kithrune » Mon Apr 04, 2011 6:03 am

what about a bayonet on a civil war era rifle? wouldn't that be a little better than an M16?
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Re: Plains of Blood III

Postby The Watcher » Mon Apr 04, 2011 8:23 am

I might join this. We'll see what you make of it first though.

That said, if you want my input, being one of the originators of POB and all, just let me know.
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Re: Plains of Blood III

Postby Eltharrion » Mon Apr 04, 2011 8:32 am

Kithrune wrote:what about a bayonet on a civil war era rifle? wouldn't that be a little better than an M16?

Then comes the great point:
-Civil war era rifle doesn't shoot out in rapid-fire succession with clip of 32. So, they got less firepower in that sense, but they have a mean of melee combat. So yeah, they might cost less and you can mention in description "oh yeah, these guys also have bayonets", giving them bit power in the melee also. It all goes with the description you write to them. You write "masters of long-range combat, but suck at melee", and the unit turns into specialists of range. Meaning they have extreme "bonus" on range combat (they kick ass of the units that cost the same but are not specialists in that area, if the combat gets into long-range).

The Watcher wrote:I might join this. We'll see what you make of it first though.

That said, if you want my input, being one of the originators of POB and all, just let me know.

I believe everyone would be happy with your input. Every clear point/good reasoning is always welcome in any situation. With you being the originator? I'd say it means 135% to everyone.
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Re: Plains of Blood III

Postby The Watcher » Mon Apr 04, 2011 8:59 am

For simplicity, the general assumption is that "points are points," so a 10 point musketeer unit is just as good as a ten point modern soldier is just as good as a ten point swordsman. The catch is that if the game is one of the attempts at a more structured outing, you award real time bonuses or penalties to units' effective points values based on whether they are fighting in a situation that compliments their purposem position, and fighting style, or if they are fighting in a situation where their regular equipment and tactics put them at a significant disadvantage.

For instance, imagine an assassin unit has caught an enemy by surprise- they would gain a small temporary boost in effective points due to succesfully playing to their strengths, though the opponent would take no penalty. In another instance, if you have heavy infantry attempting to charge a more nimble opponent in thick, swampy terrain, your heavy infantry are not going to be at their full points' effectiveness because of how hampered they are. In situations where both are advantaged or disadvantaged, it cancels out, so you don't need to bother.

Situations where one party is advantaged and the other is disadvantaged enough to award a bonus and inflict a penalty should be rare, and the result of some seriously great maneuvering on the part of one of the two involved. Be a little stingy in awarding points boosts or penalties, make them relatively small boons or penalties, but make them enough and often enough to count for a little something, as they ought to come up because one player has successfully role played his opponent's forces into a corner/disadvantage or whatnot.

Also, take tactics into account. If you are going to assign mandatory amounts of injuries (in points values) to fighting, then it makes sense that a unit which is fighting berserker style might well inflict more damage at the price of taking more casualties, or that a unit which is specifically stated to be fighting defensively will have decreased ability to slay foes, but take fewer losses in return.

Basically, keep factors in mind and through player consensus award easy-to-work-with (so as not to slow the flow of the game) awards or penalties accordingly. And doing so trying to keep things so that these little incidents can influence a battle, but won't decide it.
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Re: Plains of Blood III

Postby Avashka » Tue Apr 05, 2011 12:40 am

I remember this. It was pretty fun except everyone except two factions allied together and then it died.

I'd be willing to try it again, especially if there's more actual.. Well, mayhem.

I'll scribe up an army sometime soon.
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Re: Plains of Blood III

Postby The Watcher » Tue Apr 05, 2011 10:51 pm

Hey, it's Avashka! Awesome. :3

I remember you had two of the best entries we'd seen in ages. Great to have you along for the ride again. :D
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Re: Plains of Blood III

Postby Kithrune » Wed Apr 06, 2011 6:05 am

Please post the guidelines for making an army when you get the time, I'd love to bring my n army of Steampunk-Civil war drakels to life.
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Re: Plains of Blood III

Postby Avashka » Wed Apr 06, 2011 4:19 pm

The Dark and Dreaming

The Dark and the Dreaming is less a faction and more a manifestation of nightmares. A powerful human telepath, perhaps the most powerful ever known, fell into a coma, and her fitful slumber began to warp the very fabric of reality around her. The horrific images and creatures populating her dreamscape fed off her natural powers and have begun leaking into the real world, intent only on transforming all that surrounds her into a nightmare of her own accidental creation.

The Dreaming is presented as an antagonistic, nearly mindless force that slowly and progressively creeps outward until destroyed, or until all in its path is consumed.

Special Qualities:

Encroaching Twilight: The Dreaming's forces are restricted to areas under twilight. The twilight slowly spreads across the playfield as each page progresses at a rate to be determined by the referee. Twilit areas are cast into a permanent dreamy haze, structures and grounds becoming indistinct and shadowy, the space itself consumed by a grey luminosity. The closer one progresses through the Twilight and nearer the Dreamer, the darker and more warped and distorted the Twilight becomes. Dreaming forces must remain within the Twilight unless otherwise noted. Newly purchased units are spawned in at any location within the Twilight. Enemy units are subject to morale damage that worsens the nearer they come to the Dreamer. Figments are spawned and despawn wherever non-Dreaming forces enter the Twilight.

Dream Creatures: All Dreaming units, unless otherwise indicated, as pseudo-real Dream creatures. Dream creatures are mindless, fearless, and do not suffer from mortal concerns such as food, drink, air, and blood loss. Dream creatures are resistant to psychic and magic damage, but weak against physical damage. Dream creatures are dangerous but relatively fragile.

Lurking in the Darkness Dreaming units may recede and emerge from the dark ground and structures that populate the Twilight, making them excellent ambushers and difficult to pin down. This is not an instant maneuver, however, and recently-hidden units may still be destroyed before surging off to parts unknown.

Troops:

Figment: (0) (Special) Figments are bizarre visual, auditory, or other images conjured by the unconscious Dreamer. These Figments exist only as a reaction to an intrusion into the Twilight and have no bearing on combat, instead causing strange and terrifying things to occur. Figments are scary and serve the ambience of the Dreaming and little else. Figments may be mistaken for Shades, however, and can sometimes cause intruders to waste ammunition or energy swinging at ghosts.

Shade: (1) Manifestation of the Dreamer's fear of strangers. Shades appear as vague, hazy humanoids with no real identifying features, and primarily swarm intruders from the shadows and from all directions. Shades can disappear and emerge again from structures in the Twilight but are very weak. Cannon fodder / mob infantry.

Hound With Shining Eyes: (10) Manifestation of the Dreamer's fear of dogs. Hounds are large, dog-shaped masses of shadows with bright glowing eyes that pierce through the darkness and the strange half-light of the Twilight. Hounds, much like Shades, mindlessly swarm the enemy, their relentless, echoing barking causing fear. Shock infantry.

Wisp: (10) Fear of fire. Flickering, burning lights in the Twilight, appearing as either glowing white spheres or orbs of blackness depending on the surface the Wisp is near; Wisps burst into flickering flames and can quickly set an area-- and all those within-- aflame. Suicide troops, explode on death.

Fury:(15) Large, distorted forms trailing ribbons of darkness, manifestation of the Dreamer's fear of anger. Highly aggressive, berserk attackers.

Elites:

The Sequestered: (25) Fear of confinement. The Sequestered are vague pale shapes wrapped in dark chains, typically danging from the unseen 'ceiling' of the Twilight. Sequestered are withdrawn and dangled into areas near intruders, where these sorrowful wretches' screams and cries cause psychic damage. A pathetic, perverse abomination of a sentry turret, unable to move of their own volition, only able to scream and weep. Fixed position ranged 'turret'.

Taker: (30) Fear of the dark. Takers are long-limbed, spidery things that lurk in pools of shadow on the ground or in the walls. When the unwary come within reach, the Taker emerges to drag the victim in. Ineffective against larger targets unless operating in numbers. Watching several Takers drag a hulking powered armour into the darkness is a terrifying sight. Assassins.

Night Terror: (50) Paralysis and terror, the inability to move and breathe. Distorted things that move like liquid, the very presence of a Night Terror can paralyze its victims with fear so that it may surge forth and devour them. Brutal shock infantry.

Heavies

The Desolate: (100) Fear of loss. Great, empty, cadaverous things, they try to gather all they can only to see it waste away to ash in their hazy fingers. Mechancially, the Desolate defile and slowly destroy all they touch. They are slow-moving but unusually durable for a Dreaming creature.

The Forgotten: (300) Fear of loneliness. Forgotten have many, many, long tendril-like limbs with which they try to reach out for any other living thing, only to inevitably destroy them. Forgotten can entangle and ensnare enemy units and vehicles while causing accelerating damage over time, eventually dissolving the victims.

Caster:

Nightmare: (300) The culmination of all the terrors of the night. Appears as the target's worst fears, or as a vague nebulous form if the target is fearless or mindless. Nightmares have the following 'spells':
Delirium: The target and those near it, if weak-willed, go briefly mad and attack each other. The particularly weak-willed pass out.
Horrify: Target and those near it are afflicted with unnatural, supernatural horror, and may be forced to flee or quiver in paralysis.
Devouring Darkness: Consuming shadows swarm out from the Nightmare toward the victims, causing heavy area damage.
Swarming Shades: Nightmares may summon from 10 to 50 Lesser Shades at will. These Shades are very temporary and extremely weak, and aside from tar-pitting the targets and potentially mobbing infantry have minimal use.

Heroes

Father: (550) He meant well, but was never around, but to deliver the discipline that Mother could not. Little can be seen of him-- a tall, impossibly tall, man in a dark business suit with no face. A twisted reflection of all the negative parts of her father's memory. Cruel, impassive, uncaring, absent. A hollow dictator and an empty shell. He is ineffective in direct combat, but serves as a brutal debuffer and buffer.
Cruel Decree: Denial. Father may counter or otherwise shut down the spells or special abilities of any units up to his point value when in combat.
Harsh Discipline Father's presence enhances the effectiveness of Dreaming units nearby, through the echoes of the sheer terror and fear the Dreamer felt for him.
Grounded: Father may Banish enemies, temporarily removing them from combat and rendering them ineffectual but invulnerable.

The Inevitable: (1000) The Inevitable is a force, appearing vaguely as a man with an unceasing, implacable step. The Inevitable is that figure that chases you through your dreams, who you only pray doesn't catch you before you wake up. But here there is no waking.
Ever-Present The Inevitable is always there. It may transport itself to any location within the Twilight at will, but never directly into the field of active combat.
Perpetual Pursuit: When the Inevitable appears on the battlefield, it selects a target as its quarry. This target may be an entire unit of Troops or a singular hero. He will slowly but persistently follow the target, using Ever-Present to continually hound its prey. Eventually, unless the quarry escapes, he will catch them.
You Cannot Run: Enemies cannot successfully retreat from the Inevitable. He will continue to hound their steps, getting gradually ever-closer, until either he catches and destroys them or they manage to flee the Twilight.
You Cannot Escape: Teleportation, whether psionic, magical, or technological does not operate for the Inevitable's chosen target.

General:

The Sorrows: (2000) A twisted reflection of the Dreamer herself, the Sorrows is the source of the nightmare-- the suffering, misery, and woe felt by the Dreamer in life. The Sorrows appears much as a young female human, perhaps 17 or 18, with long black hair and impossibly blue eyes. She has unnaturally, almost luminous white skin. Both her hair and the light white dress she wears seem to blow on an unseen wind. Her skin is marred by stains running from beneath her eyes, as if she had been crying. It is her rage and sorrow that split her from the Dreamer and cast her world into twilight, and she will persist for as long as the Dreamer remains imprisoned. Although the waking of the Dreamer would release the Sorrows from her torment, she desperately tries to keep intruders away from the Dreamer's prison. The Sorrows is a noncombatant, but see below.
Shape the Twilight: The Sorrows may shape the very fabric of the Twilight realm at her own twisted whim, manipulating it into strange dreamscapes, memories of life, warped and idealized reflections of the real world. This is usually used to mislead and misdirect intruders away from the prison.
Rage and Ruin: The reflections the Sorrows creates inevitably decay, the dreamscapes she tries to lose herself in becoming another source of torment, for both herself and for her 'guests'. The decaying of the Sorrows' dreamscapes causes sanity and psychic damage, usually manifesting itself first as piercing headaches and then eventually-- eventually-- coma, death, and absorption into the Twilight.
Source of Nightmares: The Sorrows can summon temporary Dreaming units, from Shades to Nightmares, up to half her points level. These typically take innocuous form until the dreamscape begins decaying, at which point they may become hostile.

Super: (No theme. Silence.)

The Dreamer: (Special, 0) The Dreamer is a human female of about seventeen years of age, with light skin and dark hair. She lies unmoving in a white bed with white sheets, an IV attached to her arm. The Dreamer's bed, and the small patch of terrazzo flooring surrounding it stand as the one bastion of stability and reality at the center of the Twilight. A folding chair is set up near the bed. All is silent in the area but for the soft beep of unseen life support and the faint echoes of a middle-aged couple sobbing, heard from the area of the chair. A glass window floats in the void not far away, with a tiny cactus sitting on the sill along with a number of cutesy get-well cards. The window opens up to a bright, sunny sky.

It is peaceful here-- no Dreaming creatures can enter or threaten the ones who come here.

Powers: None.
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Re: Plains of Blood III

Postby The Watcher » Wed Apr 06, 2011 6:05 pm

Avashka, you are a dark genius...
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Re: Plains of Blood III

Postby Eltharrion » Wed Apr 06, 2011 7:09 pm

Alliance of Sun and Moon

The people of Cu-toriak: mostly human-kind, though they have lived in a world of dim lights, and thus have developed a great low-light vision to themselves. Their lifespan extends to over 300 years, though on their world natural phenomena, wars and simple clan dishonour can kill them off mostly before any of them reach age of 80. Those “elder” who have reached an age of over 200 are prized in any clan as superior leaders and as “the ones who know history”.

The Alliance was formed in year 4655, second era time, on a vast world of Cu-toriak. In response to the overly brutal lord of the known lands, two clans and blood enemies of old times, the clans of Sun and Moon, decided to throw away their differences and began to plot a plan to overthrow the ruler. Originally, their plan was openly to split the land in two so they could solve their vendettas and cursed histories on the scale and stage they believed to be grand enough: the whole world.

However, this overlord of the world wasn’t to be so easily overthrown. The two clans, normally referred as “Triggers”, began slowly their silent war of espionage, sabotage and misleading of the enemy. As they gained more name, more suppressed people stood up and searched them out, begging to join their ranks. Finally, after hundreds of years, their number having grown over ten times the original forces, their efforts were showing effects.

Special rules

Twilight walkers:
Having lived under the search of their Overlord for decades, the Alliance has found ways to hide away from even the high-tech spying satellites as well as from most mages and psychics. Meaning that only the most elite-trained trackers have even a chance of finding them if they decide to stay out and away in the wild.

Travel-dwellers:
With constant need of movement, Alliance has learned to find the fastest road in any situation. They can travel fast, faster than any other such large army, cutting trough the lands unseen & unheard, striking out wildly only there where they really need, until disappearing back into shadows, caves and the woods.

Knowing the land:
It isn’t even a feat for Alliance soldier to disappear from battle, only to come up around from another location just few hours later. If ever want to, any Alliance soldier or vehicle can just simply hide, lose their enemies by diving into any natural formation of the land, and then get away. It doesn’t mean, however, that they can vanish into thin air. They need an escape route, so if surrounded, stuck on open plains or within any possible base, they have no way to cut off from there.

Leader

Agateaosh, Walker of dawn and dusk (1500 pts)
The first and only carrier of both Sun and Moon clan’s legacy. Agateaosh is neither man nor a woman, but something between the two, a godly being among the clans. A bastard, so to speak, formed between the two clans to keep this Alliance together. Now, this “Ruler’s” only reason is to keep Alliance together, prepared to commit suicide the moment that guidance is not needed anymore. Wielder of the Chakrams and swords, when this person steps to battlefield, blood is sure to rise and paint the ground and sky as red as the dawn and dusk.

-The sea of blades: Ruler has a large magical coffin follow him anywhere where he goes, impenetrable for damage. On command, every single of 128 weapons in this coffin, both 64 swords and chakrams, will fly out to Agateaosh and swirl in the air around the Ruler, slashing anything that is not part of Alliance into fine mist of crimson or dust. This sea of blades also acts as a wall of iron, deflecting nearly anything shot or hit toward the Ruler away. (counts as 2 abilities)

The walker of two: Being a carrier of both Sun and Moon’s legacy, Ruler can lengthen the only moment these two are together at the sky, and radiate at their power. Any dusk or dawn, the moment when both sun and moon are up, will instead last for minutes, even an hour, if Ruler wishes so, though this power is very tiring and cannot be used but once every three days. Also, if he is present, the whole Alliance gains a considerable morale boost during this moment that is neither day nor night.


Heroes

Zureyashi, Daughter of the Sun (750 pts)
Current head of the Sun clan. Carries their ideologies with her. Outlasting, bright and open, she goes wildly around the world with her soldiers.

-The Sun: During the time Sun is on the sky, Zureyashi’s powers are nearly doubled, becoming nearly as powerful as their Ruler. However, whenever there is no sun on the sky, she paralyses and cannot do anything but breathe faintly until the sun comes up again.

-Blade of Day: This ancient sword carried by the Clan can create light as powerful as the sun, blinding anyone looking at it the moment light is created. The light can be concentrated to a short pinpointed beam, basicly cutting nearly anything in half with a swipe of a sword. It can also repel creatures of night, darkness and dreams away from the wielder or even destroy them with it’s light.


Kokredomi, Son of the Moon (750 pts)
Current head of the Moon clan. Carries the clan’s ideology with him. Silent, calm and watchful, he roams around the world with everlasting silence, nearly ever speaking a word.

-The Moon: same as Zureyashi, except to him it’s the Moon that grants him power.

-Chakram of Night: A large, man-sided Chakram that can dim the light around the wearer away, creating an area of pitch-black darkness where every single sense is cut off for anyone except the one wielding this blade. Also, it can control the creatures of night, darkness and dreams to certain extend, causing them to attack other people or themselves.


Units

Scouts (10 pts)
The main backbone of the Alliance, though they are not soldiers for battle on weapons. Theirs is the field of stealth, locating possible enemies, marking the routes for others, keeping track of anything worth it and to lead enemies into ambushes. Mostly camouflaged non-armed members of the Alliance. In case they get to head to head combat? They’re dead, unless they get away.

Wild dwellers (10 pts)
They are main soldiers of war for the Alliance. Armed with powerful line-range silent EM rifles, these soldiers can lay mid-range waste to nearly any target, was it either human, demonic being or a machine, given they get the chance to shoot first. However, their own weapons make wearing any armour useless as the shots would just roll up to themselves, so they have no ways to withstand damage on their own. As with the whole Alliance, they are still really good at stealth. Mostly, however, work on Corsairs.

Elites

Wardens (50 pts)
These soldiers cause most enemies to look over their shoulder all the time and shoot at any single sound that comes from the forest. They are the assassins, the saboteurs, the ambushers. The come when you are not expecting it, slay off a few, hinder your movements, destroy anything critical to you, and then the vanish away, only to harass you trough the night and day with their mind-cracking paranoid-causing attacks. Then, when you think it’s over, they lay a series of traps on your tracks, only to nib your mentality more. Mostly equipped with cloaking equipment, short- to melee-range weaponry and explosive satchels for destroying anything stationary, or with small portable mines and other trap-weaponry. However, you guessed: their head-to-head combat abilities suck due to any good armour or larger weapons meant to defend one’s selves.

Warden sniper (75 pts)
Basicly a warden elite. They practice long time with extreme-range sniper equipment, and can launch attacks from miles away. As normal wardens, their straight head-on combat skills suck, and they lack any close-range weaponry. Usually work with groups of wardens.

Raiders (60 pts)
They use silent motorbikes, hoverboards, AG-rollers and similar equipment for fast movements and sudden short-range attacks, up to from LMG trough pistols to vibro-blades and throwing knives. They are the masters of hit-and-run. Might just sneak close to the enemy, suddenly rush trough their lines, shoot and slash wildly and disappear before the enemy even realises they are there. You can usually hear clearly the moment they are fighting, as they always explode something up, and shout loudly in the middle of combat before retreating with extreme, even deadly speed. Can’t take a lot of punishment, though, and if facing someone openly, can’t really stand a chance. Main power lays in mobility and hit & run.

Sky raiders (75 pts)
Even deadlier versions of normal raiders, these guys take the wings and fly, either with anti-grav bikes, powered up boards, back-mounted wings & jetpacks or silent jet planes. Swooping from the clouds, they lay waste to everything below them before retreating back to the sky and away to the sunset.

Spellcasters

Illusionist (500 pts)
Their main point is heavy hiding, invisibility and misleading spells, able to hide even a large army from sight. In combat, they disarray enemies by creating phantom images, and mislead enemies to fight among themselves.
Spells:
-The veil of the unseen: Enemy can’t locate nor even touch the caster nor any soldiers close to him, no matter what they try. The caster and the soldiers, however, can’t really move much, and even lifting a hand suddenly causes the veil to disappear.
-Caller of the legions: Creates simple illusions of every nearby Alliance soldier. These illusions pass trough physical objects, but react to any object as it was real to them, cause fake sounds and even the normal smell of soldiers in certain degree. They cannot harm anyone, but in the middle of battle, enemy has good chance to shoot illusion instead of a real one.
-The web of lies: Large-area spell that requires at least two casters, who form a large magical web. Anyone outside this “web” can’t see to the inside of the area, instead seeing any natural landscape surrounding it. Mostly meant to hide away resting soldiers.
-Mask of murderer: Can make illusions around enemies or allies, making them look completely different same-sized beings or objects. Even turning the enemy to look just like the Alliance soldiers.

Heavies

Corsair ship (300 pts)
Mobile anti-gravity hover transport and light attack unit with open deck, capable of short flights. Resembles a bit of a Raider. Has extreme 360 mobility, stability, small force field system and certain degree of dislocation and stealth shields, meaning that most normal attacks, even melee ones, will miss the ship completely (unless fired multiple shots from different angles in rapid succession) and possibly even hit allies. Doesn’t have any weaponry of own, though, and relies on the weaponry of onboard soldiers. Can carry up to 15 men, which all have free line of fire. Armour is also bit weak, meaning any heavier direct hit (tanks, ballistas, huge fireballs shot by wizard, other large heavies) can sink it in one go.

Super

Does not exist.
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Re: Plains of Blood III

Postby Kithrune » Thu Apr 07, 2011 9:39 pm

My army is coming but school has picked up and the forum didn't save my last draft >:(

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Re: Plains of Blood III

Postby The Watcher » Fri Apr 08, 2011 6:49 am

The Bronze Host of the Phaedrin:

On a colder world somewhere in the infinite void, an unrelenting ice age saw the development of a different breed of hominid than that of earth. The Tarsans are large and primatelike, with the same build as their human analogues save that they are taller due to the minutely lower gravity of their homeworld, and more muscular. Shaggy white fur covers their bodies, forming great manes around flat, red-skinned faces somewhere in between human and macacque in appearance. Due to the different layout of their musculature and ligaments, a tarsan's limbs have significantly greater leverage than those of a human, granting them comparably prodigious strength and agility. Of the medieval Tarsan nations, none are so great or so powerful as the all-conquering children of Phaedrus the Golden, the first King-in-Bronze. Masters of orichalcum thanks to its peerless alchemists, the Phaedrin Bronze Host is the largest and most potent Tarsian army in all of history. Having already conquered the known world, absorbing other nations as vassal states whose rulers swear fealty to the King-In-Bronze, the Phaedrin nation has become completely unstoppable in its inexorable march to simultaneously explore and conquer every new territory in their path. The Phaedrin warrior-kings are obsessed by conquest, and though they are not unpleasant to live under the rule of, they will not stop until they have conquered everything or are themselves destroyed. Mysteriously, the central portion of the Bronze Host mounted a charge against their enemies on the icy plateaus of Navoreth only to find themselves someplace entirely else. Much less mysteriously, this has not phased them in the slightest, for more Phaedrin seem to be finding the rift by the day, and a new land is simply a new land to conquer for the Orichalcan Throne.

Special rules

Winter Warriors:
There may well be a saying "cold enough to freeze the balls off a brass monkey," but it was not coined with the Host in mind. Where winter is the scourge of most armies, Tarsans evolved to thrive on a world whose summers can at times be more frigid than the deepest winters on other worlds. 'Cold' by the standards of others means effectively nothing to them; they laugh in the face of a winter campaign, and frost-based magics hardly effect them. Winter terrain and weather will never hamper or disadvantage the Phaedrin in the slightest, who can fight even in the heart of a howling blizzard, and nothing save the most potent of frost and winter-based spells will give them so much as a stuffy nose. On the other hand, Tarsans have never encountered desert of any kind other than the arctic sort...

Orichalcum:
A family of brass and bronze related alloys with incredible properties, orichalcum is the metal of choice amongst Tarsans, and it is the Phaedrin's specialty. From simple red orichalcum, which resembles bronze yet is stronger and tougher than the finest steel, to fabled True Orichalcum, the inestimably rare and valuable golden alloy which is rumored to be indestructible once forged, orichalcum is everywhere in the Bronze Host. Orichalcum blades and armor display astonishing power and durability, with the potential to cleave through the thickest modern materials, and a capacity to effectively protect against even modern weapons fire. The metal itself also resists magic. The Bronze Host arrays itself as a vast horde clad in burnished orichalcum for more than just looking pretty! In practice, this means that Phaedrin forces don't suffer for engaging higher-tech armies as their otherwise medieval armor and weapons remain effective, enjoy a minor to moderate amount of protection against magic/psionics, and can engage even the mightiest and subtlest magical or otherwise supernatural creatures with their otherwise ordinary weaponry.

Mobile Horde:
The Host is highly accustomed to campaigning constantly on the move, roughing it in strange new realms, and living off the land, as well as creating fortifications and breastworks on the spot from nothing more than dirt and sweat if need be. The Host does not have problems supplying itself on the march, even when under attack, unless it is traveling through sandy desert. They are able to lightly fortify almost anywhere given preparation, and are automatically assumed to have done so they make camp, even when on the move at full marching speed. These fortifications are destroyed after the Bronze Host leaves the region, either by hard use, the intention of their owners not to leave shelter for potential enemies, or because they have been effectively destroyed by combat. Inclement weather is not assumed to be a significant hindrance to them unless it involves hot weather, as they are primarily used to extremes of cold.

Leader


Hakairon Phaedrus, the King in Bronze: (1500 points)
The eighteenth King in Bronze, amber-eyed Hakarion Phaedrus is hale and hearty in spite of his somewhat advanced years, an enormous, mightily bearded man, his blonde fur (the mark of the Phaedrian royal line) as golden as the day he was born. Descended from a mighty line of heroes, Hakarion is a beloved and respected ruler, who has pushed the boundaries of the Phaedrin-claimed lands far beyond the known borders of the world in his reign and brought prosperity to his people. This odd new world will make a fine addition to his list of campaigns.

The Phaedrin Royal Bronze: Only King Hakairon is permitted speak of his equipment as real bronze, for it is the near-mythical True Orichalcum, the rarest, pure-golden form of the metal that is the holy grail of every Phaedrin alchemist. The royal bronze consists of a mighty suit of fullplate, a sickle-sword, and the King's favored weapon, an equally mighty tomo- a potent axelike weapon consisting of a thick blade shaped like a claw or heavily curved teardrop mounted vertically at the end of a medium length handle. The individual plates of the armor are completely indestructible, save for one spot- a mighty wound in the cuirass that has since been patched with lesser, weaker orichalcum, from where the first King in Bronze was wounded by the Talos centuries ago. The armor is also completely proof against magical and supernatural attack, while the Royal Blades strike devastating blows, capable of shearing

Fearless Leader: The Phaedrins have always been warrior-kings, first into the fray and the last to leave, leading their men from the front and fearing no worldly foe. Hakairon is completely immune to morale damage, and confers this immunity to any unit he directly leads, while the rest of the army lead by him significantly reduces the amount of morale damage it takes. When King Hakairon leads a charge, the charging segment of the Bronze Host cannot be Disadvantaged for the duration of that charge. Furthermore, no unit save enemy Heroes, Leaders, and Supers can possibly hope to stand against King Hakairon.

Death before Dishonor: The Bronze Host would rather die than betray their King. No Phaedrin unit may be bought, bribed, or otherwise converted into serving the enemy save via sufficiently established plot device. Even their very souls rebel at the thought of treachery, making it somewhat more difficult than normal to enchant or reanimate a Phaedrin warrior.

Heroes

Machaira Silvermane, the Grey Warden: (1000 points)
The middle princess of Iorathia, a Phaedrin substituent nation of alchemists who were one of the King-in-Bronze's first allies and chief amongst his vassals, Machaira displays the characteristic silvery fur and intense cyan eyes of Iorathian nobility. Machaira is a legend both to her own people and amongst the Bronze Host, having very succesfully taken up the mantle of the Grey Warden, a heroine from Iorathian history who mastered both blade and alchemy to defend her people. Though Machaira is not the best alchemist amongst the Phaedrin, no other amongst the Host combines fighting prowess, alchemical skill, and raw leadership quite like she does.

-The Warden's Raiment: Machaira's set of armor, firearm, and blade, the Warden's Raiment, is an old and unique marvel of her people's alchemy forged by the original Grey Warden; an assegai, arquebus, and full suit of burnished silver artificer's platemail made from white orichalcum. The armor is light as a feather, yet can withstand enormous impacts without damage to it or the user. It is all but immune to all direct supernatural attack and shields the wearer well but incompletely against more insidious effects, such as psychic suggestion, enchantment, or radiation, while the assegai is also nearly indestructible and contains incomprehensible alchemical mechanisms that cause it to generate immense electrical currents. This can be used to electrify the blade without harming the wielder, or project devastating mid-range blasts of lightning. The arquebus has no clear power of its own but is of superlative craftsmanship, striking incredibly true with immense stopping power even at prodigious range, capable of firing murderous lead spheres, orichalcum-tipped bolts, or even devious alchemical munitions. Somehow, not even the mightiest of foes seem completely immune to the arquebus' attacks, provided they connect; particularly so if Machaira has been able to prepare a suitable alchemical round.

-Master Alchemist: With preparation and study, Machaira can produce an astonishing array of seemingly supernatural phenomena, or bend her talents to the undoing of enemy magics. Via the contents of various vials and flasks, Machaira can throw out damaging and disabling 'spells' with the best of them, and provided enough exposure, experimentation, and study, (i.e. sufficient storytelling and roleplay) mimic, tamper with, or mitigate magical/supernatural/etc abilities, devices, and effects she encounters.

-Heroic Leader: The Grey Warden is arguably the greatest Phaedrin hero other than the line of the Kings in Bronze themselves. Within her presence, the efforts of the common soldier cannot help but be redoubled, as they overcome their fears in order to prove themselves worthy of standing by the side of their indomitable champion. The Grey Warden's presence mitigates morale damage in a Phaedrin army she is part of, and units she leads personally take less casualties.

Talos: (1500 points)
Once, there was a warrior, Targerion Karderas, merciless, mighty, and powerful. He alone had faced the armies of the first King-In-Bronze and prevailed. He alone resisted Phaedrin conquest for a full ten years. But even he could not withstand Golden Phaedrus forever. His armies in ruin, holed for his final stand in his last keep, the Black Prince summoned the most powerful alchemists and the last sorcerors to him and commanded them to make the ultimate warrior. Karderas and his coven sequestered themselves within the hidden keep, working for a year of nights, and none of them never emerged again. Instead, what emerged was the Talos, a warrior clad in a dismal suit of armor forged from sorcerous metal, blasphemous Black Orichalcum, the sullen green-black of bronze patina. The Talos stormed from Karderas' keep, slaughtering the men of the Bronze Host like so much chaff until he came upon Golden Phaedrus himself. Relishing the challenge, Phaedrus fought his opponent for seven days and seven nights while his army retreated. The King landed blow after ruinous blows upon the dark warrior, yet the Talos remained completely unphased, and on the eight day, the first of the Phaedrus line was wounded and forced back. When he returned, the Talos was gone. In the years that followed, the Talos became a creature of nightmare, covering impossible distances to raze entire Phaedrin villages and slaughter the warriors of the Host singlehandedly before vanishing. Over a hundred years passed, longer than the lifespan of any tarsan, and yet the Talos did not die; the warrior's rampage continued unabated, always leaving one survivor, broken of mind, body, and spirit, to tell of its passing. It was the Talos who broke the Third Host's assault on Mekros; it was the Talos who singlehandedly butchered the entire nation of Aemen; it was the Talos who stormed the palace of the Kings in Bronze and slaughtered all but one out of the royal family's entire fourth and fifth generation. The Talos' reign of terror only ended with the sacrifice of the first Grey Warden, who gave her life and her soul to etch an eternal alchemical seal on the Talos' blasphemous armor, indomitably binding the fel warrior to the will of the Kings-in-Bronze. Since then, the Talos has followed wherever the Bronze Host marches, destroying everything in its path.

Blasphemous: Some dire and inimical force suffuses the Talos; whatever it is, it is not a being of this or any natural world. Cannonballs and assault rifles will not so much as scratch the patina of the Talos' armor even if it knocks him flying, and a warrior might sink his blade hilt-deep into the Talos' chest only to withdraw his blade and find the creature as whole and unmarred as the day it first marched from its forgotten keep. The Talos can move seemingly impossible distances the second one loses sight of it. It radiates an aura of supernatural dread which causes severe morale damage to ordinary foes, and can put even the most stalwart or unfeeling of opponents at ill-ease with its sheer ominousness. Even the mightiest spells seem to only glance it before they are drawn into the vile, sigil-scarred armor, and while it might be possible to put the Talos out of action for a time or cause it to withdraw, it would seem that it is simply impossible to destroy. If the tale of the first Grey Warden indicates anything, it is that only selfless, ultimate sacrifice by a truly heroic individual seems to offer this unholy creature any real threat.

Ruin: The name given by the Host to the Talos' monstrous weapon, a spade-tipped, heavy two handed blade of the same decayed, corrupted Black Oricalcum as the warrior's armor. Injuries inflicted by this weapon fester, sapping the victim's strength and vitality, and do not heal through natural means. So inimical is its nature that it destroys the essence of anything it kills, preventing any sort of resurrection or return- anything the Talos kills is dead, and gone forever. No defense can fully guard against its bite, and even immaterial creatures cannot withstand its edge. A succesful blow from the Talos' blade cannot fail to inflict significant injury, and spells instant death to anything save the mightiest of opponents.


Units

Tribesmen (5 pts)
The Phaedrin have added any number of barbarian tribes to their great empire over the centuries, tribes who contribute innumerable warriors to the cause of the Kings in Bronze. Equipped with scale mail, light roundshield, and weapons of red orichalcum, these fierce but not exceptionally well trained or disciplined soldiers overwhelm the foe with a storm of javelins, arrows, chopping sickle-swords, and hacking tomo.

Hekaton: (10 pts)
The career soldiers of the Bronze Host, Phaedrin Hekaton ('Hundredfold Warriors') are clad and armed with high-quality red orichalcum equipment. They wear a cuirass-and-splintmail suit of orichalcum half-plate armor, as well as a large orichalcum shield with the Phaedrin insignia, and are armed with spear and sickle sword.

Arqebus Hekaton (15 points)
Entrusted with alchemist-artificed arqebuses, the Arqebus Hekaton form a formidable group of ranged medium infantry, replacing the typical spear and roundshield with asymmetrically heavy armor on the threatened side so that they can heft their firearms without fear. Though somewhat crude, the firearms are fairly accurate and hard-hitting, and most fire murderous orichalcum bolts rather than lead spheres, granting the weapons a surprising amount of effectiveness versus even ballistic armor.

Mounted Hekaton: (15 points) Light/medium cavalry who trade the infantry hekaton's shield and spear for a longer lance, a powerful composite shortbow, a large suit of orichalcum chainmail and a riding beast to wear the former. Mounted Hekaton are fast and reasonably well armored cavalry who can be used as harassing skirmishers or line cavalry with equal skill and ability. Their mounts, shaggy things resembling a cross between an elk and a draft horse, are just as winter-tolerant as their riders.

Elites

Praetorians: 25 points
The Praetorians form the Phaedrin royal guard and elite infantry. Recruited from warrior-nobility and the most veteran hekaton, Praetorians wear full suits of amber orichalcum platemail, just as strong as red orichalcum but significantly lighter and slightly magic resistant, to the point where a Praetorian can march all day in his armor with only minor fatigue and wade through a barrage of magical missiles suffering only a minor fur singing. In addition to sickle-sword and spear, they are also armed with alchemist-manufactured arquebuses, and personal melee weapons of the individual's choice; typically tomos.

Culverineers (25 points)
Drawn from the strongest and most physically imposing of the Bronze Host, the Culverineers are an infantry artillery unit similar to arquebus hekaton save that they are entrusted with no less of a weapon than light cannons known as culverin. The high-velocity ball of a culverin will punch right through an armored knight and his horse, and with good aim and timing can even be used against fliers and fortifications. When enemies come in closer, the culveriners simply stuff shrapnel down the barrels of their culverins, and the resulting volley of shotgun-style blasts is nothing short of murderous.

Mirror Lancers: (25 points)
Drawn from the same recruiting stock as the Praetorians and equipped similarly, Mirror Lancers wield long spears astride powerful shaggy riding beasts resembling a cross between an elk and a draft horse. Their amber orichalcum armor covers both horse and rider, and is burnished to a mirror sheen so that the sunlight will reflect off of it and blind their enemies. As a full length arquebus is impractical to use from horseback, mirror lancers use a light, short-barrel version carried about their neck on a sling, which they fire in volleys when closing closing with an enemy to devastate and confuse his ranks, opening up a crucial moment of vulnerability just before their lances bite home.

Spellcasters

Alchemist (200 pts)
Alchemists are forever studying and experimenting with the quasi-mystical nature of the universe, seeking to master the natural world via the application of a touch of the supernatural. Through bombs and concoctions they can hurl death as well as any battlemage, but some of their greatest contributions are their battlefield medicine and their "chymical enhancements."

Elixir of Life: The medicinal knowledge and healing serums of an alchemist can cure even the most grievous wounds and put what would have been mortally injured men back in the fight. Alchemists cause nearby friendly units to take reduced casualties, and at the end of a battle Alchemists can restore their points worth of casualties to fighting shape.

Elixir of Heroism: Some alchemists claim to bottle fame and brew glory, and elixirs of heroism are the proof. Soldiers who are given the Elixir of Heroism fight like gods or angels while the serum's effects last on them... provided they don't suffer an allergic reaction and die, or turn into a mindless beast. Units lead by Alchemists doling out elixirs of heroism count as double their points and are never Disadvantaged for a duration of two turns, but count as only half their points the turn in which the elixir wears off.

Elixir of Transmutation: Many alchemists are capable of partial transmutations that temporarily enhance the quality of affected orichalcum. In practical terms, this means that the unit affected is now slightly (or slightly more) resistant to magical and supernatural attack, and better able to dish it out to ordinarily resistant supernatural units in return, thanks to their transmuted orichalcum gear.

Heavies

War Rhammoth (400 pts)
A Rhammoth is a terrifying, five meter tall animal from the Tarsan homeworld, resembling an unholy fusion of rhinoceros and shaggy mastodon. Worse, they're omnivorous. Worst of all, they are smart, and the Bronze Host captures and trains them for use as warbeasts. In this function they are outfitted with mirror-polished orichalcum armor, their tusks and horns plated in razored layers of the same, and saddled with a small armored platform, with room for archers, two light and one medium cannon. Almost nothing can stand before a charging line of rhammoths, as the angry animals smash anything the platform gunners and archers haven't already killed.

Bombard: (100 points) Heavy, ornate orichalcum cannons tended by journeyman alchemists, bombards are stationary guns that can be moved from place to place by teams of rhammoths or riding beasts, which serve to lob cannonballs, vicious alchemical concoctions, and even crude rockets, rains of arrows, or gunpowder warheads into the foe. They are of equally great use against fortifications, and with a bit of alchemist's arithmetic, can even fire at targets who are not within line of sight.

Super

Continuing the current good-faith trend, the Bronze Host has no super.
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The Watcher
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Re: Plains of Blood III

Postby Eltharrion » Fri Apr 08, 2011 7:40 pm

...So, let me get this straight.
We got a friggin' Zerg-nightmare-blight-hedge army, backstab-ambush-runaway-specialists, A large pseudo-mechanical nanotechnic being-infused army, and a march-assault unit.

...Guys, I just realized something: We all got weird ideas in our heads. Definitely weird.
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Re: Plains of Blood III

Postby The Watcher » Fri Apr 08, 2011 8:50 pm

I prefer "unconventionally creative" ; )
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